具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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* w+ A% E; s/ D( S已经共享到岛群QQ和本论坛置顶资源帖$ ~7 N$ X& R4 s( ?& B
y8 \9 O* i [7 y! k大量更新,详见列表:. Y2 _( P" J2 S1 b" I& V* O
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( v$ V! t& I n4 u( Y: N/ vChange History:! M% L O2 F7 {
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 k; c2 P) s5 ~1. Seventh Update – This release is a comprehensive release updating all previous
8 a) B% t/ Z, N5 z$ e1 hversions to v1.01.17 beta
4 Y( E: d) B% y2. Code Changes
: W% p" ~3 f' ` }3 G3 }' QFixed
7 p( i4 y3 {! O' x- B- f: B1. Display of AF/Port icon between player saves based on player's intel
- G: V$ \# u8 _) m" E* ?- T2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 I7 w, ^6 ~0 b, vweapon list updated
8 K9 M. j5 N9 f7 a9 o3. Reported cargo/troop safety values incorrect when no cargo/troop space F X j; {. w5 k$ l
4. Allow smaller 'reserve' space for small groups on ships
) p" k" V6 t0 _ }2 D7 G) z$ R/ c5. Preserve some more data when swapping fragment and parent to prevent lost of parent5 H9 H$ m4 Q1 O# g" R7 n; D
6. Correct attacking plane count before final post-air combat
9 a3 _5 w, l0 f5 \# r7. Pilot promotion may have occured in error sometimes
, A0 L6 z8 i$ { h' ]( [& I8. Raid detect message sometimes dropped of the combat report1 G( B/ g; n5 z, ^8 O" O
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
F O ?! \! V& h" y% ?+ fgenerally
' t' Q( }. V2 }* v. d- F% |$ s9 r& P10. Some pilot-leader connections were being corrupted
6 f |4 x2 T! F# d' ]# @$ T11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' O7 T! Y+ f1 b' {- e
other move issues due to the incorrect indicator' E" ^* y% A( I2 _# ^
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 B6 N1 j1 K) p A5 @4 Udamage: ^9 F' O5 x" B+ H, m+ @; S! m
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ n$ Q7 O0 j2 y8 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' n. U+ H, O% Q9 N; j6 S* w2 {
date sort
: s9 n/ B0 p5 ]4 k. `+ v15. ASW groups not allowed to attack sometimes
6 |8 Z1 g$ c1 ~8 y$ O16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ {7 M* i* U2 e& x$ n9 }
HQ/LCU to jump to reinforcement queue
- |' N) ]1 v, k5 `17. Bug in bomber intercept if too many rounds of fighter v fighter combat& K: Y8 M- w5 d- K) o2 O
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed* R4 B, v3 J+ u# t# _9 S1 V
at start of AE but crept back in sometime during updates0 H7 _& q0 [; @3 S% r7 \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 U3 V4 ~5 }. a! i: @8 I- gfragment.
1 ]6 E6 S7 J+ \& \) s6 W20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ v) W, S1 ^1 @- ?4 F. U( t: }
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 W2 n* l' ~. X4 v2 k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
* N, F" B. U* z6 [5 Z( Hset
* J3 ^& f5 M# ~22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
y& @0 \& j$ ], P. o23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 l# F R% ?1 P1 M/ y- q24. Bug caused F/FB to sometimes bomb at low altitude
- t6 ~! w. @4 m0 e/ x' C25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. `# j% t" a$ L! _/ E3 B4 V1 Moccurring properly.& L/ g1 m% v+ O% A$ x6 v- U
26. Bug in Industry 'failed' indication not showing properly sometimes
- P: W" i# E9 J4 m27. Location check at scenario load to include small map sceanrios
8 | r2 `: @/ v28. Bug in air supply to fragments in a non-friendly base hex/ z1 W" F4 l) {! b, I
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, U2 P* `8 q+ S! u% {
being set to homebase before execution of the mission – ie was returning to base
/ J# s% ~" D/ Himmediately
6 i, A$ Q5 C) J! N# U# ^30. Error in Strategic map display
+ \' }1 _+ }- w+ c: \( V6 O: w3 \31. Additional and stockpile options were not turned off when base was captured
2 _8 p( R& @ b! K1 B- y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: e* d$ g0 L1 i4 }( M! H8 w, I
mouse over. f$ J0 S i& b3 X8 k6 J+ P
33. Army experience being gained when not 100% prepared as per manual; changed to allow" v& s# p8 J' l5 _' L- K+ l
chance to gain experience if >75% prepare and < 50% national exp level
1 O& J' {, E `9 [/ b0 u34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
* n+ q" i: G* E$ ?& S" dalleviate the incorrect experience gaining happening while in reinforcement queue
4 Y- p1 ?0 O+ G" `35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ b Q2 X% F2 f9 vcaused unit to jump “off-rail” and move overland
& m( |9 F5 z% j7 t36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ* S2 T j) u. P \
37. Excessive accident messages on unload from TF reported8 f' m$ P3 X, s) `3 {- @
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
) V" u# \4 S, T1 j- d' `merged causing smaller size unit than expected
) G( X* R2 H j _' x" j! p39. Corrected possible TOE error in scenario data load for inactive units" A. r: l b( J( B/ n
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 f e9 O" _( @- l7 o9 t
however be allowed to do this.$ h/ s. V' e6 G+ `2 N7 \
41. Possible CTD if sinking ship's load was a group
3 z; D& N, C+ Q* i. K4 O$ Y42. Limit the number of devices built from resources per unit during LCU replacements; this' Y2 w3 H u. k$ E* t: O
was causing an over production for that turn
& Q0 P0 m) U. ^3 \! s- q43. Retain day/night setting when creating group fragments
" R/ o+ N+ k4 |* Z44. Adjusted supply and fuel values in base list not to overrun the space. h9 [& E& v! N. q, m
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but4 o7 n: k S9 u
added YMS to Sweep TF in line with manual and code
u0 E# J N9 c. {+ x5 _ {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 @& z. [8 S+ B) M. E, \, N7 `& n
rule relates to the abundance of manpower and is not covered by replacement pool. Normal& |/ H1 _: m1 A! F+ U* b$ X
rebuilding of destroyed units is not affected by this./ `- O; i9 d" C$ m
47. Carrier capable and trained text not showing together on Group screen
" {; w- N3 H7 ^& M48. Handle any blank re-name changes by ignoring them
! u' t3 R! x* x3 ?% R. Z49. Possible CTD when air fragments combine
- @$ Q9 w' v# Y$ H; K50. Unloading TF can freeze a LCU onto a ship under some conditions
" r* `! h2 x8 s L5 n51. AI not behaving if main HQs missing (affects small map mainly)
. {; R- C, f: S9 E52. AI using AGC for normal land units – removed from TF if not needed
. \: X1 t5 K! ]53. Soviet activation message not in Ops report Z9 L% s& I/ t
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 T; { N } @6 H. E1 P
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 [: h2 E. H/ o" b, m
56. Sub attack against docked TF not happening for port size <3' e2 E% r' ^1 I
57. Unit type changing unexpectantly1 w' i) v. F u7 j3 [# R
58. Torpedo replacement on plane sometimes is missed
4 ]8 k! v+ u; n: j8 t$ e59. Double handling of overstacked supply requirements
. ?. A4 F% o( H! o60. Fixed alternate weapons for port attacks
8 x ~1 g8 J% R61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# U3 e) S& I J1 o; Csometimer in the ship repair cycle.
1 R" E, V- k. J5 g& ?; \1 [6 z+ m6 ~62. Ship tonnage over 32K could cause repairs to fail
9 R! J# y# a! h* ?% E. nNew
. ~( x7 q9 l0 b3 w2 `1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# V7 a; k7 Z" `9 Uport
$ f( M9 c; \- T& j E2 Q1 w2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.5 Q1 B6 j; {1 q/ J+ L5 ^: I3 O( Y
Tenders not counted' f8 x j X; P" o- Q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. k$ j7 }' ^* f# j4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
% I' J& b( f, G- Pto remove damaged ships from TF
( n. k4 A* |' _ H! j0 M5. New filter for “non-building” devices in Industry pool screen
+ ?" x4 t b) b1 ?( z s5 ]6. New filter for “non-building” aircraft in Air Replacement pool screen8 C& x; X' Q; d' U4 n5 o" C$ [
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy8 }2 C# N: K" u; j% w+ h& U
mines (^) detected
7 r+ H) u5 T1 X/ W8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 u: p1 w2 P2 c/ F8 f2 r; b( N‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 Q2 V/ N9 q f- e: T* E" j2 w- W/ O# xstandard parachute unit icons5 l7 \, J* c3 I& ^" i- ^
9. Air/port damage and building is shown in base mouse over
1 X2 x6 u( x: g. _! N* g7 x10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! |, Y0 s/ c; ?: h4 k
11. TF can be routed to stay within coastal hexes as much as possible; p y- H$ V$ h' [' Q: T
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ c3 v0 }9 S, {, E0 ?# {13. Added option on group and LCU reinforcement screen to turn off replacements4 U* Z" m' F' F
14. Current base can get supply returned to it when reserve planes returned which were
6 Y. [# b' r' S2 m3 `% foriginally supplied from another base' x* t5 _) o- [' s9 T; l; H5 f
15. Unit type filter on Troop Loading screen: @& T# q3 f: g) q
16. Report killed ground units if not in combat report
0 X, G, e% }, ], ZChanged
. Y4 q8 Z7 t& h1 j/ n1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* h4 L2 X" V5 {3 `: @ M6 e; ](complements fix 18 above)# w3 q9 S' A9 J' B/ x9 `
2. Permanently increased pilot array to 70K+ b/ n4 x$ J; S" l2 U2 K7 {( r& ]
3. Increased number of air combat rounds are a factor of total aircraft involved, r' C+ g2 ?% \* a& ~% J t% Q
4. Allowed submap to submap movement if land connected for land units. Should have been* O3 t3 s) i$ S2 |& v! T: d7 u
so as per Andrew Brown
( L5 Z* I! v& f4 u& i" B3 [5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# r7 \$ q+ m" s8 g" @, w7 Pdelay toggle instead
% s* c0 ~3 D6 l4 P1 N' X6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( f4 S# k+ e+ t& L8 Bmaintenace a bit more1 }0 q" y! p, X! A+ z" {
7. Support device replacements won't decrease the overall experience of LCU units. This does3 K( y7 `9 S" Z( @
not alter the overall EXP change due when any replacements are received.+ @: I* l( F; k* j, m- D
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 n# A/ b7 n" b- ^" }
between the two but could break current games.2 I. @" u, n' u/ B3 s, I/ k( D
9. Some LCU Prep points may be retained if unit is experienced
. ]6 X# B7 d& y2 Y: i5 J1 ?# Q( qNotes
5 l" g& x" G: o+ b8 D4 V1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* Q! G" E8 R8 C3 @
should not change player or HQ, even if not in play. These original HQs are used by the AI$ N1 g3 [3 E, [5 m: n/ W% p1 |
routines so changing or deleting them can put the AI off. Changing other elements should
3 a( K0 Y/ w2 @* T" J/ {be okay.
0 Z$ W% l8 Z$ A6 G( a2. Clarification to weapon filters for aircraft:
1 u% |$ L) @7 ?! F& S( h- J0 ~ G9 b5 QPM_NAVAL_ATTACK 2 // used for naval attacks2 Y$ o& L2 r6 R2 h
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# s3 h4 u4 \1 v0 j, ^6 H
PM_LAND_ATTACK 8 // used for land (ground) attack
" G+ {+ _, Y% V" H4 N! JPM_PORT_ATTACK 16 // used for port attack1 \/ u+ Q6 F+ \5 f1 o- Z# x, z+ z
PM_AF_ATTACK 32 // used for AF attack+ `, m1 m' d0 e x7 h
Dropped any reference to secondary values for land and AF as they served no special use.6 p: m! I7 w1 U) \; j
Clarification changes
- G4 |: O* X" `. w0 C4 I0 B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 |! g+ ^" N/ Z( wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
0 ~6 d, `, H+ X4 ~MONGOLIA(91) or TANNU_TUVA(92).
& {4 {' `: ^7 w1 e U+ Ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases4 {. a6 \( ~, l% I" G
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
# y# q3 i/ `( i5 g* V# M2 Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases9 W; ?% [3 u' r6 [3 x {( Z/ L! \
after Soviets are activated, but can’t move
8 B7 @( |$ V! g. Z; qd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
8 n, b0 [% a& h& O" s4 udisbanded in port.3 ?7 R: W2 C z) n% W9 W. p
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ n5 i8 f% u! c( Y4 W9 S# F8 pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |