具体见
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. U6 B: @, B. E7 c% [http://www.matrixgames.com/forums/tm.asp?m=31850623 e j0 o2 R' E# K5 r
- a4 ~2 w1 s. @) H4 \* z9 f; @已经共享到岛群QQ和本论坛置顶资源帖! U2 J; M0 B6 ~: a: X
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大量更新,详见列表:
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5 k* y" X& ]$ f' ^( S, V! d) Z3 M4 ^. S, W9 f& h
Change History:1 g2 I( j- N! e+ K2 x, D( ~
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 A* X6 H: [6 G' `* n1. Seventh Update – This release is a comprehensive release updating all previous6 R$ n$ q5 W5 |. v. u0 H
versions to v1.01.17 beta9 i9 c' L, Q8 q8 m7 Y ~; G; b
2. Code Changes
( U% | p* z0 C6 ^ C$ A iFixed/ w: i- q* h' w
1. Display of AF/Port icon between player saves based on player's intel" N( j A! E @/ l. O% @
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
4 }. w& |% n( w3 W- Wweapon list updated8 g; C5 S( t5 @* `" S0 K
3. Reported cargo/troop safety values incorrect when no cargo/troop space+ x( x5 u* e: i' W
4. Allow smaller 'reserve' space for small groups on ships
; z5 v* | t& z+ e: g1 F5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ U% ^5 \7 p' z+ d H" ]: g6. Correct attacking plane count before final post-air combat, R* N: y! ?% k- _1 y9 S! B
7. Pilot promotion may have occured in error sometimes
; Z9 \& R$ d& r0 P" Q5 Q4 A! A8. Raid detect message sometimes dropped of the combat report
^6 C& N3 b) w! Q- P5 X' f9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( q6 n/ H* b0 H- p1 X: f ogenerally
3 M& b) b: e) }10. Some pilot-leader connections were being corrupted
: `& D( c) U5 B6 q, _11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
! u& i+ u9 w8 Rother move issues due to the incorrect indicator2 w& ~, ~( P5 w5 B( I, |- x/ A
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 L! e% P8 |1 b4 x- Zdamage
1 k# [1 H# j( J2 p13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
b, L# N+ d- m ^ R14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the# n2 M$ `$ l" Z% f0 x* T- x1 W. K
date sort
" a" v, P! M" x15. ASW groups not allowed to attack sometimes+ j) W0 m8 d1 s) z. A% V" p
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
7 O& H/ I. `. s# y eHQ/LCU to jump to reinforcement queue
9 P; a0 r5 P7 Q9 y17. Bug in bomber intercept if too many rounds of fighter v fighter combat
$ S* n; r+ b4 ^1 \% T% Z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 Q. r$ u7 U0 W! cat start of AE but crept back in sometime during updates
. L! n# ^# m+ u% ?9 ~19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 }# L3 t! \0 I
fragment.
9 p1 ]* n# T. m$ x) a, [+ a+ g20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* G* p( C; K4 B5 n
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# o! w8 [8 K5 I9 m7 W4 N
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 L2 [ G" S0 u. X( g
set; O( n% Q3 o( H; J7 I
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
. s9 A; z l4 k3 l8 H4 H7 M* a7 E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
0 @0 x3 [' q: ^: D24. Bug caused F/FB to sometimes bomb at low altitude, G* x3 {7 Q2 H2 k% G4 R/ S
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# W* q6 k M- }) n1 ~
occurring properly.( N: E" P5 i/ J6 v; {
26. Bug in Industry 'failed' indication not showing properly sometimes' R- Y+ X5 Y# |5 @
27. Location check at scenario load to include small map sceanrios
+ }: _: [& Y% u$ X2 \: m* W28. Bug in air supply to fragments in a non-friendly base hex& A5 i- x5 F2 D: N, J4 X+ F o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% m2 n! D6 k/ z; @ \ h; U' Nbeing set to homebase before execution of the mission – ie was returning to base* r! U; i2 Y/ C( H( H9 b5 Z
immediately3 T; k7 x% |. c7 p* D+ G& u& i6 C
30. Error in Strategic map display( t: G4 V2 k" [) q6 f# b+ j
31. Additional and stockpile options were not turned off when base was captured: R! ^) l& s m8 f/ g' D) N
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 U5 Z; h9 z/ R9 smouse over
% ~0 y; h1 [; c2 e) L$ x/ _33. Army experience being gained when not 100% prepared as per manual; changed to allow
( D: d$ l- `8 f5 g [" ~# nchance to gain experience if >75% prepare and < 50% national exp level
3 T0 ? u) w2 V34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* q# T' n- @# x. S! c( m- B2 Y/ K
alleviate the incorrect experience gaining happening while in reinforcement queue
o% [% K! v7 g \/ c' d35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" a% H! J% B5 g+ n6 W( n5 v
caused unit to jump “off-rail” and move overland) o$ G* z; X' B
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 P" W" [( p* F8 p6 F37. Excessive accident messages on unload from TF reported
_1 S( d; F/ p* `3 _- m- g. h Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, C3 w7 Y8 ~. umerged causing smaller size unit than expected
8 c: Q; W. Y- C6 ~8 P+ V# q% h39. Corrected possible TOE error in scenario data load for inactive units
, g4 M" @/ H9 ~2 ^0 ]- K40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- {8 e" K j3 i; [9 O8 ~however be allowed to do this.3 X/ F+ Z; e; n2 }' f
41. Possible CTD if sinking ship's load was a group0 B: t% y: k$ a! ^
42. Limit the number of devices built from resources per unit during LCU replacements; this
7 d/ L1 I0 w( ?) u" b5 E6 C9 l Q. Vwas causing an over production for that turn
! P( O5 g$ s! v# Z43. Retain day/night setting when creating group fragments
3 L0 ` ?8 L: \" I44. Adjusted supply and fuel values in base list not to overrun the space
( j( Y7 F& F5 ^# H9 g45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' Z/ i" K0 R) a
added YMS to Sweep TF in line with manual and code
4 D* E! c- r9 J& ^46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ x6 M8 k5 c( q) y3 E; P/ G Yrule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 p. v/ r% x, H6 e8 ]rebuilding of destroyed units is not affected by this.
6 b* L: x; p/ V( O47. Carrier capable and trained text not showing together on Group screen
$ }9 t( i: Q1 b( l48. Handle any blank re-name changes by ignoring them
/ d; L4 I. R( c7 f3 z49. Possible CTD when air fragments combine
' [# r8 r3 {$ w50. Unloading TF can freeze a LCU onto a ship under some conditions. n+ l6 B2 j6 _" }1 h
51. AI not behaving if main HQs missing (affects small map mainly)3 {$ U* L5 h5 N( h
52. AI using AGC for normal land units – removed from TF if not needed K9 J7 ? O$ `7 s* [- {0 [
53. Soviet activation message not in Ops report
5 u; z8 Z( D" M4 y54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% \2 ~( {- U, X
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 i, _& T" [8 b
56. Sub attack against docked TF not happening for port size <30 h( i0 m3 @! g* D
57. Unit type changing unexpectantly
+ N M& }1 z3 Q [! x. l# F# u58. Torpedo replacement on plane sometimes is missed' T% {! ~$ G$ ~. B F2 M
59. Double handling of overstacked supply requirements
0 [" h. h7 c: n( V# l2 Y60. Fixed alternate weapons for port attacks
" s S1 ?" E2 L2 K61. Corrected weapon system damage to show after combat on ships in port rather than wait till( q5 b6 _: e" q! [ Q# }$ g
sometimer in the ship repair cycle.6 E. m7 \0 b( @
62. Ship tonnage over 32K could cause repairs to fail8 s3 n* G! W- L2 i
New
' Q# i5 x1 ?. _7 c, _. ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) X6 |' ^0 a6 h5 H/ dport
. t& {/ A* V. T2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.5 T: y& @! w1 ]/ H$ P g
Tenders not counted ]8 F4 ~, a" y0 q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( W: D9 `, I$ b1 p) V8 P* j4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# {5 H. c/ v7 W( ^
to remove damaged ships from TF( y r5 v% Q! B! @" x) u1 I" o* H
5. New filter for “non-building” devices in Industry pool screen6 W. I. K8 b" X4 [. x$ i. }1 y8 N
6. New filter for “non-building” aircraft in Air Replacement pool screen
3 }, o6 I$ G; T4 v: f6 A7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! T( c ?; {: R& ]+ t: }
mines (^) detected% v4 o6 ?' @9 U9 G( I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 g' n7 v9 j" P) w5 a7 P( g2 `‘button6..’ image files, then these will be shown. If not, by default there are shown as( |, E: U y) q5 B8 [+ }
standard parachute unit icons( M0 t& J4 T0 J
9. Air/port damage and building is shown in base mouse over
$ I7 p8 F+ N. T* u$ F10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 s$ w7 T; L# S8 K/ k( p11. TF can be routed to stay within coastal hexes as much as possible) V8 M8 f! W x8 G1 C) r
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- v' f4 [: f; k C+ }: v13. Added option on group and LCU reinforcement screen to turn off replacements
5 |9 a& {# e8 \4 {' o14. Current base can get supply returned to it when reserve planes returned which were
3 P8 r' l! D/ z9 q2 F# D1 H9 Qoriginally supplied from another base( ~. R& d3 Y3 ~/ b- u
15. Unit type filter on Troop Loading screen
" e/ B5 C8 \. V4 J16. Report killed ground units if not in combat report
. Q) `) z/ d; N* i% s. k; f# [Changed
1 N( V l4 U; B! j1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 C, P8 [7 v0 Y
(complements fix 18 above)
5 Z7 j% L* r' x$ t2. Permanently increased pilot array to 70K3 J- b2 X( J6 ?9 t
3. Increased number of air combat rounds are a factor of total aircraft involved
) p$ q8 I) m- k) T3 W! K4. Allowed submap to submap movement if land connected for land units. Should have been+ l2 p4 m& T0 _* Z: R9 C
so as per Andrew Brown% q+ [( f+ m1 R6 O, s
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( T8 } q' p: I9 O0 ]/ @delay toggle instead0 R' g2 [0 H; _2 V
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
e. S( D" A5 vmaintenace a bit more0 A( N/ Y8 I( t7 S, g5 z# i
7. Support device replacements won't decrease the overall experience of LCU units. This does5 v, F! F; w) U) h8 x$ _" ~! E
not alter the overall EXP change due when any replacements are received.
y: E! I# z; R, M, z$ t8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 u% `4 O, u4 |( ~7 V# O5 D7 Cbetween the two but could break current games.
; Z! Z/ ?, Y$ P0 E; ^6 [9. Some LCU Prep points may be retained if unit is experienced
* ^( g" i' k, Z, FNotes
8 _* N3 P8 V; }. y/ A1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 ?9 ]- J' L6 p- Q% R: _should not change player or HQ, even if not in play. These original HQs are used by the AI
7 { ~# v7 o( |4 r; Rroutines so changing or deleting them can put the AI off. Changing other elements should
8 m3 T `8 b/ C$ l# N7 C) @be okay. o, A" Z) V/ \ s0 [* o
2. Clarification to weapon filters for aircraft:3 @4 }3 M6 }1 ?! T8 Q% m5 V4 G; {4 u
PM_NAVAL_ATTACK 2 // used for naval attacks1 I/ p }8 C" m; s* |
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! Z! g( I$ ]- k" N2 R% }3 k4 _PM_LAND_ATTACK 8 // used for land (ground) attack& \* S0 C* v/ P7 Q1 Y( a f
PM_PORT_ATTACK 16 // used for port attack' j/ g; p; T% K' O
PM_AF_ATTACK 32 // used for AF attack
& V$ O6 J! N# WDropped any reference to secondary values for land and AF as they served no special use.. R+ I7 t- s3 N6 S2 n: V1 E8 F4 Z
Clarification changes: ]" `3 S" B. ^; ^7 T9 r
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: V+ D. B3 a$ n9 x# L
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),3 K- P; B. A6 Y4 |. z
MONGOLIA(91) or TANNU_TUVA(92)." E' \7 T# C2 T. o J
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 z" G* ]; {6 V7 E0 B! n2 [( \b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& j& H' |' t5 O& a* U r* n; Pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 B; I: n8 t% zafter Soviets are activated, but can’t move- m; J2 h; Q# i) y6 K# m
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 i. V" S: k" o- |0 zdisbanded in port.% ?7 ?* P7 e. v6 U; ~, E* p
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 I$ h( V4 h& g9 l% m7 X# y6 v: z6 h
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |