具体见- @, ~$ t& T# H# o
+ M6 a8 g* j8 \9 J2 B7 B
http://www.matrixgames.com/forums/tm.asp?m=31850621 @0 z: e& U# K
9 g! N; W$ u9 _# t5 a6 _4 Y已经共享到岛群QQ和本论坛置顶资源帖
2 @& K4 l" Y r- }& ]
. f8 S% t* t9 K: |: L大量更新,详见列表:& ~ [$ f; x5 d! [+ C8 Z/ B
5 ?9 q( E; n @' Z6 A3 B- A2 o
9 D: V5 x/ Z& q+ h$ Y4 w
Change History:
$ c, C* ~$ P9 c3 `" S* \# _. h3 nV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 t. Z) R2 Z: q& g7 N8 I+ M$ D3 D1. Seventh Update – This release is a comprehensive release updating all previous
( s) C, d$ m$ _! x' jversions to v1.01.17 beta
) p; D) x: \7 J- N5 M7 @9 X2. Code Changes
& [$ ~- r7 V2 P3 |: C2 @: ?Fixed0 n- X/ u7 a+ t z Q3 ?
1. Display of AF/Port icon between player saves based on player's intel2 j H5 m$ F! K5 L9 T- N
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when& N2 y: b l8 _
weapon list updated' s; J) k& n. n: N/ b
3. Reported cargo/troop safety values incorrect when no cargo/troop space) r5 n- o6 Y7 C9 w- K5 \9 I: d- s
4. Allow smaller 'reserve' space for small groups on ships
- j, @% A$ S# h! a+ n3 ^$ j; H# ~+ ~5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 |, R* K8 I3 k+ n1 ^6. Correct attacking plane count before final post-air combat
: Z6 a: I. w( I t `4 l8 Z: L* h7. Pilot promotion may have occured in error sometimes. Z- y! s& G% n1 P
8. Raid detect message sometimes dropped of the combat report1 L2 z A- E$ t( A( V E
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* ], W, S9 \- S% M" k. S: Wgenerally& N4 ^3 H( }* d8 V0 C- k
10. Some pilot-leader connections were being corrupted8 M2 _+ w$ z: a/ U0 b) }9 E
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
R! u4 k1 G, O% |1 D7 ?other move issues due to the incorrect indicator
9 g: J5 q, N& l' N- G+ Y, o2 R+ D5 \: t12. Wrong ship sometimes reported in Ops report for TF movement which causes some, k) I" s* M$ b, _; X
damage
9 z! T: ]. T3 `4 | A13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
2 N \7 L |' J6 j14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 Y/ F+ t0 x! e0 V, C( A0 E. \7 wdate sort2 K# h$ f( n, Q" H
15. ASW groups not allowed to attack sometimes
7 Q# G* t. ~: v# _; H3 a% r16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. S+ v1 I' @& c3 lHQ/LCU to jump to reinforcement queue8 o, m }& _& j8 c% M
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 g, K$ r c5 s* e. l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 X. ?) \1 A$ A' l
at start of AE but crept back in sometime during updates
- X: X0 p# f; |5 U, w5 c3 \* G+ t19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 ?; _0 ^% v" q* G
fragment.
$ a! L% _( i, N+ E! f( V0 W20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 R# Z1 o' P' L" k2 G! j21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
* V$ R& I1 p1 i# k( k* Oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ S' n1 c7 m2 t: n
set
% `2 ~* @5 v D1 v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 |& u: V9 V3 i+ @
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
2 v( C- i- F$ b: W' S, V) h24. Bug caused F/FB to sometimes bomb at low altitude
' Z3 ]4 H5 b2 p25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not! ?6 {8 p2 [( z& L$ t
occurring properly.
, Y* l6 o- i/ j; {2 C" c26. Bug in Industry 'failed' indication not showing properly sometimes
6 J7 T t8 t, a- F- J+ D27. Location check at scenario load to include small map sceanrios
* O$ Q% H/ r4 h1 z- c8 ~28. Bug in air supply to fragments in a non-friendly base hex. Y! A% p1 o* O2 r9 r: p! }/ }
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
z- D9 ^ g1 D$ n8 ^4 B" I( ^being set to homebase before execution of the mission – ie was returning to base3 L e+ p2 n: ?7 e- c/ v" t
immediately
) ^7 r2 R' g* S2 O30. Error in Strategic map display
, E) @) @2 C! j) \1 [; Z1 |31. Additional and stockpile options were not turned off when base was captured! G, c! Z, Y0 j9 Z0 e3 d7 I
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 d ^7 A E& H* p+ n
mouse over0 t6 ^+ O: V2 I- L1 |
33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 D j# t& u; zchance to gain experience if >75% prepare and < 50% national exp level
9 b+ l! [& F6 E: U34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 J/ p3 F4 m" z3 A0 X6 l' H# j
alleviate the incorrect experience gaining happening while in reinforcement queue6 i+ O8 h0 [ w- _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* }( ~* ~6 i" _caused unit to jump “off-rail” and move overland0 ]" O |+ D- A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ C9 d! ?0 C4 b4 p( H
37. Excessive accident messages on unload from TF reported
8 U- B& e* |& z8 A. g; e0 @38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 b* L6 u# z# o& Q" v7 r
merged causing smaller size unit than expected
0 _8 c4 U% O( ]$ _7 n0 a39. Corrected possible TOE error in scenario data load for inactive units4 l% s/ B* E. f( K6 T, |' d
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
B, C1 x2 b9 _0 a' xhowever be allowed to do this.
2 V& n v: c7 z; V3 a* f3 b41. Possible CTD if sinking ship's load was a group
- L" A. ^5 c J, W* S6 {0 c42. Limit the number of devices built from resources per unit during LCU replacements; this1 i% p% H1 x& q% T$ w3 p' o
was causing an over production for that turn
/ R- p: A" y! w43. Retain day/night setting when creating group fragments& Q$ S4 I( A, \! _0 L% {
44. Adjusted supply and fuel values in base list not to overrun the space
6 y) C. b9 j& w9 G X( c1 y2 T' G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 H" g: C, F8 ]$ h: g
added YMS to Sweep TF in line with manual and code
, r: @# H& L3 D% u" e46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the O, K: }* T' p- D
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* h$ Y/ U+ ~/ ?$ A9 b9 ?" X9 n! Urebuilding of destroyed units is not affected by this.
; w+ `) r/ R, |; o47. Carrier capable and trained text not showing together on Group screen
, j4 Q! }* o3 _, U7 l& W, a48. Handle any blank re-name changes by ignoring them) L% V5 O' ?2 m! S
49. Possible CTD when air fragments combine
$ `5 r$ q. t f50. Unloading TF can freeze a LCU onto a ship under some conditions
" p! M E2 |& y& O+ m! }3 Q51. AI not behaving if main HQs missing (affects small map mainly)
! d2 B2 o% v9 U6 V' N52. AI using AGC for normal land units – removed from TF if not needed
6 {/ }9 \# k+ F- D5 e# i53. Soviet activation message not in Ops report
6 E( R- Q/ z6 @+ E54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! Z; Z* j1 E- n6 i) l4 c/ x+ t55. Clear Soviet air balance if not activated. Possible incorrect base switching- L4 e6 M& c: W4 _
56. Sub attack against docked TF not happening for port size <3
, N U1 ~( V4 J; D7 h) t57. Unit type changing unexpectantly) T7 i7 G J: S: ^4 w0 E! S
58. Torpedo replacement on plane sometimes is missed
; O! M& Q) j! e- U59. Double handling of overstacked supply requirements1 r2 U- Y8 w4 O' l( x4 I$ q
60. Fixed alternate weapons for port attacks
/ D2 t! n8 I3 Y* i61. Corrected weapon system damage to show after combat on ships in port rather than wait till
W# k H) ]& w# q- g4 {sometimer in the ship repair cycle.. C! q2 }$ O! D2 Y
62. Ship tonnage over 32K could cause repairs to fail
: Q0 K" x* a% u O; m: F. n ~ q: vNew
0 {$ q2 m* d% d1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! V' \$ F3 i5 A6 A
port8 M6 E j! d- T
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. b; p- I) o4 _8 Z' C: \
Tenders not counted' t5 s- x- [) G
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- \+ t* I% P) s8 r: s x; J4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
x; \, Y% @3 y" `% i) nto remove damaged ships from TF8 Y, I9 \- y& N2 n4 ~
5. New filter for “non-building” devices in Industry pool screen: j2 I& q" a9 w6 z5 H
6. New filter for “non-building” aircraft in Air Replacement pool screen
% \/ j, n# I3 j% P: j. J; r7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 T! M( d" k: I. B: C6 V2 u- imines (^) detected) R. `4 N/ H. [4 l" a8 s
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 i* d8 t+ \; T8 i5 w$ k
‘button6..’ image files, then these will be shown. If not, by default there are shown as& F4 z% M5 ~; Z: J; U
standard parachute unit icons% C& z: q5 i* W. R
9. Air/port damage and building is shown in base mouse over7 ]# Q; q+ r9 k- @; M/ s
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% r# |) M# |; W! t% Y A4 u4 g" X: ?
11. TF can be routed to stay within coastal hexes as much as possible
- {5 Q% A; l" E$ `8 U! H12. On Top Pilot screen show the 'ace' cut-off value if more than 1) J2 N+ m g/ g! W8 B: H
13. Added option on group and LCU reinforcement screen to turn off replacements
8 C& p/ ]# S: P+ ? G14. Current base can get supply returned to it when reserve planes returned which were' I) x" Q/ I! Y
originally supplied from another base4 v+ U* D0 B# a9 Y
15. Unit type filter on Troop Loading screen: W& g. `0 v! i& R& m- a
16. Report killed ground units if not in combat report( L9 O+ v% V* _, t" U& U
Changed
' D, y0 i5 z7 \& X! i5 n0 }1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' M, i* U# T, B+ d: J2 z(complements fix 18 above)
, M0 H$ a- \; W, o2 |, L2. Permanently increased pilot array to 70K
2 v! W3 l2 x/ O7 Q! b5 {3. Increased number of air combat rounds are a factor of total aircraft involved% Z3 \* B9 b+ f
4. Allowed submap to submap movement if land connected for land units. Should have been
% D$ m/ a. v9 h2 F- c4 O5 Iso as per Andrew Brown
4 m6 V% \/ R1 ]9 ?' A: O5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! a/ o4 W+ \" Z
delay toggle instead
& s- Y- Z% O8 x7 W6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* Y% s0 E" `1 P, h
maintenace a bit more
! C, a3 M4 j, l6 H. }7. Support device replacements won't decrease the overall experience of LCU units. This does, G( M" p- A k& F; q" X/ [( O
not alter the overall EXP change due when any replacements are received.+ p( @' k6 W6 e* f* s: Q" c y
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction b# a8 T6 t4 M8 V4 G
between the two but could break current games.
! f( Y* x# D) |) d8 f9. Some LCU Prep points may be retained if unit is experienced, b$ x0 M4 G' j3 {) w+ `
Notes7 m. E# e. T# u
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' ^) p7 G( A4 s- j& T1 r$ }should not change player or HQ, even if not in play. These original HQs are used by the AI
3 M1 c9 O) S+ ~0 Uroutines so changing or deleting them can put the AI off. Changing other elements should0 _/ `+ E; L3 Z2 i
be okay.
$ D6 \# D! N- W' W1 M& }2. Clarification to weapon filters for aircraft:
5 J/ a- z- X, S+ W* I H% s! zPM_NAVAL_ATTACK 2 // used for naval attacks; S+ z% c# q4 l. Y0 j! h+ t0 |& Y0 L
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 c+ u: J2 x$ ZPM_LAND_ATTACK 8 // used for land (ground) attack/ e( S7 l3 A+ a& p% P n
PM_PORT_ATTACK 16 // used for port attack3 Y @; g- I$ O. y/ q7 ~
PM_AF_ATTACK 32 // used for AF attack
, ^. l. W0 I5 @4 `Dropped any reference to secondary values for land and AF as they served no special use.
& {/ |- I- e: Q' wClarification changes, H0 Y& |3 l% s \6 p- J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' L$ C1 i7 g2 E( {' p
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 _- j; G: z" p0 D- i6 G7 pMONGOLIA(91) or TANNU_TUVA(92). V5 p5 q7 p$ L$ ?& O& E' u
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases q# n+ C0 G' Z
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: `, a( O: _0 z8 Z+ K9 K. O8 w
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases x, u7 W& ^+ Y
after Soviets are activated, but can’t move
. y3 B& [7 J' |4 ?d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ F8 K; O j1 o: w: Q7 _# |' l
disbanded in port.
T: y/ C( t, te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
W( U- P% }' @! \) x7 sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |