具体见
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http://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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大量更新,详见列表:
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Change History:
/ z! A) K8 X+ `) Q3 x MV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 y; a$ j+ @( H* k
1. Seventh Update – This release is a comprehensive release updating all previous+ D1 P7 _; `" c2 M- V# c2 i; Y
versions to v1.01.17 beta+ u3 }2 m9 L: @- G. W
2. Code Changes$ O1 k+ r' r( h. v
Fixed
) D; m1 O4 h; Z7 X4 [1. Display of AF/Port icon between player saves based on player's intel
: W1 @* T% N( C2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 S8 b% D. w9 h+ ~7 R0 `weapon list updated9 A2 L& }6 ?! [
3. Reported cargo/troop safety values incorrect when no cargo/troop space9 }# ^; W# }: @8 Q! g. D1 p# W4 a4 w
4. Allow smaller 'reserve' space for small groups on ships# ^1 C* n9 q8 z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
o! ^5 M& `9 ~/ H& {, e/ |6. Correct attacking plane count before final post-air combat
* v7 z$ G k/ C3 Q( n" h r- `7. Pilot promotion may have occured in error sometimes* x( b: M. l1 R e# L* O
8. Raid detect message sometimes dropped of the combat report; S7 r0 W3 N) e' d! g; c
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! w- \* X/ e5 S* s% t1 V3 Rgenerally
+ }8 B/ V- B+ ^2 w( L10. Some pilot-leader connections were being corrupted
, C" T3 o+ ~; x* Y$ H11. Movement bug with following units due to incorrect move indicator. Seems to fix a few R& w7 F* a& r5 l; L$ J8 p
other move issues due to the incorrect indicator
. F& x/ R d* F+ t/ D7 ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some
3 d$ v) f! S+ P. Zdamage4 ^; L' s5 P' }5 D9 R. d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; C5 B( n0 R0 T7 L/ o) v: {6 D
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the2 N7 D1 @- C! I) h' N& }+ }8 t
date sort
" d! A# v: h2 @15. ASW groups not allowed to attack sometimes
$ u! s! _& J' p16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 r+ l: Y3 m* k# C0 o8 A4 h8 YHQ/LCU to jump to reinforcement queue
: t B% B0 T7 u' W% {9 r17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 F$ j: P5 B; I; E' k3 J" O" T! O
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
` c9 `: _! p \' P) d' E d; Wat start of AE but crept back in sometime during updates; [; I- s9 c1 {: T
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
i- F5 Z& W3 ofragment.' D9 T1 x \0 s6 H, B
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 D: w6 V2 U% l$ W
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) p; \0 ?- m; _: u5 _( w
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 f+ ^" b* ~3 ?7 @23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 A7 _5 @3 K% B- e
24. Bug caused F/FB to sometimes bomb at low altitude1 `" n# h7 P4 O; d# w5 x) s
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ Z- O, E3 q/ ?/ w
occurring properly. u9 i3 p/ r' O7 J0 M2 {
26. Bug in Industry 'failed' indication not showing properly sometimes
) E7 r6 l$ y# n; A# z27. Location check at scenario load to include small map sceanrios) F# A3 X( a5 F( z( E
28. Bug in air supply to fragments in a non-friendly base hex3 b" Q- q" u) d, K: m9 j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was$ I' P. d% s4 c
being set to homebase before execution of the mission – ie was returning to base
) ]) L7 N( O' k( v' \, Mimmediately
# p, p: g, }$ K( ]+ r2 k30. Error in Strategic map display( s' b# J3 u$ M1 B6 d: u
31. Additional and stockpile options were not turned off when base was captured
9 q, _5 g8 {) |% I9 ~! x+ h32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 d, Z- }4 H! E! ?8 G9 E6 s" bmouse over- _. ~- u) s5 e* v1 T
33. Army experience being gained when not 100% prepared as per manual; changed to allow- e7 B7 I: _' _/ Y, Q3 N' l
chance to gain experience if >75% prepare and < 50% national exp level
( i( x5 |3 {' z! Z8 \' u q, N G34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 g4 L' q5 |& w. N5 V; ~* J) E! B# \alleviate the incorrect experience gaining happening while in reinforcement queue
& U1 T3 e1 m$ [0 x35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 q& e) b$ O. e4 |- t9 V
caused unit to jump “off-rail” and move overland
1 d7 ?" ]. z) _' Y# b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' H6 {9 a# |! _" J( d( X37. Excessive accident messages on unload from TF reported1 Y( {" D5 u/ W: ?4 z. Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
7 X9 M- F2 R+ c2 C; O8 H, e7 b$ Wmerged causing smaller size unit than expected$ d2 l/ ?: ]2 J0 r) w% s
39. Corrected possible TOE error in scenario data load for inactive units) B0 e; }9 Z" U2 p
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 ~8 N2 R/ y: G' F* g' h! Mhowever be allowed to do this.
& \7 z$ v$ F+ i% S. [41. Possible CTD if sinking ship's load was a group' g4 X& X: s2 y6 ~
42. Limit the number of devices built from resources per unit during LCU replacements; this
K7 M# C& c" i6 k: T2 twas causing an over production for that turn- U& D3 L9 O1 e0 P
43. Retain day/night setting when creating group fragments
" d1 j" M$ m" Y! v+ i% k/ h+ u44. Adjusted supply and fuel values in base list not to overrun the space
; t2 R8 t/ `8 G/ \45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
+ x: M! C7 b/ L2 n Q9 m1 j8 a0 dadded YMS to Sweep TF in line with manual and code
O4 ?1 N( z. ]3 [& f46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* | [5 j5 x2 t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal+ r, d, L- q9 h" [# p. I( |; {
rebuilding of destroyed units is not affected by this.
4 E, ^6 P6 ^/ `/ B47. Carrier capable and trained text not showing together on Group screen
7 m8 r9 A/ O+ Y8 n48. Handle any blank re-name changes by ignoring them9 ]( r( \! |3 s9 T' O3 h
49. Possible CTD when air fragments combine4 B$ r0 p3 H3 q: f: \' Y
50. Unloading TF can freeze a LCU onto a ship under some conditions
* d) c" [/ a! R6 h2 S5 O0 e51. AI not behaving if main HQs missing (affects small map mainly)2 p0 M2 F" u. U# s1 |0 |1 Q1 I
52. AI using AGC for normal land units – removed from TF if not needed
. t$ H, C9 Q& k5 `! v" [53. Soviet activation message not in Ops report4 d. A; u% ~0 R& J% Z' A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range, {8 q) R4 V. z; R+ i
55. Clear Soviet air balance if not activated. Possible incorrect base switching
: Q4 `7 ^" |5 v56. Sub attack against docked TF not happening for port size <31 \8 |8 V+ a: y# Z7 ~$ T
57. Unit type changing unexpectantly
! p6 ?. e3 u! l7 P5 }* G M' ]' e58. Torpedo replacement on plane sometimes is missed
: O5 L5 p$ \# J* d2 n" G59. Double handling of overstacked supply requirements
$ N5 X1 G* y! g# S0 D7 Z) r60. Fixed alternate weapons for port attacks
. S( F; B3 y# x. s6 K% e5 ~61. Corrected weapon system damage to show after combat on ships in port rather than wait till: L( s* y+ h" i* u0 B* q& C7 f' J. |
sometimer in the ship repair cycle.
U" C. V# y2 n, F62. Ship tonnage over 32K could cause repairs to fail
" w6 J4 R5 r* ?/ N: ONew
! n2 w2 R w+ E) m1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) B; t. F0 q4 Yport1 Z- V( K, G2 @) Y$ f; S1 G
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.5 |; J/ ?' [+ p2 Z j4 i3 \" Q% G3 ~
Tenders not counted/ n0 u* q* G. C5 `2 B
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ I( z+ S0 Z) _5 H3 [0 z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ G, J8 D# k" e$ l a _/ Hto remove damaged ships from TF, q& r7 \9 I8 P+ `5 ~5 W
5. New filter for “non-building” devices in Industry pool screen
; g8 h' t3 u% Y( p! ]6. New filter for “non-building” aircraft in Air Replacement pool screen
" K9 Z B( o8 U. p h7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ P C7 d) u" q) T0 [) z: G
mines (^) detected. v# @1 i- c$ {
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 T# p7 k1 u W. t! B& f
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 B! y" c2 s2 h' T5 Wstandard parachute unit icons
5 z0 P$ \+ J- S; y4 t# L9. Air/port damage and building is shown in base mouse over5 T, G* i5 M4 A5 u. }) [
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 r( I9 _" e, D' I3 l
11. TF can be routed to stay within coastal hexes as much as possible
0 n1 q' L5 s3 E/ w* G: [& j12. On Top Pilot screen show the 'ace' cut-off value if more than 11 [/ {0 q4 e- r
13. Added option on group and LCU reinforcement screen to turn off replacements$ T/ L( O) h# V' c* s
14. Current base can get supply returned to it when reserve planes returned which were
* s8 N3 k9 O. x; H/ q, V& Uoriginally supplied from another base4 V, }' z6 Y/ H
15. Unit type filter on Troop Loading screen
9 @/ D: {2 ?. y1 t. \16. Report killed ground units if not in combat report
7 K* B% x' ^+ E$ }1 kChanged; j$ n+ ?% r# w( B" X
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! p) m9 l* ~; `4 l4 @& Y(complements fix 18 above)5 ?# j5 r# R9 }" D* y3 z
2. Permanently increased pilot array to 70K p4 m5 v2 C! q+ U( T. h
3. Increased number of air combat rounds are a factor of total aircraft involved5 t1 d2 K2 |1 @ h4 r
4. Allowed submap to submap movement if land connected for land units. Should have been
' R3 I+ R8 s2 gso as per Andrew Brown$ N+ G N% \- R" E0 @
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" h4 G6 ^% b' Edelay toggle instead& ?$ y# t% j' s& o( u6 ]
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 y! s: H2 I8 B6 umaintenace a bit more: v; G& z9 k C" Q% @9 M; ~ {( h- ~
7. Support device replacements won't decrease the overall experience of LCU units. This does2 T8 m% n H' J- N x$ M8 |
not alter the overall EXP change due when any replacements are received.
' ]1 z# N+ a8 G8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: G; \2 C4 I9 Q z+ rbetween the two but could break current games.
% z) g% w: s+ P' D7 t: e2 k9. Some LCU Prep points may be retained if unit is experienced
8 B' |1 \5 {3 O& F- |" [Notes7 r4 \, ^# a% q/ v, I3 N, P
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
/ m+ J, y2 h9 z& X8 ^+ Rshould not change player or HQ, even if not in play. These original HQs are used by the AI& K6 F- ?) J+ C+ V! g
routines so changing or deleting them can put the AI off. Changing other elements should
- V' g! ]2 M/ U9 h( [7 ]( Qbe okay.
5 a% C U3 B: v: q% U, s# H- O- S2. Clarification to weapon filters for aircraft:6 @, i: _6 c, h! n7 y- X, D
PM_NAVAL_ATTACK 2 // used for naval attacks
' h: t8 I! ^- m+ {# w7 X/ BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 N) p+ N& k: {' o
PM_LAND_ATTACK 8 // used for land (ground) attack g% ~9 |! E* C# I: T7 n4 s
PM_PORT_ATTACK 16 // used for port attack5 E8 I5 E" @8 H' f1 I% [
PM_AF_ATTACK 32 // used for AF attack
; Z8 z; R* k& O0 j! m0 U% d# KDropped any reference to secondary values for land and AF as they served no special use.8 X: l0 L, H6 x& b: U
Clarification changes2 {: \) A& Q5 g3 ^4 A( J1 n
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: |7 u+ z# I5 D- R
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), S+ T2 E; a! {& T" c% E+ {+ P
MONGOLIA(91) or TANNU_TUVA(92).
}( \0 o! B/ ~5 \, x6 wa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 w) p& }% Y/ W: z" Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; }" M3 t8 j3 Oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: |" _( Y; z( |$ p# R) Gafter Soviets are activated, but can’t move
* |2 l. r( K6 G3 V" ? a% J& ^& T+ jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if& y6 W: B% f, h$ R
disbanded in port.3 y* E6 r. z" \0 Y8 w, |
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently3 K' L7 `+ F% Y0 X# Z! |
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |