具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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& T7 G! E& [) H已经共享到岛群QQ和本论坛置顶资源帖
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/ m1 u. F" A' p& e# H J大量更新,详见列表:
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% x/ H! V) D; e! M7 vChange History:
+ X; I$ i3 z( N" w) zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% ?$ V( m4 j# ` \% u1. Seventh Update – This release is a comprehensive release updating all previous" `# q- ~0 s" ?
versions to v1.01.17 beta
6 y2 F% H6 ~& u! z% v* ]4 {2. Code Changes
! f! L% m1 Z! a& K2 JFixed
* E H, i% k/ B z$ v7 h B- T1. Display of AF/Port icon between player saves based on player's intel2 b7 U R7 @( x. {$ U8 n
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% N! K# G* O' s( zweapon list updated
" ?# \4 Y2 `" H( z7 L3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 A$ {" @! {6 A( d4. Allow smaller 'reserve' space for small groups on ships
$ @2 @; J; d( z! `. Y3 t5. Preserve some more data when swapping fragment and parent to prevent lost of parent" h! z( e: K# }( v
6. Correct attacking plane count before final post-air combat
2 R5 ^7 N# y) [7. Pilot promotion may have occured in error sometimes J" @' j6 F4 \2 N: \3 V5 b
8. Raid detect message sometimes dropped of the combat report
3 L& K8 T: G K1 K8 ]) M$ J5 T4 {" N9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' p, f: a, L0 Y- m' u: ], T) wgenerally
- C/ b, G- q) h+ U10. Some pilot-leader connections were being corrupted0 D, }3 `1 I1 Y) b. r
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# i9 R. q" N- w" H+ c% y
other move issues due to the incorrect indicator/ {( ~! t* l" e7 D7 D+ |7 C7 D
12. Wrong ship sometimes reported in Ops report for TF movement which causes some7 c1 c3 d" X) P( o, D
damage) ^& v l6 l6 o) r7 Q& l4 @
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
# e" M. @' M+ N8 d" e- L' a- j14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 _) p0 S% i' Ndate sort
7 |' {7 ~% M0 g2 z& Q8 @15. ASW groups not allowed to attack sometimes
0 b# t& S" Q8 V& W16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. j- {7 k e3 MHQ/LCU to jump to reinforcement queue: r) Z, J) p9 k: V3 g" k! D
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# r: Q4 |+ T' p0 `, l, @5 r. i$ X
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 ^, G$ m2 C5 O; D# }3 z
at start of AE but crept back in sometime during updates* d( _+ k; i# r7 j
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) J4 ~9 ?) N" R# ^0 q" y; M5 \fragment.
6 w4 ]3 ]6 Y5 k* K5 D9 j9 s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade6 R8 n3 }" J! j: k/ a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 w+ _# h, M U* D& e
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 p( l7 M; P3 U9 h/ d' a. e
set
, `4 p% r% D/ G, b& h22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base7 \, @* g; J8 W; \" A, v
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays; Y3 H5 N* p$ U& y2 @
24. Bug caused F/FB to sometimes bomb at low altitude
0 X/ u. U9 [/ e# f" m- {25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; y" _3 G1 P% Y: M1 B( soccurring properly.
: M7 l* G3 d5 O# g6 l/ Q* I26. Bug in Industry 'failed' indication not showing properly sometimes
- k1 x5 i, c3 n" M. _27. Location check at scenario load to include small map sceanrios
) F0 Z9 }& h* Y/ h$ Y, G% M8 r2 c28. Bug in air supply to fragments in a non-friendly base hex8 j2 f Q. Q3 w- N, s1 V h" o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! V# O% g3 _) L: P" A
being set to homebase before execution of the mission – ie was returning to base+ A! v! Q: p( f& V# a6 c) F
immediately( G R/ p6 [1 [
30. Error in Strategic map display
% [( @% i* O" D6 o) t6 M1 E31. Additional and stockpile options were not turned off when base was captured8 w3 I) E1 l, N
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 c/ I5 S" ?# i4 y. U! m
mouse over
T5 O+ Q- a! ~2 U33. Army experience being gained when not 100% prepared as per manual; changed to allow6 Z$ W( [" j$ Q7 i
chance to gain experience if >75% prepare and < 50% national exp level- w5 V( U/ v6 x
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- N- [) p: \) x/ u) T
alleviate the incorrect experience gaining happening while in reinforcement queue+ u% i' F) I. m# |
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 X. W0 N& t; m, x5 Ycaused unit to jump “off-rail” and move overland* u% L6 T; o6 F. `' i# A8 M
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; d3 q/ T, e9 R1 v# t
37. Excessive accident messages on unload from TF reported4 H( b( l/ \: H4 W5 V
38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 y0 e, W- ]$ c& }
merged causing smaller size unit than expected( ]# i' e+ T9 E
39. Corrected possible TOE error in scenario data load for inactive units
% T) `9 k( M; @$ F5 Q7 v0 ^; Z5 r40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( s( M% m/ }% k: ^$ k! `% L
however be allowed to do this./ }. r! e$ Q9 \; q) H
41. Possible CTD if sinking ship's load was a group7 Z7 r3 X8 ~/ A
42. Limit the number of devices built from resources per unit during LCU replacements; this
$ I. s% g9 i& X7 D7 Jwas causing an over production for that turn
$ U8 s$ }$ @% R7 q: [4 S1 U43. Retain day/night setting when creating group fragments, O. x+ X& M/ `: T
44. Adjusted supply and fuel values in base list not to overrun the space
9 O/ n2 U& A2 F; F! G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 S% Z+ r& I. H" t& r# {/ Vadded YMS to Sweep TF in line with manual and code" \0 k9 \' m" z, c! U, `# u5 F
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) c# J: k4 A B7 a4 t% j% a6 {rule relates to the abundance of manpower and is not covered by replacement pool. Normal2 x# c) Q) I5 ~; O R
rebuilding of destroyed units is not affected by this.
2 H Q" N4 H/ U j$ }9 W47. Carrier capable and trained text not showing together on Group screen
4 S, Z+ R' I. Q% i' P48. Handle any blank re-name changes by ignoring them
. a, c5 h( Z; H/ N. U49. Possible CTD when air fragments combine3 S+ V( ?+ m6 v" [6 A
50. Unloading TF can freeze a LCU onto a ship under some conditions- ] ^# A5 l \( v$ F- W
51. AI not behaving if main HQs missing (affects small map mainly)
3 C6 ]' X9 J6 w) O1 T52. AI using AGC for normal land units – removed from TF if not needed
9 c5 a Z2 ?5 M) j# V \53. Soviet activation message not in Ops report
7 o- @$ N) f( U; {2 Y54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range: ?# b) r# U Q' n3 ?) z+ ^
55. Clear Soviet air balance if not activated. Possible incorrect base switching
! D/ T) A# q$ V+ y, v4 I56. Sub attack against docked TF not happening for port size <3. V2 y2 d" k7 ]$ @1 J$ W' \0 _1 J
57. Unit type changing unexpectantly5 \( M4 S; u5 h* b
58. Torpedo replacement on plane sometimes is missed1 t. R( C' f9 J. r
59. Double handling of overstacked supply requirements; s0 M, p. @2 R; x" K+ p
60. Fixed alternate weapons for port attacks
# R: X- {+ f8 Q7 _: z8 l+ D" R2 e* v8 G% u61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; t$ Y: ] U0 N: v% K* b5 l8 K/ O( c# O$ bsometimer in the ship repair cycle.5 N- a' Y1 t! r: L+ B, d. m) ?
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 ~/ p7 p( ?& s( @) p: ]
port
% K( p# e6 \/ E5 g; t7 _5 r# ~! G2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.5 \7 [! B% O0 {7 Q* o" e) F" Z F0 B
Tenders not counted& }0 d" V5 |+ ?. ?
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base* m/ G! F2 a3 ?# S
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; x0 @, }4 r7 q4 Q% |
to remove damaged ships from TF5 u" M8 h2 e- ?, S+ _' W0 y+ x: v% b
5. New filter for “non-building” devices in Industry pool screen% b1 N/ E2 V9 X; @
6. New filter for “non-building” aircraft in Air Replacement pool screen
) N X7 |* u9 y1 N$ e/ E* p+ L7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! C4 ?6 A* ~+ M/ v5 o
mines (^) detected0 p4 [" T0 N c, M8 r4 u/ `
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
6 y* O4 T4 f8 c, J‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 G" _8 f5 k: O% y+ Hstandard parachute unit icons/ T5 H' H4 Z0 K6 x8 x
9. Air/port damage and building is shown in base mouse over
X! E+ M) j$ }% @( I% Y9 c10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) m: L2 o. w) A, S% b5 G
11. TF can be routed to stay within coastal hexes as much as possible6 N2 V# T& r" O
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ M( \, A) y' A* G13. Added option on group and LCU reinforcement screen to turn off replacements! c6 E5 Y1 N& V
14. Current base can get supply returned to it when reserve planes returned which were
9 s% ~; T# ]0 n3 I- aoriginally supplied from another base- j! v: x& R2 w1 N4 J
15. Unit type filter on Troop Loading screen' I- L, J* ]1 g( ?& L
16. Report killed ground units if not in combat report
7 ~- X: \ X! v/ r: yChanged
4 p, N& U2 S. z# S6 i* S7 j, I0 e1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* F. u- N+ b0 _: Z( O8 g: t4 L(complements fix 18 above)' G2 I$ W/ x0 p2 u% s
2. Permanently increased pilot array to 70K' i" a+ ], i( ]$ X( }* f
3. Increased number of air combat rounds are a factor of total aircraft involved
0 }7 X: d4 D* b9 I4. Allowed submap to submap movement if land connected for land units. Should have been2 t' M+ w7 j4 i5 w8 P5 e5 K
so as per Andrew Brown
4 i9 G+ j2 n# S7 T7 e1 _5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( J6 e4 G5 N6 N2 Z% G) |' fdelay toggle instead p4 U: d) t3 Z! G+ d
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ N+ F7 A' i; d1 R \
maintenace a bit more
3 i ?7 A% m6 ~5 m7. Support device replacements won't decrease the overall experience of LCU units. This does
0 j- i8 o1 _- _$ Q! t. o& Cnot alter the overall EXP change due when any replacements are received.' ^- P% _! n, }6 ~* Z H# s
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 ~3 ?; z+ Z5 w7 L6 n
between the two but could break current games., B; g; C& ]4 q' j
9. Some LCU Prep points may be retained if unit is experienced
* a& l8 d- O G9 `Notes% z& n3 f; _( z9 z* F9 D
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# x$ o3 y/ z8 p% [
should not change player or HQ, even if not in play. These original HQs are used by the AI: `1 V+ |. K9 U
routines so changing or deleting them can put the AI off. Changing other elements should
% F4 w1 |1 r/ x* T6 a5 _& z& P& K% vbe okay.
. x5 `: l/ \4 `0 g2. Clarification to weapon filters for aircraft:2 f1 k% O3 K0 D- g; Z3 N
PM_NAVAL_ATTACK 2 // used for naval attacks
4 E& R9 B. d6 u: D0 bPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 g, c. r M' q
PM_LAND_ATTACK 8 // used for land (ground) attack: z, \- ^4 j2 f- M
PM_PORT_ATTACK 16 // used for port attack' S7 W8 u! f: p
PM_AF_ATTACK 32 // used for AF attack
* Y" g+ k. `# F# s( `% }Dropped any reference to secondary values for land and AF as they served no special use.
2 y8 F+ n+ |2 E' xClarification changes
" o# A4 }1 p+ S( r* \# E3 c1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# ^9 ~& F: A" L8 E$ O5 Abases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* k$ U6 c1 k7 m7 k9 R3 z, T9 j
MONGOLIA(91) or TANNU_TUVA(92).
! A2 O! M4 ?2 d( I9 fa. Allied non-Soviet groups can't transfer to Soviet Motherland bases' K6 c i; _ d, s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
\( C, t; B1 A Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ `+ _& ~3 L; s) ~) a# Dafter Soviets are activated, but can’t move( Q' a: F4 a2 M l& J( w7 ~
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
- @% F8 b/ v+ j7 N4 ydisbanded in port.* z: v, d _# G7 s
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 b3 w. `( ~; n' [f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |