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; b0 [- {+ Q. _5 D, f+ shttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖 F. `' F9 O e
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大量更新,详见列表:3 p( F) {1 ^' Z1 [+ P7 J7 U- ?4 ]% Y
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Change History:
% n9 O+ j6 m* j I! a: U* [. u+ \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 b1 I/ e- B6 y' F. T
1. Seventh Update – This release is a comprehensive release updating all previous) [" ^3 E7 n2 D6 ]7 @: i
versions to v1.01.17 beta8 j, @" t T+ M. i& d: G
2. Code Changes
5 W3 Z* x4 a" H. _' [" H+ x5 H; kFixed
( D" z* E$ P" G4 \ Y1. Display of AF/Port icon between player saves based on player's intel* U" X7 c8 m' R; n
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 ? K! J: ~: S/ L$ R4 C% P6 l
weapon list updated) e+ T/ U2 T7 a0 r p
3. Reported cargo/troop safety values incorrect when no cargo/troop space# y! M5 r% \& @$ x5 o% f
4. Allow smaller 'reserve' space for small groups on ships- e" m0 |: ^0 g7 b# o- M
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 n0 K' W0 v9 z: S" Y6. Correct attacking plane count before final post-air combat* k! q1 O7 W& e6 U) w
7. Pilot promotion may have occured in error sometimes
5 h4 I, R& {. D) ^8. Raid detect message sometimes dropped of the combat report
3 i% O. c* Y9 d6 C$ R! ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, G" P. [4 }& A1 `+ \& V ]
generally5 z+ m0 O' P+ Z- U1 X( T
10. Some pilot-leader connections were being corrupted) V& ?* r$ P& r. s' D( Y- F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; K) e) N- d3 _; @5 S; Xother move issues due to the incorrect indicator
3 E H, N- j/ F u! R1 s7 @12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 z/ s0 ^4 `; l, v i3 M
damage! L2 c2 h5 A, w; Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 ]+ I( G0 n, S0 p: F" d& V
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 a6 `/ c+ L7 fdate sort5 v& ~4 u5 n/ @ ~/ s3 o
15. ASW groups not allowed to attack sometimes, v% ?# Q, S% f B, E
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
- m5 A( C. t* {: L' G, {& NHQ/LCU to jump to reinforcement queue
d3 j. p ~, ^( v2 P/ L17. Bug in bomber intercept if too many rounds of fighter v fighter combat a4 `! e* u( ]( q8 z, o$ o4 i
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
. R! `1 D& b' U- a8 T- ]at start of AE but crept back in sometime during updates( |3 P; ~, w( R4 z( O& X8 W$ U2 p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
7 @* t5 @% o" B& z' w% ]2 Zfragment.
; N. u. ~/ `9 \( m' `! @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( T/ U; X! f% M
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
% S+ M! {/ _' N1 H' C; yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) D* I: W* B3 @4 }set5 a" e% `5 {' d2 E% m/ M# w' a
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# p: q. o7 [/ A
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; f) F- H8 x$ }& w, u' W24. Bug caused F/FB to sometimes bomb at low altitude
. |; x$ j( P% `% o25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 ]; K1 e4 Y& _# F i1 s. E# S4 V* loccurring properly.1 o/ s4 v7 B& Y2 |* r: s2 \& |$ x
26. Bug in Industry 'failed' indication not showing properly sometimes
( g3 `$ Y% ]: I' j% c. b6 @27. Location check at scenario load to include small map sceanrios! F% ~$ {, w' \1 B: g
28. Bug in air supply to fragments in a non-friendly base hex
: d; j% ]6 \( v6 d$ u: j- R29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 {( V! N* f X4 w! O4 w6 j3 {being set to homebase before execution of the mission – ie was returning to base( c" X) n1 o, g- f2 @7 q: x/ E% r
immediately
- F6 \2 V! P7 C( s3 z30. Error in Strategic map display
; m3 Q6 i* v2 b31. Additional and stockpile options were not turned off when base was captured
+ i' t" F, G8 g( o5 k32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
$ Z V5 p+ S4 ?; T4 {+ Smouse over
# x6 H& G" ^4 Y. @33. Army experience being gained when not 100% prepared as per manual; changed to allow; Y7 D" m. j2 G/ F" x2 [
chance to gain experience if >75% prepare and < 50% national exp level
" V5 H3 J, z* s+ c1 ]34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, q7 Z- q% B2 `alleviate the incorrect experience gaining happening while in reinforcement queue( _3 y0 y [* w
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 A! z8 [) e0 v& B9 \' T4 E2 d1 Tcaused unit to jump “off-rail” and move overland
9 \: t" ]9 a( K, P% @7 @, X36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' q6 @( c3 f" e& R
37. Excessive accident messages on unload from TF reported
2 Z0 y9 p. u6 @7 f3 `38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! |5 F. M/ B7 Y0 `" |merged causing smaller size unit than expected
- I. H& k3 _/ `2 c39. Corrected possible TOE error in scenario data load for inactive units' `8 L" D& h- q, I
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
o) M# F! f9 x2 s Lhowever be allowed to do this.
- e, e- I) x- O, G- t) h41. Possible CTD if sinking ship's load was a group. } m5 w+ d( y' b7 z! O
42. Limit the number of devices built from resources per unit during LCU replacements; this) N2 {/ o$ A Z& b& r6 M
was causing an over production for that turn
9 l$ R. |4 ~" Y! b- E43. Retain day/night setting when creating group fragments6 `5 j, ]4 s; v7 P1 W! U
44. Adjusted supply and fuel values in base list not to overrun the space6 s+ ^; G' h" c5 K
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
a& {1 v5 v2 Q2 X0 Radded YMS to Sweep TF in line with manual and code+ g- j/ u! ~6 @6 C: F
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) X9 j `. ~$ H2 r5 L
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# x+ }6 F+ Q$ n& ?3 L+ h; B* n, ?rebuilding of destroyed units is not affected by this.% |' C0 M, L' I1 W1 y
47. Carrier capable and trained text not showing together on Group screen* v3 s( t2 d& a
48. Handle any blank re-name changes by ignoring them
& J5 m" f$ r; L$ l- \+ ^9 X6 a49. Possible CTD when air fragments combine* @6 @" ^% z6 S2 m
50. Unloading TF can freeze a LCU onto a ship under some conditions: h/ T! l4 c9 ~0 ]1 m o
51. AI not behaving if main HQs missing (affects small map mainly)
! ~" E2 t+ w9 k }- n* m52. AI using AGC for normal land units – removed from TF if not needed
" I. Y. l/ J0 L! e53. Soviet activation message not in Ops report
( D4 Y/ j$ p- ?3 m; i9 l3 B$ x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ ?4 O! e3 K) X) \" X
55. Clear Soviet air balance if not activated. Possible incorrect base switching, i# Q4 m+ ~7 ]; ^6 @, j
56. Sub attack against docked TF not happening for port size <38 e, I; X8 a( r
57. Unit type changing unexpectantly6 ~ O, k I7 G# @3 I
58. Torpedo replacement on plane sometimes is missed
4 U) t7 M: ?! d6 Z8 H$ l. k59. Double handling of overstacked supply requirements
" N. u+ b' w( U1 L7 _8 A60. Fixed alternate weapons for port attacks3 V) m' B3 L6 j& x1 ]" h1 W$ {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: c$ i: |* J; P& n8 Z, ]sometimer in the ship repair cycle.6 W7 I& P+ k2 x
62. Ship tonnage over 32K could cause repairs to fail( T' b2 m* N8 h8 g' P
New/ T4 m* D# u$ \2 I7 E9 r3 N* E
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, J: s8 w7 P3 i F; j" f
port# w+ G4 | F- K. U6 u; Y2 I5 a8 r
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ a F9 v) C) L* l
Tenders not counted
/ m2 V1 O7 @# e3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 X! W3 ^) g0 Z4 k1 o o* {" F+ @4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- x. {/ z9 T/ U; R6 Z2 Vto remove damaged ships from TF
6 I. w% ?- D- w! m: \ s- c) \, _* E5. New filter for “non-building” devices in Industry pool screen; M+ f: w) i3 }2 M7 }5 m
6. New filter for “non-building” aircraft in Air Replacement pool screen5 |; I& z* X2 @: {0 P, A
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 X p0 `, t1 C& R) y6 y: b |mines (^) detected
1 f, ?1 C, d2 }: u2 D: c1 o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 q1 L9 A! I6 d e2 b0 ~‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 U' @* @7 X, W. q- `: mstandard parachute unit icons
2 G# z, d3 N# b% m* s: q" w+ }2 W9. Air/port damage and building is shown in base mouse over
5 S# A6 c$ Z% @! I1 j* S10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 o' c/ y; e0 w* T9 x/ |/ ]: \+ I11. TF can be routed to stay within coastal hexes as much as possible
% \. e! y+ G) h O3 o( }' |12. On Top Pilot screen show the 'ace' cut-off value if more than 1: \+ E' i8 `6 @) d3 b" M
13. Added option on group and LCU reinforcement screen to turn off replacements
$ _% z, m( M# e: J# I/ u @14. Current base can get supply returned to it when reserve planes returned which were
' N8 U9 \$ | Joriginally supplied from another base
, g+ |5 H. p& Q3 N15. Unit type filter on Troop Loading screen5 G3 X6 L. b+ K3 r: _
16. Report killed ground units if not in combat report- I# f+ Z5 D: g H7 R" x
Changed
8 L0 {* T6 E- l, L# W' V9 t1. AF of 8+ have AV support doubled for purposes of determing support for air operations" R4 l# h- B$ _' C5 Q5 `$ y# B
(complements fix 18 above)! c' ]' C) h: b2 N" y8 k
2. Permanently increased pilot array to 70K
) c3 G) u- U; o& o3. Increased number of air combat rounds are a factor of total aircraft involved4 b$ K! p" k3 q6 h8 N1 G2 |; y
4. Allowed submap to submap movement if land connected for land units. Should have been
4 c- _* H, e" }) D' D9 ]- [so as per Andrew Brown3 S! b5 ]* o7 H3 I8 C0 b; l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 k0 }) L/ Y5 D& y! [* U5 ?, l: l
delay toggle instead- s; K3 F7 M1 D
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 O) O5 D0 C1 L8 H4 b2 u% ]
maintenace a bit more
: ]; B$ R9 f$ T$ } D0 Q7. Support device replacements won't decrease the overall experience of LCU units. This does* N! F1 X3 K3 \# o z `# V
not alter the overall EXP change due when any replacements are received.3 D3 W0 } W& {5 L0 r
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction B& I( |! P, d5 w# c4 W7 x6 c+ h
between the two but could break current games.
8 U/ x% d0 q y4 Q' P9. Some LCU Prep points may be retained if unit is experienced
! y5 ~9 _' U2 [9 i: G$ d* FNotes) O/ |& x& E6 {# \& ~ D9 e9 I
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario r4 g" r, K- f9 x2 k
should not change player or HQ, even if not in play. These original HQs are used by the AI' Z* q2 `/ L/ Y& s% \+ E, M
routines so changing or deleting them can put the AI off. Changing other elements should
& K# c' o( D6 }6 E7 o2 E: ]3 dbe okay.
, f& H% S2 ^ r2. Clarification to weapon filters for aircraft:
# A- `# E1 s( z8 e7 c- XPM_NAVAL_ATTACK 2 // used for naval attacks
P+ ] O0 @5 h( U% q" `9 EPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* i D9 ?8 g: g8 f% p9 Q& c! C! z
PM_LAND_ATTACK 8 // used for land (ground) attack
, Z: T. P1 G" P2 xPM_PORT_ATTACK 16 // used for port attack+ a2 |. p% w2 m! S
PM_AF_ATTACK 32 // used for AF attack) D) \+ v- Q S
Dropped any reference to secondary values for land and AF as they served no special use.
: P! s; O! X% l/ ~1 ~' BClarification changes
1 I5 N7 A0 F1 h! X$ a, j" j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 m2 C( F. ?: ^: c, vbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( R4 J: a0 u; I4 w( mMONGOLIA(91) or TANNU_TUVA(92).. a3 j% N6 V# v2 Y& ~: r
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' n" W, Q/ V% Y' \3 y. Z7 `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 {3 z ~* u; |+ B% ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- k$ \# w0 F% G) F( q9 M$ \7 Y% i
after Soviets are activated, but can’t move) P+ F/ ]6 @3 e w# \' f4 H9 }
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 \ F1 Z8 b. D5 ^disbanded in port.
M9 o, v& U7 {e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- n/ }' K& e. s' M( D1 i/ Ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |