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+ E3 O7 L6 N4 D; r6 j2 Mhttp://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% \) Z- p: G$ x7 k, J4 [8 z
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大量更新,详见列表:9 b7 ?; K! k* R3 {
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Change History:, {- P- X1 Y) f% D; _' m
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& x$ X7 j* s; R
1. Seventh Update – This release is a comprehensive release updating all previous6 ~, y3 y2 q& z" {) M% S a8 }
versions to v1.01.17 beta
. z: N4 l- j8 C. f/ B. [/ F2. Code Changes2 s9 P$ p; M; a
Fixed6 k+ y* ]" {; r
1. Display of AF/Port icon between player saves based on player's intel
4 ]. U% f3 q R) u! J2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when }" U8 m h K5 [
weapon list updated
& c! ]1 S* a4 ~3. Reported cargo/troop safety values incorrect when no cargo/troop space
, W- d. o+ h' N4. Allow smaller 'reserve' space for small groups on ships5 L; C2 f, t0 V5 ?) @
5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 g& D% L ~/ G" l
6. Correct attacking plane count before final post-air combat
- W3 y" M" p# p- n7. Pilot promotion may have occured in error sometimes
& f9 x4 ?3 O) B8. Raid detect message sometimes dropped of the combat report5 {. ?4 Z6 Y/ E
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: w8 _. A6 _( m) K# t4 f2 M1 n r4 k
generally; Y; m9 V8 v9 r. g p! F9 m
10. Some pilot-leader connections were being corrupted
) I: A1 s9 ]; ~/ j) r6 E7 O C. f: ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( `/ B& J$ W9 ]5 o8 u* M* o8 Bother move issues due to the incorrect indicator0 w0 s& }. y @# b( n
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* D2 `$ V4 C4 T' \5 i
damage
; B |. j+ R! J2 |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( ^, y3 t' q' {* X5 v14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% \* p. q3 L( Z
date sort
) |9 F _7 g. ` T7 I15. ASW groups not allowed to attack sometimes
+ z4 T, l# k/ M; u6 F; a) \4 Z" @16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; w5 t) D$ T, h6 l, A. h2 ] nHQ/LCU to jump to reinforcement queue
" ?8 l+ B! A6 H- D# S17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 l, H8 B; Q8 c. q# v* k18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 f; o) J2 G/ ~% Q8 t) H
at start of AE but crept back in sometime during updates0 h" K4 C( K/ F3 e- N
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
& T5 o- V1 Q$ X: b4 `( Ifragment.
5 [6 ^7 n) L) Y! z6 q+ Z- J20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& S; O9 s- p3 [ X; Z
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* `+ G: f2 s. b8 _
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( X0 c* `2 j9 U5 P8 m
set
: d! Y1 M/ `" }9 A: u22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base* }) w) P* m4 i: P# L p t# E( F- r
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, T+ `. V' X* _4 h0 h. q
24. Bug caused F/FB to sometimes bomb at low altitude! y3 g# j- B! t2 h3 v# i3 R
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 f5 R$ r/ r* C; C3 yoccurring properly. T" E% e* U, o& b6 A# T
26. Bug in Industry 'failed' indication not showing properly sometimes
, ?- j+ M. x1 R# J, k a27. Location check at scenario load to include small map sceanrios6 Y$ U, K) K& t4 [# Q+ @
28. Bug in air supply to fragments in a non-friendly base hex9 v% ?8 d% n0 _9 z5 t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! Y A- D0 W2 V: S' q2 j+ ^! `; ?being set to homebase before execution of the mission – ie was returning to base
4 b0 S f4 E! bimmediately
% O8 \& i8 O; [30. Error in Strategic map display
6 s, c+ o' B& _/ G4 s m31. Additional and stockpile options were not turned off when base was captured
4 m7 T2 b' [& ^% @( |% z32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
! Y& ~ z& |. tmouse over4 x: {) l# c8 e$ ], Y* F0 O# v
33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 P' a# c9 p, K0 V: `2 H! Q: |chance to gain experience if >75% prepare and < 50% national exp level' D$ C' f+ Q/ z7 Y3 U! b* h
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
* i: D4 s: W) Ealleviate the incorrect experience gaining happening while in reinforcement queue
# V% S2 c# j, ]5 B U) Q3 s( t1 c35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" J4 S2 e) |# i ]0 k( A# D
caused unit to jump “off-rail” and move overland. }5 ^ p7 ?+ ?! Q: q; ^
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
# [# F# p7 }$ w! c2 v& Q. [37. Excessive accident messages on unload from TF reported; Q8 s* S: }4 t# `
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
$ s: K7 x$ W, |9 l c0 ]merged causing smaller size unit than expected" x- E! T: n5 _: o3 s, C* p
39. Corrected possible TOE error in scenario data load for inactive units6 x2 c; N9 A& J5 M3 V% k
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 ] I! d2 N' G) B' n2 S+ j! v# Qhowever be allowed to do this.
. r4 K. e3 i. \9 ]$ h+ C9 Q41. Possible CTD if sinking ship's load was a group2 E$ Y, p) | h% Q+ I r
42. Limit the number of devices built from resources per unit during LCU replacements; this
u3 R$ c# R0 S9 \/ Y$ uwas causing an over production for that turn# r7 w8 t% F% H; q `. n- i
43. Retain day/night setting when creating group fragments2 k9 t- t+ I0 j/ D" K& t
44. Adjusted supply and fuel values in base list not to overrun the space' U0 V5 q9 x# y# \
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 V9 P; w# N' D, t @; U& R
added YMS to Sweep TF in line with manual and code
0 A" U( ?, v Z5 A; d6 k# A46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* A* m* P- y5 S7 r' Q* Grule relates to the abundance of manpower and is not covered by replacement pool. Normal
) A' q) U& [- L% F9 Drebuilding of destroyed units is not affected by this.5 u+ ~. \5 Q2 U4 s/ V
47. Carrier capable and trained text not showing together on Group screen7 @, Y) A" j. a
48. Handle any blank re-name changes by ignoring them
7 I9 Y' s* f" g9 S49. Possible CTD when air fragments combine
: }* `- C/ u+ X$ \7 C- v" G5 r# c50. Unloading TF can freeze a LCU onto a ship under some conditions- N% ~3 q6 B) {1 \
51. AI not behaving if main HQs missing (affects small map mainly)
- s1 l; u$ Q+ U. p4 G1 L8 y4 |52. AI using AGC for normal land units – removed from TF if not needed
* Q' ? ]6 }3 L$ \& e$ m' N53. Soviet activation message not in Ops report
8 {, C9 z3 D2 N/ b& b% l54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 g( Y# h0 |: U9 G F
55. Clear Soviet air balance if not activated. Possible incorrect base switching# r8 e/ G& J, U( e: a
56. Sub attack against docked TF not happening for port size <3
7 H% d# \. ^' h, ~( L0 S) l57. Unit type changing unexpectantly* {0 q6 {. Z7 p8 i" d5 O
58. Torpedo replacement on plane sometimes is missed
' K+ t9 R1 J' J! ]59. Double handling of overstacked supply requirements
2 O. K+ q' F& y7 N60. Fixed alternate weapons for port attacks
) \6 A$ ]3 v* C @, Z61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! N; \7 ~4 }1 Osometimer in the ship repair cycle.* l* c% j9 n( q/ s
62. Ship tonnage over 32K could cause repairs to fail
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2 b3 v" v- V! ?0 o9 C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) U( \" u: ?( @# ?8 k4 f- gport
( \& ^$ F$ Y7 f, ^2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# r$ V# {7 \' b
Tenders not counted# A1 g$ L/ }% v4 C ]+ Z5 [& \ a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% r1 P- Q" B" H# I: I* M! Y0 h2 U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( \0 s( _/ J% Y
to remove damaged ships from TF1 _6 l! I/ d4 s5 \& ?. I
5. New filter for “non-building” devices in Industry pool screen/ p0 j7 m5 u& X: m
6. New filter for “non-building” aircraft in Air Replacement pool screen. H* ~( y% g. z3 Z9 R# R6 @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
M% P! d/ M* y/ r; ~! Lmines (^) detected
( i1 h/ S; i) K$ ^& t5 X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 W. e. D' |+ m1 Q0 y‘button6..’ image files, then these will be shown. If not, by default there are shown as
; V7 y$ Q( p! w! lstandard parachute unit icons2 ^! t9 N: g" B/ [( u' s7 |& d
9. Air/port damage and building is shown in base mouse over6 s1 ]0 A5 R) D% j
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on7 z8 l- }6 |9 P
11. TF can be routed to stay within coastal hexes as much as possible4 Z! s7 W! J4 r; m
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. g2 U; J8 u6 _1 ~' n$ @
13. Added option on group and LCU reinforcement screen to turn off replacements
& h) S8 {+ ^, |- R9 X: U% K14. Current base can get supply returned to it when reserve planes returned which were
% t0 o1 v# R V* b9 ?; Eoriginally supplied from another base
5 T* v3 N! L4 r) l15. Unit type filter on Troop Loading screen
, i6 @$ Q5 ], A6 i" I- }3 N16. Report killed ground units if not in combat report
7 |$ f' H3 y+ YChanged
; f+ ^8 R* \+ C# W0 B# x1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" {. h, g8 h& X$ t1 C. T1 B(complements fix 18 above)
; a( k5 H" d' ^. @, x k1 F2. Permanently increased pilot array to 70K
: s9 t& [7 m9 V2 M( }) B V0 q3. Increased number of air combat rounds are a factor of total aircraft involved3 N. X: `: L: v" }6 V
4. Allowed submap to submap movement if land connected for land units. Should have been$ H2 y7 ]8 J+ W% s/ B. i9 P
so as per Andrew Brown" v$ `, x6 W1 Z2 a' N
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message( P, g+ u5 E* W# e. T
delay toggle instead
% k: P7 N; E- @6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 p$ c. E3 F* Z1 h% r
maintenace a bit more
0 x; v# p% N. k& M3 [' k5 y( M/ q+ T7. Support device replacements won't decrease the overall experience of LCU units. This does% H% F$ _/ m, N; P5 x3 Z( q
not alter the overall EXP change due when any replacements are received.
^1 N! y) b& j+ f8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
1 }6 ?. o0 p. Y! M* x$ u% {0 qbetween the two but could break current games.$ r, \) k- n1 ?2 F% y; y1 {
9. Some LCU Prep points may be retained if unit is experienced2 H0 a p2 a* R' g9 {0 Q0 I" B
Notes$ V. ]$ a+ y% ^. \; k
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ O: ], M5 g& M# T+ N
should not change player or HQ, even if not in play. These original HQs are used by the AI
4 }+ A" W) ?, Z' R$ j3 V( ?; \/ q9 v9 {routines so changing or deleting them can put the AI off. Changing other elements should
I1 D, a# Q$ X8 c! o, hbe okay.
3 ]% K; d8 q/ L, x2. Clarification to weapon filters for aircraft:% r$ y, |% T% P( V
PM_NAVAL_ATTACK 2 // used for naval attacks
' f$ H* X3 m0 h- _! APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ d' l. g W5 E( aPM_LAND_ATTACK 8 // used for land (ground) attack
; {) [5 S1 f7 S! ?PM_PORT_ATTACK 16 // used for port attack
/ [7 z0 T4 P% i, E8 Y) k! wPM_AF_ATTACK 32 // used for AF attack
5 @& s/ b5 {/ GDropped any reference to secondary values for land and AF as they served no special use.7 S' U% I$ h& F, U. _' }
Clarification changes
8 \ f- S2 \, ^$ _1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 @5 ^9 X# D3 {8 U
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), `1 ^8 O6 |* u9 B* A+ r
MONGOLIA(91) or TANNU_TUVA(92).* K- ]- z7 m5 w/ r0 I6 V$ t' F
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: Q) I) G, r x% S1 H/ S
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 w. `8 d; G+ ]2 Tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 i5 ^, g! i' y6 F$ U
after Soviets are activated, but can’t move
/ E: b3 l* }. t4 V2 C# J: D9 T2 yd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 D$ u D4 T6 Z6 m3 Fdisbanded in port.8 c* Z! Z6 V4 O M
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 Y* m8 j- N* i7 X Cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |