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: D# c" Q; u0 i/ M8 `: Whttp://www.matrixgames.com/forums/tm.asp?m=3185062 c F, P, k7 l
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$ l* ?: X0 r9 Q& {" ]大量更新,详见列表:
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Change History:
" i+ w5 r2 O# q4 uV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): {5 |. ` A; _
1. Seventh Update – This release is a comprehensive release updating all previous+ Q+ I" ^2 b7 {
versions to v1.01.17 beta. @% K+ x+ v& \! W
2. Code Changes6 j* S1 P: {& p* C
Fixed
& ]- L: ?5 S* n9 f3 n3 m1. Display of AF/Port icon between player saves based on player's intel* Y8 R, _9 k( {4 d, W1 G
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' w6 i7 F% C: S
weapon list updated
' R" ~8 `( g0 S( h3 R% z; ~6 ~3. Reported cargo/troop safety values incorrect when no cargo/troop space; U- }" {; E0 z0 ]+ N2 b e/ d
4. Allow smaller 'reserve' space for small groups on ships0 s2 {6 u/ U6 f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 F' e/ ^7 z" B1 R" Z" v& w2 r6. Correct attacking plane count before final post-air combat
; N& l( L) x& Y( k1 P7. Pilot promotion may have occured in error sometimes% k5 T ?" r8 y% v! M% C
8. Raid detect message sometimes dropped of the combat report* H4 i" A8 r: L. f# P* {$ t* F" _ [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) c0 W) s- F$ j7 x% Z' O
generally! O- o- ~- ~3 g9 W
10. Some pilot-leader connections were being corrupted( `, Z( P8 [; ~# b; R
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ U; p. g3 m1 p
other move issues due to the incorrect indicator+ Z$ {7 e7 Z5 [" S
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, }9 t6 J+ A" S4 Z# tdamage% i. c# Y8 L" r
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 \6 l8 X2 z. m5 N$ C/ f' u
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" o- v4 e4 E+ C' L1 ?; n9 V+ ]
date sort
3 _0 P E& g2 @6 H1 D15. ASW groups not allowed to attack sometimes- y$ Z4 P q( |4 ~! a; w
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' o* [* K, X! o+ U8 l BHQ/LCU to jump to reinforcement queue$ _+ E$ h# p! M
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
( d; a8 f' A6 ], f, X& \+ G, D2 c18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ p! a0 o7 n0 x3 ?
at start of AE but crept back in sometime during updates
- J4 d2 }2 o7 Y( ], J8 C19. Removed the fragment/parent swap during a TF unload as it could often orphan the. M9 U9 q: ?, C/ H* p- G1 Y% T
fragment.
7 l6 U- t: x. Y% `0 C- n20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 V1 b- I" U5 X/ ]- J21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: C: H3 z7 M3 [; u/ }8 ~; N: j" B* |short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
' a( Y' U. _' y! E [set
, O5 [! S5 K/ U5 I- c, g6 u" E. O22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- ~) L% L! J* ~ N1 g3 f/ W t! p23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- @" ~4 h/ U' ]2 k( G+ w24. Bug caused F/FB to sometimes bomb at low altitude: z6 z7 D) F5 z, D) i6 w9 G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 `& l$ L& f6 J2 R( _3 x# F
occurring properly.
* |. d) Y$ C4 b5 s/ {! M26. Bug in Industry 'failed' indication not showing properly sometimes' b/ k! ^* B- }
27. Location check at scenario load to include small map sceanrios6 A8 Y- P G" G- v0 P
28. Bug in air supply to fragments in a non-friendly base hex
r, s4 S9 J1 G1 R1 T7 |9 d! n: _29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: {+ o& ^4 q. I& N4 ^' ~, O1 Lbeing set to homebase before execution of the mission – ie was returning to base
$ g6 l/ D. y# C' ^! f% iimmediately+ {$ J1 \9 k. ]# d' X. V+ ~/ ^
30. Error in Strategic map display+ l/ {/ }0 ]8 \& ~9 h" u' D, j
31. Additional and stockpile options were not turned off when base was captured
* B, x- N h5 x9 J3 t1 `& Y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 o: u0 ]4 ^9 i) }0 E0 F: wmouse over0 W$ K. P; v+ r
33. Army experience being gained when not 100% prepared as per manual; changed to allow
. g5 w. y" j) gchance to gain experience if >75% prepare and < 50% national exp level
5 G9 `" P2 O$ Q( l# F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to& P4 b3 y3 l3 K/ C$ W7 I
alleviate the incorrect experience gaining happening while in reinforcement queue
$ I0 P; O. \% Y' ^0 v* C# Z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" w. C( i t0 D) T0 `caused unit to jump “off-rail” and move overland
, P _6 I4 T7 T; {7 b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 ^+ j3 k2 j- {' J- P* m+ B37. Excessive accident messages on unload from TF reported+ ]# w) w* S; E* \6 \$ p* O8 `7 J$ {
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 w4 }- t! a5 {% F9 r/ ^9 `merged causing smaller size unit than expected7 \- P' `/ Y: \# I4 B
39. Corrected possible TOE error in scenario data load for inactive units
0 Y8 R5 B N$ `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ Q6 a4 I( ]' C9 u; U, e1 D' r
however be allowed to do this.
4 d1 u0 x! b% k. d4 N41. Possible CTD if sinking ship's load was a group/ g9 Q0 D5 H( b V( x
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 \1 A3 |7 X" \: Y1 Nwas causing an over production for that turn; ]. h& O) y! n' ^" Q
43. Retain day/night setting when creating group fragments
9 Q7 O5 R, R4 ^- R44. Adjusted supply and fuel values in base list not to overrun the space0 K! G+ S$ x% N [1 C* D8 i% R
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% S0 ]3 I/ }" c3 j4 }+ Y
added YMS to Sweep TF in line with manual and code
$ f) ]+ I5 B O5 P46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the, B& ~+ e# v# d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal' k, ~! F) I* B& j, u6 C9 J U# Q, \
rebuilding of destroyed units is not affected by this.
5 w/ j- ]: `+ K4 C/ F4 }47. Carrier capable and trained text not showing together on Group screen
/ ?, T5 V6 r x48. Handle any blank re-name changes by ignoring them
& `1 f7 p4 a6 P) o. i49. Possible CTD when air fragments combine( j$ j: y- _3 I c
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 I8 `$ P/ W5 w1 P d+ v51. AI not behaving if main HQs missing (affects small map mainly)" g O4 J5 i( {/ b
52. AI using AGC for normal land units – removed from TF if not needed' l$ M8 x* O( W% C; U
53. Soviet activation message not in Ops report( j: E4 ^! o3 n. ~
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" F7 y# b* L0 M# ]/ y) A# a55. Clear Soviet air balance if not activated. Possible incorrect base switching" Z" g1 K" n5 n
56. Sub attack against docked TF not happening for port size <3$ U7 S$ l) F [$ {" u
57. Unit type changing unexpectantly
3 Q0 e. f4 m" n; e58. Torpedo replacement on plane sometimes is missed4 `( m: p: A4 w* y/ l" ] G
59. Double handling of overstacked supply requirements
/ w! L- J. s- R60. Fixed alternate weapons for port attacks& h; X+ J- r$ Y" @
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
/ w' o$ d9 i/ f- X/ L+ x" zsometimer in the ship repair cycle.6 `/ l, j! w0 w
62. Ship tonnage over 32K could cause repairs to fail
' l1 [) R4 z, X- P; j! a$ bNew
! G, t! Y! r, J' N' v0 k1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; }. W0 T1 |6 y( K1 D6 @% Nport
; {5 e) G: H. `2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 T# ?) U ~0 ^6 [0 [Tenders not counted
! {" L8 f4 G* X* d* \! M, S3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ ~, ?4 e9 |! A( V4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method x, M" y, w$ q; z
to remove damaged ships from TF; }5 ^0 F( W/ \
5. New filter for “non-building” devices in Industry pool screen' b1 H4 M( z3 \8 K0 j P
6. New filter for “non-building” aircraft in Air Replacement pool screen
2 r' W& y# x5 F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% D( W ?) a+ f0 `1 u6 s" T5 w
mines (^) detected$ M' k2 ^: Q& O% [; j6 s! G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 E: l! L C$ C. d% d8 G$ Q‘button6..’ image files, then these will be shown. If not, by default there are shown as
# T& N' a5 l0 j$ A9 ~* istandard parachute unit icons9 L# X* P5 h$ n* F& @: |
9. Air/port damage and building is shown in base mouse over
8 A1 k) \; b# i! \3 v% i4 k4 @10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on |. [8 z; i5 H8 H. q4 Q
11. TF can be routed to stay within coastal hexes as much as possible0 }. a; E+ q/ I; X( j( ?# f
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& U& f; Y9 M) @
13. Added option on group and LCU reinforcement screen to turn off replacements
1 r' H$ U: @1 @+ @: O14. Current base can get supply returned to it when reserve planes returned which were2 {4 y* n0 l2 M% s8 M' v
originally supplied from another base
/ {8 |- g/ P8 w/ W15. Unit type filter on Troop Loading screen
" o0 v; ~( h! e r Q16. Report killed ground units if not in combat report$ r7 k' _+ t" d0 R- b1 k
Changed3 a3 e- \& j$ k$ q j
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 `, X" }- K) r' g3 j4 m(complements fix 18 above)) e' C, v8 d5 s$ R0 O
2. Permanently increased pilot array to 70K& j+ T+ \! o! r6 F" l% q5 u
3. Increased number of air combat rounds are a factor of total aircraft involved
" Y# e; u: a/ z3 y4. Allowed submap to submap movement if land connected for land units. Should have been
) O1 o8 m1 j. Jso as per Andrew Brown" ~4 i9 n' f$ Q3 V1 Z: j. b
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: ^- @! O0 p T3 f& a+ \delay toggle instead6 F2 g1 ?3 z4 Y/ A& b
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
. K1 h: C. k! _9 d) U/ smaintenace a bit more% x# p% F: B" ?% ^& ~
7. Support device replacements won't decrease the overall experience of LCU units. This does6 ]& \* s% A* O8 ~7 G( R
not alter the overall EXP change due when any replacements are received.$ O/ N4 L4 ]* W" O0 m0 Y% \
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction+ X4 n- z2 O; k7 W# b
between the two but could break current games.
0 K* \' G/ _6 ?9 Z% H$ w1 `8 _( c9. Some LCU Prep points may be retained if unit is experienced1 C0 `1 q" ?) ^( W
Notes
! W: X9 l9 ^: H1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" j" }+ C1 j9 V l7 y0 o
should not change player or HQ, even if not in play. These original HQs are used by the AI
# x0 B d% r6 c8 Z2 \6 Hroutines so changing or deleting them can put the AI off. Changing other elements should: w+ P7 E3 w( \' b$ L" O5 \3 U
be okay.
3 u& X/ v( z7 e; p ^7 v2. Clarification to weapon filters for aircraft:
* \* G/ I- k; C" ^. p, ~( KPM_NAVAL_ATTACK 2 // used for naval attacks
+ P. ^" y* N% G, \3 a0 YPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) e+ y9 o: u2 ~) w) R
PM_LAND_ATTACK 8 // used for land (ground) attack
1 Y4 A; Q. _8 E3 yPM_PORT_ATTACK 16 // used for port attack8 L) O4 k6 r- w8 A$ p6 E9 P* c- `
PM_AF_ATTACK 32 // used for AF attack
# T0 Q7 p2 z7 _Dropped any reference to secondary values for land and AF as they served no special use.$ A' V2 y$ O3 y7 J# U: Z
Clarification changes9 W) a# `3 ^; J m/ {$ @
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
! q9 F" T6 U8 J9 Lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," q5 c& _0 R# B5 U# Z9 n8 H
MONGOLIA(91) or TANNU_TUVA(92).
; i8 a1 H% c4 W6 s; ^7 }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 t* }( e8 ~6 a
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 m- Z) l) N: E; cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. I1 l" x2 R- J1 K0 |) _. B2 q
after Soviets are activated, but can’t move
7 ~5 W1 L; r" l) S7 I! q1 [% @! od. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if" s2 o/ H- t5 F! P
disbanded in port.
% I% t: c2 y: n9 ]e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ D& W' P5 j3 q: Jf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |