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' v9 S, Z+ j/ S, v8 W/ a' thttp://www.matrixgames.com/forums/tm.asp?m=3185062
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. Q; z, ?; O' |, o1 {大量更新,详见列表:# [- U, x! L0 |( ]3 ]$ q7 K$ c
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" T) v" o9 ~) E9 z( L0 ?Change History:% J: f7 ^( Y/ d1 N
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 A+ k' d3 P3 M/ S! y+ \! o1. Seventh Update – This release is a comprehensive release updating all previous8 A) h0 X0 e9 Y% K6 @
versions to v1.01.17 beta
+ R$ n) v# I7 I2 G8 H+ U2. Code Changes* N e$ f6 ^) k0 `- I9 n( q6 K) d
Fixed
- V+ W: I) V. e$ F. _3 _; [9 K1. Display of AF/Port icon between player saves based on player's intel9 F6 D0 O- h7 l. B4 b" P. g; q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% J2 ?/ R, }" T' F# N" tweapon list updated# f* [ X2 v- M9 o( J+ t# D+ g% M% f
3. Reported cargo/troop safety values incorrect when no cargo/troop space
1 w" B, M' F S: h- [! H4. Allow smaller 'reserve' space for small groups on ships
' E, @* U0 b6 S7 Q5. Preserve some more data when swapping fragment and parent to prevent lost of parent' o# }4 O; M$ P+ G7 l7 j
6. Correct attacking plane count before final post-air combat8 d [( S) f5 }* p% i8 K: z
7. Pilot promotion may have occured in error sometimes( j/ i& j$ Q( x2 r! F
8. Raid detect message sometimes dropped of the combat report
! l2 J+ H) X* h! U% D1 Z7 M9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply6 t. h" n8 N: B- Z, k! Y: H
generally
4 A- H: D' D( F* S" C10. Some pilot-leader connections were being corrupted
; a3 ?0 D" B2 S7 O11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 i( n% W' X) Z) F- k" i. ?
other move issues due to the incorrect indicator5 C- E; T( f& M0 z% O2 \ b" e0 X: h
12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 S% }' O# c& w0 ]' Y
damage( S! p4 g; ?& N9 s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( j7 h' j! {/ C. d$ o* U, J5 G
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the3 a. R6 i2 w( V( v) J
date sort
6 @9 N j9 R/ Y8 P+ y8 H15. ASW groups not allowed to attack sometimes
R" D9 K1 w1 W3 G; S, J% M16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 J! I8 ?& S& GHQ/LCU to jump to reinforcement queue
G9 X1 u6 o9 z& \9 _17. Bug in bomber intercept if too many rounds of fighter v fighter combat- {5 f; V- F( v% S0 E8 m
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% n; X3 C9 }0 ]; ]& a! `8 \. Z& m3 oat start of AE but crept back in sometime during updates. i, c' w) K& O# r" w: T
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* ~" f' A' t- \/ N8 ]" \$ V0 Cfragment.7 |+ U; m3 j4 G: J- D2 Y7 V
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 i( J. x: z6 X, w9 ?- R5 Y. F21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* `. y" a! u' R# ]+ Z- E5 S4 ^1 w* i
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! O! O. k7 ` ^, t
set5 @4 \8 {; A& H
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, |% o9 c# ]9 C5 ?
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays; M j2 ?) B5 @3 L% M' q
24. Bug caused F/FB to sometimes bomb at low altitude0 K2 i6 u: x' ~ e- w' M
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ T# j9 a x! a) Z) X/ H; s; uoccurring properly.8 t1 ^& Y: ]7 Q/ O8 z
26. Bug in Industry 'failed' indication not showing properly sometimes. c- d" Q. A% G [
27. Location check at scenario load to include small map sceanrios
& ]" @' S8 B8 Y0 x% d28. Bug in air supply to fragments in a non-friendly base hex( j1 b# W$ ^! t, O
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( N! r' {3 p, E( p% E/ i0 \
being set to homebase before execution of the mission – ie was returning to base
5 h& S% j0 L4 a& f; }* eimmediately, L% ?% g3 L0 f4 k) k3 [1 X
30. Error in Strategic map display, [' J' R, Y/ Y
31. Additional and stockpile options were not turned off when base was captured3 ~$ {, K" c3 F# }6 D# b
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on' s) Y( V) H+ E5 T8 B& a
mouse over8 H) T% P; h% a, w8 ]: n4 J' \5 Z
33. Army experience being gained when not 100% prepared as per manual; changed to allow% D; H: h' e( r4 c, V, _ f( X( O
chance to gain experience if >75% prepare and < 50% national exp level
, }6 K3 [# x* s- W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) i) F8 u0 a" p
alleviate the incorrect experience gaining happening while in reinforcement queue
& Q4 o5 m. c" q35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" o. k4 k( H8 ~; n& e
caused unit to jump “off-rail” and move overland
" d3 i5 [5 t0 C$ j! c/ p36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ ?4 _2 o/ ?/ c37. Excessive accident messages on unload from TF reported
9 X; J- b3 G6 `0 c9 m38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 }1 K. ?7 _: O+ z! |
merged causing smaller size unit than expected& _" k) f7 H! m" V/ n# ~
39. Corrected possible TOE error in scenario data load for inactive units2 X9 Z4 C/ P O$ B& t4 R1 F$ m
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 M% K) j7 u: o( v hhowever be allowed to do this.( ~: l, q L0 ?, t6 x- p
41. Possible CTD if sinking ship's load was a group
( D: S' Z1 }. `8 f6 r' M1 I42. Limit the number of devices built from resources per unit during LCU replacements; this; Z. `" Y p3 N u
was causing an over production for that turn
1 A" Z. Q a) i0 n" h' N# u43. Retain day/night setting when creating group fragments6 L7 ^* v5 H; ?* z! P' O
44. Adjusted supply and fuel values in base list not to overrun the space" Y# C8 f+ w9 Y0 g+ _0 l
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 D# v. E0 f& n5 k" p
added YMS to Sweep TF in line with manual and code0 ]- b" a4 S7 U0 p+ a1 r
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 {" f7 C1 {3 R' U% [) D' Drule relates to the abundance of manpower and is not covered by replacement pool. Normal" }: K! X& E, \) E5 o0 z% k4 ?8 }
rebuilding of destroyed units is not affected by this.- Q7 Z( K5 k% ]1 v# e
47. Carrier capable and trained text not showing together on Group screen
( }0 `5 L% q' j6 p48. Handle any blank re-name changes by ignoring them8 N6 s+ o) a7 t$ @, K6 S" M. D. g
49. Possible CTD when air fragments combine
! H# G* v7 u3 \1 Q7 H50. Unloading TF can freeze a LCU onto a ship under some conditions
* a! g( w5 O/ ^4 ]' l5 F; o51. AI not behaving if main HQs missing (affects small map mainly)
+ t) a7 u& k$ b( a: [# P* v52. AI using AGC for normal land units – removed from TF if not needed; l! k- m- N6 E+ Z# K" E& d& J: f# c
53. Soviet activation message not in Ops report
3 u7 e0 ?- s6 J0 j8 l7 B8 @6 l" e54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 t9 t3 e- N4 r {; s9 m$ A
55. Clear Soviet air balance if not activated. Possible incorrect base switching2 t$ X. M, Q; J3 r7 D" e9 p
56. Sub attack against docked TF not happening for port size <3
8 L6 ^6 n0 d; Y9 g9 ~57. Unit type changing unexpectantly
- r2 i# j3 a/ p. T k# r; n58. Torpedo replacement on plane sometimes is missed: S1 ?: N: ]1 {4 T
59. Double handling of overstacked supply requirements8 v1 s: _8 R2 j3 Q4 B! E- G
60. Fixed alternate weapons for port attacks6 x2 W" d% o1 L4 g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* Q9 ?5 Z1 z. j2 y$ T6 Q1 ^. y( zsometimer in the ship repair cycle. ~" k( g5 T5 t, b4 p6 ?& [
62. Ship tonnage over 32K could cause repairs to fail( I3 \$ e, X- F6 X. ]
New9 }! n1 [& T. x/ W P. a
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 k; w% Y) N( Z0 N j( H; {; \4 ?
port3 ?6 X1 w& ~( R! G1 L( o3 A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.. `5 y! r: Q$ }# N+ M6 j, O
Tenders not counted7 a- J* v+ q" k; g
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ ]4 T% e, r9 N, \4 {0 r: a$ y4 }4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# n# E c7 m$ Zto remove damaged ships from TF
. a# b& w* ]1 v( Z* Q5. New filter for “non-building” devices in Industry pool screen9 d) ]# b: i; O9 n
6. New filter for “non-building” aircraft in Air Replacement pool screen4 C3 c3 _4 y0 F7 j! b2 o) q4 h
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% P8 k* k% S6 |2 Y. W# @- Imines (^) detected
: h- T, y. R% @9 F6 _) L2 b# [8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ v3 L- N+ }2 c9 J$ }+ ?‘button6..’ image files, then these will be shown. If not, by default there are shown as `! W7 u' R9 B' ~! V7 \9 k( v
standard parachute unit icons- Q* }$ \9 {/ E3 c; n' j1 l
9. Air/port damage and building is shown in base mouse over7 }' \- I4 ]+ ]" Z& ]
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- G# n. q3 _% u7 v8 M2 u" s
11. TF can be routed to stay within coastal hexes as much as possible4 S) n8 i: x" K3 d
12. On Top Pilot screen show the 'ace' cut-off value if more than 1- d0 v/ o7 Z( _6 r7 I$ ^1 w
13. Added option on group and LCU reinforcement screen to turn off replacements/ t( x( i( f. L: l
14. Current base can get supply returned to it when reserve planes returned which were
" P Y9 h/ c" X* } R/ ~9 Boriginally supplied from another base
# U2 @9 W) J3 I; b( T15. Unit type filter on Troop Loading screen$ G( \3 R" W- g, N i1 P% U1 x& l c
16. Report killed ground units if not in combat report2 f" H. n7 P; ?; G% V# _
Changed% x2 [ T: ]+ g1 ?* u
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: q6 ]$ A9 u# |' Z7 {) S6 H(complements fix 18 above)4 E# G5 I# C9 D# Y$ w
2. Permanently increased pilot array to 70K
4 Q& v0 y! f* G8 K$ U7 M3. Increased number of air combat rounds are a factor of total aircraft involved& C$ D2 T% w s; Z1 u. A" d
4. Allowed submap to submap movement if land connected for land units. Should have been
. b1 A; u% N7 N# W! Z! o5 Cso as per Andrew Brown
' \7 N+ p4 h* G l4 w( s5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- z! A3 A# C4 f# Q
delay toggle instead
K5 s% q+ e+ O+ Z6 e6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ i6 k H+ I) D6 C7 A. i* O
maintenace a bit more; Q5 B. n6 X& n8 e
7. Support device replacements won't decrease the overall experience of LCU units. This does6 @) U E3 S8 V! j) \ G
not alter the overall EXP change due when any replacements are received.
: i% l: k( Q) N2 y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! @& R. }- ?& O2 `, s, j
between the two but could break current games.
9 F2 Q3 b, _& _: R7 i9. Some LCU Prep points may be retained if unit is experienced
# @2 l' q: Z- LNotes
! x6 |( T" f/ l1 \) y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; }' q* N0 J( w3 E* O
should not change player or HQ, even if not in play. These original HQs are used by the AI# S8 U) a4 |2 q. E* k
routines so changing or deleting them can put the AI off. Changing other elements should
' E( ^) `* @5 t( k6 p2 {0 }be okay.6 ~: ^, o% E0 [6 w( @/ J5 o" X
2. Clarification to weapon filters for aircraft:
, Z" t$ w, o& R* S- d( jPM_NAVAL_ATTACK 2 // used for naval attacks
5 \+ V0 w( f" d0 B1 UPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, W& C5 C0 d+ o+ uPM_LAND_ATTACK 8 // used for land (ground) attack7 k7 {0 F6 W1 G/ n, j4 M4 ~( t* I
PM_PORT_ATTACK 16 // used for port attack
' F, i+ ?" r( Q7 o8 ?+ A5 R! x% q [PM_AF_ATTACK 32 // used for AF attack
4 P7 d# m5 T) E. }- p8 g' y, XDropped any reference to secondary values for land and AF as they served no special use.
* A: B3 ^7 j) i4 WClarification changes
, B7 _6 n3 m' |' B7 a- }2 `" z1 c1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
. f4 |- O" J l& i# ^; g9 x) v5 Jbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 z" o2 ^/ ~/ K7 `
MONGOLIA(91) or TANNU_TUVA(92).* r4 ~+ u9 k, |5 s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( j8 S3 O# r1 \
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, q- H. B# F; B& Z+ Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' g6 V# l/ z/ q$ f5 Bafter Soviets are activated, but can’t move
" Y$ |& D+ E. O2 ?7 H4 X) `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( z, x1 ?3 e7 ^0 a# h: I4 }2 i; qdisbanded in port.
& w$ C( p' f8 `# \: Oe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently* q% `. ]8 O/ f% D6 s, d$ A
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |