具体见4 P; L* }& s! e, N9 f. {+ F+ M
5 f7 A: Q7 B* C! E) d' s. ~
http://www.matrixgames.com/forums/tm.asp?m=3185062 Y) C0 h2 r* i* D0 w" E
9 L; x1 P; b1 h: ^0 T V" P已经共享到岛群QQ和本论坛置顶资源帖" ^2 [5 q" v7 Y& E6 |
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大量更新,详见列表:
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: M- R1 C( z! a# o; ?8 R
Change History:
( B$ o& u# ]- C# A" VV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ K3 ~' Q9 |7 ]0 X
1. Seventh Update – This release is a comprehensive release updating all previous
1 L3 c W1 R4 V2 ^4 C6 h7 }6 tversions to v1.01.17 beta
4 A5 u; w" K5 [8 p S5 E: K( d' ]2. Code Changes# T6 g2 r& d) t
Fixed
8 D% i- a3 U- p# u1. Display of AF/Port icon between player saves based on player's intel' Y( [. V8 C2 d' k# e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 N, G- Z9 Q+ |' N1 `) T
weapon list updated
3 K; m& h! f: G6 u3. Reported cargo/troop safety values incorrect when no cargo/troop space
* h- m$ K8 {2 {" w6 W4 a4. Allow smaller 'reserve' space for small groups on ships
# ]5 S* T: O3 X3 l- K5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 p/ m( }+ w% `9 G6. Correct attacking plane count before final post-air combat
* V. Q' J% M6 I9 b% I% D/ H8 j* @# }) m7. Pilot promotion may have occured in error sometimes
: T& T% b* f1 U) Q; \9 C8. Raid detect message sometimes dropped of the combat report" b( T) ^8 X$ ^ ~5 R. B
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( q6 ]! m) e( |+ r( X/ g+ m: P
generally8 n) { d$ D6 N; D! C9 A
10. Some pilot-leader connections were being corrupted# T/ X( X: I& }$ e t
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 F1 z9 _; F6 H3 N/ O* ~other move issues due to the incorrect indicator9 S7 k1 H* U8 H' \
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: q( P/ p" T9 W% t6 b, {damage, Y" p: l1 Y4 g0 ]! P1 t
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 X, D, y/ e! U' V* Z( P
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' X8 D& M- @* ?+ V2 D9 O
date sort" w# O+ N5 c( J q3 \/ ^3 _0 ]1 @
15. ASW groups not allowed to attack sometimes- Z1 c9 N$ p; b( C4 f( }
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 {+ ?" l# o! PHQ/LCU to jump to reinforcement queue
# i0 O" O6 w; M* ^/ T! ?17. Bug in bomber intercept if too many rounds of fighter v fighter combat- G8 ]5 I% |9 M1 G6 {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 c9 n0 h. H; r0 O4 t( |6 s
at start of AE but crept back in sometime during updates% u; r" y Q, o4 u' c
19. Removed the fragment/parent swap during a TF unload as it could often orphan the* Y: i6 B% _, |! I5 J$ |. p" ]
fragment.; n0 O: i( Z9 z" ?" `4 c7 r
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. C8 j8 L9 Z$ C2 H" v/ T0 B21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ Z* x3 ~4 f% u. y
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) u8 s0 A8 P! d8 v
set
# T( |$ Z+ j$ k5 j; C22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base* {& _( j/ {' _! R. q0 G# L% Q
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# `& g- F1 @, ~' C: \& D9 U# y; @
24. Bug caused F/FB to sometimes bomb at low altitude
- \/ k9 o7 q! s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 U0 z3 Y/ C1 }' ~' n" d- E. {2 E1 `$ f
occurring properly.( {; d: g$ N; K( q
26. Bug in Industry 'failed' indication not showing properly sometimes+ z4 W& K& {2 j" F
27. Location check at scenario load to include small map sceanrios
) X2 Z9 M9 d( A! |. T28. Bug in air supply to fragments in a non-friendly base hex
: D' o/ w! D% U29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 J9 t- s: K( k9 {' h4 r0 G
being set to homebase before execution of the mission – ie was returning to base
9 L& D2 J! S2 {2 Z# Timmediately
( R p" a% ]5 {30. Error in Strategic map display- M4 o7 t7 i3 t) v8 L/ z
31. Additional and stockpile options were not turned off when base was captured
" s: @: w. Y' ^: v- t0 A& `32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( v# Z9 Z0 b" Y Y; e8 ]
mouse over; x# S% o: f4 J7 F8 ~: I
33. Army experience being gained when not 100% prepared as per manual; changed to allow/ c$ s0 }- a# n; z' V
chance to gain experience if >75% prepare and < 50% national exp level% ~; h r* f) V, N. f
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( B7 n8 q* Z& f, Y5 s( \
alleviate the incorrect experience gaining happening while in reinforcement queue3 K4 T0 t0 B; \# `+ F
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – b: o! S0 E% `! N. I
caused unit to jump “off-rail” and move overland$ @; r+ L' m6 R/ k9 R
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ5 I! G; |/ X7 i& D% p
37. Excessive accident messages on unload from TF reported
4 _: S9 L& n) a9 u7 G% W2 b' N38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 I5 }3 M- A, _$ \, s% ` _
merged causing smaller size unit than expected
1 x. f0 E3 @( p, C39. Corrected possible TOE error in scenario data load for inactive units5 x7 z' Y6 b) W3 U
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 B% c: H# e+ o5 _
however be allowed to do this.
; n' Q7 M/ k- f0 h3 V41. Possible CTD if sinking ship's load was a group
2 ^1 O1 O9 T. k. l& M6 Z/ m: ?42. Limit the number of devices built from resources per unit during LCU replacements; this/ s8 d$ y4 o. c$ b
was causing an over production for that turn+ k3 _, r- Q, J$ k
43. Retain day/night setting when creating group fragments
4 Q, V" M% Q- ?# a( u- ^. t44. Adjusted supply and fuel values in base list not to overrun the space2 F6 S6 H, _( Z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 ]# p5 Z5 R3 P( X. e0 w& Vadded YMS to Sweep TF in line with manual and code: N; ^* z9 ?/ u7 X0 g+ e+ y9 K
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# i2 w5 h( o' |# Q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal* U2 y9 S# ]. Q0 s' [) I! L
rebuilding of destroyed units is not affected by this.$ ]3 X' w1 h, I9 ?# R% K
47. Carrier capable and trained text not showing together on Group screen4 u& k D5 x% R3 t
48. Handle any blank re-name changes by ignoring them
N' C5 D- w2 X2 F* u49. Possible CTD when air fragments combine# d- U* I% Q" h5 S' [5 R
50. Unloading TF can freeze a LCU onto a ship under some conditions3 C2 z2 Z4 ~+ @ J! O
51. AI not behaving if main HQs missing (affects small map mainly)# b! D7 G3 z' }- z+ `+ J* `4 q
52. AI using AGC for normal land units – removed from TF if not needed# h+ @/ v2 e! `
53. Soviet activation message not in Ops report
8 n& F) C& H. M, v: ]& K- k54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ L) X4 o; D9 {55. Clear Soviet air balance if not activated. Possible incorrect base switching+ k5 }# e7 L0 U. U& Z" y5 m
56. Sub attack against docked TF not happening for port size <3
1 ~* x/ I, h+ X: n# ^57. Unit type changing unexpectantly
5 Y* v$ K# V( X% F( v7 t58. Torpedo replacement on plane sometimes is missed
! f- o2 E( R; k: o0 r8 e59. Double handling of overstacked supply requirements
% r8 ~% d. h3 y w4 Y60. Fixed alternate weapons for port attacks
) n* Y2 E# J4 y61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& l2 h; \, m& Fsometimer in the ship repair cycle.
' r) A& ^; v8 Y% }* R, _62. Ship tonnage over 32K could cause repairs to fail0 Z. `7 A. ?% n; y; L/ S( f4 z! v3 T
New
0 N: S& G) N: g' v9 [1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 ]6 j4 h8 W2 T$ R7 Xport! V& X) Z- P$ M, c3 y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! a9 o! Y k- G7 F5 F" s" s! x0 w4 d
Tenders not counted
Z; v" A- w' y4 e3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
4 M0 J# U! ` L4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" @2 @' v* c( s8 \% n) w, Bto remove damaged ships from TF
2 X* ~. r B c, B+ l5. New filter for “non-building” devices in Industry pool screen
9 | J) K9 O( y* Z+ E6. New filter for “non-building” aircraft in Air Replacement pool screen
1 X6 C: Q& r8 v# ?" u. ]. J" H. V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. h) N' }4 J: g( ?
mines (^) detected6 |- s+ o$ f2 z; h( v! M
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. U' I. X% l7 F# m( Y) x9 u/ E3 L5 j9 m‘button6..’ image files, then these will be shown. If not, by default there are shown as
$ {: B8 \$ J* M6 }3 C, \1 O/ ~1 vstandard parachute unit icons
8 r* U- x1 O# K9 F! T8 v1 d9. Air/port damage and building is shown in base mouse over2 H/ `5 f, o- U3 n: h' p* E
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
! O1 l7 J3 e8 G9 S" }% m11. TF can be routed to stay within coastal hexes as much as possible# a: ?7 {0 d# f
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
* `$ g9 T7 ?6 A+ D2 S) D$ e7 T13. Added option on group and LCU reinforcement screen to turn off replacements& Y6 ~7 S0 ? i! \
14. Current base can get supply returned to it when reserve planes returned which were
3 U+ ?, o/ P$ Voriginally supplied from another base
( Q7 G& i/ f; B9 a15. Unit type filter on Troop Loading screen
% [1 H6 d* ~9 w; F2 |9 Y4 Q+ s16. Report killed ground units if not in combat report: G7 P. h& [/ |/ @9 _5 \( V6 a- K
Changed
6 w0 [+ Y& p1 d. L1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) L8 R0 @% O/ } X4 Y(complements fix 18 above)
( I% a) T7 N# z) @' [2. Permanently increased pilot array to 70K0 s C* H3 i6 g# s9 V O2 U
3. Increased number of air combat rounds are a factor of total aircraft involved1 p& O! m$ n( B
4. Allowed submap to submap movement if land connected for land units. Should have been
2 f3 @! v0 U" a9 H& ~% }so as per Andrew Brown
3 d ?. i0 N2 b+ J( Y0 g4 {- G5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 p' x7 u9 S' v9 Sdelay toggle instead
/ A% |' |! ~5 J5 W6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 I8 E) y% w9 a) Amaintenace a bit more
: M! D3 X7 l- v; ]- w+ X' i* M. ?7. Support device replacements won't decrease the overall experience of LCU units. This does' @2 y( u6 h" ]& d' F' s% G
not alter the overall EXP change due when any replacements are received.
9 W) S% Z; I- S1 M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 ^+ t$ T$ m5 g6 A1 l2 x% X/ _between the two but could break current games.
. Q. ~/ r0 a) v/ A7 @9. Some LCU Prep points may be retained if unit is experienced- E$ A" e- a k
Notes/ K8 C9 y- h, R6 t$ M2 [# o' U" l
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: k, ~; P- g' R" S
should not change player or HQ, even if not in play. These original HQs are used by the AI
. k4 H" ]8 s1 q$ ~/ E# wroutines so changing or deleting them can put the AI off. Changing other elements should
* W% n G- B O* `( Q" c- t8 p* Z2 gbe okay.) B2 I( R, ?0 Z/ P3 _6 z6 ]
2. Clarification to weapon filters for aircraft:2 r! L7 s) }; ~9 t$ Q
PM_NAVAL_ATTACK 2 // used for naval attacks7 ]+ m0 r) e2 F+ Y) f, g1 |; ?9 o6 H
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 H" s9 g* d4 b% s/ `# Z; OPM_LAND_ATTACK 8 // used for land (ground) attack
, {- o5 A2 C( ~4 D' {' x+ qPM_PORT_ATTACK 16 // used for port attack9 M0 y* S S6 A- j
PM_AF_ATTACK 32 // used for AF attack
+ z9 o0 d$ w( T% D8 uDropped any reference to secondary values for land and AF as they served no special use.3 R- c8 {$ E, |6 Y+ T. C) m4 E
Clarification changes: o1 ~( ]: p+ S2 _( w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, N: o( u7 n9 g% H: h
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 z! S0 A$ W- Y- X' ]1 e* N
MONGOLIA(91) or TANNU_TUVA(92).- v! c7 Y$ t- V; _ p9 y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 s" Z5 Y' F. a3 Y/ qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 g# d& n. w4 l# h$ }, f3 f1 U
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ f( a9 j4 [" t' ]6 W, O! w+ M) Fafter Soviets are activated, but can’t move
( f y% \4 X$ Z9 z( F; ]5 Wd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ q: @ r m2 o, H% b/ Edisbanded in port.
! D% t3 E$ A& |; [( L9 be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 `! x3 i) m" s# l. b+ N4 L5 s4 Q
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |