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! k |' H/ p9 K( Lhttp://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
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1 @+ I4 ~% f4 Y) t大量更新,详见列表:$ j* n& j0 [' S5 W5 A
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" f4 s$ \# t; j& e* pChange History:; Q7 O1 R+ P, _6 O. M
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
6 A: L6 y9 b0 ~) c( J5 z6 K( B% W1. Seventh Update – This release is a comprehensive release updating all previous) L- s, R. M4 B3 @. P9 [
versions to v1.01.17 beta* R9 `$ z! Y: V) }1 a+ [( G
2. Code Changes8 ^9 ~: A" C, C/ \' F: Y
Fixed+ A7 G: h8 Q% z
1. Display of AF/Port icon between player saves based on player's intel+ ^( z5 H" D% q" q5 u4 c7 @0 c% U
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 [! c9 }* K9 _weapon list updated
( i3 g8 I1 l( D! s5 O3. Reported cargo/troop safety values incorrect when no cargo/troop space. V5 L+ ^$ ]. `! T* ~/ y" A
4. Allow smaller 'reserve' space for small groups on ships
, b! |2 q% T( m8 ]7 K/ j5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 d, }! H6 f! \6 T1 f2 {# e6. Correct attacking plane count before final post-air combat: H/ t- G1 \# [+ p4 v6 r
7. Pilot promotion may have occured in error sometimes ?) o$ A( s% n& k4 c
8. Raid detect message sometimes dropped of the combat report8 i+ p" o. B; X8 M8 Y. |+ w( E
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ ~; Z' \- ^, g! b# K& }
generally3 u' ~+ p0 E( R, Q, g6 d
10. Some pilot-leader connections were being corrupted+ R; b; _5 n9 q1 F8 e
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few O+ B4 @, ^6 B0 Q
other move issues due to the incorrect indicator
2 T7 i. @9 Q% |8 @0 w12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# t; |' W' l# T- S2 adamage
H5 s3 P, x' T13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, M3 V' ~: l; h' I
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 Q: r+ A* K' E5 D6 _9 E
date sort
- j! q) O! X8 C9 n8 c; j15. ASW groups not allowed to attack sometimes
; F0 `4 G2 F6 ~/ V/ a, N6 o( r16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ w% P8 N4 x. i/ D: LHQ/LCU to jump to reinforcement queue
+ r8 s+ B" J4 }% \8 a3 h( T9 N17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 c2 z' E' @- w2 I: N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) v0 X. C; G3 q' Qat start of AE but crept back in sometime during updates- {: Q! i7 i8 k& I) o
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) D5 T7 ^) h$ \! n$ w T9 qfragment.( u) ? Z$ m6 C) g X' ]. S
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- E' D, I' a9 j8 ^% S3 e) L0 ?21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ @6 o# M7 D* ]2 ~2 u* T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 R0 T, o# Q" G j# ]0 n' Y8 mset% O. F: X, \& I' B/ |% }( ^7 M
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) F6 o! j x+ i+ i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 A% X4 ?9 b" M& H24. Bug caused F/FB to sometimes bomb at low altitude
* r" r7 S# v: j9 C9 Y; W& ?6 s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 S2 s) F: X: E+ boccurring properly.
3 l0 [+ l, b2 {9 V26. Bug in Industry 'failed' indication not showing properly sometimes
! F( ^* |" P3 @/ L W# U27. Location check at scenario load to include small map sceanrios
! t( M5 B8 W6 u- {! K28. Bug in air supply to fragments in a non-friendly base hex
+ u& h# Y! M* S0 E* z29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. O1 B# p& }0 h& k, xbeing set to homebase before execution of the mission – ie was returning to base( j1 U7 ~, l' ]$ l8 l2 t+ y
immediately
( x3 l/ A( q" ]" g& m30. Error in Strategic map display$ r7 U" B- g+ B% u& q+ x7 z
31. Additional and stockpile options were not turned off when base was captured
3 ]- w9 ~2 ~4 F- g32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on# I4 P. R- \ e6 @8 U; f. k
mouse over
: @2 M! m. j# M3 W! i( L3 \, `! ~( \9 A33. Army experience being gained when not 100% prepared as per manual; changed to allow4 I: J( C! D. G* a' ^9 P' x
chance to gain experience if >75% prepare and < 50% national exp level! x3 i' l7 \7 m9 X" C6 H5 i
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 W3 w" j) }' g: E
alleviate the incorrect experience gaining happening while in reinforcement queue9 i3 H* s/ K: z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; E1 |3 U+ Y: d0 M" h' o& f
caused unit to jump “off-rail” and move overland
6 |4 Y5 T0 O& s% O; ^/ W3 Y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 V/ T* d! i) y; d/ s/ X
37. Excessive accident messages on unload from TF reported# H: d5 Z# T6 r1 r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: P" C$ F! a+ [# N9 Q* U
merged causing smaller size unit than expected, G8 a& |. ]+ n# F, H: H! k j
39. Corrected possible TOE error in scenario data load for inactive units. L* o( D* x6 m: r5 P4 r, |
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 X+ }( G9 Z1 U& O m( D
however be allowed to do this.! {3 j( G- Y0 f P, u) e: V9 q
41. Possible CTD if sinking ship's load was a group t) @) Z3 W7 L# W
42. Limit the number of devices built from resources per unit during LCU replacements; this$ Q) f; ?" G! ?& \
was causing an over production for that turn
* S: ` H( F) `- l% i2 J# s43. Retain day/night setting when creating group fragments
7 b8 Z: r4 w3 i3 K# f0 g& y$ ]) \44. Adjusted supply and fuel values in base list not to overrun the space* {2 Q( y0 [% ?4 @0 z( b2 d) a4 m, ^
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- X8 l+ P, _: U/ z% b$ T; [2 R
added YMS to Sweep TF in line with manual and code2 ]- e! {' {/ X* n3 T1 m
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
8 A7 t9 n8 A) Grule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 v; m1 j, S8 o3 Rrebuilding of destroyed units is not affected by this.
3 v" l8 |% i& V# K$ }47. Carrier capable and trained text not showing together on Group screen
: s; l5 u( o. m& j% D$ V: I/ Z48. Handle any blank re-name changes by ignoring them0 i `% T @$ u% e; w' P
49. Possible CTD when air fragments combine
! ^# H' v& F! d50. Unloading TF can freeze a LCU onto a ship under some conditions( P1 D( B% w+ K5 X" b
51. AI not behaving if main HQs missing (affects small map mainly)
" B/ D; B+ b, o- T, l5 ^) N) Q52. AI using AGC for normal land units – removed from TF if not needed
* ~0 _) @' \( ~" A2 s2 ]53. Soviet activation message not in Ops report n* f( P! O* D9 w/ Y0 k; P
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
' X# Q5 r3 N5 l- P% D: Q- X: @55. Clear Soviet air balance if not activated. Possible incorrect base switching( U6 a% Y" T$ [* \ K1 d
56. Sub attack against docked TF not happening for port size <3 p P- o& j8 {- i! S# n- m7 M5 o9 O
57. Unit type changing unexpectantly
$ U% @: ~1 t& b- A4 L1 H/ D58. Torpedo replacement on plane sometimes is missed* w, e7 ?1 K1 I# N2 Z
59. Double handling of overstacked supply requirements
6 ^/ t# ]3 k; w% P0 q+ y60. Fixed alternate weapons for port attacks# k8 j. h- S4 [$ _. ^: k" c
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. \3 I( i e: x* G& i$ }" A* Esometimer in the ship repair cycle.4 T& P9 V0 E/ l' q ~' |
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 the' X& E+ L& @6 n$ J( W ?
port# p$ x0 F u" g j
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 b! g# e" n. a9 g% YTenders not counted
. X8 U$ v) ?2 V, u$ c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base# ~: c4 d$ M7 ?" S2 _
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( }; P1 Y& o" ?& k; o0 X4 |2 ]0 ]to remove damaged ships from TF
) U& m+ a; D1 J) {* b5. New filter for “non-building” devices in Industry pool screen
; `+ ~8 h1 |) K2 B6 e; C& I- {6. New filter for “non-building” aircraft in Air Replacement pool screen: [1 u6 Z [4 B" d, k$ R3 G( \7 b
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. C( N$ Q/ s3 ]& @9 }/ Amines (^) detected2 l+ D& `' I/ J6 A
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
* V: E( I# Z( n! g; U‘button6..’ image files, then these will be shown. If not, by default there are shown as& R1 _( p( X' X' s9 V/ v
standard parachute unit icons
9 j% R2 ~0 B, z; [1 c1 t' _9. Air/port damage and building is shown in base mouse over; V6 \8 b) r! k* B9 b
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on$ J! }% K4 w# h7 }3 k' M
11. TF can be routed to stay within coastal hexes as much as possible! c3 ?# t* o& ^5 Q4 |
12. On Top Pilot screen show the 'ace' cut-off value if more than 1; W! n9 c( Q5 Z2 ^7 Z1 R3 `
13. Added option on group and LCU reinforcement screen to turn off replacements8 e( E# A8 x% q5 d! S$ z
14. Current base can get supply returned to it when reserve planes returned which were. f1 U [% E: u, _6 ~
originally supplied from another base. K4 l( E6 Y3 U
15. Unit type filter on Troop Loading screen, b+ T1 E0 M0 Q `& l
16. Report killed ground units if not in combat report# f0 t1 _1 m2 g
Changed
$ g% g" P$ c: n! a C/ b1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ a9 T8 P: G5 K6 P(complements fix 18 above), E) O& H5 `3 L5 j0 w) Y' m
2. Permanently increased pilot array to 70K v2 G- y* C* h d" D* _! w! H* b
3. Increased number of air combat rounds are a factor of total aircraft involved6 ?/ e9 o# K0 |: C/ t1 p
4. Allowed submap to submap movement if land connected for land units. Should have been
$ ~" u% d# A Fso as per Andrew Brown
8 m! H0 c* R. f! X5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& C' D7 }9 k1 l
delay toggle instead( r2 q, k" m" k- Y- g) }# J) K6 c
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 d& M# |0 c8 l
maintenace a bit more \+ y8 Z! f- P5 i
7. Support device replacements won't decrease the overall experience of LCU units. This does
! y2 b5 B1 p$ b6 c [not alter the overall EXP change due when any replacements are received.
) `0 I( Q$ A! v! e% p1 |5 R8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction7 m3 l4 `/ j! H6 C+ x* C% A9 A; X
between the two but could break current games.
$ o2 ?! `& Y1 w5 g$ M8 H9. Some LCU Prep points may be retained if unit is experienced
/ l L4 r- U& Z- INotes$ H- M" ]2 d' c$ {& p' L; U% S8 Z
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 t5 `% {) N L g/ B- G( _* H
should not change player or HQ, even if not in play. These original HQs are used by the AI; g2 G8 P: h! [4 P: p7 r$ ?
routines so changing or deleting them can put the AI off. Changing other elements should8 J8 {; }" ?/ H$ u8 o' Q8 Z
be okay.0 j2 u( \4 g5 w! h+ C
2. Clarification to weapon filters for aircraft:
% f( R( m; K; q! oPM_NAVAL_ATTACK 2 // used for naval attacks/ o) C- I$ n2 I1 n5 M3 Y, i
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 b& N# p; F- D; C. FPM_LAND_ATTACK 8 // used for land (ground) attack* E" P: ?3 s! r
PM_PORT_ATTACK 16 // used for port attack
- j) V/ C+ X9 C" S+ SPM_AF_ATTACK 32 // used for AF attack6 ~4 C _" t$ a: P4 L9 J
Dropped any reference to secondary values for land and AF as they served no special use.
# m9 ^1 h) d& `: `) c S& _8 q& WClarification changes' J# \- Z) m" r+ S) J! N
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These/ \3 F p. ]1 y0 a3 G4 \$ s. |8 O
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 n! F$ n# Z! K& B0 [/ r+ EMONGOLIA(91) or TANNU_TUVA(92).7 T8 }+ [- D0 q. Y/ J+ i
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! K5 O! @( v7 {! p5 Xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
i; C4 y+ i6 N7 f& n* Sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 a1 S8 J. b# z7 b) [- nafter Soviets are activated, but can’t move ]9 ]% R- `# d8 F6 _: ^6 v
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' k4 g- Q0 y7 F5 I% f
disbanded in port.% j) ]9 `) q7 s6 l6 |
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 ~ n9 U* D7 m% [* H. `$ i/ D
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |