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http://www.matrixgames.com/forums/tm.asp?m=3185062- F+ F- H2 ~2 s9 z: ~& {
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! {. w% ^1 w, u' w5 i+ O大量更新,详见列表:& b- I2 H* q, c: e. l
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( M. }% g8 V5 s/ E9 K! rChange History:
. E8 T5 j! d) ~$ aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 v9 W% R. T; m. u. ~+ c* `4 a
1. Seventh Update – This release is a comprehensive release updating all previous6 L- b0 M/ L. B1 k, e5 _
versions to v1.01.17 beta
8 t1 C. p) X( v. l) v- \2 S2. Code Changes1 ]& I' F3 H1 O5 H# @
Fixed
( ]6 I) F# P+ y- V0 S* s0 d, U1. Display of AF/Port icon between player saves based on player's intel
6 c8 @5 r& t) u- }. O9 O2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ |9 R$ r4 |: j' {* o( S! w
weapon list updated
+ m5 p$ w1 K" m8 Y/ k; X) f3. Reported cargo/troop safety values incorrect when no cargo/troop space9 J! j" x; w/ A2 Y# `1 k& r; c
4. Allow smaller 'reserve' space for small groups on ships
" `# ]3 C1 w7 {* V8 P4 A& Y5. Preserve some more data when swapping fragment and parent to prevent lost of parent) Q$ A& U4 _ o7 D8 x. E9 N
6. Correct attacking plane count before final post-air combat
: B2 X, A" F2 ]7. Pilot promotion may have occured in error sometimes
* `6 a/ N6 N. x6 Z8 B8. Raid detect message sometimes dropped of the combat report, M! m3 G0 X- U; r3 Y6 Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
: ~! i6 K; ]* E. T+ e0 c- R3 Xgenerally. u: }6 B# s$ _3 w
10. Some pilot-leader connections were being corrupted( }" |3 m: R6 m b
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. n8 d( k. Z7 N0 U Dother move issues due to the incorrect indicator0 y' C$ K& R. n# Q, H* G1 ]0 N
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
. s. {. e. a; }0 N$ I; G" Vdamage3 v; C8 I8 h. e
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 X/ q" [7 ^4 P( o/ H% L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 Y8 S3 u v3 A& G) g5 A( x
date sort
1 P+ Q! F# Z' g* ]! H% L" i* u15. ASW groups not allowed to attack sometimes) D! ^ c; t' ]5 `. Z0 A' Y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
7 Q- g" Z3 ]$ c- L v4 B" pHQ/LCU to jump to reinforcement queue) V3 l* }" _+ D* N' b: z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; @4 {4 w% X; K1 P18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ P! O1 W+ |& m6 {* i7 N. g8 Fat start of AE but crept back in sometime during updates5 O! C; X" f: ^+ G! o! H
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
4 g5 [5 @( _5 I) p. _3 q; A% Cfragment.
5 [! J- ]( ~5 a1 ^8 ]/ i8 ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( x5 Y5 X7 Y) H% y+ E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; O/ f1 d( S$ b, H) T, Nshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
x) L/ I6 S j. v: z- u& V; ^set
* S4 U e7 B- B* a0 q! C! [22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 N) [$ w- Q/ H+ A& P4 O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 ^) M# m K2 E$ T: p, D: z0 \( G0 Y0 N; [24. Bug caused F/FB to sometimes bomb at low altitude( r$ @, p+ _2 i2 f( ?* g
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) m* n1 \- k$ n4 l7 Zoccurring properly.
2 ^ z: \: P% ]26. Bug in Industry 'failed' indication not showing properly sometimes
3 D4 R4 a* K6 D/ w27. Location check at scenario load to include small map sceanrios
$ S) L7 j) Q7 E o3 w: X: C28. Bug in air supply to fragments in a non-friendly base hex k) L% s5 R/ c3 |* Z" t5 T
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
x+ D8 ~4 z$ B6 b% [ w& J$ Kbeing set to homebase before execution of the mission – ie was returning to base
2 h, |7 v3 D9 j2 t. wimmediately
% J' @! P6 e" x0 X7 d3 {8 E$ N! U6 Y30. Error in Strategic map display
, q7 j, I' s4 X3 f) `; L31. Additional and stockpile options were not turned off when base was captured
1 S; M$ m- c2 w: j5 j' n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
. x. N. R6 I! A9 p `& wmouse over, |- V! P( h+ m7 n" q
33. Army experience being gained when not 100% prepared as per manual; changed to allow
; X! F' D' O9 dchance to gain experience if >75% prepare and < 50% national exp level
6 g, x" f: E F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ H- ~# i/ g: z6 @$ Nalleviate the incorrect experience gaining happening while in reinforcement queue
* ?# j2 T( l, B$ T% l' r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 {4 j3 @. a' ~
caused unit to jump “off-rail” and move overland
' l* k) v& i0 F( R* H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! Z0 e1 L$ `: I- `
37. Excessive accident messages on unload from TF reported4 N5 k1 Q I- I6 G
38. Reworked editor sub-unit merging as some devices could drop off the unit list when* X3 a0 I6 K. B5 g4 A+ W4 C
merged causing smaller size unit than expected
6 u. w& W0 H. G& s39. Corrected possible TOE error in scenario data load for inactive units
$ L# r, ~/ C1 i2 a- d40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 x& ~( B- _; b% s) Ohowever be allowed to do this.
( ]0 T2 K+ K. d+ u$ L1 r41. Possible CTD if sinking ship's load was a group% }. K/ h: Y- i7 j+ e/ k( q% A# ?) w
42. Limit the number of devices built from resources per unit during LCU replacements; this' ?/ u- n) e! c' F- c; W0 H
was causing an over production for that turn
5 e2 n/ @# W$ o1 i43. Retain day/night setting when creating group fragments
2 V) T/ y1 X- |! n44. Adjusted supply and fuel values in base list not to overrun the space
: o+ k8 Y; D' e. N% \, c! x9 t$ f% a45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 B; [/ \4 p$ t& @# T) g7 iadded YMS to Sweep TF in line with manual and code8 K+ R4 [$ E% i( c l5 g2 m
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 @; i- J! Q4 v6 k- ^' F$ K
rule relates to the abundance of manpower and is not covered by replacement pool. Normal+ v4 o* G. z# P) f- `7 ~5 n, C, _$ O
rebuilding of destroyed units is not affected by this.
A% N0 T. v* }$ C7 C47. Carrier capable and trained text not showing together on Group screen
3 F2 N" N3 {4 Y, p, ^& h48. Handle any blank re-name changes by ignoring them
3 c7 A' M: C3 s# r, Y( t n# S49. Possible CTD when air fragments combine: _. n7 ~1 @9 [0 F9 f# Y; S$ `
50. Unloading TF can freeze a LCU onto a ship under some conditions
$ N# Y; J6 U! w* T' Z/ G$ {51. AI not behaving if main HQs missing (affects small map mainly)5 Y4 A j# a7 ]' G9 c
52. AI using AGC for normal land units – removed from TF if not needed1 T4 a- L$ @4 {. N
53. Soviet activation message not in Ops report+ s% n2 O; k" o
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 J9 H9 q/ x) L( Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ T. o# j' g- e) ?$ [5 L4 ` t$ V56. Sub attack against docked TF not happening for port size <38 H( n& [$ Z& Y2 t8 S! }0 l/ r& P' I( T
57. Unit type changing unexpectantly: ~; H7 d8 y7 z& ^
58. Torpedo replacement on plane sometimes is missed
' H/ ? a2 B* {3 k( i4 o59. Double handling of overstacked supply requirements
* k* K! K# s# K) K/ z60. Fixed alternate weapons for port attacks
1 `, Z' {) L* ^2 ?4 G: `3 H61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: ]) Q4 r9 E2 S1 t8 Z) `2 M3 D6 tsometimer in the ship repair cycle.
- T3 ]; n( N2 h: J7 J+ N62. Ship tonnage over 32K could cause repairs to fail
! S. b$ h {( {$ o* xNew/ F; q1 \, U3 v; Q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
! ]# E& G2 \1 ^$ K; \; @port
" D: k, }4 {/ p# s1 W2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.1 ?: l" E' K! J s6 y; t8 ^4 |
Tenders not counted' V' m) ~# Z% ]. [/ h4 S6 _& l. ?1 z6 J
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 z6 A0 S0 I! A. U. Z) a4 D6 [4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) q8 D- \$ }. _" i9 \3 H8 N8 V! ?$ m
to remove damaged ships from TF
1 H* z/ G7 h+ F( @1 F. d5. New filter for “non-building” devices in Industry pool screen1 G( |; E' s# ~
6. New filter for “non-building” aircraft in Air Replacement pool screen# s8 v U8 C+ C, {9 l! O9 b& O9 @* k
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 y5 |. Y9 b" k( j
mines (^) detected
3 C4 ]/ N# s# C% Q* @8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- \( ?7 T# J. U, W! s. U# B1 {‘button6..’ image files, then these will be shown. If not, by default there are shown as) N$ T7 C9 r" z" t2 r' |
standard parachute unit icons
& b- c. O( H+ }9. Air/port damage and building is shown in base mouse over
- b! w7 y; o" I. R8 c10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 ]% q% d# P/ [) E11. TF can be routed to stay within coastal hexes as much as possible
$ M: A; w1 d/ n2 H12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; a2 @8 @- ]7 o8 D1 H7 F0 M! o* d9 F13. Added option on group and LCU reinforcement screen to turn off replacements1 H% b% f: ]/ D2 a; |5 |! V. r! t
14. Current base can get supply returned to it when reserve planes returned which were
& w) [; e4 z. H; Woriginally supplied from another base
) P6 q) b: Y4 a9 P8 a( y: p; X, Z15. Unit type filter on Troop Loading screen
1 y2 |& s& [& {* [7 T( \; u/ a5 a16. Report killed ground units if not in combat report
: Y# l5 ^+ _3 m: _# k# B* TChanged! j6 `& F w2 W' E
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. I' v3 B0 I/ V0 t/ o(complements fix 18 above)1 Q* m5 J% |2 x, \3 o8 p
2. Permanently increased pilot array to 70K, Y' d. P8 [5 d, g m
3. Increased number of air combat rounds are a factor of total aircraft involved( V, ?0 M0 D# f9 N) D' P
4. Allowed submap to submap movement if land connected for land units. Should have been' F1 j0 U* R. J: k& P, e5 b/ O
so as per Andrew Brown- K6 D( ]3 Z" {# E" R+ y
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message$ ^7 n c" n" i v4 r
delay toggle instead
# ~( g8 A+ Y1 B) |' e0 I7 F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; M' x% l: _6 _9 }4 g/ p, @2 J
maintenace a bit more
. ~7 s2 z7 B$ i* ? c* m4 U7. Support device replacements won't decrease the overall experience of LCU units. This does: b4 c2 `! Q# g7 d
not alter the overall EXP change due when any replacements are received.6 @; L, W% W. Z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 e$ m4 `; k$ J! m Y- Xbetween the two but could break current games.
, O: b8 b* V' @9. Some LCU Prep points may be retained if unit is experienced6 w2 ~. x5 A* e8 b5 e
Notes4 Q1 d- Z& w7 A4 D1 r
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 g) p, |3 m' {0 Jshould not change player or HQ, even if not in play. These original HQs are used by the AI# J$ U8 y9 O3 J. H
routines so changing or deleting them can put the AI off. Changing other elements should
+ _# m' F3 @( R bbe okay.: t5 g8 r' t1 f; l2 ]
2. Clarification to weapon filters for aircraft:) N: S; g- A" v( u
PM_NAVAL_ATTACK 2 // used for naval attacks7 p9 u& v6 r+ j
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: H5 r: x' W: {# F+ lPM_LAND_ATTACK 8 // used for land (ground) attack& z( m5 P! P3 |% C- Z; w
PM_PORT_ATTACK 16 // used for port attack
* ~( v3 `3 ^* JPM_AF_ATTACK 32 // used for AF attack% k. U9 S# U9 s9 v1 y- X* Y
Dropped any reference to secondary values for land and AF as they served no special use.
7 |8 ? [4 E8 C2 l/ cClarification changes
) R0 w1 [ q2 |% y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 }1 K5 A. A: u% c" @, x$ s4 a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( i, y7 j5 ^' B+ f7 ~# }6 w) n+ kMONGOLIA(91) or TANNU_TUVA(92).' b5 T$ q1 j; O/ f) y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases4 ?* W5 V9 G! I3 l( P: m" T: M( s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, i) p5 w \: D: c6 N6 Z6 Xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; ^: h5 P+ @! V2 i4 q: ?8 c5 g" _after Soviets are activated, but can’t move% G9 E) _5 H+ l) [6 \) U9 r/ b
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) t c4 @( m3 ?$ Sdisbanded in port.2 ^6 A! z, H! X+ K O) n
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently9 y9 Z' x' ^( i
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |