具体见( F7 h- g9 @/ L
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http://www.matrixgames.com/forums/tm.asp?m=3185062- w" S" ^! Z. X- u
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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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' v9 o* S2 s, K; H# kChange History:
) M" X& d& z* n) \9 x- [7 O! Q; u0 hV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% F4 E2 u# ^7 K! I* X( o& Z
1. Seventh Update – This release is a comprehensive release updating all previous
; X. D. A1 {0 o* [# U! I3 ]versions to v1.01.17 beta
1 H2 j q* m- a" `/ P8 O2. Code Changes
* N; Y. V& q3 O1 \/ q, ZFixed
( C. l( T F1 x! f1. Display of AF/Port icon between player saves based on player's intel5 k2 C' e/ o- O" ~6 _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 z) r" E5 ~7 Y9 r- N! _weapon list updated
8 y- w9 `1 c; A+ n5 \1 _$ T! v3. Reported cargo/troop safety values incorrect when no cargo/troop space5 u& J! _2 z% `; [+ m, v
4. Allow smaller 'reserve' space for small groups on ships
9 Y8 h0 m8 `) G- _5. Preserve some more data when swapping fragment and parent to prevent lost of parent* U2 ~7 U8 a8 e+ D1 g: |9 O
6. Correct attacking plane count before final post-air combat
2 s/ d4 V+ R3 q: h7. Pilot promotion may have occured in error sometimes' s( S: I, x ?& m
8. Raid detect message sometimes dropped of the combat report
$ M) T# `6 O+ @2 r9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 _. W1 u$ f4 w# j: hgenerally
$ j# |1 |6 l' g! X10. Some pilot-leader connections were being corrupted
/ i/ U( x9 E9 z1 q4 R; t5 u5 f$ t% M11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ N/ s) Z: N, T! T( A5 s
other move issues due to the incorrect indicator
. c" ?1 Y& W; A% W* s! N12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 R* @( v' p- h$ w/ @* Y2 L
damage
' W8 k, f) D7 N13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 r! e3 m( U9 j, l) E/ R2 M! e14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
' I! @1 d, Z a7 {date sort8 v0 Z% k) W( E3 [
15. ASW groups not allowed to attack sometimes
) q4 A! R4 \+ Y- q. z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* }! u5 p: e% s
HQ/LCU to jump to reinforcement queue
6 A! c+ d+ f9 H$ R17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 x/ A" [; n( {( E% `+ S5 f18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& b w9 m9 ?& k/ b# B1 |. s$ mat start of AE but crept back in sometime during updates
- ?1 k# J( b$ o: F9 n$ s# k* p: U19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 E1 n; F9 [. M( t' T6 A( R/ y4 y
fragment.4 p4 T" h* Y0 p. \* _- f
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; u5 a( s$ Z- v21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' ~ Z4 x6 D9 k8 wshort 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/ ~( ?; Y5 q. c+ I% V7 y% _) V
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 f% J' C- m5 r4 N& j' @( N
24. Bug caused F/FB to sometimes bomb at low altitude: h% q& h( J) P- G9 J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( x& K' l/ S3 l* a: X/ E
occurring properly.
# q0 ~+ [* F( y! {- L0 ]26. Bug in Industry 'failed' indication not showing properly sometimes
" A) E( _) w# [* W27. Location check at scenario load to include small map sceanrios
# e8 L1 p& C# D) C/ v28. Bug in air supply to fragments in a non-friendly base hex$ P7 N" H D6 M8 ^8 |& D( f
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, Q9 E! e% u2 P# b, b! n/ x
being set to homebase before execution of the mission – ie was returning to base0 O+ D w5 R2 X% V, J; W3 ^
immediately2 M7 _, T+ q! X1 e ~$ X- _
30. Error in Strategic map display
( ?. G& _6 A! M/ d. N31. Additional and stockpile options were not turned off when base was captured6 v, L) K; F, m& L4 ]( A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( A$ ^/ f: X4 N+ t- T, h% x/ dmouse over& j6 U3 {0 M8 n1 F5 q/ E5 Q
33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 o: Y. u( t" l$ b ~: G! o. uchance to gain experience if >75% prepare and < 50% national exp level4 I) A! R+ v6 Z Z+ p/ B3 A' Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
; r2 d& o; [9 _' ralleviate the incorrect experience gaining happening while in reinforcement queue3 s2 m' F- n) H, g" k
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ {* p2 @; B0 |$ @
caused unit to jump “off-rail” and move overland% D+ y3 @# O# A" g) x# q: T) ?. I
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. \& p4 y K. _
37. Excessive accident messages on unload from TF reported. a# F0 i" q6 o
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
* d$ J, G) g5 ], Amerged causing smaller size unit than expected
. |, L0 n: J9 F4 [3 e39. Corrected possible TOE error in scenario data load for inactive units
' o6 T' {" S9 O1 w3 w$ |40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, x$ a5 ]0 g# T2 x& h
however be allowed to do this.
$ a- T2 B9 ?% \* h V0 F ^& l' T41. Possible CTD if sinking ship's load was a group# v7 v* K" r$ l# K3 L+ C
42. Limit the number of devices built from resources per unit during LCU replacements; this: z8 |8 q" @9 \! n9 W3 O, X
was causing an over production for that turn$ L; k' B0 G" ]4 z2 I. \1 R( }- ?9 i) g
43. Retain day/night setting when creating group fragments5 ?; f5 K- H. _, n" q: _" K% l
44. Adjusted supply and fuel values in base list not to overrun the space
/ ^: {% Z: ~& D0 z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 K' b y5 a+ t7 Q$ N
added YMS to Sweep TF in line with manual and code
4 c3 d0 F2 g' N# h7 Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 t" ^% C0 a. i5 @4 N$ H
rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 b6 w, s" n$ Q, u% n, \. w B! I" R
rebuilding of destroyed units is not affected by this.6 [0 s9 `7 a* [3 O0 ?7 q3 H
47. Carrier capable and trained text not showing together on Group screen
8 M" n# \5 q9 V# z48. Handle any blank re-name changes by ignoring them/ j1 u2 o$ s5 O# V
49. Possible CTD when air fragments combine: T1 @5 q7 u( ]. q; o( c) T
50. Unloading TF can freeze a LCU onto a ship under some conditions
' X/ X5 \* H8 I3 L- b% w- f$ Z' {51. AI not behaving if main HQs missing (affects small map mainly)+ U4 A; G; z+ I' ^, f3 x# F
52. AI using AGC for normal land units – removed from TF if not needed
: s# A {" p6 b53. Soviet activation message not in Ops report
' R! ]! @9 b& v! ]# L- _- h54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range* b: U. I1 p) [" I+ J
55. Clear Soviet air balance if not activated. Possible incorrect base switching
# Z; h4 s# i: g0 D4 `0 c56. Sub attack against docked TF not happening for port size <3
3 X8 a3 \. S* m. e* M7 J2 O& M# [57. Unit type changing unexpectantly' W) V$ ~/ C# m4 n1 C$ ]3 K
58. Torpedo replacement on plane sometimes is missed- |% H; z' v: o+ ]- p: }
59. Double handling of overstacked supply requirements
3 q/ d+ x5 y0 N! i4 T60. Fixed alternate weapons for port attacks4 F) O& B1 C9 Z$ }$ _
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
/ P0 y9 X3 A }2 X: g' Q% ~* Ysometimer in the ship repair cycle.6 n8 k5 g) l. G8 m) e$ ?
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 the6 {; a( m. s: n6 D% j
port3 ~6 Z7 V) Z/ |+ R! i
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ e: T4 y& \3 V4 r' ]/ t& H
Tenders not counted
5 `$ n: ~" A Y+ Q* K. F3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 X7 I+ o1 N( E+ V' ^& V
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# }% p! x5 o% c# u. k3 v
to remove damaged ships from TF/ s& D! n1 }* s; M3 B
5. New filter for “non-building” devices in Industry pool screen
! b4 l2 N" A$ v* ^6. New filter for “non-building” aircraft in Air Replacement pool screen
& b) v) [$ l# _/ y: k) X! n. C7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" ~3 r, U* `# w# _# }8 h8 dmines (^) detected
+ u: P2 f6 q% W! B7 p2 C8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, f" a: }" V; f( c
‘button6..’ image files, then these will be shown. If not, by default there are shown as$ }* i! g$ c m6 k n& Y+ n- }
standard parachute unit icons( i8 o! L3 U/ ?% P) p; [7 }. ^
9. Air/port damage and building is shown in base mouse over
' V" X( ]; H, Q/ ^5 D q' J10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# N- W/ i9 v# X) `7 ?" Z, o
11. TF can be routed to stay within coastal hexes as much as possible
- D" T% j5 O4 [! C4 ~$ D12. On Top Pilot screen show the 'ace' cut-off value if more than 1
3 K, ?- y" k# i+ j2 R* Z# }4 _13. Added option on group and LCU reinforcement screen to turn off replacements
2 Z7 i, V" V2 x14. Current base can get supply returned to it when reserve planes returned which were
, n* t, B* F uoriginally supplied from another base+ o8 z. h! W S, {+ G2 o3 E
15. Unit type filter on Troop Loading screen
) R% B2 o4 a) p" n16. 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: S4 x6 `$ V; j; @
(complements fix 18 above)8 S/ K* ?1 F) ~$ ]# V
2. Permanently increased pilot array to 70K
, @, p7 y7 N8 T& R9 y7 v3. Increased number of air combat rounds are a factor of total aircraft involved8 l* P# s V" M1 d- y
4. Allowed submap to submap movement if land connected for land units. Should have been
& [7 \: K# i: l+ R6 ^so as per Andrew Brown/ o" L" W S+ h6 X1 U/ m9 P
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% Q, @! G# Q' T: i! f8 r$ x
delay toggle instead
! u# N7 ~& f* ]6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 g% A8 z4 _+ S p C6 t
maintenace a bit more+ u) f% [% w6 d9 A" s! A* G
7. Support device replacements won't decrease the overall experience of LCU units. This does6 [" m: M* P1 F9 T) Z
not alter the overall EXP change due when any replacements are received.
: ]; h9 V/ g0 N+ |/ ^( z* d8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& k8 S* u+ A: m+ Z' g) }+ Bbetween the two but could break current games.* K) }( M( j/ g) n& r- o
9. Some LCU Prep points may be retained if unit is experienced3 J8 F; z& U( {# m
Notes
# a' m8 ?2 K+ T& c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) V2 @' ?6 K/ ~$ p: z6 Gshould not change player or HQ, even if not in play. These original HQs are used by the AI3 u1 a- S6 F+ }2 E$ n8 l! u% r
routines so changing or deleting them can put the AI off. Changing other elements should
5 L; ]1 l1 m& u x5 v$ u; xbe okay.7 i, _* \1 q* l/ {
2. Clarification to weapon filters for aircraft:
& n9 E. F0 B) c2 x, F( F* _PM_NAVAL_ATTACK 2 // used for naval attacks9 T2 e7 v/ T5 g
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): Y7 M$ T' B/ H) }. Q# ~
PM_LAND_ATTACK 8 // used for land (ground) attack
% U) N' `' Y+ w4 r6 o" ], Q( UPM_PORT_ATTACK 16 // used for port attack
* k: [7 i) T# i1 l, D5 q, uPM_AF_ATTACK 32 // used for AF attack
" u% m3 W1 v7 r1 U }. rDropped any reference to secondary values for land and AF as they served no special use.
1 U( R) }- Y/ b R2 K$ ZClarification changes
" w, Z' T4 `$ p- b7 p' g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 Z5 `1 P% F' I( X& Q* R8 xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
A+ i0 d. L( gMONGOLIA(91) or TANNU_TUVA(92).; B$ `3 `* f2 ~0 ~5 S4 q. x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
C. H3 N5 f$ C$ ab. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' P' ~4 q# W# I$ ~0 b/ sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* }$ G4 q& U b7 z' m7 X! d) J
after Soviets are activated, but can’t move
; R2 R: {1 Z* G2 A& Qd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if& A2 j0 `% i- I5 S) }) ?. u: p
disbanded in port.8 O Q9 s# X$ ~5 R) q: q4 O( V
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
* h; |. x* r( j Wf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |