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* T0 H0 B+ F) |9 K3 Uhttp://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& B: }5 L9 A- r7 D/ \: u( p& k) j
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大量更新,详见列表:
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Change History:9 F. B6 Z4 q q. x; y, _4 \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 \# Q0 c% i1 N4 J( h1. Seventh Update – This release is a comprehensive release updating all previous* A" _. t, h# L+ I+ O
versions to v1.01.17 beta
6 l3 Y- h3 x7 z2 K" t1 }% f2 r9 c R4 D2. Code Changes
" b& G4 G6 a5 j# }: ?Fixed
) I/ B2 E4 T$ ~$ E1. Display of AF/Port icon between player saves based on player's intel
# X" y( C5 S' p( \+ A2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 x2 K# M$ {3 e; ]6 w% J4 L
weapon list updated5 X, \* n# e% Q9 l* ~
3. Reported cargo/troop safety values incorrect when no cargo/troop space( J6 p3 M. [ `) U
4. Allow smaller 'reserve' space for small groups on ships
0 |# D7 h4 B% [6 A5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ L* c& e9 W! p$ M9 R' m6. Correct attacking plane count before final post-air combat
/ C) ]9 [7 A7 m" y7. Pilot promotion may have occured in error sometimes
- \$ @7 x F, M9 h( F8. Raid detect message sometimes dropped of the combat report: J7 R0 p$ p4 x) t5 f0 `4 k
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ |$ q% T( E* E: T4 V* [
generally
' o# U, p, u+ w4 R6 p1 D' }$ k10. Some pilot-leader connections were being corrupted3 X3 \1 `2 ^ _5 A, y; D5 G' x
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) L6 r& [0 T0 n0 g) t+ A% `other move issues due to the incorrect indicator, p7 Z8 K" H! E% r* @, y+ H
12. Wrong ship sometimes reported in Ops report for TF movement which causes some: W# Z% K: [# D) Y6 c8 j
damage6 h. r4 c. w1 m2 {8 Z# j$ f9 ?+ J
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 X4 o. g' o8 [2 e: _14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. D0 i8 ^ B2 h# `/ C* W8 Idate sort# p7 C* Z9 A7 k
15. ASW groups not allowed to attack sometimes
3 a, O0 U A0 V. |) C; A* i# g16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& F$ N# i* G- t8 z! `6 F
HQ/LCU to jump to reinforcement queue8 y% o9 r+ v9 L+ _. b5 a3 F" s
17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 j6 r" B$ a( X0 h5 r: H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ N/ l* W' Y% _6 R0 [: @% _, t) B1 v
at start of AE but crept back in sometime during updates
1 \4 E6 Y, }5 ~" d, `- m3 s19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 F2 f2 C7 E- x: f9 b g5 `fragment.
& w7 y9 F1 M# ^20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 e, ~7 D7 {5 T9 ^- q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ `1 r& X! f' eshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
' Y. z/ v9 T0 M2 Y8 t8 Z! Qset
( N$ f: C$ H2 [5 B* W22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& T& [. H4 L5 |+ }
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 Q& ?5 d7 {: t# q
24. Bug caused F/FB to sometimes bomb at low altitude" s3 D) h* j+ H! F2 R
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& W9 Y+ [ \5 y- W0 Q
occurring properly.6 L/ Q0 s' R0 k' G) {# ?% O
26. Bug in Industry 'failed' indication not showing properly sometimes9 ?! t1 Y3 s' x& q" I
27. Location check at scenario load to include small map sceanrios
9 z# S% i9 \8 l3 K( H8 V28. Bug in air supply to fragments in a non-friendly base hex I6 l/ P! c- f3 r7 u# G7 [4 y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 t I$ u+ Z B" x* Y! @; Sbeing set to homebase before execution of the mission – ie was returning to base9 f O0 l: H [. g& I/ J6 H- {
immediately4 Y$ ~, d; t$ j% G" S1 Z% R4 R. h, Z
30. Error in Strategic map display' m% V: ~' C6 I( n
31. Additional and stockpile options were not turned off when base was captured
' V7 T2 g" _9 a+ |% H. j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: C9 d6 p) [% [0 R$ ^% ^7 Umouse over
) U q5 z3 p( ?, p33. Army experience being gained when not 100% prepared as per manual; changed to allow4 f. e" k7 _9 c9 q. F
chance to gain experience if >75% prepare and < 50% national exp level
' a# d k( p; d& L! |6 F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% u( R* ~7 X+ j' U/ R
alleviate the incorrect experience gaining happening while in reinforcement queue
/ p4 I. ^1 Q, \6 e# [35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! @$ t8 O$ p+ k- p1 b
caused unit to jump “off-rail” and move overland
* m) i( ~7 [% j7 |. ?( [36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 X) E1 W) {" t- M37. Excessive accident messages on unload from TF reported2 J6 T2 s) B7 h! O
38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ q4 c* l/ r/ w. M! F9 j. e( x) C
merged causing smaller size unit than expected
% M9 [! r9 h) C* W7 h39. Corrected possible TOE error in scenario data load for inactive units4 U W. U! x/ F3 X0 ?
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. b' Y, X+ P! B c# s7 Bhowever be allowed to do this." C9 M" q" c4 a( W* ~* N$ y
41. Possible CTD if sinking ship's load was a group' I$ w+ M& `' X; n: x
42. Limit the number of devices built from resources per unit during LCU replacements; this
, [, G, T( K8 \/ E" H# V) twas causing an over production for that turn% Z- M' x$ g+ G$ Y# H2 N
43. Retain day/night setting when creating group fragments" Z5 v3 S$ R: M
44. Adjusted supply and fuel values in base list not to overrun the space- P5 e6 l9 w: `7 H; r8 c% Q/ q1 Q
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; t/ k5 T4 e% T, x! Tadded YMS to Sweep TF in line with manual and code
, Z3 \9 s# o; P9 p$ q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" }" e( H" P) j# n4 `2 Y( @0 P
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- p4 f# O8 C" T
rebuilding of destroyed units is not affected by this.
" K$ K2 ]4 z3 z) q6 J47. Carrier capable and trained text not showing together on Group screen
8 T7 c# D, \) I1 {2 z/ I48. Handle any blank re-name changes by ignoring them7 Q0 M; O. S- B
49. Possible CTD when air fragments combine
: w8 I5 h1 ]4 N& _7 {, d50. Unloading TF can freeze a LCU onto a ship under some conditions
h5 H2 x! O& N, ~6 U, B- a51. AI not behaving if main HQs missing (affects small map mainly)
- j0 z9 j8 k$ _) y52. AI using AGC for normal land units – removed from TF if not needed
$ \$ [; K; G1 m" j, D53. Soviet activation message not in Ops report" p. j4 }+ B3 d, [* O4 A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. d- L3 O* F$ ^0 g4 z7 X7 k55. Clear Soviet air balance if not activated. Possible incorrect base switching- t p9 \7 n( _6 S
56. Sub attack against docked TF not happening for port size <3. l# o. Q& P/ n. F1 l, d
57. Unit type changing unexpectantly
2 |* ]2 z9 P; J! e58. Torpedo replacement on plane sometimes is missed! C$ x# q2 p% R: Q
59. Double handling of overstacked supply requirements" k X! a, g' F4 P3 P& Q) Q
60. Fixed alternate weapons for port attacks* ` u- M. j" _- X1 J
61. Corrected weapon system damage to show after combat on ships in port rather than wait till- m) \! ]) P$ ]: E4 R
sometimer in the ship repair cycle.2 W9 v4 t7 F }' i2 S4 t* o
62. Ship tonnage over 32K could cause repairs to fail" A0 B( b# B6 \. g4 J. @, M
New
" r# r! K/ c& x4 Q, g4 N: x1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 l: N1 v) v6 f2 t* ?
port
9 c# S! F3 e' \3 F% G/ \2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* [5 v0 L, m6 m) g. L' s
Tenders not counted! C3 N |7 X. R% ?4 o/ b4 T$ \
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) D: M" Q8 C0 K6 t1 I4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ T8 t: B" c% y% G* e: y9 lto remove damaged ships from TF
( {4 @5 H+ {0 c7 S' @5. New filter for “non-building” devices in Industry pool screen l Q+ r* i) O; J5 H" h- l
6. New filter for “non-building” aircraft in Air Replacement pool screen
5 L# o, g7 N2 N A0 @' B7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
{# q5 m$ o, K4 f smines (^) detected
" Q. c- s/ w' |. G1 n8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# ^; [& \, o6 a6 V- O# y0 |" B. R
‘button6..’ image files, then these will be shown. If not, by default there are shown as
9 ] i2 t2 _0 B4 Istandard parachute unit icons
! s2 o2 a2 j' N. j7 ]9. Air/port damage and building is shown in base mouse over
( \8 x0 a4 b* j. i10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( N/ y: k1 X% C0 _. `8 F11. TF can be routed to stay within coastal hexes as much as possible
" X# P+ u8 X7 F8 U12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 I- g: p6 @# n2 }13. Added option on group and LCU reinforcement screen to turn off replacements
9 f. j3 n1 B4 r& P8 Z' A5 W14. Current base can get supply returned to it when reserve planes returned which were2 d' q! }7 R+ ]5 E8 A8 K
originally supplied from another base
& j$ ^( h4 s0 D6 \15. Unit type filter on Troop Loading screen* c/ e% ~1 ~( a5 h5 {/ \
16. Report killed ground units if not in combat report
& R0 @, L- c) bChanged+ ~# C |: E: z, e2 ?1 W2 X
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 k6 S4 P% {) S
(complements fix 18 above)
+ U) N; d8 t6 j. y1 `0 _2. Permanently increased pilot array to 70K
* n2 K' [( Z# h/ I3 L- C3. Increased number of air combat rounds are a factor of total aircraft involved
0 H$ @% ]" [- l6 _4. Allowed submap to submap movement if land connected for land units. Should have been
3 b; a. x- O* D+ B" Nso as per Andrew Brown
4 j2 t/ E9 Q$ s [. Q' B# t5 Y* Z; Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 D# X% }. @) g5 f6 ^& C3 H Pdelay toggle instead
) R. E7 r) a: x7 W8 l6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 ~% V' ^2 X: I$ K6 K. C
maintenace a bit more
3 d8 C5 ~- M) L4 @* a( K7. Support device replacements won't decrease the overall experience of LCU units. This does
# l& n* n1 W* A3 F4 ]# ^, Mnot alter the overall EXP change due when any replacements are received. z, y- A, ?4 [' }% y" ^ B
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
9 N, n2 I6 P' {5 z Ybetween the two but could break current games.
" Q1 u2 F- D9 b9. Some LCU Prep points may be retained if unit is experienced
: v% { g `' s$ T9 }Notes
( ?9 h! U) H7 ?( E7 w2 D$ |/ x1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( h; o* l1 n" b1 f9 fshould not change player or HQ, even if not in play. These original HQs are used by the AI! M, |) t; n# n, I# Z
routines so changing or deleting them can put the AI off. Changing other elements should
" w5 G6 y: i$ i9 N) T; l9 ^1 n! Abe okay.
0 o8 Q3 _+ g2 u. S" G8 ?! F2. Clarification to weapon filters for aircraft:
+ r2 R' O+ Y O6 x, ?, @PM_NAVAL_ATTACK 2 // used for naval attacks
2 S/ {4 G A! u! Z& w9 Z l' \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' i, p" s8 N4 ^% ]" o. T6 F" T
PM_LAND_ATTACK 8 // used for land (ground) attack# T2 T" ^8 d9 ]. A+ @. |
PM_PORT_ATTACK 16 // used for port attack
9 k6 f9 Z( Q2 t( vPM_AF_ATTACK 32 // used for AF attack( P) M* t' h! k V
Dropped any reference to secondary values for land and AF as they served no special use.
' a. {% H0 e+ a$ G# g5 SClarification changes
. o; a3 ?& n6 {7 v, ]$ o1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 f( v# D6 w% ]9 D( [bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 |6 G% k' o V9 o* Q: }MONGOLIA(91) or TANNU_TUVA(92).
+ ]; U( G. {" w+ P5 I& }3 G/ Ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases; h+ {, Y9 x- C* W$ t5 h- X6 W, w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! x, Z; O2 Z9 v. k$ Z
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) I+ u! x8 @5 E; E. a, c0 g: r+ y( pafter Soviets are activated, but can’t move+ |/ a% F3 `3 d& Y! U9 n/ r# h1 e
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
" U' K/ o z: Z7 M9 J6 cdisbanded in port.5 Y" L* }. q+ N% v( p N
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 _' C2 f U( P8 \& Y4 T
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |