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http://www.matrixgames.com/forums/tm.asp?m=3185062) X+ O3 X% `! b+ o+ e* U! T
$ }" E! ?% p% `7 |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:% n0 y4 h% J Y# @6 |
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Change History:' i2 }! o0 `" q& q
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
O$ ?- i' f# t9 u8 ]9 W1. Seventh Update – This release is a comprehensive release updating all previous
1 x' E. M0 }0 B, ?versions to v1.01.17 beta
F- {$ B7 A9 R4 j/ x7 E" b1 R2. Code Changes3 m" }/ k6 F7 _6 w! U* l- e k
Fixed
0 [0 B$ N- ^2 }. o1. Display of AF/Port icon between player saves based on player's intel
$ u2 Q+ N' ?1 z% E' w( o2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. O: `1 E# G5 t8 S) V& b
weapon list updated, z( e a8 R1 A" s( ]" j
3. Reported cargo/troop safety values incorrect when no cargo/troop space, J* g! a1 p- _2 j* T
4. Allow smaller 'reserve' space for small groups on ships
: z& D3 s8 R: M$ X8 A3 W( L6 _- S5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 b# \9 x+ K H) a d, V3 Q" F6. Correct attacking plane count before final post-air combat8 g9 H' ~! |8 |3 C2 o! o
7. Pilot promotion may have occured in error sometimes' O* e) @# d7 @, ^+ ?, m
8. Raid detect message sometimes dropped of the combat report8 Z% x- k4 Z# c' w( V# K; l
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
- G' {3 @' C! h6 a- X$ igenerally4 B) o+ R* p- |
10. Some pilot-leader connections were being corrupted
1 H* g" }; |, q1 B. b4 m11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: N- I9 D7 d2 ]" v# A
other move issues due to the incorrect indicator
9 h* J( a/ W6 b8 q3 P/ r9 {% E5 j& ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ X. J4 }+ e+ F
damage. F5 i! Z3 \' Y! u$ m
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- B9 D/ F2 ]7 k+ s5 p; j
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
6 u6 T7 g' Z9 e, f4 u K; rdate sort2 @0 T. w. U; u2 p
15. ASW groups not allowed to attack sometimes, Z; j, Z$ h( v
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing# Q, O8 B4 n4 W+ o) d' f" S, n- R
HQ/LCU to jump to reinforcement queue
8 @1 j* @8 c: B5 c! O2 R& |& Y8 n17. Bug in bomber intercept if too many rounds of fighter v fighter combat# d9 E$ H# G- S/ x6 q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ o- h1 a- C* X4 s, x* ]' [at start of AE but crept back in sometime during updates
, e0 X9 Y1 n4 O# A. U19. Removed the fragment/parent swap during a TF unload as it could often orphan the" E9 r! ]8 U8 {3 j, p! ~. g
fragment.: B7 X5 L1 o' p7 R) h! @* t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! |2 ?( P) Y+ h9 n8 M0 z% L
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
* u6 H1 M( \" L* r9 lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. l0 [) K9 c+ G* I0 N
set
% g3 }9 Y8 |/ t) b5 h: R22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" R4 @" L6 P2 k* ~+ m! Z% D( A
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays d& [+ e! h2 T6 Z
24. Bug caused F/FB to sometimes bomb at low altitude
4 r7 [% l F$ V* F9 I5 V( i2 l25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& w8 A, L& Y Q4 I6 `+ Qoccurring properly.
% E$ m2 T2 m" I26. Bug in Industry 'failed' indication not showing properly sometimes1 j s* N o: J8 B" `
27. Location check at scenario load to include small map sceanrios
; f1 l8 t' G; P+ a: f5 Q28. Bug in air supply to fragments in a non-friendly base hex' _# L! _( _% i6 ?% T& |/ ]+ g
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, l) l2 P: `" d$ a9 w6 b
being set to homebase before execution of the mission – ie was returning to base
; \# y- A1 n1 w6 D' ximmediately; l1 K1 m1 Q& l" j e; D! f
30. Error in Strategic map display
* _$ y, \6 w; A& n0 T; g$ ]3 k0 Q# z31. Additional and stockpile options were not turned off when base was captured
) W- b9 E" }1 l, f, M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 O$ M8 N' h1 ^' L+ T1 f4 kmouse over
2 h; p* s- J G! p, U33. Army experience being gained when not 100% prepared as per manual; changed to allow: {7 T2 L6 x; n9 ~0 J6 k, `: J
chance to gain experience if >75% prepare and < 50% national exp level
! k! t: |# d, W2 D34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* M% O3 F' l# B( w& r
alleviate the incorrect experience gaining happening while in reinforcement queue
8 z# ?) q/ C+ a! g35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: D! N8 B& L/ n2 f6 a' ]7 O- p% Ccaused unit to jump “off-rail” and move overland
1 j* |( @6 G9 Z5 }36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
{3 {, u4 A1 L, g% Q) p4 T2 [37. Excessive accident messages on unload from TF reported5 k, i! Y: Y5 G0 O
38. Reworked editor sub-unit merging as some devices could drop off the unit list when. j% o- I6 f1 e4 z
merged causing smaller size unit than expected- ^3 S; I) @# U# u7 @ N+ H
39. Corrected possible TOE error in scenario data load for inactive units# g- W4 z6 M% d7 y3 P3 |- N
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can0 ?9 C/ n" K9 S% _& q
however be allowed to do this.
& o$ W# B( o; M$ t41. Possible CTD if sinking ship's load was a group
. L2 H X5 w6 _# K' j M( l$ }5 h42. Limit the number of devices built from resources per unit during LCU replacements; this
+ C3 }2 i3 v e. [ T/ ~ Q* J5 wwas causing an over production for that turn3 C* C- }+ D: `- m0 n4 `* j1 V2 ~
43. Retain day/night setting when creating group fragments. N0 p/ p/ G& P4 ?1 ~, ^1 e
44. Adjusted supply and fuel values in base list not to overrun the space) e, }; Z) q- K: g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 ?+ M9 ~5 A. S+ b. s5 D: q" h, u! p/ n
added YMS to Sweep TF in line with manual and code# J, Z& }7 B0 C4 C) ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the7 F! L# f+ a* Z5 @8 N! C
rule relates to the abundance of manpower and is not covered by replacement pool. Normal* d( D. \% z1 m0 _ @4 u. m
rebuilding of destroyed units is not affected by this.
" v+ L" Z" V; `; i( }47. Carrier capable and trained text not showing together on Group screen. k$ L+ u4 ^( Z+ W* _$ S) Q" ]
48. Handle any blank re-name changes by ignoring them6 Y! J) y) ?: ~! x$ U+ R: O
49. Possible CTD when air fragments combine, x% }5 _$ f) _ b4 j3 j- \3 w
50. Unloading TF can freeze a LCU onto a ship under some conditions# C# q( v# |/ l' Z, R9 D6 o
51. AI not behaving if main HQs missing (affects small map mainly): F$ E; h' ]5 }" O" z9 A
52. AI using AGC for normal land units – removed from TF if not needed2 b, B- O1 ]5 V+ T1 s6 s
53. Soviet activation message not in Ops report
1 H) a. |% B$ p6 T- n' m54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 f# ~; f2 B" K& _/ |/ e55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ t, `3 {8 H" ~5 G; x56. Sub attack against docked TF not happening for port size <3
5 |; d4 B" x0 q" R. J+ h1 {6 s57. Unit type changing unexpectantly. a* b/ b/ W0 r$ M- e. y* }
58. Torpedo replacement on plane sometimes is missed
1 e3 W0 [6 c+ T8 {59. Double handling of overstacked supply requirements
1 \7 x, v* N; q! O; N; l60. Fixed alternate weapons for port attacks0 _0 L3 H. Y+ M9 n
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 @2 [! L5 s$ x( D0 [* Lsometimer in the ship repair cycle.# I5 g. c! N6 U
62. Ship tonnage over 32K could cause repairs to fail
7 M* p2 p" T) B) Q- F! E/ ^7 M; VNew
' d4 F+ |* e4 J& Y1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 }& c: ]& R, U. [" Oport* `3 q% K2 {8 k" y3 @4 m
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ e. u; s) C2 F% q7 e; gTenders not counted
7 ?' h0 Q' i$ M3 r3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 w: w, i- p' W: z/ F: D# k
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 h8 F% C- F7 g7 I# U1 f
to remove damaged ships from TF9 T* P( @; ?9 T# [, ?9 T9 b
5. New filter for “non-building” devices in Industry pool screen
# H9 S/ |/ Z; k) j/ u6. New filter for “non-building” aircraft in Air Replacement pool screen
- n I! b( e. f- `' M7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% ^# q3 M8 O% p7 `' O* | i1 }8 Dmines (^) detected
$ S% T. O6 ?; {2 k9 f8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# G/ H; ^5 m" u% S" D
‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 b- Y: t( `9 K; E% Y4 estandard parachute unit icons9 O) L/ q# p8 {* `. L; V; P
9. Air/port damage and building is shown in base mouse over3 B3 J0 {0 S H, J9 G
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' f" Y6 r2 X( B( v; j8 ]7 @11. TF can be routed to stay within coastal hexes as much as possible! _3 h6 w" d8 V5 A: k9 c" }
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ G7 [! l# u/ L" Y" H: C13. Added option on group and LCU reinforcement screen to turn off replacements
/ N7 T8 N! r+ r4 I U% J14. Current base can get supply returned to it when reserve planes returned which were
9 L5 e1 t9 q& w6 l0 @originally supplied from another base
5 R( B: Z5 x; S& ^6 C$ c2 P' V" Q4 h* X15. Unit type filter on Troop Loading screen+ ?/ e- {; `& r8 P7 W4 u; x% T
16. Report killed ground units if not in combat report
$ @9 }4 N" v0 G# u GChanged
; s9 ~, {1 c. M4 {8 \1 S' I6 [1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 S. F' }( j" W, ~; n& e(complements fix 18 above)# c3 B$ n5 n7 R. @; [. f
2. Permanently increased pilot array to 70K
9 s( O; V3 ?& l% E5 G1 K4 R1 c3. Increased number of air combat rounds are a factor of total aircraft involved/ i1 p% N, Y( [6 C
4. Allowed submap to submap movement if land connected for land units. Should have been u1 y& }7 w- p# W; q( w# [4 O
so as per Andrew Brown% D! x G5 t# a* K; m1 k
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message+ h0 R H$ p' Q/ k
delay toggle instead
$ i, C1 v0 F9 ]- s9 |$ f* n! F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 O" G; [" e' e( |8 l( Y9 [: w' Jmaintenace a bit more
- s" X; h) | \5 b/ X( f2 D) }# P7. Support device replacements won't decrease the overall experience of LCU units. This does% u6 Z9 F! L6 v* i/ K( ^3 b; R# u
not alter the overall EXP change due when any replacements are received.
3 N* A9 x9 m6 W- k/ b: ?! F5 \# q7 o8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
( O0 W7 Y6 T F; V# E) @ K# Qbetween the two but could break current games.7 u1 @. G4 k4 G5 q* j
9. Some LCU Prep points may be retained if unit is experienced6 r/ E+ _0 }/ t' r( M1 u
Notes
" R6 E4 E8 Y9 p1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ X+ U$ T# `, b1 U1 \
should not change player or HQ, even if not in play. These original HQs are used by the AI
! O' l$ i' z0 n# l4 o8 X& uroutines so changing or deleting them can put the AI off. Changing other elements should
+ F+ _' A1 T9 e xbe okay. D" r* Z5 f W5 ]. T- L: h2 ?
2. Clarification to weapon filters for aircraft:
! y$ n0 W) G( {& e; nPM_NAVAL_ATTACK 2 // used for naval attacks1 C2 }/ t5 O I1 t! a4 I
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* o& n4 R* @; Z0 n" TPM_LAND_ATTACK 8 // used for land (ground) attack" f" h1 ~$ k- X- |/ P8 A
PM_PORT_ATTACK 16 // used for port attack+ R" K! s6 a. |# l
PM_AF_ATTACK 32 // used for AF attack
8 V: ^* G- R5 |$ s7 L( y4 |Dropped any reference to secondary values for land and AF as they served no special use.
2 {( y! X1 f; Y9 N' Y+ ]4 `- {8 h0 _Clarification changes/ X; t" B6 K; q: C- Y# V
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
! c" K, r- I: e; Y9 }& {4 ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- [5 p" q; {% f4 b% W' A
MONGOLIA(91) or TANNU_TUVA(92).
1 `. l: A& U: D9 T& p$ d" na. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 H" U( Y8 g U- D; s( e- W* h' yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
6 E: Z6 }+ l, J) F7 ^c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 |& M9 F+ l' }) p7 t+ p3 A) t2 ~after Soviets are activated, but can’t move
2 U4 s! W& o/ s+ u9 F0 qd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 _2 \& z) ?$ n$ X1 kdisbanded in port.
\9 @, F x. ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ J$ e( M* S% G" t8 Q) T* H+ Uf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |