具体见7 w! W! T& F7 o8 \1 ?' [6 N
. Y t! c& |: `2 Khttp://www.matrixgames.com/forums/tm.asp?m=31850623 S& L; m) M4 H9 s% \
0 ?) B4 u, N! L5 c已经共享到岛群QQ和本论坛置顶资源帖% A. l2 f; f/ P6 s% J- O5 j; I
6 E5 D( r! ?8 I) V3 {0 K+ b
大量更新,详见列表:
y/ _: C) f9 [+ C, E6 |; k0 N6 J; z* {
6 I4 K" |4 Y* w! L0 `Change History:
: B) i$ K; y( ?3 k9 B4 K- P& JV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 l2 W; b, u5 r* e3 Q; C/ Z2 D
1. Seventh Update – This release is a comprehensive release updating all previous0 P. ~9 z' G) d" ]* L# W
versions to v1.01.17 beta% _) _- j6 t( r% r5 e1 U9 y
2. Code Changes( z4 I4 s+ X9 v l3 { m
Fixed9 q' }6 ~ i- n% O f# A$ \' k
1. Display of AF/Port icon between player saves based on player's intel
( z( v3 O8 `0 j- u) U7 }. C2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# z# [" r. K$ [7 J! Y9 l' |* f2 k2 qweapon list updated
( o3 y, ]) o8 W5 S' i% H: _3. Reported cargo/troop safety values incorrect when no cargo/troop space
# M1 M' Z/ o2 A5 q4. Allow smaller 'reserve' space for small groups on ships
& X" h" {8 u$ ?5. Preserve some more data when swapping fragment and parent to prevent lost of parent, p# Q; _; f! E# L% `
6. Correct attacking plane count before final post-air combat
, p9 v, h1 }6 t7 c7. Pilot promotion may have occured in error sometimes% O9 c5 r# H% b5 @* P! k: I
8. Raid detect message sometimes dropped of the combat report
: [0 v; I c5 x( m m+ h' P4 T9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; h6 Q4 U7 f }1 P
generally
7 }( O4 M1 r4 O- T4 z10. Some pilot-leader connections were being corrupted) ~5 V9 ~3 m5 r. u
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 v8 @% C( |& P9 d I4 hother move issues due to the incorrect indicator+ }/ J$ ]" G3 d6 x, w& i
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 n; o* l) c' Sdamage
R- E1 p( }3 c; K5 }0 C- ^- a, J# w13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- Y. k& M) P- Q, Q% A# X0 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 F9 Y! x( R J- i3 T6 v
date sort
1 O5 i- y- V0 H" c15. ASW groups not allowed to attack sometimes: n( u0 L8 j f7 f
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing d, O. e" C7 A) X% m$ J- c
HQ/LCU to jump to reinforcement queue
" W; y- D- S9 \$ |4 q/ e17. Bug in bomber intercept if too many rounds of fighter v fighter combat% @) s, a7 T5 x
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ ^" N: F' S3 G1 t d8 f
at start of AE but crept back in sometime during updates
' _; ~8 X7 g" g( y0 b/ J+ {19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' s- x2 M/ d/ P+ _/ b) j+ M# Ifragment.) O: o% v) F2 d& e$ c2 Y/ ]9 E6 s; K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* {5 |# b3 T8 ?. G21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 v% t* s' a) w6 h( I* n) `& h
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
{: Z9 |. D% V1 s$ W4 Sset
" s3 t4 @0 M! {) a22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
s: U8 O) ^) ^23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 ^$ n& X8 C6 G) o4 {0 h2 Y' _5 Z
24. Bug caused F/FB to sometimes bomb at low altitude2 Y( R9 s" R$ M8 x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! }9 N3 h+ _* P2 G. m, o" \occurring properly.
7 K# K! }& o4 b: ]' H26. Bug in Industry 'failed' indication not showing properly sometimes
" P) P3 Y" B' F+ \27. Location check at scenario load to include small map sceanrios
/ a' O2 Q: F$ E4 D6 _$ A' l28. Bug in air supply to fragments in a non-friendly base hex
$ c1 f% _3 R0 q n4 w8 e. c29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" O6 z+ C. h6 k9 F, U/ u5 nbeing set to homebase before execution of the mission – ie was returning to base7 i! H, P+ f( P9 ?2 Q' m
immediately
2 v# i7 h6 E6 u, J0 E! @30. Error in Strategic map display0 n- X" @, E% K1 X% k# l e
31. Additional and stockpile options were not turned off when base was captured
+ i- F9 D+ Y* L# Q+ ?' h' ]32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
6 x+ k) n$ s+ ]mouse over8 u; {; U4 ]/ A- f4 p
33. Army experience being gained when not 100% prepared as per manual; changed to allow! x Q, `+ r6 p) e
chance to gain experience if >75% prepare and < 50% national exp level; g- d1 t4 b0 H2 b- n# Q) @
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 G* B5 e: G2 I1 u1 Ealleviate the incorrect experience gaining happening while in reinforcement queue9 r4 F/ D& { u: H, f( ?. l
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 {4 R* ^( I) l0 ?6 B' i
caused unit to jump “off-rail” and move overland' I; t3 h1 }# f% d9 w
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: p" u; ~7 t" |9 y2 l' b% C37. Excessive accident messages on unload from TF reported
0 f/ s% f+ S+ g" s v38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% ^% ^! \* c4 R; a: P# K7 Lmerged causing smaller size unit than expected6 Y( p ~% D% \( t. K. x h
39. Corrected possible TOE error in scenario data load for inactive units2 E$ b+ t( h9 O# k; B
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ O# E& E. R$ O1 s! _1 T
however be allowed to do this.
/ q/ J$ u6 D4 K41. Possible CTD if sinking ship's load was a group& l' m* G$ E$ k9 c0 _$ K
42. Limit the number of devices built from resources per unit during LCU replacements; this7 U5 r- p# {" j5 M; s0 k
was causing an over production for that turn
8 u3 H4 R, F9 l$ R8 x ~43. Retain day/night setting when creating group fragments; p4 s% z$ l% T0 n) c& w0 F5 Y/ Q
44. Adjusted supply and fuel values in base list not to overrun the space% `) F$ _, `/ l) G
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 ^# s9 E; P8 U, aadded YMS to Sweep TF in line with manual and code3 o6 b+ D% d0 f6 E; o' t
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 \: y* t4 {8 G, f3 w+ Y5 A* {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
. L+ B; T/ u2 }/ |3 X C9 wrebuilding of destroyed units is not affected by this.
c$ J6 g; J7 i47. Carrier capable and trained text not showing together on Group screen F# C4 @6 }9 @& t0 N
48. Handle any blank re-name changes by ignoring them
6 V8 e p+ z: I7 I0 K- D49. Possible CTD when air fragments combine( L5 d8 |6 w4 G5 _: r
50. Unloading TF can freeze a LCU onto a ship under some conditions
7 Z0 L/ c+ ^- ]& ^ O51. AI not behaving if main HQs missing (affects small map mainly)
# l; f, h# W3 \4 E52. AI using AGC for normal land units – removed from TF if not needed
3 [ w$ r7 v; i5 c53. Soviet activation message not in Ops report# j/ z9 K% t0 { R6 _: }4 r
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. b1 v/ S; z, \$ x% h55. Clear Soviet air balance if not activated. Possible incorrect base switching5 }# \- x7 S3 @$ f
56. Sub attack against docked TF not happening for port size <3. V3 j1 ]# \5 R# v* Z) a0 |# K3 A
57. Unit type changing unexpectantly
: S0 Q4 S; s1 v a) D58. Torpedo replacement on plane sometimes is missed8 @/ e X9 z0 ~& i9 E
59. Double handling of overstacked supply requirements
: J9 t4 q$ U3 S" V+ B+ v( d. m" ]8 c60. Fixed alternate weapons for port attacks
9 t7 b: C7 P% s2 A( S61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 Z; U9 q, E& ]8 o! D
sometimer in the ship repair cycle.
3 g( r: q- C2 t5 j0 I7 J62. Ship tonnage over 32K could cause repairs to fail
' E( ?' |+ o8 D2 o# ZNew( T' u7 M; d$ j5 }. C# `' P8 V
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 r2 V6 j9 [9 E0 n" h# |! N, ?
port
8 j; _5 y) D0 k- J) c9 |, n1 W2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( |: O7 E/ w% h! y i3 T' p% ^
Tenders not counted. T$ ]6 T) W# [' \
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* G& U* `# d0 b* B+ T9 k; i4 j4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 Z- S' ~6 J3 y! P* S
to remove damaged ships from TF
3 j7 Q$ J6 G' A6 m3 j) u: {5 b3 x5. New filter for “non-building” devices in Industry pool screen% c, z+ l- e- {
6. New filter for “non-building” aircraft in Air Replacement pool screen
$ ^0 R+ v# U' F: \" H7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 ]2 Y4 D$ P+ ^$ p3 Y% t) Hmines (^) detected# F+ f) u9 d7 i, @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 p2 N# X' {9 y( A
‘button6..’ image files, then these will be shown. If not, by default there are shown as9 H+ X" s$ _$ n3 ^$ V# t, {
standard parachute unit icons+ M. S l2 ?& k& \; Y- D: B ~6 ^
9. Air/port damage and building is shown in base mouse over$ L- L! c& h6 H/ d: u
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; t, O. n4 R% G4 ~' f% Z7 o
11. TF can be routed to stay within coastal hexes as much as possible
. d2 I$ p$ \1 d G& {12. On Top Pilot screen show the 'ace' cut-off value if more than 1
}$ A7 A; D& C4 d; [13. Added option on group and LCU reinforcement screen to turn off replacements2 [1 `' m, q0 c0 L" }' j2 J
14. Current base can get supply returned to it when reserve planes returned which were9 F) g% b" ^ b* W
originally supplied from another base
$ `0 A. v- q) n4 F f/ S1 ]15. Unit type filter on Troop Loading screen
, F+ ^* L3 {, ` I8 w9 ~9 r+ ~8 \16. Report killed ground units if not in combat report
/ K8 ]# B% d% a" b/ bChanged
9 Z" B; V/ a7 h& o5 J& L1. AF of 8+ have AV support doubled for purposes of determing support for air operations( F% H! R* L) M+ p0 }. R2 C; [
(complements fix 18 above)5 Q0 Z+ v4 R! n
2. Permanently increased pilot array to 70K
( S, {& r7 H: o8 {. B+ y, C: R5 r3. Increased number of air combat rounds are a factor of total aircraft involved
6 X9 N9 t1 o/ @; h4. Allowed submap to submap movement if land connected for land units. Should have been
" i' n- E4 i6 L$ |' Xso as per Andrew Brown
# n [ \& W1 o$ R) c: G& U7 w" C5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% x- h0 I C' E4 V0 s7 Qdelay toggle instead, b+ {4 N" x2 ^7 S$ x
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 A) ?% h) y) k* c! Y
maintenace a bit more9 x" m* H+ K4 v
7. Support device replacements won't decrease the overall experience of LCU units. This does/ X! _: [ ?8 {7 I/ }" L2 i2 A
not alter the overall EXP change due when any replacements are received.$ j2 J' I6 o3 w, k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 F+ @9 \( n, u. ]/ q7 o: T
between the two but could break current games.
+ }+ s& {+ ] ?9 y9. Some LCU Prep points may be retained if unit is experienced
7 }& W" f) b. J2 d& L; nNotes
- Z! z7 U6 ^( D1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 H. c! p1 a" J' `: J i9 d
should not change player or HQ, even if not in play. These original HQs are used by the AI7 Q. b6 M( U; s7 G8 h/ k
routines so changing or deleting them can put the AI off. Changing other elements should1 f( ^" k7 V) X' I3 @9 I w, @
be okay.
$ f! e1 _- G4 H* r" c/ Y& q2. Clarification to weapon filters for aircraft:
8 p" v- l: W9 ePM_NAVAL_ATTACK 2 // used for naval attacks3 B6 I% q! Q0 Y/ m$ h1 W
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ L* I8 d, s, Z! g; PPM_LAND_ATTACK 8 // used for land (ground) attack7 m/ N1 i1 }- }% w4 R
PM_PORT_ATTACK 16 // used for port attack
0 p6 l4 p+ s+ A, Z, R4 L% oPM_AF_ATTACK 32 // used for AF attack% R8 W, r7 w; E6 m
Dropped any reference to secondary values for land and AF as they served no special use.* l( B! D* r& @ D8 I4 ^, H
Clarification changes) E2 v2 D5 x' P( I/ K, m8 R F
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 a/ J# c C2 C. o8 k9 l
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 p1 |5 M- @- j: }8 TMONGOLIA(91) or TANNU_TUVA(92).& V1 S9 Q; {+ B: J9 e8 u N0 V
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. H( Q# u8 Q' `1 g3 {/ \b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* z+ V7 P; z# Q1 h8 U, i
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases9 m V$ V/ P6 Y# L7 Q* t5 Y* Y! v; \
after Soviets are activated, but can’t move
& ~6 I0 J( c% L Y q ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 _, A' f9 ]" V+ f1 A+ {1 S
disbanded in port.+ F6 s ~& h5 v/ K2 Q, }
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- N* r. Z) G+ b: K. ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |