具体见
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4 E2 J+ j" d9 n0 x/ Shttp://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6 m w& ?3 P5 {6 O
, |8 D5 d9 P! D" Y大量更新,详见列表:
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Change History:
! I( [0 ]5 M. D/ ZV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 ~8 n3 k" i' r7 q0 L4 m' V
1. Seventh Update – This release is a comprehensive release updating all previous
/ A8 N7 l4 `0 Q" pversions to v1.01.17 beta/ e6 }( V, B& e6 Q
2. Code Changes
/ W: N- Q" E6 F: |- _3 q! gFixed
: T# u g1 k( c1. Display of AF/Port icon between player saves based on player's intel- M9 N J2 `; r) O* S
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when _% T- n, l+ z5 R$ |
weapon list updated
+ F& i5 M: w8 [6 U+ p: e3. Reported cargo/troop safety values incorrect when no cargo/troop space
( H0 j8 a: a0 } @4. Allow smaller 'reserve' space for small groups on ships$ y$ R3 Q3 Z9 t7 F) v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent; Y( x/ P% J/ I( U. N7 M. d
6. Correct attacking plane count before final post-air combat
; n* P( y: u" f1 h9 I7. Pilot promotion may have occured in error sometimes
5 F0 S8 E. E" ]8. Raid detect message sometimes dropped of the combat report3 ~, f. H4 k2 _
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& x6 {9 {3 ~. H2 Q! B4 ~+ \
generally$ k3 t3 x8 H% M7 M: e$ k n
10. Some pilot-leader connections were being corrupted
$ y' ~2 c6 q9 y, _. A" g( Q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. R7 o) n$ S) D% q2 e. {3 mother move issues due to the incorrect indicator
2 K' m" B# j% n9 J' ^. p- K% Q9 W12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 G/ S- Z" h% p+ a" o1 c
damage
$ c t0 }% {0 F5 S( \13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool8 N; Z; M0 ]% d! O/ j1 m
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the, f- |' G1 k6 r" q. d
date sort. |( g7 Y; l4 X. o; |! ^& j
15. ASW groups not allowed to attack sometimes
8 C3 `, ?9 i# f p16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) }, }( o+ U/ k6 q& p, {" ~
HQ/LCU to jump to reinforcement queue& [' e3 J- d, p4 W4 n z8 ~
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 e" s6 M9 n! v% G
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed" c+ d5 {, f$ D8 J% b' q; U
at start of AE but crept back in sometime during updates4 y1 Y7 }/ M' a- ^
19. Removed the fragment/parent swap during a TF unload as it could often orphan the Y: g( N% X! y; b ?
fragment.. r* E/ K+ N/ l8 k* R: A
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ k. P/ n( x/ k' l: q3 \" F21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, R/ ~% k% I d- U0 S8 ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: Z0 H6 |0 Q* ~7 [+ p# a" ]& d
set
) z) {1 q! E3 O c% i0 I p22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# c1 s. C& i$ r1 O& g% f
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 K! ?6 O: m0 u2 E$ _+ Y4 i
24. Bug caused F/FB to sometimes bomb at low altitude* f! U- H6 B. J C, W1 \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
h" h+ S/ ~' X7 B7 K: voccurring properly.
- a6 _- n6 B4 Q& l; P0 S- B+ Z26. Bug in Industry 'failed' indication not showing properly sometimes2 _/ H0 r& X9 Z% v$ _$ ~
27. Location check at scenario load to include small map sceanrios, o. ^* d, c/ J7 b" ~2 m7 | U
28. Bug in air supply to fragments in a non-friendly base hex X% o$ B; }. q
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was) w- t/ z' c1 f$ d5 v* _
being set to homebase before execution of the mission – ie was returning to base
4 o6 Q7 n _$ w* O; ^- o- Zimmediately
) v/ [4 L4 W3 k3 z" n30. Error in Strategic map display
+ `: X# m- h1 C31. Additional and stockpile options were not turned off when base was captured
( ^8 L; J" H; Z. a* m32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
- H9 J% d* S# Y$ a, D. [2 W$ kmouse over
' `9 J b* k' o33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 f+ L- E( @$ c" X0 f3 ]chance to gain experience if >75% prepare and < 50% national exp level6 k9 A! a4 @0 R0 F% Y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
" u7 c6 @+ G1 g# f- Aalleviate the incorrect experience gaining happening while in reinforcement queue
! ~9 G5 _" C$ n. G m35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
0 z1 R8 q/ a" y7 k/ b" H6 xcaused unit to jump “off-rail” and move overland; h# |5 [5 z% w+ u5 i
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
$ E% p- i3 k; T2 [4 _37. Excessive accident messages on unload from TF reported
( S {6 V- @" W0 \" Q! a, _' Z38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ ^( r8 T- ~% B6 |0 x" x
merged causing smaller size unit than expected* k0 n/ Y4 ^; N9 M# f! m
39. Corrected possible TOE error in scenario data load for inactive units
. d+ O% ?* F `* N' j7 P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can- J# j) ~ v* J* U. L* A0 M
however be allowed to do this.
N( Q/ F: Z) x; Z; i41. Possible CTD if sinking ship's load was a group
) @" s4 V I2 J! r0 h' t a, t& ^42. Limit the number of devices built from resources per unit during LCU replacements; this# G7 d% S5 A! C" l9 ?$ x
was causing an over production for that turn* e& f1 R c; y& f1 W( {; V- s
43. Retain day/night setting when creating group fragments
4 v- [& o) F" \2 ^ q b44. Adjusted supply and fuel values in base list not to overrun the space: m" y4 U* l. J9 U0 H; K
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 g2 O9 d: d) B+ K6 M% [; _% O
added YMS to Sweep TF in line with manual and code
" {$ X. T4 X& J4 Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! Z1 @: K( T; }2 ~' d" A( I* drule relates to the abundance of manpower and is not covered by replacement pool. Normal8 j {0 G. a- x- }# t
rebuilding of destroyed units is not affected by this.3 P- L9 \5 L7 i& I+ {* L
47. Carrier capable and trained text not showing together on Group screen
& ?* r& ~+ F! p& j48. Handle any blank re-name changes by ignoring them/ z5 V, w9 S% L2 l) V3 g. v
49. Possible CTD when air fragments combine: q& S5 R8 b9 ?6 K
50. Unloading TF can freeze a LCU onto a ship under some conditions# A7 u b7 c# ^# Y
51. AI not behaving if main HQs missing (affects small map mainly): m" r- j# N0 C1 u
52. AI using AGC for normal land units – removed from TF if not needed0 [, w1 Q9 X. y: O7 a
53. Soviet activation message not in Ops report
+ ^; z5 Y/ w- ?54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range9 `4 r( s L# c" J7 k$ o
55. Clear Soviet air balance if not activated. Possible incorrect base switching4 p" l$ R/ B" X3 `- n5 ?: O
56. Sub attack against docked TF not happening for port size <3
* ]1 h' F* I. n# G7 B. m- X6 T7 v6 H57. Unit type changing unexpectantly, _' e9 v* w+ _( r& I( R
58. Torpedo replacement on plane sometimes is missed7 k" ~: Y/ b- c; S8 L& |2 n3 {9 \7 u
59. Double handling of overstacked supply requirements& C7 } x+ K! m q% s
60. Fixed alternate weapons for port attacks9 A' D" r; |' H6 k
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 ^# E3 |+ \9 tsometimer in the ship repair cycle.2 B+ {5 [! K+ N7 I4 O4 S0 v5 x2 K
62. Ship tonnage over 32K could cause repairs to fail
2 m/ ^5 ^8 y, K' KNew
# M0 Z8 P" r7 d4 R) _& ?. B+ A0 _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
- I' u) D `) N1 g) I0 ~port* I/ `) V! b$ c
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! u% V" z) _; F" OTenders not counted' K- W+ H+ r' c, V9 S
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
0 u/ e. G* R3 R4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# i2 l) k: o- S4 K8 Q5 M4 dto remove damaged ships from TF# o! I2 E. V* n0 ~
5. New filter for “non-building” devices in Industry pool screen
- P+ [& t4 f3 ?: C9 i2 T6. New filter for “non-building” aircraft in Air Replacement pool screen
6 W1 Y+ ?9 Y8 ]8 u+ _7 l7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
$ X9 g0 _3 @$ a! [; e8 Wmines (^) detected& F" N6 ?. r) o! \# h2 \5 ]
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, n; C$ g' z" Q/ ]( Z1 Y
‘button6..’ image files, then these will be shown. If not, by default there are shown as
5 N( P3 `2 z9 F/ M1 m3 ostandard parachute unit icons4 Y2 z! X, R- Q7 A
9. Air/port damage and building is shown in base mouse over# m8 @* I! g8 G; M' D' i2 K% T
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' j# V3 I" Z! [$ @/ }. J9 [7 b7 W& [
11. TF can be routed to stay within coastal hexes as much as possible
# u. R5 r4 x9 O+ f' N4 ?7 f12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 z$ B) f: n: L* Z( K9 x13. Added option on group and LCU reinforcement screen to turn off replacements' i. Y6 H& |$ ^& d
14. Current base can get supply returned to it when reserve planes returned which were4 Q0 t5 W# B$ r* y' S
originally supplied from another base; {8 B ^! O) ~9 o/ P
15. Unit type filter on Troop Loading screen
9 h5 v3 H6 E D+ P; ?5 \6 p16. Report killed ground units if not in combat report
* ~# T/ c4 e: f/ l9 j+ ~4 T9 {Changed
5 _4 F1 {( \; _/ h% x( m4 C7 ?1. AF of 8+ have AV support doubled for purposes of determing support for air operations
9 V# ~4 k4 K3 i2 b4 ](complements fix 18 above)
3 k4 }7 U/ U" M) y" ?# A/ S2. Permanently increased pilot array to 70K+ ]. [' F, R+ {, o2 D" H/ B4 O
3. Increased number of air combat rounds are a factor of total aircraft involved
1 A v( b, ^4 t z# B4 ~4. Allowed submap to submap movement if land connected for land units. Should have been- J9 u* a6 T/ z# \3 u3 k
so as per Andrew Brown% j" P7 g3 g7 _- I" z) m/ K
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" ?$ w: ]4 {( f/ ?! K; d2 Edelay toggle instead
( A; S( A0 v( J8 v% U& A6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 D" a7 o" Q; v9 f1 [7 @
maintenace a bit more) y A+ c# p9 N& b6 i6 Y* @
7. Support device replacements won't decrease the overall experience of LCU units. This does
/ _0 ^6 t7 y- D4 u# \not alter the overall EXP change due when any replacements are received.
+ \' x' |5 e, ]: H; ?8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& ?, @/ k/ M: g- f3 [+ s* V
between the two but could break current games.. S7 ~$ \5 c" @
9. Some LCU Prep points may be retained if unit is experienced" Z$ x: E) ~: M% k7 E
Notes
7 d7 a' l% H/ Z: m0 E) j1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" \0 J% u6 N9 q5 @) C3 `should not change player or HQ, even if not in play. These original HQs are used by the AI
& A; L* j- D6 ?: R5 n6 y$ Kroutines so changing or deleting them can put the AI off. Changing other elements should
f% W" I) e4 q! c8 ?0 cbe okay.8 {& N' V7 a ?# C& f! ~# A
2. Clarification to weapon filters for aircraft:0 X: Y+ h% ?* d R
PM_NAVAL_ATTACK 2 // used for naval attacks1 H6 f8 u; d! O+ {. S2 ~+ y
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# W- w$ b+ h3 j+ y, K6 zPM_LAND_ATTACK 8 // used for land (ground) attack! E! }% x1 Z; @. |
PM_PORT_ATTACK 16 // used for port attack
# c7 f1 x: H1 ~! w/ ^* T: MPM_AF_ATTACK 32 // used for AF attack
- P1 z: B: Y7 s- L; q- ?Dropped any reference to secondary values for land and AF as they served no special use.9 u: ?6 q! e# l; r* G4 w3 J. }/ t
Clarification changes
+ @% |1 u' Y q$ E2 ^; W$ ?1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 P- t7 H. n0 O$ ^3 r) R% `
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 l* p/ a6 e- R) c
MONGOLIA(91) or TANNU_TUVA(92).
1 c# @1 K) r0 @/ ?; J9 [. na. Allied non-Soviet groups can't transfer to Soviet Motherland bases8 y1 K" r0 H/ ?( l$ A( j
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes v. b( h: D6 t8 O
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 B8 B: ]% M2 A$ k( y
after Soviets are activated, but can’t move. M. a9 v" N S8 n
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# H) F6 i. a% f% A6 ?& k
disbanded in port.
6 C2 S+ Q' c* F' Q7 o1 u" k8 He. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- t. @. Z/ V0 L9 C: J/ b" Kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |