具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062" H& w/ \ k' w1 i
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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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/ Z- F5 J/ w# d6 t) g, T大量更新,详见列表:
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Change History:
7 H* M7 c7 D& O$ ?( KV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% f7 a/ p/ n g1. Seventh Update – This release is a comprehensive release updating all previous0 j3 H1 W' U, }4 i2 v+ p
versions to v1.01.17 beta
9 ?0 i8 `( z/ v; j7 W/ q2. Code Changes0 V4 i8 s% S& o. c3 X% R
Fixed- N$ [! O+ H: M1 j- V( u! `
1. Display of AF/Port icon between player saves based on player's intel
$ B8 I. f$ C. @4 g& l! y( H" B5 [9 ~2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; @2 l" q6 v: R) E! C) _$ W( gweapon list updated) L, ]$ z& |) d
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" T) |7 s" t& ^4. Allow smaller 'reserve' space for small groups on ships4 @+ j! H6 v8 J4 Z) X5 D' Z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# g2 ^* K4 {) D- ^, a6. Correct attacking plane count before final post-air combat
) E' o% R; e" U9 _2 f8 @1 n* f7. Pilot promotion may have occured in error sometimes
3 S( K& e/ }$ f! `$ p( Y! A7 p z, U8. Raid detect message sometimes dropped of the combat report, K# m( L/ V( X: T
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 H( F; h4 P9 r1 j+ Zgenerally
" h& W+ Q# v5 N: p+ T! f; I10. Some pilot-leader connections were being corrupted
# V- b* n( `0 b D- ~11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 W$ @, b H/ k; y( _' F5 K
other move issues due to the incorrect indicator% D; W7 J2 W" c$ S# r) E6 s
12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 y( ^9 v4 ?6 H( b" b' l
damage& @$ Y" J+ O* i
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, C; L% ~ C5 e j a14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 u8 w3 ^; O1 f- ?date sort& {( D: {; A6 x& p4 M- J5 Y. J
15. ASW groups not allowed to attack sometimes, `5 [8 [: d" `& g/ Q6 `+ ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 `' E' l. S) M% L5 J- `HQ/LCU to jump to reinforcement queue7 W5 p, |* e7 v2 B
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 W+ d/ r8 n8 r& }, L
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed7 C8 Y0 D( ]8 ?) ]
at start of AE but crept back in sometime during updates
* n2 x% ]1 H/ t5 R19. Removed the fragment/parent swap during a TF unload as it could often orphan the% Z; W( ?% H F3 X: B- x2 ]+ M
fragment.( f P+ H2 S3 _9 r4 s1 |
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: E) ^5 D: m4 x+ s8 V4 S& b0 W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not8 M' y4 q1 H8 U o2 E" B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 C' O) K2 o; ]" Xset
2 `# p6 t- A2 [" _5 n5 h22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 t- ^$ L5 d! v B$ W$ u
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays$ n& o& q3 E+ j3 R+ A
24. Bug caused F/FB to sometimes bomb at low altitude
- f- `. ?) R) S# G) A+ h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* h2 q; s# j5 A1 |2 Y
occurring properly.
+ @( {/ ]& t0 p5 {26. Bug in Industry 'failed' indication not showing properly sometimes0 X/ @% k! U" C& `0 H8 q/ P' O
27. Location check at scenario load to include small map sceanrios
9 U" K9 A& \, K) T28. Bug in air supply to fragments in a non-friendly base hex
2 ~ I* Q1 j- q4 ^8 Z* ^ W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
- J y' } O0 D8 |/ l1 l2 Wbeing set to homebase before execution of the mission – ie was returning to base4 M# ?" t6 S2 j
immediately5 Y$ U6 Y0 w: i/ P
30. Error in Strategic map display+ e/ n/ b, Q4 x- j0 ^% j
31. Additional and stockpile options were not turned off when base was captured) A& B- [& l# t: N- Y( k, J% A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* g% W5 P7 z! M8 v8 omouse over8 Z' w, Q# {7 r) p. d) m
33. Army experience being gained when not 100% prepared as per manual; changed to allow% [- t) l& ?% c; [
chance to gain experience if >75% prepare and < 50% national exp level
3 g8 n9 R, z- o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! x3 G, ^) o: `0 U/ }' aalleviate the incorrect experience gaining happening while in reinforcement queue* Z& p J( {9 X+ L# Z C" `# i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* X: t2 k, l' rcaused unit to jump “off-rail” and move overland% Q+ u* n" c5 I0 d/ g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* Y5 J4 \# B; q) b. t( x37. Excessive accident messages on unload from TF reported
0 M! c- c4 U" ?$ k( I& o38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( A5 y8 P% K; V( f; A; ymerged causing smaller size unit than expected V& |* j6 u. t4 e. _) f
39. Corrected possible TOE error in scenario data load for inactive units' `; i( P: y9 V8 G( @" ~9 L
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: v( E' [0 G; a9 M. G7 t* Y ?however be allowed to do this.1 d+ m) h; b2 ?3 S3 `( e( M
41. Possible CTD if sinking ship's load was a group
% G" P% x/ F+ N4 Z! z42. Limit the number of devices built from resources per unit during LCU replacements; this
6 t% f8 g$ w7 z1 c0 ~was causing an over production for that turn( W0 d L2 J% H; v2 M5 m
43. Retain day/night setting when creating group fragments
% B O+ e/ s$ n1 k44. Adjusted supply and fuel values in base list not to overrun the space/ Y( n) h, m1 n j
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 s' I' ]; e6 Q' L5 Z1 |0 o& S: h
added YMS to Sweep TF in line with manual and code) R& ~9 a/ \" h1 l5 B
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- z4 \, q! D! K6 u J. u) j) _
rule relates to the abundance of manpower and is not covered by replacement pool. Normal5 B# G; ?$ G) l) D
rebuilding of destroyed units is not affected by this.
* c3 ?; `- _2 P* W. o2 D5 @47. Carrier capable and trained text not showing together on Group screen
/ F# y; M0 y/ B9 g* w5 x& u48. Handle any blank re-name changes by ignoring them, }( o1 Z, Q4 u2 r0 ~) J+ b+ ]
49. Possible CTD when air fragments combine0 t$ W/ R' H+ Y- n# @% G
50. Unloading TF can freeze a LCU onto a ship under some conditions
* ?- r0 ]3 ^5 V( L51. AI not behaving if main HQs missing (affects small map mainly); r; \9 z e! B6 c9 j4 E
52. AI using AGC for normal land units – removed from TF if not needed$ w; s6 [0 p; z: w( I$ W/ \
53. Soviet activation message not in Ops report4 I3 V! v& ]9 N+ |7 A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range: j" f) {& w/ p: Q& c( k; K
55. Clear Soviet air balance if not activated. Possible incorrect base switching# r& N; Y) k. E& |6 r' j5 J
56. Sub attack against docked TF not happening for port size <3
7 R1 l0 z9 D; i0 E8 y$ U6 k57. Unit type changing unexpectantly3 s t' j P' f, L5 p
58. Torpedo replacement on plane sometimes is missed3 Z4 c8 L1 h: A0 F: s# L2 H
59. Double handling of overstacked supply requirements
1 C0 H1 @2 d7 v9 B. i60. Fixed alternate weapons for port attacks# S1 [3 n7 ?" b0 q4 U
61. Corrected weapon system damage to show after combat on ships in port rather than wait till4 _: L% B1 P Y, R% P
sometimer in the ship repair cycle.
0 \8 ?1 }" G& \7 k6 a& H8 M2 ~) Z62. Ship tonnage over 32K could cause repairs to fail+ M# i. x# v/ ? N" m& D
New
5 _2 b5 R2 R9 \( o: O: U( G% ?3 v" `1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 X3 X2 `( Y) {0 ~# r0 Hport
, ^+ V2 g5 z6 K% J! }: x' N2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 X B# \) N! |. y+ h
Tenders not counted
' w- |& @" f" U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base* h- C3 f* e' W* E+ p
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' T. ]' u1 k# n: s
to remove damaged ships from TF
; k8 q1 O: b' r8 g0 R5. New filter for “non-building” devices in Industry pool screen
: F. Z# D: {. a" B) S: v7 W& h0 O6. New filter for “non-building” aircraft in Air Replacement pool screen6 G/ ^" C' B/ G4 Q- X' R1 v) G
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 N+ c0 ]4 p5 \% }
mines (^) detected! a' t8 i0 r! d5 ^3 @2 D. x
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. q4 |; k! x, A: d- |3 z‘button6..’ image files, then these will be shown. If not, by default there are shown as
@3 P2 x. s" {, l* h9 Fstandard parachute unit icons
# s5 K3 X9 l6 h9. Air/port damage and building is shown in base mouse over E% o& i& [* X0 k: \- H
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. e, t" ?7 |" _9 |& Z% Q11. TF can be routed to stay within coastal hexes as much as possible. \' o* I5 o) r2 T0 @7 `$ m
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 z) y2 Y4 Z: r( L13. Added option on group and LCU reinforcement screen to turn off replacements$ ~ C d% ?7 f! T
14. Current base can get supply returned to it when reserve planes returned which were
8 f( F% g) Q3 v/ xoriginally supplied from another base
3 d: S* z4 ]% N6 C0 R; t5 F15. Unit type filter on Troop Loading screen
% _' q4 B; i4 j16. Report killed ground units if not in combat report
" ?& {9 ^, n1 TChanged
, g. y% n) x8 Z( `. q1. AF of 8+ have AV support doubled for purposes of determing support for air operations) H. C# Z3 O0 z7 n# L4 @
(complements fix 18 above). _5 I/ q6 q* J5 q
2. Permanently increased pilot array to 70K
- r1 p+ a6 C, l" L! ?" R# d3. Increased number of air combat rounds are a factor of total aircraft involved& ]( m6 U# `. R1 Q
4. Allowed submap to submap movement if land connected for land units. Should have been
& w9 @, e+ O% f4 S- B9 i/ N6 ?: q1 G" Bso as per Andrew Brown
1 V" s6 U0 B) C; [6 l5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 `# V3 J9 r# a( _
delay toggle instead: C5 o. F: i8 ~( ]
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( F0 D' c3 S# u5 T) e( O* D
maintenace a bit more
$ Z' A( e ]0 s0 Y/ F7. Support device replacements won't decrease the overall experience of LCU units. This does
c1 X* N( F) G/ g4 c& d+ ^not alter the overall EXP change due when any replacements are received.0 D7 I3 S2 D0 q: l. T
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, {% m( w# B I. T( ?; Z. o7 g" vbetween the two but could break current games.$ p0 g; U. D0 _/ N
9. Some LCU Prep points may be retained if unit is experienced
; g% F, h8 }3 p/ zNotes! |/ U$ p2 v8 C5 \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ i* O% H0 r/ l- X9 q3 H! Fshould not change player or HQ, even if not in play. These original HQs are used by the AI
7 ~1 W2 @! S; x8 y' Troutines so changing or deleting them can put the AI off. Changing other elements should j4 u# E6 z; t4 T3 D# D
be okay.
! Q2 u. o$ A6 u+ x2. Clarification to weapon filters for aircraft:0 T* Q2 u7 e0 G- z% i" ^
PM_NAVAL_ATTACK 2 // used for naval attacks
, I7 M% p7 ]% C7 m6 Z' D1 XPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ B1 U2 h& F% f" G/ Y% uPM_LAND_ATTACK 8 // used for land (ground) attack% r, C7 O' _9 L) U
PM_PORT_ATTACK 16 // used for port attack
5 a: u( k7 ]/ N( a4 gPM_AF_ATTACK 32 // used for AF attack
/ L. f6 ?7 T& e( mDropped any reference to secondary values for land and AF as they served no special use.: I+ m3 \6 u- }7 l
Clarification changes; |8 j& v( D. J. x& m# u
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' p* y Z: Y; _1 ~: G4 ybases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( o/ Q( n% q7 G7 a0 V5 @MONGOLIA(91) or TANNU_TUVA(92).1 _. J# x U- s l
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases# L* e% O/ C! Q, K$ o
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ }# J( e( i }9 Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 j3 E9 A+ a; D: z$ y, O; ?+ @5 c; ?9 [after Soviets are activated, but can’t move, }( D. c# ?' t
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; ~+ B# Z- O3 [% ]5 Y
disbanded in port.- m. G( A) V; y' t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ V6 k" s1 [& U( f' i: f, Gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |