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3 b( T+ j2 {2 I) p% |1 }' ghttp://www.matrixgames.com/forums/tm.asp?m=3185062
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" o4 j% ?8 ^6 K已经共享到岛群QQ和本论坛置顶资源帖
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, V' O/ m- G i大量更新,详见列表:
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Change History:
0 j4 [# \! G |$ W* aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 R" W$ C: m' R0 N! ]# @; p1. Seventh Update – This release is a comprehensive release updating all previous
+ h& {/ U, V/ kversions to v1.01.17 beta
& X1 B* H: A2 L" _+ i/ R8 }2. Code Changes {4 n) o5 T+ L; `
Fixed
: t! b, _6 W i4 Y1. Display of AF/Port icon between player saves based on player's intel* P/ q( P* I; p$ s- k- A
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: m4 _( Q3 i8 c# G- Iweapon list updated
5 A/ w5 K Q3 [3. Reported cargo/troop safety values incorrect when no cargo/troop space$ A( ]. l# F( }
4. Allow smaller 'reserve' space for small groups on ships
- A1 c3 E: V# X, ]. w5. Preserve some more data when swapping fragment and parent to prevent lost of parent; k f+ w1 m' f8 j2 d- Q
6. Correct attacking plane count before final post-air combat, g! [" \* a4 z* h
7. Pilot promotion may have occured in error sometimes( C# F+ E2 b6 I
8. Raid detect message sometimes dropped of the combat report
8 j& Y/ r1 \1 X7 N( p. w8 c! z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 |! {! }2 D1 g4 B7 f
generally
/ `; G0 ]9 x6 {' r# C; d1 j10. Some pilot-leader connections were being corrupted
, G* x. @. v+ `11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( S1 R* \% F: F. m4 yother move issues due to the incorrect indicator2 r$ C- h9 H( u& n$ c* c9 S
12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 P/ N2 }7 ]2 C0 v
damage, h/ d* e9 O* c$ m/ W
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 R M; \0 }8 l" U1 }
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the* m# o K) F& L) _, X5 L1 `
date sort
3 x6 r! Q# I1 u# t# k, `0 t2 h6 f- M15. ASW groups not allowed to attack sometimes
( {. k' F1 j3 e& G, x9 m6 o16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: |4 s9 l3 W" J+ s: n9 o" CHQ/LCU to jump to reinforcement queue- k9 ?& `5 S7 ^- A" g! }
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 u7 L2 k+ ~2 s* u+ B18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed' k4 o2 h; \# L9 S! o5 M3 ]
at start of AE but crept back in sometime during updates1 F6 y& z3 N) L
19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 J; B7 L' e0 U6 V, u% x8 ?
fragment.
0 N# Y/ D7 J# W+ V20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# @+ Z+ F: a* ~# s
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 C) a( T0 p6 r0 ]# O2 G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. v+ a9 l2 Q% H" g7 Q3 u
set
2 d/ ^3 a( d8 \! r# f22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" ~1 B& _' ~/ F/ Q
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ l9 G2 |6 Z. t/ O; F( b24. Bug caused F/FB to sometimes bomb at low altitude( l& K) t/ E9 W# _
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not) H+ X5 @' R* r* o" d
occurring properly., b& ^! ^2 z" `# r! X
26. Bug in Industry 'failed' indication not showing properly sometimes
2 ~9 {, D/ g# _4 y& E7 S* y& j; W27. Location check at scenario load to include small map sceanrios' S2 \& D$ ]. ^) C3 a/ v/ y2 p
28. Bug in air supply to fragments in a non-friendly base hex
- d4 V' [5 v, A* ? ]29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 {/ _: k/ P! E3 c; f% h5 cbeing set to homebase before execution of the mission – ie was returning to base# w) d6 ?. S" |* M7 e2 [8 h
immediately& P" H5 D6 W6 g4 r. y3 K- L6 T
30. Error in Strategic map display7 n* }1 L- e4 a& _5 q) w
31. Additional and stockpile options were not turned off when base was captured9 G! e/ V8 z# R6 ?" R
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, z; x8 O- ~$ Omouse over
6 k/ T/ K# N3 u! v5 `33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 Q7 m$ M& r0 |chance to gain experience if >75% prepare and < 50% national exp level5 [5 s. h* ^! ?
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 c$ M6 m9 A5 J/ V, H, t) zalleviate the incorrect experience gaining happening while in reinforcement queue" i+ ] V- f) \- S8 G; k4 f- s
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: R; ?+ p+ D+ zcaused unit to jump “off-rail” and move overland
0 M+ i4 J- `3 Y5 {4 q) B36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# E% K h8 b4 q2 m9 i% H
37. Excessive accident messages on unload from TF reported
/ b' a8 ~! |3 z3 c3 s* ?. \38. Reworked editor sub-unit merging as some devices could drop off the unit list when
O% I* [" D& q; J6 ^+ c/ L/ ~/ q2 imerged causing smaller size unit than expected7 I: k6 r0 p1 g+ T$ v3 g ~
39. Corrected possible TOE error in scenario data load for inactive units4 B5 ^' S8 Y/ _# u5 z8 R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: ]& N/ H: q1 K9 khowever be allowed to do this.* q6 z0 z- ~, ]; h! Q& i. w
41. Possible CTD if sinking ship's load was a group. m" w1 v) W# w* \/ M
42. Limit the number of devices built from resources per unit during LCU replacements; this- @3 k7 y4 {0 _+ w% f2 s6 {7 K
was causing an over production for that turn9 v1 h( p b( d& b5 d! e) P; J4 k& `
43. Retain day/night setting when creating group fragments7 K) R6 i3 t. l3 o
44. Adjusted supply and fuel values in base list not to overrun the space) Z% i0 k( z, Z! T' o. N
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% \4 r7 j" L( W9 W' D+ Q
added YMS to Sweep TF in line with manual and code, ~/ K8 n2 q% I9 }5 J& Q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 u, C- K1 \9 f$ h v L. z
rule relates to the abundance of manpower and is not covered by replacement pool. Normal$ z4 g& a5 p! ~
rebuilding of destroyed units is not affected by this.- F6 N( _6 b6 Q3 I. y. m
47. Carrier capable and trained text not showing together on Group screen' a7 l4 [' e& w6 `( y/ ^
48. Handle any blank re-name changes by ignoring them
5 _1 d) x+ g$ {+ M+ Y5 C9 z49. Possible CTD when air fragments combine
2 n7 @+ b4 \9 l# b) e50. Unloading TF can freeze a LCU onto a ship under some conditions2 S d' \/ Y# [& h/ ~+ T
51. AI not behaving if main HQs missing (affects small map mainly)" h [9 U5 A5 [5 s
52. AI using AGC for normal land units – removed from TF if not needed" t! y1 O: Y; s. ?; K( y# L
53. Soviet activation message not in Ops report" {6 s* }2 o& v: f5 E5 O
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. s Q5 u( v1 I4 V8 F/ `- l55. Clear Soviet air balance if not activated. Possible incorrect base switching
. i p f; G; D2 P) A) `; u% R @56. Sub attack against docked TF not happening for port size <3: [ x7 Q# T- T' u
57. Unit type changing unexpectantly# |" _- b, J9 E# @
58. Torpedo replacement on plane sometimes is missed
2 v( k0 k- {- j) M) H) W+ r59. Double handling of overstacked supply requirements' j: `) H0 w# D
60. Fixed alternate weapons for port attacks1 C: G( [$ w7 ~6 r& j
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: W' e6 Z8 h- v+ e, k; S9 ^0 \6 Jsometimer in the ship repair cycle.
0 j/ ~5 b8 R6 |+ D- L2 E62. Ship tonnage over 32K could cause repairs to fail% E, c0 `3 u: M( I) m+ X
New2 {9 ]# Q' {8 F0 w* @9 a& b% p
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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. g6 f# m+ M' n3 u: t2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 j* q0 z* [) L4 ~1 O, b! cTenders not counted
+ [' R2 q& {9 c, d% F5 W3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
, i2 H7 R) v1 h4 o4 C( |4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
6 u8 {* W9 r3 B8 z% Rto remove damaged ships from TF( O* w1 \4 V0 q% S5 m7 u+ V
5. New filter for “non-building” devices in Industry pool screen
7 J' |- n+ [ q6. New filter for “non-building” aircraft in Air Replacement pool screen
5 ~5 D4 R4 E1 c: D. s7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. A5 ^7 Z. O' c" q( ^4 V
mines (^) detected, \; }* h6 |0 ^& c2 @3 Q9 k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" f& t' U J' u- Q- m6 f‘button6..’ image files, then these will be shown. If not, by default there are shown as
& X4 c# i5 W3 p2 c% Y* Y% A5 _standard parachute unit icons
- i6 f8 z; _/ _) B# p+ s9. Air/port damage and building is shown in base mouse over2 R% j/ a9 R+ c1 \9 Q/ \
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 f/ f! x* X* M5 B. ^4 X7 u: A5 _% |11. TF can be routed to stay within coastal hexes as much as possible
/ S" r& q: s2 l5 M0 a$ P, P12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ f& H# o: E, C4 r( R6 }' w13. Added option on group and LCU reinforcement screen to turn off replacements
: w6 {! |" {! q( Q. S3 _14. Current base can get supply returned to it when reserve planes returned which were
5 K9 v1 Q. D8 i! p% g( goriginally supplied from another base0 g( b" q! n; Q! x# G
15. Unit type filter on Troop Loading screen
+ Y2 C# p' ], |2 E9 F& ?16. Report killed ground units if not in combat report: D) a8 N+ [. S k% ^7 h; g: d, A& j
Changed) \7 }5 d1 k$ c% A; U$ J- k n( f( n
1. AF of 8+ have AV support doubled for purposes of determing support for air operations ]$ z. B5 ]0 N
(complements fix 18 above)0 g/ P/ M' C3 C( a
2. Permanently increased pilot array to 70K6 N/ ~* _ f- m4 K4 I
3. Increased number of air combat rounds are a factor of total aircraft involved
. R3 U! N/ N. z- L& R2 N, w4 \4. Allowed submap to submap movement if land connected for land units. Should have been
; Z' U+ i$ l8 T9 X4 G& Rso as per Andrew Brown
4 q3 @5 v$ m* Q8 Z! o! h5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- T) \$ j0 d! U [4 @
delay toggle instead i( U( }7 l* H- G7 b
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; |2 [( E w C4 i$ X5 h" s* H
maintenace a bit more/ O4 \3 |. s8 V- g
7. Support device replacements won't decrease the overall experience of LCU units. This does. d3 r! [( X+ f. i4 B
not alter the overall EXP change due when any replacements are received.) p/ C% Y/ n7 M' k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ o# _8 G; L. }" ^
between the two but could break current games.! R5 ]( d4 c' |$ Q+ p. b
9. Some LCU Prep points may be retained if unit is experienced
8 R# J8 @- p* ?7 `" g# O8 S3 bNotes
8 Q8 |$ o9 ?) H6 ]5 }1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario e- e- Y% V* U
should not change player or HQ, even if not in play. These original HQs are used by the AI' Y9 h: B1 T( y& u
routines so changing or deleting them can put the AI off. Changing other elements should' X1 a* e6 z1 \1 m \, @+ u( E
be okay.
; n& B7 r. l# \, f9 }& ~2. Clarification to weapon filters for aircraft:
8 B& ~# k* s6 JPM_NAVAL_ATTACK 2 // used for naval attacks
& e: u+ j& S. PPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# p/ Z2 N5 {- q4 F0 r. F7 hPM_LAND_ATTACK 8 // used for land (ground) attack: z; X! [& f1 q2 t! e+ j+ z% ?
PM_PORT_ATTACK 16 // used for port attack
7 p3 e5 U! e7 f: XPM_AF_ATTACK 32 // used for AF attack/ n, l8 d. E1 Y% v8 R$ Z4 A( M
Dropped any reference to secondary values for land and AF as they served no special use." v6 j, a) Z4 _6 A- r) F$ T4 Z3 E! s( \
Clarification changes
* M* P' e! ?! d. z1 F2 {& Y7 k1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& q; V3 H$ X C! gbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 ^6 r7 S! Q9 I+ x! GMONGOLIA(91) or TANNU_TUVA(92).) a; \: \* F! u4 ?; m6 J+ g, U
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 b" m3 X* |. p" sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ R, N! f2 ^/ ]7 F, r/ S! g
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" p( k* }+ W g
after Soviets are activated, but can’t move
7 f, i& S# D& W0 N6 H- T+ ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. c/ ^0 f S* k! `
disbanded in port.
( I8 Y, r2 a: C! le. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 i6 j, y2 \+ D, i( ^9 y2 D% `
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |