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http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:( o8 p: V# Z8 w
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5 _2 _6 z* U6 I# z% X& [Change History:
$ |# L! q' e8 F( j: w1 \. QV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
) \ y" Z1 ^3 q* T7 [8 k P4 a1. Seventh Update – This release is a comprehensive release updating all previous6 |% h5 F6 ]# k2 K
versions to v1.01.17 beta% q6 G! D3 n- ?( G* y7 ]- n
2. Code Changes
' Y6 z+ g& G, CFixed2 ]9 o) g2 u8 t
1. Display of AF/Port icon between player saves based on player's intel
" |- y, w* S3 y2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
6 g0 v2 O6 A4 lweapon list updated, }0 n* B$ H$ c1 u9 C! V2 ]; S
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& \4 S1 X' e T4. Allow smaller 'reserve' space for small groups on ships6 {4 H& D$ M: H4 K% `+ f% t6 L
5. Preserve some more data when swapping fragment and parent to prevent lost of parent. ]8 i8 N0 l+ A# i! x& o
6. Correct attacking plane count before final post-air combat
: ]; ]; a. f7 @) R& _' O7 F7. Pilot promotion may have occured in error sometimes
, L+ Z( N7 F( ?8. Raid detect message sometimes dropped of the combat report
5 { V {' r7 V# `: f! `2 V) O7 v9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
% v, l: z# N; J2 Igenerally
9 Y* j' J5 j8 ^# c0 y5 k: t1 R, s10. Some pilot-leader connections were being corrupted% L9 I3 e. r& o. ^/ h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 M9 ^$ B- s$ ?8 }; H& t% oother move issues due to the incorrect indicator
6 M6 u9 a! m3 r+ N2 x12. Wrong ship sometimes reported in Ops report for TF movement which causes some, Y h3 B x& G8 Z6 z1 C
damage
5 ]9 z' d" b; q! _13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 I1 k! d9 p( G
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 r$ y# ?3 ~! s. _6 r
date sort
7 X5 {/ q! I0 l" Y" ?6 R' h2 @7 d15. ASW groups not allowed to attack sometimes
& k8 L* ^0 Y" r7 c9 I16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing# r- W* S% C+ \: e1 \ G7 D& W$ X/ {. `
HQ/LCU to jump to reinforcement queue" G( z9 W7 G6 d) B: S9 y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: G' v! s, O" g- u8 u+ D/ e18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) Q- D0 I! ?! O: G+ `3 T3 X7 ^1 Hat start of AE but crept back in sometime during updates, m5 A/ p) G. r, w
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) v9 B7 _# b! b" f7 L) F- Afragment.
) I3 }2 C( e6 H- P8 Q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& I8 I: Z- d+ K
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* O# X# h) j1 Y Z, G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) h6 H1 c# Z8 t! g
set
+ C3 ]& b/ Q4 p7 _22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, o( A; M! i1 x* Y2 [$ k# N
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& n$ p5 M: t' G4 t# y# U24. Bug caused F/FB to sometimes bomb at low altitude
5 |. L: l9 `7 Z" s$ ?) z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" @9 O# w0 }/ W3 Boccurring properly.
, G: a$ y+ i, n) k K- Q* g26. Bug in Industry 'failed' indication not showing properly sometimes- ?2 I# E! z+ X) ~: W9 N: \2 @
27. Location check at scenario load to include small map sceanrios2 H* h- R# o. P8 r& |6 t3 q
28. Bug in air supply to fragments in a non-friendly base hex
3 g1 f5 X& |% p0 L29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( b4 c1 O3 l9 ?" M; i& Ybeing set to homebase before execution of the mission – ie was returning to base6 M" \. o9 K1 Y2 B9 P/ Z
immediately2 G: B1 d# O2 ?; @: f, Z
30. Error in Strategic map display) i g2 [- T! s) G2 Y. ], K1 N
31. Additional and stockpile options were not turned off when base was captured
: s# }& [. z0 I; t2 O% c- H32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on& q) W* f- M- C6 F" I
mouse over! O& |( C7 H, B p. x) v
33. Army experience being gained when not 100% prepared as per manual; changed to allow
. v8 a& `- j& z" Rchance to gain experience if >75% prepare and < 50% national exp level
. e! H8 F1 o. ~34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to. U6 Z; u2 ^2 W. G/ ~. T
alleviate the incorrect experience gaining happening while in reinforcement queue
3 p5 @' t. o* J J35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! X0 H E# Z3 a0 fcaused unit to jump “off-rail” and move overland2 T4 H' S% ?- z: a2 E+ D
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) ]7 ?! I4 g( W
37. Excessive accident messages on unload from TF reported& `( Y0 w, q- O
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 K: m$ d# r, _. G& K/ J$ Cmerged causing smaller size unit than expected8 `/ _8 Z1 x& k; O. Z
39. Corrected possible TOE error in scenario data load for inactive units
' F9 g5 H1 i9 k. g! p+ D( K1 v7 P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can/ l! h% \0 \3 d$ z3 r5 A( F2 S
however be allowed to do this.5 ]$ @) Q7 t. B: U
41. Possible CTD if sinking ship's load was a group6 G) o( N$ ~$ B H
42. Limit the number of devices built from resources per unit during LCU replacements; this1 {+ K+ X3 F+ U) x: G) B/ d
was causing an over production for that turn" |+ g- {. S" D( D3 @$ R
43. Retain day/night setting when creating group fragments
5 J/ Q( k/ B+ o9 U( p% g/ \5 s44. Adjusted supply and fuel values in base list not to overrun the space2 c- \% G. U: f
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: O# }4 T9 Z6 ]4 \* O1 _0 V5 U
added YMS to Sweep TF in line with manual and code
& j5 A" P9 m7 ^; _5 B% K46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# J( A3 _- q3 J2 N
rule relates to the abundance of manpower and is not covered by replacement pool. Normal: U: z, O7 e5 x5 U' o- F0 a
rebuilding of destroyed units is not affected by this." ~: Z4 ^3 p8 j2 ` s q1 a3 ]) [
47. Carrier capable and trained text not showing together on Group screen" ?. g% P' |: j& P2 ~
48. Handle any blank re-name changes by ignoring them* G0 F) {6 ]& G* \
49. Possible CTD when air fragments combine: t: c* m, L; s7 s' \
50. Unloading TF can freeze a LCU onto a ship under some conditions( C1 K" D- I6 Z# a
51. AI not behaving if main HQs missing (affects small map mainly)" Y. O" l9 E7 Q: L
52. AI using AGC for normal land units – removed from TF if not needed+ m* @* T7 t- U6 J7 i. ?
53. Soviet activation message not in Ops report
, K2 \# r! g) E3 x0 }+ N2 M( m54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! N% m7 B+ R/ C% m) E: ?' V55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 J' n- A) ?5 U4 E56. Sub attack against docked TF not happening for port size <3
3 @% p f( D2 X; t# o57. Unit type changing unexpectantly
' f, [1 i$ L0 n# s" G: ], u58. Torpedo replacement on plane sometimes is missed3 e. x! ] k' y1 V% r
59. Double handling of overstacked supply requirements
# r4 ]- a: d" G8 e. c- c0 S+ Q- O60. Fixed alternate weapons for port attacks
4 U" \/ t% K) `1 d61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' C: v& ~, }; r" F ssometimer in the ship repair cycle.
H6 H- X' s; |* W' T- o/ I62. Ship tonnage over 32K could cause repairs to fail
6 W$ d9 ^/ v& H* a/ C! E w3 nNew
% o0 ]6 T9 f" j* r0 R1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
6 g5 E& b7 r& ~: D" s- M" ], Uport
# c$ Y4 O$ f2 u4 Q- y7 x2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. U% V/ Y) d' P0 o+ g
Tenders not counted: l8 N+ |) e1 Q9 o! M9 R
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 {9 h9 a; F* a2 l$ v5 j
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ q5 r9 T' y+ y2 c& }to remove damaged ships from TF3 l: B# C [* T$ \
5. New filter for “non-building” devices in Industry pool screen
/ G- N! e% \+ \$ X- M: L6. New filter for “non-building” aircraft in Air Replacement pool screen! e) J' r+ k U4 Q
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy ]0 S/ x8 l: {% U# y
mines (^) detected
' Y6 D/ D6 O. l' J8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 e! E% y" _' f% Z' x‘button6..’ image files, then these will be shown. If not, by default there are shown as, P2 P* Z, H6 F
standard parachute unit icons
5 ^3 C* V+ @! y( u- S3 H9. Air/port damage and building is shown in base mouse over
# P+ g) j6 u1 t" ~! v9 l10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
j8 d9 U1 M4 X, H! \0 G11. TF can be routed to stay within coastal hexes as much as possible: S; } u# y$ K$ T
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& h# O5 u. Z& v3 O9 E4 D) i
13. Added option on group and LCU reinforcement screen to turn off replacements
5 I# T0 |1 ^, _& H* ?0 ]7 x14. Current base can get supply returned to it when reserve planes returned which were
, q. r9 ], c6 | C0 U4 k. |6 }/ `originally supplied from another base9 m) T$ B8 [9 R; G' G* B/ ?
15. Unit type filter on Troop Loading screen
. _+ e3 B7 U5 l/ |( m$ N9 Z8 ^16. Report killed ground units if not in combat report% e8 h' P; }" [) f9 Z5 Q
Changed
; ?' v) `. D( k& z1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 }6 ^% V" E; P# E0 _
(complements fix 18 above)+ r# v; C8 {( B, \& ~
2. Permanently increased pilot array to 70K, K i5 h% K. o8 R
3. Increased number of air combat rounds are a factor of total aircraft involved
- I' Y1 y% @- u B5 [4. Allowed submap to submap movement if land connected for land units. Should have been* k, z& M0 }( ?6 w
so as per Andrew Brown
! X8 ^! \- Y9 [: W/ E6 V/ ]5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* F) V) H5 g* w7 I
delay toggle instead
, `* b1 t* ?! ~* H6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: M {& b0 V+ m0 p3 Wmaintenace a bit more
$ @" `0 d6 V- O$ m# @/ }# D7. Support device replacements won't decrease the overall experience of LCU units. This does
* V# Z" U5 o: g: ?1 ^# I: gnot alter the overall EXP change due when any replacements are received.
( _0 w. N5 Q1 m3 o, R, p8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 X* l% ]: o8 M7 qbetween the two but could break current games.
* T: K6 \7 j0 f, l0 x9 z( N9. Some LCU Prep points may be retained if unit is experienced
% G7 H0 ?: ?- r) [8 R$ m5 INotes
8 `& O+ c) @% F8 Q9 I* F8 A1 C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario+ `4 r6 f3 {: E3 m
should not change player or HQ, even if not in play. These original HQs are used by the AI
! W, n! K6 {( ], {$ N Aroutines so changing or deleting them can put the AI off. Changing other elements should
! ?# z$ C( h, J& q9 v- L' }be okay. k! G7 G' W( I9 b; s- C
2. Clarification to weapon filters for aircraft:
# Y3 p" C! ]2 Z. e2 sPM_NAVAL_ATTACK 2 // used for naval attacks8 L( T5 d1 Z3 M) y: Y
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: N" y* T4 _, \, u3 i# d/ bPM_LAND_ATTACK 8 // used for land (ground) attack
! Z* u- a+ m g9 l5 xPM_PORT_ATTACK 16 // used for port attack. V6 h& _ c2 C( L, L2 ^
PM_AF_ATTACK 32 // used for AF attack
5 q1 i) f$ }( o! w ODropped any reference to secondary values for land and AF as they served no special use.9 w+ a z; I- i1 O# t3 N
Clarification changes7 E! k$ g1 Q5 `9 @, ^' H
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 E" h2 A: i4 ?( M/ X; \bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 Z5 L' m. n+ a2 |& D1 {MONGOLIA(91) or TANNU_TUVA(92).! p/ O- p4 p: Z+ A8 s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
, |( ?5 P; O* x- `4 _" ?b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 J0 U5 ~9 S9 rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 d' c- A. z! W: C9 j2 P
after Soviets are activated, but can’t move
8 N, Q) ^: l% E( e x% Vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 v% R0 N, O& N3 O" w* t2 p1 |disbanded in port.. d/ l6 \) {! m0 c
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 \$ s' P- L4 [ _+ f- n- ]
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |