具体见
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, ^# h. d, I; c( ghttp://www.matrixgames.com/forums/tm.asp?m=3185062* p3 x4 F4 A- ]
! \) @; d2 E/ ?) R2 n' T已经共享到岛群QQ和本论坛置顶资源帖0 V- W, c/ ^& S+ [) o. m u
0 Z, r- a: \" a大量更新,详见列表:
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# I7 b- n5 W# u0 q- P$ `/ |Change History:
. a8 [. o2 Q2 D. A1 AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ U7 ~* T6 H/ g# l, G
1. Seventh Update – This release is a comprehensive release updating all previous
# v( s& O1 b/ f/ t" cversions to v1.01.17 beta" {$ B1 C3 J' }8 e* Z! g
2. Code Changes. ], P' ]9 w7 h9 o
Fixed
- Q) q5 \: v! {1 E( ^1. Display of AF/Port icon between player saves based on player's intel
& ~. @4 e1 N. R! i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
3 A _. ?- E6 }: a/ |weapon list updated9 i1 u9 n# Q9 N8 M% s1 l: j
3. Reported cargo/troop safety values incorrect when no cargo/troop space- q) i; t" K- W" J4 g
4. Allow smaller 'reserve' space for small groups on ships
& b2 ~' R; l4 u E! V, c& ?5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% ?7 x8 y, v( M! I+ K6. Correct attacking plane count before final post-air combat% F% M* K- Y t# o+ w0 d; O
7. Pilot promotion may have occured in error sometimes& }9 h4 a( E3 x; o1 z# Z
8. Raid detect message sometimes dropped of the combat report
8 U: ?6 I# y* M7 v3 a3 f+ S9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ m: X- h# [* p$ bgenerally
3 v) e5 d2 p G3 v: [( X. y+ }10. Some pilot-leader connections were being corrupted3 {# d7 e) u7 w4 J {1 ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 W5 V8 F2 Y5 k' ]
other move issues due to the incorrect indicator" d: J9 u$ c7 ?' R; n* D
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" `' V- f: l7 Z# \( T2 fdamage
) M% o6 X1 t4 O& m6 v4 K; a+ g13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 w; `7 y7 g' A7 x8 \3 o3 y# X, v
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 B. Y, l Z) U
date sort% B) `4 S; f4 D4 b
15. ASW groups not allowed to attack sometimes
$ a4 l9 h# E4 _5 [) n; n9 U) |16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* p3 @0 H6 l4 [8 O2 W! F! o2 f3 Y
HQ/LCU to jump to reinforcement queue
2 F; W4 Q# b$ v- d7 P ^4 L17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- q# a. [) g5 B- R, w- g18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 \. p# h2 ?* ?0 p3 dat start of AE but crept back in sometime during updates$ S* `5 b, Q6 P' X( W7 B; S: A- R; d
19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ L2 u; v/ t8 M4 O, {" r) P
fragment.. [0 z P( K1 C1 v$ @9 e
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, q* i* e2 X. X+ C; A21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! u) t, k" {3 J5 Y* s# O7 Xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) a. P1 {1 j8 C; `6 B& N, u* {set
) {; J. u1 B3 e! `& b# S% ^22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 K4 _8 ]2 d8 S+ z6 y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, D3 T2 J- i9 U+ B9 x
24. Bug caused F/FB to sometimes bomb at low altitude
$ f& H! j1 q- J6 D! h+ j! e25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 _: U# h: ?, i( d$ \- f) }+ V* N- Moccurring properly.3 V, i- @7 M( z6 R. d& \
26. Bug in Industry 'failed' indication not showing properly sometimes7 v$ j" Y6 }3 O
27. Location check at scenario load to include small map sceanrios* ~' y y* O0 v! N& R. d
28. Bug in air supply to fragments in a non-friendly base hex! d( s5 e9 X" E3 n
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& d `9 q* _/ M4 D4 H1 vbeing set to homebase before execution of the mission – ie was returning to base, u, H7 e) e: m+ v* \8 i# N
immediately
2 S+ n. W8 o. a30. Error in Strategic map display
, U6 V9 ?+ {$ ~" r31. Additional and stockpile options were not turned off when base was captured
7 F; G2 [1 p( ]) i32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* `- J2 _* { T# Z$ O
mouse over
' ^+ |& s4 X# C) U4 W- l8 }/ r- n33. Army experience being gained when not 100% prepared as per manual; changed to allow. c5 {, `1 C( m* i7 i8 | z
chance to gain experience if >75% prepare and < 50% national exp level
# ] A# ^1 \( N" {4 A34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: X9 _: P( T. r; r" g; [
alleviate the incorrect experience gaining happening while in reinforcement queue
9 P0 M: G! p8 h. \# Q: w35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 ^5 B' C _$ m* c, H B( W) Acaused unit to jump “off-rail” and move overland
+ m* B. T/ `4 \) H* ]4 d36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, T8 n4 N6 _# Z+ @7 H1 T
37. Excessive accident messages on unload from TF reported3 M- V S# }, {# t* \7 Z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
8 L& O* z! a K, Z; wmerged causing smaller size unit than expected
3 K9 X6 Y+ m) s9 i6 m' J/ Q' p39. Corrected possible TOE error in scenario data load for inactive units7 f8 q j( }$ Q! w+ C+ j
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) F+ v/ a% ]! Z! q6 s1 ]
however be allowed to do this.5 J) ^+ c. E8 w2 D" T
41. Possible CTD if sinking ship's load was a group( m1 F$ F/ w# M |
42. Limit the number of devices built from resources per unit during LCU replacements; this5 ]0 r: _+ }9 a
was causing an over production for that turn( x9 o# ]2 {- d8 y% E6 n
43. Retain day/night setting when creating group fragments* k' G) R5 H. x" @" |! ^: r
44. Adjusted supply and fuel values in base list not to overrun the space
! L# t, B n7 A, @( @45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' f+ T; H n wadded YMS to Sweep TF in line with manual and code
e6 O2 b2 V7 w y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the5 N9 E% E% c7 ]6 J( n9 [8 Q. L
rule relates to the abundance of manpower and is not covered by replacement pool. Normal G9 x* v; B& m0 r8 b
rebuilding of destroyed units is not affected by this./ q/ T0 E# @1 ~: D% t/ B
47. Carrier capable and trained text not showing together on Group screen/ m3 j1 B7 ~% C! u# w# W0 T( \6 c
48. Handle any blank re-name changes by ignoring them
$ c# S( }; [7 N. _% u# B/ e5 g8 f49. Possible CTD when air fragments combine
. J$ Z" S/ a/ X0 V5 P z50. Unloading TF can freeze a LCU onto a ship under some conditions2 B6 b9 d1 u2 j: O
51. AI not behaving if main HQs missing (affects small map mainly)
6 s4 _+ t" u! m+ w* U# m. L" o52. AI using AGC for normal land units – removed from TF if not needed' ?! [6 a: n! T# J
53. Soviet activation message not in Ops report2 m2 x3 n. X* I/ t' [' `
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 u" c' ]; W' J6 k; j55. Clear Soviet air balance if not activated. Possible incorrect base switching8 y( b- w$ o: S* \4 S
56. Sub attack against docked TF not happening for port size <3
( G2 v6 q7 s/ L57. Unit type changing unexpectantly
1 l( C$ u# S6 p6 J58. Torpedo replacement on plane sometimes is missed, D, t! i3 z- z$ _: `
59. Double handling of overstacked supply requirements
9 ~. n4 j0 R, Y1 a' S60. Fixed alternate weapons for port attacks
/ A; N/ c5 U+ h61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 U% C6 S, d. b5 d; Lsometimer in the ship repair cycle.4 v& p- I& t' z" c' j& y
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( B% h, F- t' r2 R0 h P
port& q( ~! Z! v3 p, n7 ]3 r
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
* y8 {/ z% _2 z3 I- {Tenders not counted
0 L% ]& p# v8 |3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' P6 b6 K; r( l- T6 l( M
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 a9 s7 I8 e/ J% } Uto remove damaged ships from TF
: H( a) D) s* A c5. New filter for “non-building” devices in Industry pool screen
J' U# L2 B3 I5 j8 w4 F7 [# O0 b6. New filter for “non-building” aircraft in Air Replacement pool screen
: V7 U- D6 ]4 y. U" V' l1 m7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: P( y9 k' | }! I f
mines (^) detected
% Z" B2 e0 P' L6 w8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
d+ t! E9 T' ]: ^7 T" n# |‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 {$ M/ c% \1 `* j% {) vstandard parachute unit icons% v/ F8 ]0 w+ N0 D- M
9. Air/port damage and building is shown in base mouse over
9 n% j# L7 |. h! k5 i" U10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ c1 }. J- v1 B# \# c* ?8 X8 v11. TF can be routed to stay within coastal hexes as much as possible
- ]5 f' S. |! c4 y! S- A12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; E. G7 }; I$ @7 X13. Added option on group and LCU reinforcement screen to turn off replacements! `1 Z. x. x3 {- E0 u: X
14. Current base can get supply returned to it when reserve planes returned which were
; Z m2 p' w; w; E" a( n' voriginally supplied from another base5 U% v1 i/ y0 y" o# ~# }/ L
15. Unit type filter on Troop Loading screen1 b7 T4 i2 ~! M7 H4 l+ V/ s
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations* f6 \6 T8 l; Q
(complements fix 18 above)
" V0 L* x. b o' u2. Permanently increased pilot array to 70K5 N$ g/ u+ i+ d' a0 D8 B4 p8 s# d* Y
3. Increased number of air combat rounds are a factor of total aircraft involved
6 d5 [9 D- }. j, x7 T* i4. Allowed submap to submap movement if land connected for land units. Should have been) K. m W: }0 `% [9 f" s7 N
so as per Andrew Brown3 V5 P( `% H, t# ^+ Y$ B
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- D) Z4 h3 v+ P: y# Y
delay toggle instead
; v# p6 J( b' k, y5 I3 e7 m6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
4 t/ R% w, b7 V/ X7 d- h+ rmaintenace a bit more* M, R& z/ T( S5 Q
7. Support device replacements won't decrease the overall experience of LCU units. This does0 @+ P4 H# i# K+ w$ r
not alter the overall EXP change due when any replacements are received.
9 h: v7 N9 m1 u" L! b8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" Y2 Y& H5 [2 s2 _- e( j9 ~
between the two but could break current games.
\% V- J! W0 e: n, m9. Some LCU Prep points may be retained if unit is experienced- k1 O c8 E4 F0 B# t/ [
Notes* W- X- D1 {6 r) n
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! |6 h! M$ x, ?. m6 T
should not change player or HQ, even if not in play. These original HQs are used by the AI9 Z# M6 L6 ^1 m8 O- r+ a( F
routines so changing or deleting them can put the AI off. Changing other elements should
: T1 S0 B/ |, y: ?$ @4 Z4 a% [be okay.
, q- s1 n3 `, g/ }4 R1 x; n1 ^- ]2. Clarification to weapon filters for aircraft:. ~ c* F! O( \6 U- g P; |, g
PM_NAVAL_ATTACK 2 // used for naval attacks
/ v. x( g/ s C0 b6 LPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 Z0 B. d3 @, b( q; C
PM_LAND_ATTACK 8 // used for land (ground) attack
3 u! c+ a# C, @: \5 X% pPM_PORT_ATTACK 16 // used for port attack. f% W+ v" ?% F% E
PM_AF_ATTACK 32 // used for AF attack
$ _) n- P. a9 x7 A' g$ a* MDropped any reference to secondary values for land and AF as they served no special use., |! P- ^% G' r1 F
Clarification changes3 z$ D$ ~. e/ ^% M. W/ C
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& P( |2 `! ~0 A0 c5 U9 T$ V9 k' @: m* f nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ x; o( x- k7 P1 d6 a4 I- ~MONGOLIA(91) or TANNU_TUVA(92).
+ c, N7 k$ o B! ^ ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases: i8 y8 q( S6 ]
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 U: V5 Z0 e* ^0 Q( hc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
( x5 ^5 [% d4 P0 q* X) aafter Soviets are activated, but can’t move
6 w# P% d! m/ ]8 td. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 M5 ^& P0 R/ i1 k% f3 b2 Z
disbanded in port.
, {3 V- w5 s0 S4 k' t6 Q7 H& Ge. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) K6 L. r0 f8 B& T/ m- O6 J( k cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |