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7 s7 u3 o5 l+ V! T" u- ?http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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( c4 h M3 b5 t" l( T' DChange History:8 o7 M2 e! ?4 m& i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# L2 A+ ~: n3 z3 Q9 I$ Q1 H/ Y
1. Seventh Update – This release is a comprehensive release updating all previous
. q: @- A+ H5 W/ K6 N+ Zversions to v1.01.17 beta
) a. {) q- ~ D6 g* ?2. Code Changes4 ~: n; d- g& Z' c/ ?
Fixed
8 c- j( K; m6 Z5 Q- L+ [3 O" [1. Display of AF/Port icon between player saves based on player's intel
! y9 y8 ]* o( N, n2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when: s$ i7 }* Y; I; E; c# R
weapon list updated3 w7 s' C9 @% \$ \, h; z" `( `
3. Reported cargo/troop safety values incorrect when no cargo/troop space: Q- E) K3 O& V; U' Y" b
4. Allow smaller 'reserve' space for small groups on ships" ~ J8 C$ `$ Z5 @ H( _! _
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 j; S8 p9 d0 g/ l6. Correct attacking plane count before final post-air combat* }( j/ r0 O. d: h: C
7. Pilot promotion may have occured in error sometimes4 z5 j0 K/ D; ?# Z E
8. Raid detect message sometimes dropped of the combat report+ [0 H" S& a) |+ r% i) F& o8 J
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( A j0 r5 w3 P8 V0 c8 [( p6 @
generally" B5 q: `9 }' ~, N& `9 ]! T$ y
10. Some pilot-leader connections were being corrupted
8 ]' w8 d3 h( f/ h" d11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. r" f! m$ z3 S( m% R9 x
other move issues due to the incorrect indicator
: p" V# t( M) j8 X' X+ y12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 U9 L; C' s' H" T# _
damage( i% [( R6 A2 a5 {8 q3 ?
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ u4 F& f/ ?0 q6 Y8 |2 F* R14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 m8 z F: v3 ^7 U: tdate sort1 ? k# E4 o& [5 |: g; S
15. ASW groups not allowed to attack sometimes
7 V- ?8 a& R& `1 `16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( M: T3 z1 t. w( k" ?+ T3 O6 l9 rHQ/LCU to jump to reinforcement queue
. Y B( d. R1 R. t) F# t b' `3 b17. Bug in bomber intercept if too many rounds of fighter v fighter combat
# u, w- F& s( Q! r a3 p3 K18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed$ K9 h) z) F( N. M v# E8 }+ C4 w
at start of AE but crept back in sometime during updates3 }3 ^ c# T4 A) a
19. Removed the fragment/parent swap during a TF unload as it could often orphan the B2 @2 G3 x8 R( }1 }6 w% v+ {# e
fragment.
* {, t6 F7 v1 x" v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
p8 h8 ?( d6 }" b% J( E; |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! ~; U2 F. w: c( N0 X, c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) ]5 {; g" m+ d V% w0 p
set
- p# r2 Z" Q+ ]- e, S1 s22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 A+ ^. u6 t; d) R9 @, ^% d; h0 w
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) `- t' i& I1 K5 K) W3 A! K24. Bug caused F/FB to sometimes bomb at low altitude
+ ]' d' \1 t2 J2 v; Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' @- g- l: ?; D, e: R; Moccurring properly.+ s( c2 ^! I4 J( s+ Z5 x
26. Bug in Industry 'failed' indication not showing properly sometimes7 @2 N0 T' g, p1 U+ ]
27. Location check at scenario load to include small map sceanrios
+ C1 p+ P+ W% E3 _28. Bug in air supply to fragments in a non-friendly base hex3 m1 b$ d3 E, w4 a: w# T
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: h6 x# {+ @) fbeing set to homebase before execution of the mission – ie was returning to base
6 W# {/ R: d0 L/ c9 Vimmediately% L" z/ R8 b6 z4 |' I! h* E. t6 a# a8 a
30. Error in Strategic map display
7 T" F; @; J0 F$ V8 C) {31. Additional and stockpile options were not turned off when base was captured
9 O/ h( ^, l0 v5 B7 G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) J4 N& I4 {& m- R) tmouse over+ e- V; }- ^2 J1 P$ G5 i: X
33. Army experience being gained when not 100% prepared as per manual; changed to allow; W0 X: r6 {) U5 V9 w
chance to gain experience if >75% prepare and < 50% national exp level' Q. a* N* L% B5 q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: q' W e7 h# f1 f0 e8 y9 Y6 o: ~8 M
alleviate the incorrect experience gaining happening while in reinforcement queue
+ {# p1 I3 f# r" l. _35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* S# ?( e2 x* j
caused unit to jump “off-rail” and move overland4 W, A* I, E8 [" u
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% ^$ l4 M: A8 X* ?/ t* r
37. Excessive accident messages on unload from TF reported
( W% P# O0 ?' y) r- M38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- i( `- o2 K. r& F( G8 v! h) Jmerged causing smaller size unit than expected$ {1 [0 m1 r1 [
39. Corrected possible TOE error in scenario data load for inactive units* U. l* C) n! K- Z/ {' H# V
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ ]3 f5 m0 T5 q, A* ^
however be allowed to do this.
, v, V4 q7 k, k5 k) b1 \41. Possible CTD if sinking ship's load was a group
# D5 B' ~6 ~; [) Z42. Limit the number of devices built from resources per unit during LCU replacements; this5 X' h- l4 X8 G) H
was causing an over production for that turn! O2 B0 @8 Y8 f# d: X
43. Retain day/night setting when creating group fragments4 k6 u. v) g" e8 J/ b
44. Adjusted supply and fuel values in base list not to overrun the space; d+ d5 f5 B* Z. U( c) Y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
. S2 P- l" n+ Y$ p) G+ Qadded YMS to Sweep TF in line with manual and code% [. c8 R$ u; _$ J. P8 ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the( k! w3 I6 r' f" f8 W' e
rule relates to the abundance of manpower and is not covered by replacement pool. Normal% ~9 {9 q. j) B" i/ f
rebuilding of destroyed units is not affected by this.
! Q2 M' @8 j: I/ F; L' i6 \7 P t47. Carrier capable and trained text not showing together on Group screen
& v& ~! T! S9 J+ C8 P* i" {48. Handle any blank re-name changes by ignoring them5 v) a" Q" r* _# h% g' [: z
49. Possible CTD when air fragments combine
2 n& B5 Y' J/ E; n% q50. Unloading TF can freeze a LCU onto a ship under some conditions
9 |1 F8 j1 M1 e6 {4 e51. AI not behaving if main HQs missing (affects small map mainly)
3 r2 O$ \& K' F: Z* `* j8 I52. AI using AGC for normal land units – removed from TF if not needed
o/ |! o- c0 ~( Q/ V" T! W" z; p53. Soviet activation message not in Ops report
- c4 _: X0 c5 L0 ?: R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) @( d" |1 ~8 e* B, s8 Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 p( y0 K. Z0 L: B# u3 j56. Sub attack against docked TF not happening for port size <3/ t3 l# n9 L1 `4 d' x
57. Unit type changing unexpectantly3 s( d$ E8 O: t+ S& k; e
58. Torpedo replacement on plane sometimes is missed9 Q& B# ?+ p" {9 `4 i- W U( d
59. Double handling of overstacked supply requirements3 \0 z* a6 \6 e
60. Fixed alternate weapons for port attacks
$ r) [# P$ V* O& L# A8 d8 B61. Corrected weapon system damage to show after combat on ships in port rather than wait till V, p/ C& u/ }4 O- ^# W
sometimer in the ship repair cycle.
- ^& g2 ?. q- K62. Ship tonnage over 32K could cause repairs to fail
& S ^, v; f0 |, [New$ `/ c$ j3 B( r
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
$ V8 Z- }" w( c! m( Z$ ^/ Pport
/ C9 n5 |6 \4 N2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ B- ~# m' q' R; S2 a; i# W4 L4 K2 xTenders not counted
( z6 B% F' D# L4 @+ b8 ~3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 P! y* N2 A1 I8 Y V! M0 ^* s4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
2 ]- t( \$ c, g r$ |, @. Pto remove damaged ships from TF! S+ {' u( }' r5 {
5. New filter for “non-building” devices in Industry pool screen. x. U& R ^1 ]' P
6. New filter for “non-building” aircraft in Air Replacement pool screen+ ^1 h. P* V- e7 a P$ [( l4 V
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" Z2 o% c; b4 ~! D( F7 ^
mines (^) detected6 o, L* H0 u1 A3 c' y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( t4 f" m7 H# s& g* _, ~' E# h
‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 H5 v2 d$ T" H8 o! w' pstandard parachute unit icons. K4 s; f5 J8 T( r3 n& I6 J
9. Air/port damage and building is shown in base mouse over" j/ H9 C. ~9 f: _* Z6 W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 g' C* G& I; k3 b5 N! @11. TF can be routed to stay within coastal hexes as much as possible
5 O* a+ w# O. z! e X8 ]7 v12. On Top Pilot screen show the 'ace' cut-off value if more than 1; V) {8 M! [; ~% m' K% w
13. Added option on group and LCU reinforcement screen to turn off replacements5 i0 o8 F, P+ i
14. Current base can get supply returned to it when reserve planes returned which were* Q6 X/ O9 J1 r* e+ R, i
originally supplied from another base
2 D7 D$ k. U/ e$ w' A( q15. Unit type filter on Troop Loading screen
. u+ L) x" z4 m4 z3 R; `16. Report killed ground units if not in combat report
7 v) N2 y2 k( |2 _. E" K( mChanged9 F7 P1 l3 U% C! f: ]
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ E- E% ?5 Q1 M; R(complements fix 18 above) W) Q# W/ ~: U+ k6 A- R
2. Permanently increased pilot array to 70K
5 i$ k$ B8 [6 u3. Increased number of air combat rounds are a factor of total aircraft involved8 v3 N. e; d- h( Z/ m* y3 L+ `
4. Allowed submap to submap movement if land connected for land units. Should have been
7 ~( U; k: `+ n3 E6 ?$ ?% l& ]; @so as per Andrew Brown
& F: n+ L7 U& Q- a4 [9 U4 R/ K8 A5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- o, s6 g& T, _( w+ E( pdelay toggle instead
7 b+ i) k; N4 n+ D; o; V4 j) Q; I& C; E6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" F8 f0 p# H% {% n- V3 p o" b
maintenace a bit more
' g V. k' [' z: w9 R2 d7. Support device replacements won't decrease the overall experience of LCU units. This does- c( g1 k8 J8 W% b% x4 u7 A0 w
not alter the overall EXP change due when any replacements are received.
7 p7 h A( ^$ t) |( m, W, [, u" l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction2 v g. ~% _' t9 i
between the two but could break current games.# ?, a4 j2 n8 m' P1 K# @6 j
9. Some LCU Prep points may be retained if unit is experienced' D4 J6 |/ C! I- r" q- _. x
Notes
; P. q/ U7 w. U2 y& Z, x1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* A) V! V% ~! j- u7 ~4 p1 M
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 f, p. `1 ?5 R2 Nroutines so changing or deleting them can put the AI off. Changing other elements should
- E9 C* E+ I0 d7 L( g2 `be okay.
0 q& H( r" U! ?2. Clarification to weapon filters for aircraft:
" V9 E; o: L( y; wPM_NAVAL_ATTACK 2 // used for naval attacks. O$ b/ [- J- N$ A8 @: u6 u
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ \5 j6 \6 W. j( V+ RPM_LAND_ATTACK 8 // used for land (ground) attack# D3 r: H$ D: p) n6 c/ \ D7 }
PM_PORT_ATTACK 16 // used for port attack
! A: _; A9 s" e v: nPM_AF_ATTACK 32 // used for AF attack. B: N% o8 d6 w4 U7 ?( q
Dropped any reference to secondary values for land and AF as they served no special use.; N0 A% d' w5 s+ [' f6 i
Clarification changes% P% h/ i# j E- v; w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, ?- {4 I/ D* I! w$ m/ Abases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" p( P& t2 J0 JMONGOLIA(91) or TANNU_TUVA(92).. e( j( v# i, O, q" a, O
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases! Y% |) _3 {5 u2 g9 o* N
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 {9 W' L% E* Q6 t( F/ [. rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( \) V6 I( X+ I7 d. |' j
after Soviets are activated, but can’t move
! @2 C! R8 R( c- ~3 e# z+ m+ Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; a' E+ _& G2 G6 G% o B( ?disbanded in port.
( N2 O5 O% v) ?' Ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
3 i9 Q; V Q$ Y2 e s1 Z* u4 N" w9 qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |