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: R& S a7 i; Bhttp://www.matrixgames.com/forums/tm.asp?m=31850629 j8 m- O3 G! |5 ^" F: q" D6 o
" Q* |' a/ c7 S已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:; } t, j+ O8 ^3 x* A3 S& B% w
+ h' L; h }. `6 y" B3 J
; }! @! C7 B! @! t+ r: e nChange History:
, M6 p5 z; b5 K5 l6 U0 E3 {% vV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" R E; U( N! x+ s7 d0 b1. Seventh Update – This release is a comprehensive release updating all previous" M8 M( q5 B- E- N
versions to v1.01.17 beta
3 ^# i7 k6 K( g8 R2. Code Changes) b9 M2 Y" z1 u9 \* J% g
Fixed/ A- @/ p& i9 o, H% f( S# f
1. Display of AF/Port icon between player saves based on player's intel# k3 ?, K, Z0 X A& ?/ [4 j' {
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when z! @$ K4 \+ q1 d! Q3 g" g
weapon list updated% v; A! o; Y: Z, d6 [: Q6 L y
3. Reported cargo/troop safety values incorrect when no cargo/troop space8 i& `( C6 {. Z
4. Allow smaller 'reserve' space for small groups on ships1 U; w6 b+ X( ~% j- M4 v' j Z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ z4 p! }* Y- z& _7 Q: s z: T6. Correct attacking plane count before final post-air combat8 w7 @4 n+ H1 B% I, @& j9 j
7. Pilot promotion may have occured in error sometimes
; z/ {; |7 W+ U. L4 b; G8. Raid detect message sometimes dropped of the combat report X) _$ U' w8 ] R, c+ @
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# z; c5 X/ V4 j0 @5 B+ Xgenerally) e5 g# O! S* U; P5 W) D
10. Some pilot-leader connections were being corrupted2 J2 I6 c4 j* a8 g3 I9 U6 E
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 f) |. ^; m! aother move issues due to the incorrect indicator) `* t) K8 f, `7 h3 y H4 i
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* ` Z$ r& l' ?. d
damage
1 u" b: V$ s2 ]6 ]13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 h! \5 w( c. a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) p* d1 E* e# r+ K4 n
date sort$ ]% R) |6 v( h" y \. ^' s
15. ASW groups not allowed to attack sometimes
* O" C% l- d8 B% I) z |6 H' I16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" J* q( c9 H. s$ A
HQ/LCU to jump to reinforcement queue! Y3 B( S7 I9 r0 u- q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
. N; U; ^ Y5 F18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( w% _& d z. H O2 Y: a* Y
at start of AE but crept back in sometime during updates2 w4 b7 [( O8 D8 C2 R% b" W+ \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the& ]9 V5 t4 R2 V2 Y0 M0 a' W5 |- ?4 c
fragment.
0 y" d/ a1 b: S% t8 [! `) j20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. `3 y; h( v y2 p5 T21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not5 j$ ~/ w& `, Q: b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full* J5 V0 @: M7 k$ G% B
set
- S! P7 e9 R T- I* k! v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! @3 b/ Z7 P0 i4 w+ v' Q6 i( H* L
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 M& |: j% E3 k+ U! M
24. Bug caused F/FB to sometimes bomb at low altitude
F( a. R+ A. L$ Q6 h5 {- M" p, u5 n25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 p* e0 @) f( N5 ~8 Woccurring properly.8 |) V7 V' o2 N6 m
26. Bug in Industry 'failed' indication not showing properly sometimes" z: {* l! }% m3 D2 {, h9 k
27. Location check at scenario load to include small map sceanrios# s$ y5 O6 x' ]$ X# F# e2 W' K
28. Bug in air supply to fragments in a non-friendly base hex
5 e# p& v! |" t+ ]7 }: O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& Q! O n; F3 \* Sbeing set to homebase before execution of the mission – ie was returning to base- a6 l) J. |! z8 U
immediately
3 A4 O# M2 @/ t30. Error in Strategic map display
$ C4 Y) f3 J6 Z6 t; R# A31. Additional and stockpile options were not turned off when base was captured
( p, H2 Y4 R) ?# j$ F+ d32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: J( c# z: D9 p- B; C( p2 D
mouse over& l- s G5 A- j6 k
33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ d7 g1 i( G4 H0 nchance to gain experience if >75% prepare and < 50% national exp level% x6 I# n$ Z* m/ D U
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
* m- J, M# @" P, q6 q/ t; @* palleviate the incorrect experience gaining happening while in reinforcement queue6 M+ m; _2 @0 ? k' }5 f
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 S) {+ J6 E$ E: k0 i3 N
caused unit to jump “off-rail” and move overland, [5 J( @! r4 M$ }; t
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 U& Y. w+ Z- `/ N
37. Excessive accident messages on unload from TF reported, g2 x6 Q5 d1 L$ y6 C+ _
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! v" ~/ w5 p" j- G( q2 @merged causing smaller size unit than expected( ]5 }. \+ j9 x8 P, `
39. Corrected possible TOE error in scenario data load for inactive units
6 b% c4 A$ z0 b( Y' Z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 U, ^1 W2 q+ P; x) n7 {however be allowed to do this. I0 }. F3 D0 E& b
41. Possible CTD if sinking ship's load was a group
% F, E: X3 u: F6 P+ |42. Limit the number of devices built from resources per unit during LCU replacements; this
$ ?7 z. ]8 j- C* gwas causing an over production for that turn0 q! U/ c: b2 L+ ?! W6 ^, \
43. Retain day/night setting when creating group fragments) V9 Y/ @; n. t" s9 }
44. Adjusted supply and fuel values in base list not to overrun the space
, l* a8 B3 \& h, L% ?. ?; q% {45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 u/ h( i) G8 ]* Uadded YMS to Sweep TF in line with manual and code
* F+ y2 p; O% L8 w+ m } W/ s46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" M1 v# Z N/ ~; A& R0 o. Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal# E6 \2 r# [; v/ a! p+ G' v9 ?' ~) ]' s
rebuilding of destroyed units is not affected by this.! _* m# a V! \% s3 g
47. Carrier capable and trained text not showing together on Group screen
v; _1 |8 x3 k( J7 v48. Handle any blank re-name changes by ignoring them
% `; ]# V- U9 Z- }& i1 j49. Possible CTD when air fragments combine
( W: @( R4 o, `# s3 g& ~2 q50. Unloading TF can freeze a LCU onto a ship under some conditions8 u8 q- C! V+ ^$ P* l3 Z- F
51. AI not behaving if main HQs missing (affects small map mainly)& G" M) G) `, ^) y) k2 s H
52. AI using AGC for normal land units – removed from TF if not needed# m5 V1 k# d" Y9 e; G
53. Soviet activation message not in Ops report
s. S/ `5 m5 ^, \6 ^" W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* [" f2 j# _ |+ M1 v5 G55. Clear Soviet air balance if not activated. Possible incorrect base switching1 q3 a: [0 q& ]; r/ i \
56. Sub attack against docked TF not happening for port size <3; D) j. F3 ^ h2 a: o: {
57. Unit type changing unexpectantly
% G5 V' J) @" S# y5 w58. Torpedo replacement on plane sometimes is missed
1 I# }' s: b# w4 O$ u; u, c, ^59. Double handling of overstacked supply requirements
7 }: a) B) K) E% E/ b* ~5 m60. Fixed alternate weapons for port attacks& ]" i3 J: |. \7 v. B- j
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; N9 e6 A" z! V2 Q, F2 Asometimer in the ship repair cycle.8 H y8 m/ P0 j+ [
62. Ship tonnage over 32K could cause repairs to fail/ Q5 z' W9 E9 k) N3 D2 |3 e
New7 H5 ~( N- l* [+ |7 d' Z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& `) j1 a4 I# v6 a9 P
port
% I( V* |3 i4 E7 k; G2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 {$ ~) h# ?' i8 t. GTenders not counted
* B6 a* s2 Q$ y5 I" `! G9 j9 I; D3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 {; _; k& }: H# d' H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 a) C( D( Z7 C0 Y( ^to remove damaged ships from TF7 _# G# O# i% [+ Y, z5 v' q. _' O
5. New filter for “non-building” devices in Industry pool screen
5 |3 V7 s2 A j1 z6. New filter for “non-building” aircraft in Air Replacement pool screen
1 H0 `* w* k; K2 R' o, B8 R4 |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; F9 b& @3 c- W
mines (^) detected. Z' [6 E/ }. e$ _3 Y* [" f7 T, _
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) ^$ Z$ T$ K8 A q" C
‘button6..’ image files, then these will be shown. If not, by default there are shown as
5 G5 S9 E0 H6 k! T0 A; Fstandard parachute unit icons
& f6 x! d, T* `0 Y! |$ |9. Air/port damage and building is shown in base mouse over& ?; x$ ]4 A1 `/ m
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( x5 o8 i$ O2 z
11. TF can be routed to stay within coastal hexes as much as possible# G4 Z) D: A- A( R; _( e
12. On Top Pilot screen show the 'ace' cut-off value if more than 15 b h; D4 s& n
13. Added option on group and LCU reinforcement screen to turn off replacements/ r$ g3 p: |9 Y" t( ^
14. Current base can get supply returned to it when reserve planes returned which were
! }. e$ u' F+ voriginally supplied from another base3 h8 ~, f* E- F/ _% D" v. j
15. Unit type filter on Troop Loading screen
) u. b! N' b' f1 A' O7 M, O% F/ [5 E7 b16. Report killed ground units if not in combat report" j# f5 \) h+ ~, d
Changed. F, I" _# F0 h0 u: u' G( n0 O. x
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
; _- T" p$ U z6 c3 {" `(complements fix 18 above)
4 P- w: `: `6 g5 k2. Permanently increased pilot array to 70K
9 f( w+ l9 k3 c5 t3. Increased number of air combat rounds are a factor of total aircraft involved2 Y/ R8 b6 S `* F6 {; z
4. Allowed submap to submap movement if land connected for land units. Should have been- b$ C! q" w) I& d9 ^) U
so as per Andrew Brown8 y2 Q7 d0 u. ]2 u" ~, l6 g
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- m7 d+ Z( Z# b: ^+ m7 A' @1 edelay toggle instead+ x0 ]: c ]6 _$ u# W. T
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 \) ?9 H3 p' k. c8 s/ |maintenace a bit more- k& Q) {9 `6 e8 Y
7. Support device replacements won't decrease the overall experience of LCU units. This does" | m+ Z2 s% Z# H9 V4 @
not alter the overall EXP change due when any replacements are received.
* n+ g* G% k! Y* c3 v8 O8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* U7 `5 v# G' M/ E) k2 g8 x: _between the two but could break current games.
2 ^8 C( G; H/ v! g* o9. Some LCU Prep points may be retained if unit is experienced# c) `( T" }* p( ^, a% @+ x: Y
Notes
& A5 j5 C. L" q6 w5 n1 o7 m/ T1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; E. c1 l) B5 K( ~- lshould not change player or HQ, even if not in play. These original HQs are used by the AI
" g5 L* O$ A _+ u# w! ?- l( [+ p* |routines so changing or deleting them can put the AI off. Changing other elements should! ?: A& a" h7 H5 H2 e
be okay.
- d4 H2 I- F8 N7 a6 L4 L2. Clarification to weapon filters for aircraft:
& Q ]" T. p: |) CPM_NAVAL_ATTACK 2 // used for naval attacks" _8 H1 w4 {8 H+ q: f5 k8 K8 }
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# }" I# H1 `3 U0 |; V W) x+ k
PM_LAND_ATTACK 8 // used for land (ground) attack
3 [. a8 x7 z2 bPM_PORT_ATTACK 16 // used for port attack+ r% q; l( ^5 k" H" e. C2 e, z
PM_AF_ATTACK 32 // used for AF attack
n% j& @" O" |3 c$ x) H8 W4 ?7 SDropped any reference to secondary values for land and AF as they served no special use.
5 f& C. ~3 ?3 h6 i) q. C. gClarification changes" y4 a1 H/ ?' J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' u) y$ u- W2 z! Y5 s( W
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 R$ W, {5 C" }) G f/ UMONGOLIA(91) or TANNU_TUVA(92).6 v5 z0 s2 S. t' c4 h o. P
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- i7 g* D) x0 S* o- p. C" qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% X' D5 L+ A6 z- I' U# h% N6 Dc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ V3 {- t& ~' `7 g0 [ w( pafter Soviets are activated, but can’t move
; J: [& r$ H7 V0 kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 _. B2 x+ p" @! }6 o9 e. u1 jdisbanded in port.
' n( m9 A: f4 h$ [e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
* X% _. G9 ]- [( qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |