具体见9 l3 ]! C. t4 S; r0 a9 `
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http://www.matrixgames.com/forums/tm.asp?m=3185062% _5 w1 v& W5 i5 p- c# |2 Q
) G4 j3 r( H2 }1 J已经共享到岛群QQ和本论坛置顶资源帖& {1 s$ A, k$ l5 Y
: ~; r2 N9 N3 D' R大量更新,详见列表:
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Change History:! Z3 c/ Z$ {6 z! Q
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! n4 z+ q. _( t0 r9 w1. Seventh Update – This release is a comprehensive release updating all previous! Q, }! ~ ~8 t7 _
versions to v1.01.17 beta
1 V3 P! S$ |4 o) `# F& {5 L2. Code Changes
4 p% `- F: f- d& J* XFixed1 _& x' O$ G# U: m/ ?
1. Display of AF/Port icon between player saves based on player's intel
* ?8 u4 N4 H6 v* ?2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- L, {8 B( l7 S# q& I$ Z3 t" k
weapon list updated& d( K/ I9 j) g$ _( k3 o
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- q; }6 Z6 x3 X* t9 z3 q4. Allow smaller 'reserve' space for small groups on ships
* V- {9 h" @, d6 j* t5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: v. X. X4 q _, w- Y6. Correct attacking plane count before final post-air combat
1 F1 @3 K$ n6 j3 a; u' M F0 w. i7. Pilot promotion may have occured in error sometimes# m" p' D8 M+ n" @
8. Raid detect message sometimes dropped of the combat report
) L3 h2 j2 c; a; D4 ~) ^9 x- j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 N2 c4 v I4 v* Mgenerally" A8 H. t" e$ [1 O8 I/ g) B( p
10. Some pilot-leader connections were being corrupted6 ^; a* L8 K! g }7 w+ V
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" c* C/ I* W7 Oother move issues due to the incorrect indicator1 g0 s7 @1 H; i) {# y" U! F' d/ P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# ^0 U+ ?0 C8 v! E3 d0 p3 edamage( e8 e* {2 M# P1 v3 @1 R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; z5 i8 _3 B' b! L2 J: g7 o
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ Z, T7 F. j' D- W1 j6 }+ Q
date sort" o) J" H" K1 ^+ N" F6 `4 r3 p# c
15. ASW groups not allowed to attack sometimes! O9 P1 r+ e W" G* }* ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& E: Q/ E/ o- o0 f# }/ {
HQ/LCU to jump to reinforcement queue
* V$ D/ f# c$ R1 U9 p17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 ?) T6 b4 w3 O% ^5 x18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 _, @# l3 J5 v# W X8 F6 |at start of AE but crept back in sometime during updates) K; p8 b/ \; w& ~" d
19. Removed the fragment/parent swap during a TF unload as it could often orphan the' T% B& ^- X, o( R1 d" L/ `
fragment.
: v: ~: R5 c! Q/ M# ~$ l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- d7 D m! j3 |7 E) ^$ `9 X
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not n* n6 H7 }; d4 i4 {. z8 L
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
! [1 ]! H9 s% G* H' lset
# L2 K+ b# q6 H# ]( u; H1 [+ T c6 W" U22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) X* X/ g1 }- T3 ?. z5 h0 T23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% I' I h( b7 A" a3 a4 s24. Bug caused F/FB to sometimes bomb at low altitude9 i7 G" L# @. z8 x1 C* [& S$ u- B
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 l4 d) w0 O4 n( r1 _/ O* F
occurring properly.5 F" R4 z1 N- k4 K
26. Bug in Industry 'failed' indication not showing properly sometimes
8 L! v: a9 Z# ?# q' G2 R27. Location check at scenario load to include small map sceanrios
9 E: Z) X$ N# N: p2 u* r0 p V28. Bug in air supply to fragments in a non-friendly base hex
; J: W2 h9 `+ w8 h29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! }, S3 o+ Q( T% Bbeing set to homebase before execution of the mission – ie was returning to base c0 C7 w: a9 l. X7 w7 N- q
immediately
5 h$ e, c6 S6 P! u" F30. Error in Strategic map display
: @! S8 W8 x, _31. Additional and stockpile options were not turned off when base was captured6 Q9 m; K( y+ o$ F& c
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 G7 X( ]/ N1 k% Ymouse over
. X# u1 h4 t0 F. L: w33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 y% O6 I& Q R4 Z. k! Kchance to gain experience if >75% prepare and < 50% national exp level2 C$ y ]3 m9 b7 M9 F F1 \. I5 \
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to {9 Y# d/ c$ P) P1 k( ~2 c. e1 S9 Z# ?
alleviate the incorrect experience gaining happening while in reinforcement queue! A9 i" Y0 z* C% C
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 b& e5 q. m0 _: T4 g
caused unit to jump “off-rail” and move overland+ r) b5 Q! g0 W9 J" V( P7 F5 M$ D
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 x# e$ R# ?9 s" |37. Excessive accident messages on unload from TF reported2 f; ^' P: s0 N2 v
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
: U3 k, r3 B" E1 B: _, S( z; Imerged causing smaller size unit than expected
9 b) [9 E" ^$ \7 W; m& P% I39. Corrected possible TOE error in scenario data load for inactive units
, T) W( p, h: C* g, `2 V h5 _40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can3 l( ?. j4 M. C( w% N w0 h
however be allowed to do this.
+ F0 s9 k! c* X5 [4 @41. Possible CTD if sinking ship's load was a group
6 s- J) {" t! I42. Limit the number of devices built from resources per unit during LCU replacements; this
. P9 l* c# d, ?% xwas causing an over production for that turn; K8 b6 J! x, m
43. Retain day/night setting when creating group fragments
7 q8 u! k- ^) |0 G% c# N; h44. Adjusted supply and fuel values in base list not to overrun the space9 I' z u# O4 S& L6 T* a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ `2 k$ B% l1 f- v# S8 U
added YMS to Sweep TF in line with manual and code( Z3 c4 f3 ?5 n* D1 [, p8 ]. o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* V6 d3 P' S( ]- N. g/ l4 N
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 W6 [( J9 v" k4 x# lrebuilding of destroyed units is not affected by this.4 P6 Q9 F/ [& F" p
47. Carrier capable and trained text not showing together on Group screen- ~0 j$ M! I7 z1 T
48. Handle any blank re-name changes by ignoring them
( e* j+ z( q6 {0 L7 q49. Possible CTD when air fragments combine- g$ w1 x6 T; Q- B. C" l5 E% G( E1 J
50. Unloading TF can freeze a LCU onto a ship under some conditions
: q7 V+ d* ?* g2 B$ B51. AI not behaving if main HQs missing (affects small map mainly), i# Q; r% C' R
52. AI using AGC for normal land units – removed from TF if not needed
( e% \0 m# j5 _+ T+ K53. Soviet activation message not in Ops report3 L6 P( {' P9 s3 v9 v! {
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ M# T+ t: O3 ^$ h4 b2 N7 S
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( N# V ^! o. r2 C/ l56. Sub attack against docked TF not happening for port size <3; G! q; Z5 s# l% d. b8 d- a% C
57. Unit type changing unexpectantly9 q# t6 \* U# {: U N; ?
58. Torpedo replacement on plane sometimes is missed. I6 `3 |/ y2 s9 V$ v" e
59. Double handling of overstacked supply requirements& e$ {. F; e# Q# h& U1 i. Z
60. Fixed alternate weapons for port attacks/ g% G& ^' k6 I3 \1 A3 j5 o
61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 h9 U h; D3 l+ n( T, M/ B" ~
sometimer in the ship repair cycle." C7 z- G2 t$ R+ D
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 L1 h; _. R8 d+ K! ?* o
port/ F& v9 @* k4 I4 m* o6 b1 M! O" z
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- L) h" V1 e3 y0 V/ f; \Tenders not counted
5 V8 ^* F5 h3 }" M5 g3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 U1 Q7 A7 S; N7 q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% w p+ L9 t0 H6 P5 e# k
to remove damaged ships from TF% n9 n7 z4 W1 ~3 R# q
5. New filter for “non-building” devices in Industry pool screen
+ u4 t y. F; G+ b" _ |3 P6 l$ Q6. New filter for “non-building” aircraft in Air Replacement pool screen
, Q+ b# q4 j* Z \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
6 K$ W! J4 p- h( ^/ P6 P8 f% ]mines (^) detected4 L1 a2 ?+ O& {& K- R8 Z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% U0 h# u* l8 k t- Q9 X‘button6..’ image files, then these will be shown. If not, by default there are shown as! z' G& I7 N$ V. e4 {$ C$ s
standard parachute unit icons
& s: G8 o! f) E4 D+ l' o. r9. Air/port damage and building is shown in base mouse over5 Z2 [5 d' Q. O: P7 @
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 |9 _+ n( o9 f7 x/ m11. TF can be routed to stay within coastal hexes as much as possible
i1 y8 q$ \) @) h2 W12. On Top Pilot screen show the 'ace' cut-off value if more than 1 R8 `; M" W! U1 W
13. Added option on group and LCU reinforcement screen to turn off replacements5 ~. |- X% A( d: J& I! A3 S
14. Current base can get supply returned to it when reserve planes returned which were# u1 n6 F* b8 U" `5 T
originally supplied from another base( A, b1 h' `+ V7 b
15. Unit type filter on Troop Loading screen5 M6 N" Z! S& w5 Q p5 G
16. Report killed ground units if not in combat report
. ~2 @3 w3 l0 o* ^9 ?Changed" ?1 B- {/ h1 a
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: }! V% X# B6 R5 C4 Y) y+ I(complements fix 18 above)
) W* I# V0 K" m \1 @2. Permanently increased pilot array to 70K: M* w9 Y* G8 ^2 k
3. Increased number of air combat rounds are a factor of total aircraft involved
0 \8 _: E. w, R( i4. Allowed submap to submap movement if land connected for land units. Should have been
: e7 c1 b/ P' ^+ r! e# Cso as per Andrew Brown A+ G" E, K0 h8 \" L1 f
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# D6 j6 D/ |& A% y+ sdelay toggle instead
0 a$ _4 @# @/ m: B# ?" N2 G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the! o4 L9 u* K! m, r9 I
maintenace a bit more% d1 z! L- w" l/ M: v
7. Support device replacements won't decrease the overall experience of LCU units. This does$ n" l# h( x" g. M+ @/ J- {
not alter the overall EXP change due when any replacements are received.
7 U1 y3 s1 A1 r' E8 N0 M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: r; X# {. i0 p& m' ?, N
between the two but could break current games.
' T1 F4 P' Q. y2 A8 `9. Some LCU Prep points may be retained if unit is experienced
& L0 A2 z5 y RNotes+ b! l y5 P1 [
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 T8 M3 W2 H4 A2 W. Ashould not change player or HQ, even if not in play. These original HQs are used by the AI, \5 J' W2 g" F# e$ r! o; U
routines so changing or deleting them can put the AI off. Changing other elements should$ I6 k( Q, L @6 J2 A
be okay.& J# @. h0 U; c2 D
2. Clarification to weapon filters for aircraft:( x( C5 q4 T. ~9 O
PM_NAVAL_ATTACK 2 // used for naval attacks
. u- G3 S! f: |8 K4 _PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 O( z$ h8 x0 C- b9 Z" K6 R* x+ y
PM_LAND_ATTACK 8 // used for land (ground) attack/ K: t( _+ g( H. v$ d# j2 |0 X
PM_PORT_ATTACK 16 // used for port attack
: p6 r) |6 K7 A* ^0 a5 t# ~PM_AF_ATTACK 32 // used for AF attack# U4 F: s% f2 N( s# z! \) T- Q5 Y
Dropped any reference to secondary values for land and AF as they served no special use.
. U8 F+ y1 Z5 bClarification changes. T' x! u- P1 B. @$ p5 |- a4 ^
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
5 ]" @9 L. F; } ^3 Xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 f1 N2 A8 Y, g5 s0 m: f. A% W
MONGOLIA(91) or TANNU_TUVA(92).
: I( z: E4 t" q8 ~7 G& Fa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ X9 \6 z! Z9 lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ b% [- _4 C# s( S8 O4 }
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& {5 \$ m( V& v4 t/ v6 r# I
after Soviets are activated, but can’t move: z1 i# C. D, ~7 b# q9 Y) C/ `+ I
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 J# U8 N- u4 I, S0 n6 Z' L( g
disbanded in port.3 z, m$ O5 E; L& x! t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 T' g" N F5 D2 Q* H7 K2 _* d8 Pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |