具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖+ L3 z0 y# {# ~; W# f& B
% T/ ~% w3 j6 u! C大量更新,详见列表:
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Change History:* h7 l4 K y# J$ f
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); W- o9 Y5 l. W" d
1. Seventh Update – This release is a comprehensive release updating all previous" h+ v1 v' i" r
versions to v1.01.17 beta
* t0 }1 y. N( T' l( n W- X2. Code Changes/ f+ j' a" A( c
Fixed* x. V( w# T6 Z9 S: D
1. Display of AF/Port icon between player saves based on player's intel
* b D) h( g; ~. p! V: d; l2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& E; P) @3 G9 t& c- r6 Nweapon list updated
% P1 J( P/ C1 i. M+ Q' w3. Reported cargo/troop safety values incorrect when no cargo/troop space1 D% ^; c2 I) E3 h/ W
4. Allow smaller 'reserve' space for small groups on ships
9 v2 { n9 {1 o$ q1 |5 B& m/ v. {5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 E3 v& V4 d+ n/ v" p% R, q* W
6. Correct attacking plane count before final post-air combat x8 r2 D, k# D' n
7. Pilot promotion may have occured in error sometimes
, O& o0 e$ U; C8. Raid detect message sometimes dropped of the combat report/ B/ ~1 y$ t& t+ Y1 V: E5 h! Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* k* |9 ?9 h( {, d' ogenerally4 ], M* s) N) e8 }! O
10. Some pilot-leader connections were being corrupted, g' ?$ T# F+ d A: _
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 D) z. A8 N5 O8 {other move issues due to the incorrect indicator3 U; g& G( J! o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
o9 w/ f4 W- f' H. G, G& O; ydamage
+ b% ^8 \. d! u3 X) k/ Q" C13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 m' p% L7 R0 S* L% d6 K- X
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 b/ L7 ^, ]% C3 U( udate sort
9 U- W0 R- G1 j5 C. z$ H15. ASW groups not allowed to attack sometimes
. @1 H2 h' e6 ]16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ V. I% Q( z6 e$ bHQ/LCU to jump to reinforcement queue& H/ S, y; N9 B+ m7 ?* \6 J6 H
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
+ p0 Q `$ c' A8 E, E18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 z7 T. ]! c+ D: I" a* A% _at start of AE but crept back in sometime during updates
s) r5 Z% I/ h' g! g. W P f19. Removed the fragment/parent swap during a TF unload as it could often orphan the* y; Z8 R0 u& o1 u3 f. P* E
fragment.1 h6 I0 r0 D7 l: x& [- ^
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' b2 c' b/ O8 S. y ]6 x. M% x' @
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- C7 [& E3 ?/ R
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full; E& N* h) c+ r, i
set
: i% J/ Z U8 F6 G, F5 B22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* d/ X6 m* S$ p# L @9 d/ k! x0 R23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
" ]- ~* ]4 R( A2 h' x' D7 o' J) U: m24. Bug caused F/FB to sometimes bomb at low altitude
& N {. ]9 i3 u% s+ R8 @4 o! n0 u% b* h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not9 L1 }7 K9 s6 ^) \6 o3 Z) K' ]/ D
occurring properly.
; U9 R% c7 L. i: f! k' U1 T26. Bug in Industry 'failed' indication not showing properly sometimes: L1 ~3 @, \, X2 @: [" S4 [
27. Location check at scenario load to include small map sceanrios
- @7 P( w; u" o E2 g28. Bug in air supply to fragments in a non-friendly base hex& l# n' G% V) E" X) L8 o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
L" H; Q4 n# _being set to homebase before execution of the mission – ie was returning to base
8 ]# z5 S/ t Pimmediately% ]/ \( h4 K$ h6 ` z
30. Error in Strategic map display" y! m* n: h5 W3 Q- D+ K
31. Additional and stockpile options were not turned off when base was captured! {% Z( K3 N* N7 u/ t
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on' W/ t) j2 j, i6 l( S
mouse over" I0 d6 ]8 s/ C4 N7 K4 e/ \5 ]% e8 G
33. Army experience being gained when not 100% prepared as per manual; changed to allow) g3 E7 u% h! x7 o
chance to gain experience if >75% prepare and < 50% national exp level6 R. }* b# ~) j- e+ r. c; @
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! r. L8 y% o0 z# L6 X& b0 D
alleviate the incorrect experience gaining happening while in reinforcement queue
+ c! m: S( j" _( O( e35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, \! ]: g5 A/ a) H) V0 y1 Ucaused unit to jump “off-rail” and move overland
5 }; z# ^ |0 g! g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
- y1 F1 m7 b! @+ ?& a) @37. Excessive accident messages on unload from TF reported8 r# w; b! V- g
38. Reworked editor sub-unit merging as some devices could drop off the unit list when. B' a$ B) P ?, r) `
merged causing smaller size unit than expected1 }. S+ Q* r1 Y5 K' l
39. Corrected possible TOE error in scenario data load for inactive units3 }. R- W' b) v/ z t. B
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! ~! H( I( E" m( `* I$ Z v ]5 i0 Dhowever be allowed to do this.5 `, N, n7 g8 V8 [ t0 ~
41. Possible CTD if sinking ship's load was a group
6 s7 { }5 Y* P42. Limit the number of devices built from resources per unit during LCU replacements; this4 T6 s+ B4 F$ P" G+ @0 V- _9 _
was causing an over production for that turn2 k2 j8 a B8 F# U6 x
43. Retain day/night setting when creating group fragments: U% d8 M8 N, Z _, A
44. Adjusted supply and fuel values in base list not to overrun the space
) h' O8 l3 H7 c8 k. W' v45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. v: S9 c/ k+ Z" }7 {
added YMS to Sweep TF in line with manual and code
f4 H& g {; X1 K6 X4 I" \3 C46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- P9 c5 J% J/ {$ [rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: Z5 B0 W( V5 ]% Krebuilding of destroyed units is not affected by this.
; ]; ^* D; s; T$ Z$ s47. Carrier capable and trained text not showing together on Group screen
" _6 Z4 A0 V6 V9 c1 [6 z48. Handle any blank re-name changes by ignoring them# {- v( q4 }7 `7 }8 J, a
49. Possible CTD when air fragments combine, B0 ?' L# F7 _& e% X" _
50. Unloading TF can freeze a LCU onto a ship under some conditions' ]1 d6 B9 D' q
51. AI not behaving if main HQs missing (affects small map mainly)
9 K' S- @. T! a L0 R52. AI using AGC for normal land units – removed from TF if not needed
7 G+ S. X) {! J* q% b53. Soviet activation message not in Ops report+ \4 ], L' Q# B. V2 i5 Z. ^
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 f" ]2 L: \9 U# q ?+ Q
55. Clear Soviet air balance if not activated. Possible incorrect base switching- p% p: v) L5 Q) Y7 }, x
56. Sub attack against docked TF not happening for port size <3
) x' I! I& A% C: j- B+ F57. Unit type changing unexpectantly
5 k" p5 p# A4 v$ u58. Torpedo replacement on plane sometimes is missed
. O, v2 O8 n+ y8 Y, E6 G59. Double handling of overstacked supply requirements4 r. Q e; J% V" k( e/ c
60. Fixed alternate weapons for port attacks' J4 @7 ?0 k; ~& s) o/ f
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
% O* c- B2 U& d: _+ ssometimer in the ship repair cycle.
$ o* E$ ?7 F/ E" q4 Y3 ^62. Ship tonnage over 32K could cause repairs to fail
1 J, _$ L4 u: ~New
( L% A' }6 w6 G# p1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& H% t* p0 }4 g2 mport
2 z7 i1 F- P" t/ p: b2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, ~& U1 e& R% W& r+ _Tenders not counted
0 `8 h0 s J2 ?. Q! y, o; _/ [3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 ?& j; t1 e5 y8 @( i$ w4 Z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) [( [! e2 ^$ Y* f2 @to remove damaged ships from TF
W9 J5 T# X0 _" C5. New filter for “non-building” devices in Industry pool screen u$ b& [9 ]6 {6 j, P* r, @- }3 r6 Y
6. New filter for “non-building” aircraft in Air Replacement pool screen
; L3 ]+ b, D ?7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ o5 M: g5 W) E& g; m. n2 ~% l6 Smines (^) detected, G4 N5 R4 k6 e D# v: q8 t
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- G+ e4 j! G* r( y) X1 q
‘button6..’ image files, then these will be shown. If not, by default there are shown as4 P. f2 [! b! m/ v0 [4 {4 ~7 ?
standard parachute unit icons
: m- ~! x( F& t9 @6 }5 j! ]9. Air/port damage and building is shown in base mouse over. R0 P c. i* G7 H2 s" U! ^8 O
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on3 i1 A% I# s# V$ }; g
11. TF can be routed to stay within coastal hexes as much as possible! k- q: q7 \1 P$ x+ x8 `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ U |6 `7 e! R13. Added option on group and LCU reinforcement screen to turn off replacements
2 P" }2 b1 H4 r14. Current base can get supply returned to it when reserve planes returned which were+ o+ q4 e& v9 Y8 H
originally supplied from another base* I4 r1 f! f7 \$ v! `% J6 v
15. Unit type filter on Troop Loading screen
9 U) ^$ Q6 V6 K/ U# u0 T& L16. Report killed ground units if not in combat report$ Q- p4 G, n+ o2 C9 y, V& L* b
Changed2 N' c& x) o) R4 x; R% e' J- G0 S& }
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% y D) Q e7 e7 z5 X/ S(complements fix 18 above)
3 _$ S% A* Y4 w- H# d, a2. Permanently increased pilot array to 70K
; {& o4 x2 v6 A/ j* E8 N3. Increased number of air combat rounds are a factor of total aircraft involved2 ?( B+ z2 `# g6 F7 B7 U% X1 I
4. Allowed submap to submap movement if land connected for land units. Should have been9 k: w$ q& m! Z1 n3 y( }5 c. g
so as per Andrew Brown3 i0 K: w- B; ^% N& `
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 o1 C; S/ O+ N4 s' s! g8 P' v% a
delay toggle instead
( j: |3 o3 T5 P* |9 G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( I. e* P+ c( F- `, Smaintenace a bit more% Q0 ~5 M e- t
7. Support device replacements won't decrease the overall experience of LCU units. This does
P# B7 o+ q! S }& m2 w) i; Onot alter the overall EXP change due when any replacements are received.. X" i* x! I4 U5 o* I
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 d! M$ I( P- abetween the two but could break current games.
! t# a2 ^7 G) Y' T9. Some LCU Prep points may be retained if unit is experienced
2 o2 e7 y& j7 H+ a. ^9 J/ n0 `Notes5 X% x7 i3 ^. ^
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( E( r( S* x9 D, J" |should not change player or HQ, even if not in play. These original HQs are used by the AI* \0 ^: Y8 v4 }# P
routines so changing or deleting them can put the AI off. Changing other elements should" o- D& O e/ h' r
be okay.
5 j/ ^. Q q9 Z/ S2. Clarification to weapon filters for aircraft:0 \ n. \, i/ X2 V$ |3 j
PM_NAVAL_ATTACK 2 // used for naval attacks) q* l5 W- H( o+ F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). q4 v( R" p% H1 c4 l- T1 e6 i
PM_LAND_ATTACK 8 // used for land (ground) attack
: E' f8 n b9 R" }% d" p9 |0 m1 ZPM_PORT_ATTACK 16 // used for port attack* w8 [+ R0 ~8 e) x( l3 |4 m
PM_AF_ATTACK 32 // used for AF attack
8 v6 Y/ _8 W0 j3 x4 Z: T# QDropped any reference to secondary values for land and AF as they served no special use.
+ ~! d$ I; {) |/ v2 eClarification changes
: u: i; f: j6 T$ k) |: g' n1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 n9 B2 U) i- j$ Fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
, F. v8 Q: _1 K1 AMONGOLIA(91) or TANNU_TUVA(92)." j ] b9 l9 S$ L$ Z, r" `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( H3 L! @5 L# e: f7 e
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 p+ k, k' @2 E/ B; l5 _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
5 L/ Z- X7 [: L5 ?. \( Eafter Soviets are activated, but can’t move/ b1 k* h+ P* z$ d, y& {
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
% U0 H. r) W% ]8 odisbanded in port.
0 s: S2 _6 l% N6 v3 x+ M7 ]e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
3 a6 [: S9 ~! F: T/ X6 A6 `f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |