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" z$ e+ A+ y# M1 chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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0 {' q& N7 c. {) i1 A- e8 f0 a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:
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Change History:
0 R" [& Q# Z" F7 b M2 H% A- h- RV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) x9 d8 E% m. ~5 g4 `7 d+ G( o
1. Seventh Update – This release is a comprehensive release updating all previous
) i( n5 _/ ~; xversions to v1.01.17 beta
6 L7 ~2 C6 N1 c2. Code Changes
' C7 q2 `& A- I- ?* u# f$ tFixed0 ]( U, C( m6 K( \
1. Display of AF/Port icon between player saves based on player's intel
, y$ @1 ]5 g; _; N) j4 Z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
9 S4 m. y' a* q8 \1 [weapon list updated2 e) r' s! p3 ~2 m; B& U+ L' O
3. Reported cargo/troop safety values incorrect when no cargo/troop space8 n$ J( j- I8 T; ^# o
4. Allow smaller 'reserve' space for small groups on ships1 c0 ~2 @; J0 M$ ?, t- e
5. Preserve some more data when swapping fragment and parent to prevent lost of parent: C) f% Y) @: T- R% G
6. Correct attacking plane count before final post-air combat& ?* V( L# D2 j* b
7. Pilot promotion may have occured in error sometimes' ^2 l8 e% j; v
8. Raid detect message sometimes dropped of the combat report: b, ~" L: i3 _4 @
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! q; {9 k( S' X5 E+ i' k1 Jgenerally+ r* J; q4 Y7 x/ T3 K( M
10. Some pilot-leader connections were being corrupted+ _# I1 t. t% l
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- f0 [. S* S$ |9 W4 S" ]other move issues due to the incorrect indicator
" z3 Q8 {* u( K# D, u6 L* D12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 _0 p" c' i/ f4 b2 ^$ s8 h- Ddamage
; i# b# Z$ ~2 j; @! _; a13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 X2 {3 q5 h" V" ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
7 p4 {7 W4 U6 o% W% _date sort2 r6 ]9 }9 }, L: D! X
15. ASW groups not allowed to attack sometimes+ a& E8 }! F0 j
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- P3 ?1 l, \3 s# G% K# w! b
HQ/LCU to jump to reinforcement queue7 x* \) Y/ h: W9 ^5 h3 L: T8 ^
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
X7 b4 q8 u5 ?9 l! G) K" e, _18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ S0 G# k- E1 E0 B' i5 f- m7 Y
at start of AE but crept back in sometime during updates2 A- I) B8 p6 g6 S4 n
19. Removed the fragment/parent swap during a TF unload as it could often orphan the# L& r* d& T+ F! @ X) r, c0 n' a3 f
fragment.! x4 `$ U4 Z9 c8 {& ]' p
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 t$ a3 O0 i5 Q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
( X5 {2 ]7 o- L1 gshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. J* X2 {0 o: |& t: B9 M
set3 z+ u u) f% o" L
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 m0 o, |# [3 h* A
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 T/ H; c% N! F
24. Bug caused F/FB to sometimes bomb at low altitude
4 ~) q r- F. b; {% f5 e9 [25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 \7 ~. B( O7 L6 e+ c: Z
occurring properly./ i/ F# c2 |7 o6 C( F0 V: F
26. Bug in Industry 'failed' indication not showing properly sometimes! ^7 N/ C0 h6 Z7 Z: D3 x$ v" Z3 P
27. Location check at scenario load to include small map sceanrios
7 z2 ]" M6 E* n# N: [28. Bug in air supply to fragments in a non-friendly base hex
" X3 R7 r( q# Z, u% ~! P# {29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' G% `2 o# Q5 B$ _) Z4 R8 y
being set to homebase before execution of the mission – ie was returning to base
5 z/ r% H1 ]- i% S* u3 X; K7 Simmediately
; Q6 l( q+ ~7 r7 Z, |3 ^2 {- Z% O30. Error in Strategic map display
& p; c+ S) u; o# p31. Additional and stockpile options were not turned off when base was captured' S* C, R/ f. y( h) ~7 o
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 @5 l7 e8 F8 U# }; y9 s2 S' B
mouse over$ M. U2 Q2 \. D& b8 O
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ W0 s5 }' E7 {# k
chance to gain experience if >75% prepare and < 50% national exp level
) Z. {/ ^7 @7 Q$ u% N4 X3 _34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 _6 R1 T+ w" C- n
alleviate the incorrect experience gaining happening while in reinforcement queue
: s* n" d E" Q6 i1 w8 I* L35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ Z& |* D3 T* s' u! ?
caused unit to jump “off-rail” and move overland
5 L/ Y' I; I n36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 G, l; ~1 x/ j& Q, L$ ]! k! @$ S
37. Excessive accident messages on unload from TF reported
0 e% B7 z+ K6 ]38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ c3 F9 H& B* F5 R+ o' D
merged causing smaller size unit than expected8 W) c! H- c) D0 x5 T0 p3 `
39. Corrected possible TOE error in scenario data load for inactive units
, f/ H+ r1 v6 o8 @( p) k0 ]; T40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 s1 E4 A4 u& `0 G' s4 Chowever be allowed to do this.6 L& i. O |# r$ g
41. Possible CTD if sinking ship's load was a group+ K0 G+ A8 ~9 x7 d$ H6 J
42. Limit the number of devices built from resources per unit during LCU replacements; this% X& X+ y6 t2 |9 @
was causing an over production for that turn
8 T5 o. A: C4 ^4 [43. Retain day/night setting when creating group fragments
5 b3 J- P! f. t5 I" N2 A44. Adjusted supply and fuel values in base list not to overrun the space+ k" o) e# o) ?/ I* E
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 C5 U" Y( Z- i7 {( x ?$ |added YMS to Sweep TF in line with manual and code; ?) c5 O4 T2 M6 b
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# n+ O6 s+ h) k0 f( |
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* l. h5 Y- u) T1 b) Yrebuilding of destroyed units is not affected by this.
5 D0 i1 L+ Y3 S; G8 P# J47. Carrier capable and trained text not showing together on Group screen4 l& d( R( f& @' d8 ?+ q X( j
48. Handle any blank re-name changes by ignoring them1 w% r& O: d, l5 d5 ?
49. Possible CTD when air fragments combine8 W" x6 v+ W* {+ k z. N; M
50. Unloading TF can freeze a LCU onto a ship under some conditions/ D: a) e8 u+ u: n* g7 U
51. AI not behaving if main HQs missing (affects small map mainly)
5 w9 \0 S$ l* U5 z. Q$ L0 j$ H% E52. AI using AGC for normal land units – removed from TF if not needed
. C0 h0 A. z+ c" P53. Soviet activation message not in Ops report7 t5 z/ f7 [) D; ^1 s& k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
7 K' P* ^1 `6 w. q55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ B$ B C% S7 b$ D1 R' g* N56. Sub attack against docked TF not happening for port size <3
3 ?5 u+ { G) E% M1 E57. Unit type changing unexpectantly
; E. Y, g3 W/ A6 z58. Torpedo replacement on plane sometimes is missed9 `6 v# h7 Q8 b6 ~
59. Double handling of overstacked supply requirements
3 s8 N: [0 P) Z9 `60. Fixed alternate weapons for port attacks
) G7 o9 A7 r% Y0 `. n I61. Corrected weapon system damage to show after combat on ships in port rather than wait till# Z d5 B7 h x2 w! `; {8 M# Y
sometimer in the ship repair cycle.
/ A' O- i t: k2 |" k7 S62. Ship tonnage over 32K could cause repairs to fail$ d9 m) G: z8 G9 K, E
New
$ V& L+ n+ K3 F1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 o, o/ L, p( I: w3 A& Z% R" W
port
+ [( ~2 E6 L5 i2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base./ x8 G2 a5 a' E& R4 V) I
Tenders not counted! l5 z9 Y2 c& O+ K9 G4 A! U
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; Z6 o' i( a9 v% R: s! [% R4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* ~- j2 d& Y; P0 J( d% U
to remove damaged ships from TF/ J8 Z9 `, a& a
5. New filter for “non-building” devices in Industry pool screen
, r2 t4 Y1 T7 L6 Z% c! v6. New filter for “non-building” aircraft in Air Replacement pool screen
3 y% u/ s( [$ P/ Q$ {7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) {) \ U! `8 x! k: t) ^mines (^) detected
9 w! f, | L) g$ r! R0 O8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 X( `. y# V' u& n- [‘button6..’ image files, then these will be shown. If not, by default there are shown as
; x! M$ S) i. b# Q- u0 Fstandard parachute unit icons
4 Y( z! \# p3 I8 ?* ^9. Air/port damage and building is shown in base mouse over+ u" a/ s9 o9 S) Q" W' U
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, d" L' j# _# `
11. TF can be routed to stay within coastal hexes as much as possible
( z6 W& Z( @- |2 J12. On Top Pilot screen show the 'ace' cut-off value if more than 1( ?* r6 C! B( `% j9 {
13. Added option on group and LCU reinforcement screen to turn off replacements" S9 J3 g0 U( u; R* h
14. Current base can get supply returned to it when reserve planes returned which were
4 O/ S" Z2 u+ _$ w7 t! poriginally supplied from another base
, Q" t6 m6 C0 Q: q; n/ E O o$ q" ]$ s15. Unit type filter on Troop Loading screen
( Y' D8 G! Q! V P* c s# Z16. Report killed ground units if not in combat report
9 j5 _1 o0 {- }. t; ~Changed& r- j, Q9 t4 j
1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 H1 s* j# l. P, q& c6 g
(complements fix 18 above)0 k* f) C* e$ L2 X9 c/ P ^
2. Permanently increased pilot array to 70K8 {5 T$ \1 y0 p r' h/ }; P
3. Increased number of air combat rounds are a factor of total aircraft involved
7 C4 l1 M i9 n4. Allowed submap to submap movement if land connected for land units. Should have been, R. W& {3 s! N4 }
so as per Andrew Brown1 h3 n1 ^- W4 K
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- s+ H w) c9 X" `
delay toggle instead8 T& D/ O. w' P' e8 H/ b2 k# |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' e! y& L$ G- X$ R6 V) fmaintenace a bit more
/ v5 i6 E; Z$ V# {; V1 X7. Support device replacements won't decrease the overall experience of LCU units. This does$ S1 s3 \) e2 ^% I9 _1 M- f
not alter the overall EXP change due when any replacements are received.
1 d6 x( x' Y: L( D) e8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! x9 O8 ~, g' G7 b* ?6 |& {
between the two but could break current games.
0 C- i! ?' |1 V7 O* |+ w( j G9. Some LCU Prep points may be retained if unit is experienced3 u* x% ?3 ~4 o7 }! d' M: f: R1 k0 }
Notes
9 [8 D, b6 f2 N6 w5 Z# Z6 R1 L1 n( U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 F2 E" G+ ~8 j: |# z3 Lshould not change player or HQ, even if not in play. These original HQs are used by the AI, M5 ~% m. |$ b% Q$ C* L8 B
routines so changing or deleting them can put the AI off. Changing other elements should2 r; @% p6 s5 n/ M
be okay.% T$ U9 A- d; f6 p9 e
2. Clarification to weapon filters for aircraft:2 h0 w0 t+ Z& B; T1 |; I$ U% ^% ~
PM_NAVAL_ATTACK 2 // used for naval attacks
- @0 Z! O& e+ o: J7 QPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ e, t1 D) H, i: h7 c: E
PM_LAND_ATTACK 8 // used for land (ground) attack
7 V4 T% ~. Q4 t- tPM_PORT_ATTACK 16 // used for port attack
3 {. ^& w" k, l& xPM_AF_ATTACK 32 // used for AF attack9 j& A* C$ n9 G' d( `/ b y N
Dropped any reference to secondary values for land and AF as they served no special use.3 w: Y% B; y" q3 P$ B, j
Clarification changes
, e+ B. C2 U% W+ I$ y' m1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
* A3 n" H* F% Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( c" O" P) b& s' q1 C
MONGOLIA(91) or TANNU_TUVA(92)., g, g9 |/ R0 G
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( K$ I& g' g- M& I9 x
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ b; i$ ^1 |( c0 ^. a0 }5 R
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 @+ Z1 j5 p7 U/ a) C( x7 y, i
after Soviets are activated, but can’t move
7 U7 F8 l& W6 L+ n8 D# H# o1 G$ \4 sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% N3 a& f1 Y0 V) ^4 e
disbanded in port.: ^6 M+ L+ n( ^
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
6 r6 N: k S% ~$ Y# I3 d: Yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |