具体见5 T. K* {- q; e2 s" l
, ~# }7 J9 D& `8 p/ uhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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9 S9 P. W% Q+ Y. @/ ^/ G) ?9 g已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:' j1 A; H) p2 U, ~: O0 r! O
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Change History:
" |- c! B# r: t# v! V" a) HV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ u2 }" v! V+ X7 V
1. Seventh Update – This release is a comprehensive release updating all previous" v8 s4 M9 T8 N( b% _% u
versions to v1.01.17 beta
, @5 }; H4 I$ \; g. o! |' J1 H2. Code Changes* d3 U9 P+ l. n V9 P& l
Fixed) i& `# @* z. ~7 A4 D/ j5 d
1. Display of AF/Port icon between player saves based on player's intel
- t9 X8 F6 }. r N- |2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- Z0 v7 f5 u5 J; ^( |) A
weapon list updated
. E7 T, X% G' H" n- T3. Reported cargo/troop safety values incorrect when no cargo/troop space
- z% v* k; l; k; |: R4. Allow smaller 'reserve' space for small groups on ships
% X$ l! x2 o5 g. q4 A5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( h* ^2 ^. h6 O8 @6. Correct attacking plane count before final post-air combat2 }3 [" n0 F2 _4 ^' M, ?
7. Pilot promotion may have occured in error sometimes
! y% g A' a7 `! |8 w8. Raid detect message sometimes dropped of the combat report# L5 m2 ^+ A: Z. ~ f
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 `7 p# G% m/ d, qgenerally
# O* F/ r* v$ e% ~7 v10. Some pilot-leader connections were being corrupted
+ J& D, x' Z9 ^( I9 Z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- K/ |* m0 I; t( @) ^8 ~other move issues due to the incorrect indicator6 m8 O1 J: P% P& b, l
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
( r, r" d9 T( l5 Y( Udamage
3 l9 Y! j) s$ G. ^0 Y6 \* h13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 c& F9 j% k. Q( b3 F, \. {* E$ J
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
9 B' K' v! d% G$ Ldate sort
) N$ Q0 a4 r1 j! H. R# }15. ASW groups not allowed to attack sometimes; c3 \, u4 b6 ^3 M
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, J. K7 \2 b5 V: s
HQ/LCU to jump to reinforcement queue0 x, `4 }2 s% o; d8 Q4 M
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 F# l u/ r5 z& _! b+ A/ h7 D
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ }, ~% _2 x8 Q! c( c2 `at start of AE but crept back in sometime during updates
2 f; ^$ z1 C' T$ W; J- G. }19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 q) _/ {9 t' v; q* Zfragment.
1 x0 _" h7 w! H2 c2 ?: C' |8 [/ W& q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! V% y6 d, @. ~6 o, U) ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. W0 B& Z. v/ J1 |# ashort scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 k" R. u; Z0 _* T7 i
set/ \/ _' P/ G4 G: v+ w1 j ]- \( P
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 [ R' H& B% T. J1 R
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays0 K0 s Z- m6 b7 j
24. Bug caused F/FB to sometimes bomb at low altitude, j1 F9 y1 f/ m% l
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not7 k: ^- e1 x# y% e& Y( O( y* R
occurring properly.
, }9 K0 F! N% m- d- s3 N26. Bug in Industry 'failed' indication not showing properly sometimes2 J% h" h, d6 ?; K3 m
27. Location check at scenario load to include small map sceanrios; n; X; T# t: f9 S" F
28. Bug in air supply to fragments in a non-friendly base hex
, x8 o J4 K ?; y* R! }29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ A/ v4 G7 J; B1 M* zbeing set to homebase before execution of the mission – ie was returning to base
* f+ d: @/ G: h: K1 Jimmediately( N S n2 D4 o+ @% E$ @* \
30. Error in Strategic map display
+ `7 s. x& p! X# J31. Additional and stockpile options were not turned off when base was captured$ ^9 B! N5 y4 S+ j4 A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* E& s9 a/ p( b8 m) ?mouse over! {. b, g% f" l- J
33. Army experience being gained when not 100% prepared as per manual; changed to allow
# r- h% J) R+ tchance to gain experience if >75% prepare and < 50% national exp level
, l8 ?( ]0 ^' O3 J" K# o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 {) U" J8 R1 a
alleviate the incorrect experience gaining happening while in reinforcement queue0 _2 e$ o+ {0 Z& O1 I- i3 C/ C. j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –) f. v6 ~% W- E
caused unit to jump “off-rail” and move overland& z) b! `" q5 p4 ?; `9 M5 x- g# Z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 K8 l0 D( n# I4 w8 e! r
37. Excessive accident messages on unload from TF reported
[1 _8 H" i4 U+ k5 |, ]38. Reworked editor sub-unit merging as some devices could drop off the unit list when
$ d% L* x/ m3 c+ Fmerged causing smaller size unit than expected
/ @0 _6 s3 \$ ~. Z- D& {' O39. Corrected possible TOE error in scenario data load for inactive units
2 J; m- b6 R8 h% a% P$ x# u40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
$ @7 |2 @/ H& Q/ G( Ohowever be allowed to do this.
& a6 V' Q7 R) D& M% d* C; x3 `' K41. Possible CTD if sinking ship's load was a group
8 r( [. G$ U5 h6 Z* O3 }42. Limit the number of devices built from resources per unit during LCU replacements; this
9 O: i& T( R6 |3 R5 F4 f/ e9 W# pwas causing an over production for that turn
4 s% f+ i; y' e" K. i7 @43. Retain day/night setting when creating group fragments
4 G3 V$ X1 \! I; q44. Adjusted supply and fuel values in base list not to overrun the space& ]+ ]: f* Z( R9 |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
. n+ {* u0 C, i% Oadded YMS to Sweep TF in line with manual and code
; v! D: o- c* ?, v0 K! w46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( O! H9 l6 S/ ?8 l% Erule relates to the abundance of manpower and is not covered by replacement pool. Normal/ ]1 n9 Z6 b# u7 m5 w# v [: D
rebuilding of destroyed units is not affected by this.
# B- s H, m+ w47. Carrier capable and trained text not showing together on Group screen
" E! \2 }0 S6 s8 `2 n* P48. Handle any blank re-name changes by ignoring them
" i8 S2 t' K [. Y9 n7 a49. Possible CTD when air fragments combine
1 }( ?( n( g: _1 B50. Unloading TF can freeze a LCU onto a ship under some conditions
I& I$ ]$ a# P8 m: G51. AI not behaving if main HQs missing (affects small map mainly)" K* d- R; Y% j' S2 y
52. AI using AGC for normal land units – removed from TF if not needed
+ I( v+ j' B) |' G* T2 d53. Soviet activation message not in Ops report- z7 D1 R$ g+ ? k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 u/ _* ]0 z; ^* u55. Clear Soviet air balance if not activated. Possible incorrect base switching
. y6 M: j# H$ k/ c7 [* k F56. Sub attack against docked TF not happening for port size <3
I a( [0 t" E& t57. Unit type changing unexpectantly8 q! @3 ~2 v( ], g
58. Torpedo replacement on plane sometimes is missed
: {. z# K* M0 @5 A59. Double handling of overstacked supply requirements
$ |. U* X' Y$ G: Q- e+ v60. Fixed alternate weapons for port attacks7 z+ R% @- i/ u, a
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# j1 h+ g: H8 H" k/ N5 |4 osometimer in the ship repair cycle.5 V/ p0 L+ V$ F' M/ \
62. Ship tonnage over 32K could cause repairs to fail2 ?! P; H+ k5 S- F0 M
New
6 `9 C0 ~ g0 W4 G) J6 p1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
4 ?2 h( k/ a& T$ [; f6 jport6 w: b% M7 z6 a; F
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
* i6 L. L& N1 \7 |. w' v# XTenders not counted4 @9 ?% e8 }; K2 y9 \% x
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 J h3 v7 `) H" K* x0 y
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& {7 Y% N! V: S9 s
to remove damaged ships from TF1 }; W q$ z: W# \
5. New filter for “non-building” devices in Industry pool screen
0 M" D4 b# V" Y F2 ^4 T- t6. New filter for “non-building” aircraft in Air Replacement pool screen
+ y$ R4 x# @ Z' ?7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% ~: T. f: D! v. R5 X
mines (^) detected
6 p3 J8 b3 v& F) h5 O8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( z" c* ~* B6 i ]
‘button6..’ image files, then these will be shown. If not, by default there are shown as* V3 M( o* g. i6 O; Q
standard parachute unit icons, @7 Z& ]! L8 B; C% q
9. Air/port damage and building is shown in base mouse over
1 @8 J3 B# b: d# B# z# B& D3 v10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; }; `9 ~3 R4 U
11. TF can be routed to stay within coastal hexes as much as possible$ }- ]+ L# D, v, g/ f# n
12. On Top Pilot screen show the 'ace' cut-off value if more than 1# Z+ n6 {) n/ I2 H n
13. Added option on group and LCU reinforcement screen to turn off replacements
' _& ~% a( b0 K: G14. Current base can get supply returned to it when reserve planes returned which were
# z! H! @4 _# N$ T* Y6 Voriginally supplied from another base
2 c, M6 ?8 e" F! m! F" k% `7 [15. Unit type filter on Troop Loading screen
8 M: I+ k: l% Q* l, U& \16. Report killed ground units if not in combat report
3 q2 @( b7 X/ AChanged
2 |4 I* e& y% x2 E1. AF of 8+ have AV support doubled for purposes of determing support for air operations' ]3 M( ]8 D# ]2 o+ V3 l2 m! b( E8 ~" Z
(complements fix 18 above)
, k2 I+ p! h0 |* ~' ]. E- N2. Permanently increased pilot array to 70K
; {$ d9 f$ M" _! V1 X- j( Z3. Increased number of air combat rounds are a factor of total aircraft involved
9 d- |. l; W) v, x4 G. H4. Allowed submap to submap movement if land connected for land units. Should have been; M. D8 e# h$ _" x: G2 T+ }
so as per Andrew Brown
& m7 ^% a/ \+ e `( ~: }& |. z: U2 ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 f- |# x9 R6 k+ g0 ]# @delay toggle instead# B& @8 G) a0 ?6 P1 i( Q0 m
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 L" C, L6 |, `3 x/ {
maintenace a bit more& J, r; u! J- X! ~4 r
7. Support device replacements won't decrease the overall experience of LCU units. This does
8 C9 M6 s' {6 K9 Bnot alter the overall EXP change due when any replacements are received.; u8 Z! E q2 q1 X
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
% S5 W2 o1 C9 G- wbetween the two but could break current games.
6 x8 s( }3 k: {* V8 t9. Some LCU Prep points may be retained if unit is experienced
/ O( H' g- B# x' ENotes
- S% q; Q; `7 e$ R1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 i$ l$ V7 ^1 l* L+ Y. C3 Dshould not change player or HQ, even if not in play. These original HQs are used by the AI
2 a, D+ E3 N9 @* a. Froutines so changing or deleting them can put the AI off. Changing other elements should
8 `3 S3 A* ]! T2 a- b Z: ]be okay.0 M4 S4 i/ g1 K* ~) y
2. Clarification to weapon filters for aircraft:
. i6 q V) g, B. R nPM_NAVAL_ATTACK 2 // used for naval attacks' V3 }! a% m2 ~5 F. u. l
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). ]( a9 v |5 q" u
PM_LAND_ATTACK 8 // used for land (ground) attack) G4 `% R- U3 p! ]9 U# G9 E
PM_PORT_ATTACK 16 // used for port attack
$ f: V+ D' g2 @! k% k3 _PM_AF_ATTACK 32 // used for AF attack
8 L0 Y! R* B. kDropped any reference to secondary values for land and AF as they served no special use.
2 W9 K: h6 `# ^) n4 }( a/ LClarification changes0 F1 |! x( b7 t- [; N1 ^! X% u
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 V E1 R' a; m Z! n8 q- y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),1 H& M; m( J/ ~8 k& k/ L% V
MONGOLIA(91) or TANNU_TUVA(92).
4 ]- Y* X4 P" b2 D$ aa. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 h" S8 K( W9 D* b5 F
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes" c! Z2 f; \& e! m5 ~3 k8 O
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
1 y+ p) h- P/ Y, t/ N3 V2 k9 zafter Soviets are activated, but can’t move
* j7 @. W9 Y0 Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
3 _2 ?8 Y) n) `; {- v$ Edisbanded in port.
" B7 }) g9 z! @7 G9 s# xe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& |- X: K( ^. v: h2 d5 {f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |