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http://www.matrixgames.com/forums/tm.asp?m=3185062$ k; z0 \: t0 x$ [" T( d" M: Y
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已经共享到岛群QQ和本论坛置顶资源帖; {+ W! T) A, _- v! Q/ d% E8 ?
' O: l4 ~2 i' K, D& @大量更新,详见列表:% Q7 P% Q& a$ m: w
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Change History:
6 ], p4 l4 k* u3 L% M1 N# ~" G5 @ ]V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# k2 s v" h( F2 M0 y
1. Seventh Update – This release is a comprehensive release updating all previous/ m+ A7 T8 Z6 z. L
versions to v1.01.17 beta0 E$ S0 u' \- _ S5 k
2. Code Changes
9 f4 V4 ~7 E: kFixed8 I. f j2 o+ I# O
1. Display of AF/Port icon between player saves based on player's intel
9 O7 N; m: a- k+ [" ^& u/ q) t6 u2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when q6 B/ }+ Q7 R- Z7 Y
weapon list updated
5 v. @5 a0 ]6 r3 W3. Reported cargo/troop safety values incorrect when no cargo/troop space/ \6 e+ Y6 E5 P$ }+ Z7 v
4. Allow smaller 'reserve' space for small groups on ships( u. w. b1 w5 Q' x$ m% m/ `0 \
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 K' j( l( n: \' Y: t6. Correct attacking plane count before final post-air combat
' \7 h5 y; n& [' ? u$ z" R: K7. Pilot promotion may have occured in error sometimes
7 h! R' c2 o' s# y3 Q8 ?9 g8. Raid detect message sometimes dropped of the combat report
! M! {; x+ w/ p' Z7 y: c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 x9 u) m: w0 { Y. cgenerally
( u6 N* O) ?/ K10. Some pilot-leader connections were being corrupted
1 J v* X1 m- N. H% Q3 V$ y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% q/ i! R/ w% c: P) c3 m" Z( s
other move issues due to the incorrect indicator
D6 e0 R$ [- E' n9 p; ~* _3 _12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) W2 u$ K5 o6 udamage
. I5 _' S; L* y6 o, {13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ h/ y1 C' n: L, d) Y3 x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the2 G" J- J& B& b0 U8 J
date sort3 b* `/ m: U. B. `9 [
15. ASW groups not allowed to attack sometimes% H2 q9 L) ?, W) x' M! j
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing3 X+ H) |- ? {, \: n4 X$ c) Y
HQ/LCU to jump to reinforcement queue. n+ u, N( r5 E1 |8 X b
17. Bug in bomber intercept if too many rounds of fighter v fighter combat- g5 R9 R: V3 ~6 J+ @0 N. m
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; l) w( }+ [9 y
at start of AE but crept back in sometime during updates5 f, G* H- z$ G. F. ]' O% Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
4 G+ b6 A- q) s+ d3 Yfragment.
" r0 H/ I" y7 ?2 O+ x( V7 c5 F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade8 g1 ^: y! G' b/ k( g# H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 H) R6 q) a# ?1 Z
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 |* U" `7 f: M. _$ Nset8 R+ W0 n6 e$ j- a' [! S5 @
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! v' T" B4 V3 k. L
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 ]+ R0 y: P! a6 j1 U; q24. Bug caused F/FB to sometimes bomb at low altitude
9 [8 B' m% G! |25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% H, P0 Z9 a' h& g
occurring properly.0 V% B5 H' J- Y4 d
26. Bug in Industry 'failed' indication not showing properly sometimes& ]9 W( G; _2 [: Z! U" R {
27. Location check at scenario load to include small map sceanrios, l, o8 t3 ^4 z& K/ R+ c9 y
28. Bug in air supply to fragments in a non-friendly base hex
8 Z$ U7 {2 ~" ]. L6 U29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 Z+ O# S$ p! R. i% Vbeing set to homebase before execution of the mission – ie was returning to base" P7 l& P' A4 C
immediately
3 S w+ i( v! g) C& R6 I30. Error in Strategic map display6 ]: G! A7 J8 d# b
31. Additional and stockpile options were not turned off when base was captured
2 a3 f, @6 C! Q8 u# ^32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. `" R" W0 L* W; ]
mouse over1 g0 t. y, b" q9 k# J) h* i
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' `2 ~1 o9 `5 m- Q2 C) tchance to gain experience if >75% prepare and < 50% national exp level# F' I! H% c: L: R- J# h
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ u3 g2 q5 r l/ p" N0 b0 H2 M. I) Aalleviate the incorrect experience gaining happening while in reinforcement queue
3 g) E1 |& M: E& ?35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 O7 \. O$ ]7 h7 K' J8 _5 ^- D: H% Rcaused unit to jump “off-rail” and move overland
- u$ L9 G- S: z9 g# Q4 w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; b+ {6 G7 M8 k" |% k
37. Excessive accident messages on unload from TF reported
9 l# ], q8 C! ?38. Reworked editor sub-unit merging as some devices could drop off the unit list when# ~) b* M$ @6 K2 w2 X3 o7 K
merged causing smaller size unit than expected
4 `: X% W6 n9 f, z. k; u2 M& ^39. Corrected possible TOE error in scenario data load for inactive units
3 \/ ?8 s. F5 Q' y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, `7 p+ m3 b* {3 L1 b: a, O
however be allowed to do this.7 V5 z7 z, F! t% W) S9 r& I
41. Possible CTD if sinking ship's load was a group
2 J3 n3 m% j9 B4 j& _, z42. Limit the number of devices built from resources per unit during LCU replacements; this+ q5 j7 m, G3 ?+ X8 u
was causing an over production for that turn
; Y0 O9 R, u- k, f! D0 s4 g4 {" L% l43. Retain day/night setting when creating group fragments
% E6 ~, ?: ~2 }3 h! d$ l% J44. Adjusted supply and fuel values in base list not to overrun the space
6 N. q z: Z; D7 g1 N45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* F" i! b* m( m6 I) G& }" {! [, p0 ]
added YMS to Sweep TF in line with manual and code
* ~6 N" t7 \. g" H0 t9 g5 O46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: k( w/ A9 p# w/ b% R y0 `! X
rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 A p; r2 ~2 Y1 I. |$ Q( }2 `
rebuilding of destroyed units is not affected by this.
! p7 r2 e6 |4 |7 s' f8 z47. Carrier capable and trained text not showing together on Group screen
7 i! ^# H* R+ O& W) X, g" D& Y; w48. Handle any blank re-name changes by ignoring them
. k; u1 g- n- A* Y8 _+ r- s49. Possible CTD when air fragments combine
* l! H3 v( [' ]" C50. Unloading TF can freeze a LCU onto a ship under some conditions0 b7 a1 ]" Q5 f) f
51. AI not behaving if main HQs missing (affects small map mainly): T5 I5 t8 Z6 R1 t; U
52. AI using AGC for normal land units – removed from TF if not needed+ W+ Z8 J$ d" ]' `' D
53. Soviet activation message not in Ops report. q- T1 m9 n9 B+ G) _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 Y; ~% [8 b/ \& @9 p
55. Clear Soviet air balance if not activated. Possible incorrect base switching/ b) {" u% f4 U* M
56. Sub attack against docked TF not happening for port size <37 h1 e+ N3 U3 F) |. M! y
57. Unit type changing unexpectantly
7 V1 N6 ~2 Q" N: h3 v& H% w! P58. Torpedo replacement on plane sometimes is missed/ y/ }( K8 D/ Q! b3 x B
59. Double handling of overstacked supply requirements" I% G7 Q3 h S6 i2 g
60. Fixed alternate weapons for port attacks( i5 q5 V' [" X' L' Z4 P+ A1 g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 ~6 z* U9 U S0 c1 g
sometimer in the ship repair cycle.$ g( n# G# d Q; C( n3 S9 z# ]
62. Ship tonnage over 32K could cause repairs to fail& O8 a( ]1 w. ~# j
New
9 ?1 ?& M) \7 _$ j6 D4 Z1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: [, a) f; I$ q& f/ U9 ], H
port( @( ^4 {0 c1 n/ C; a$ {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* k- t/ R4 S9 t. t, e& L1 o
Tenders not counted) b. J) x! q5 b$ e0 k. L( M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 ?- @) p- `" H; [. P* z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& c5 q( f' `$ c( Z8 eto remove damaged ships from TF
0 j4 H& }/ b4 [. A5. New filter for “non-building” devices in Industry pool screen
, a. k+ f, |, j# a2 E* d6. New filter for “non-building” aircraft in Air Replacement pool screen
; }) H4 x9 m0 M7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 e- w6 x2 l- g8 Mmines (^) detected
8 S- b9 S; [) m" V. A; t! i$ [' z9 ?' v8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 o; U$ }% a; ^. `( ~5 u4 s
‘button6..’ image files, then these will be shown. If not, by default there are shown as- \, ? a- ~+ H+ I: M$ T
standard parachute unit icons
1 f4 ~. D/ L, T+ k* L' V% k9. Air/port damage and building is shown in base mouse over
: [1 Y. i# d0 z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& u, f2 t. R& }3 D0 l$ x11. TF can be routed to stay within coastal hexes as much as possible
/ a+ \3 t* n% i' f12. On Top Pilot screen show the 'ace' cut-off value if more than 1! @; `" W9 v B
13. Added option on group and LCU reinforcement screen to turn off replacements
. n) `6 G4 i# h1 y14. Current base can get supply returned to it when reserve planes returned which were9 L. X7 p1 y! p1 Z3 T3 [' R
originally supplied from another base. X1 z: h1 M" A& i" V5 d3 O g9 ^8 P( P
15. Unit type filter on Troop Loading screen6 l! B; w% c2 e* I
16. Report killed ground units if not in combat report0 ]9 w$ L- L0 `( P r L& i
Changed
& s, ]( T* H" a3 `( K1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* t# m+ X" ]; K6 ~- I, x(complements fix 18 above)
6 {* I, X) u; O+ G% e, _' e5 x) `, Q1 }1 X2. Permanently increased pilot array to 70K: j- Q# x6 H6 {& x, X% T; @$ Y
3. Increased number of air combat rounds are a factor of total aircraft involved3 D$ y0 N% H# ^: i) |( T1 R
4. Allowed submap to submap movement if land connected for land units. Should have been/ `; z% Z8 [+ P7 r1 t
so as per Andrew Brown5 {; [9 H) l7 v; e, `8 ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
& ]1 ?% B* @0 J! K, i1 h* mdelay toggle instead( {; N8 Y- M4 I3 O$ S( X
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 l7 J$ s' X$ t4 O& \maintenace a bit more
2 V$ C [4 s! k% ~' u' b7. Support device replacements won't decrease the overall experience of LCU units. This does
% R: A1 ~ Y+ Q. Xnot alter the overall EXP change due when any replacements are received.
. ~0 d2 @- \# s7 m; p& R5 p) E8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
( s R- H3 b' X7 a1 O/ Kbetween the two but could break current games.
; B( G p' r# O% @9. Some LCU Prep points may be retained if unit is experienced* b" j/ F1 E" F8 y/ s9 T6 y
Notes
1 g0 v& ?/ }# j: @* _+ j0 o( o1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. s9 H5 R$ w) M/ d6 O. m8 w2 U
should not change player or HQ, even if not in play. These original HQs are used by the AI1 S2 k( [' O1 I" h- }' T9 H
routines so changing or deleting them can put the AI off. Changing other elements should9 V! t) p% | ?! k
be okay.
" [ O( z6 f( @7 u2 H$ n* j: R, d2. Clarification to weapon filters for aircraft:
* V ^* V/ {/ E$ e- g5 K4 ~+ xPM_NAVAL_ATTACK 2 // used for naval attacks
4 v$ c4 z* \1 t) oPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)2 G+ c. }+ N* I4 |1 j8 ]+ v% m
PM_LAND_ATTACK 8 // used for land (ground) attack% Q3 a8 @% a) \# }0 f9 H1 J! x
PM_PORT_ATTACK 16 // used for port attack
" {$ ]5 U8 d3 pPM_AF_ATTACK 32 // used for AF attack6 v) T0 e% K$ B- |
Dropped any reference to secondary values for land and AF as they served no special use.9 ? b% j/ |1 l% ?4 v( ]
Clarification changes: v+ U! J' ~2 Q. n8 B0 a2 L
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 F+ B: C5 `% |) a9 `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
! H% J, _1 h! h3 i' RMONGOLIA(91) or TANNU_TUVA(92).1 g9 U3 M1 e% @4 V- P/ h* { ~; V Z
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( p% i/ ^' c. Q* k7 u z' k* Ub. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: g/ X5 l4 \! |( c/ v. h
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 R' [. q R: Y: `% C) _3 I' r3 H
after Soviets are activated, but can’t move+ e2 [/ Z$ `3 V- [
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, n- k4 H1 Y, u. s) c* E) G
disbanded in port.
3 b+ }: S6 b4 Z- [: R% | \0 x" [1 Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ ~! H% i) D0 k4 Y0 {
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |