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http://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! u3 i. u7 L5 i! _8 I* ?
0 n, A! @" c' F$ E& f大量更新,详见列表:/ A8 ~4 B9 V( f; Q0 B
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0 {# M. F6 h; n+ AChange History:
# M3 w' X7 T e5 E uV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" `1 O: _$ g" e& n
1. Seventh Update – This release is a comprehensive release updating all previous+ C# L; H$ [" m! ~/ @
versions to v1.01.17 beta$ p1 y! L, p/ H0 C* F
2. Code Changes
+ X( G* ^( E* T9 Y3 ^8 z$ }Fixed
( s( e% {7 ^' `( Y4 O1. Display of AF/Port icon between player saves based on player's intel* g! L y& Y) V f% E( x% F& u
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
4 k% w- {( \. R8 }4 P7 Z2 Cweapon list updated
6 d# r0 I% t% J; T# r/ }) V0 ?3. Reported cargo/troop safety values incorrect when no cargo/troop space; C9 z: h( k$ c) v
4. Allow smaller 'reserve' space for small groups on ships( ~- r/ \ W j# _% m/ R
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 Q% d" z5 s! W6. Correct attacking plane count before final post-air combat* c* p$ \; L1 c1 Y
7. Pilot promotion may have occured in error sometimes' {* F2 } C/ q
8. Raid detect message sometimes dropped of the combat report
/ i* s: ?( x3 E: K0 L* y9 I9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply4 r/ G- y8 g+ v) H
generally
) g! d) G0 f4 c+ Z7 g2 N' _10. Some pilot-leader connections were being corrupted
, H; q( j6 S8 J z# f- W11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) \# Z! r j/ J; m
other move issues due to the incorrect indicator" z6 ~+ `2 V* D! a: W9 G) G7 k8 n
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
& {" F- e& |1 M1 P4 C7 V# q4 Ydamage U+ B( l5 p+ e
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool* J' A' T0 k- }& z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ z1 O' L F0 x6 \
date sort1 z/ [# n3 n' \" c/ w) T8 X4 u
15. ASW groups not allowed to attack sometimes
9 J& O& r( X1 ^2 {) _: e16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% x3 w# A+ z$ t$ CHQ/LCU to jump to reinforcement queue+ G+ \1 e" u; ]
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 ~- ]: i) k% \4 B+ @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed6 u, p, S7 i+ _8 r( j! ?5 u/ [# O3 a
at start of AE but crept back in sometime during updates
\7 k/ r% k2 D2 W3 A. U- S0 m19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, X5 }/ X0 j: c7 p/ Q0 S2 Nfragment.
- O0 i! \* g B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, f! L& G# d2 q, k5 ^% D9 Y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! [: P- | `4 Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. T; M% P& Q9 J: f8 q0 e* i
set& F4 c, J% Y3 n- ^
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" ?" T3 p6 ?* I( n
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays$ {( p5 r3 j$ M
24. Bug caused F/FB to sometimes bomb at low altitude" E$ c$ T' e( l' p
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- `: Q$ _0 ~: z q5 t
occurring properly. S+ X5 K5 F) U& ^" H- o
26. Bug in Industry 'failed' indication not showing properly sometimes$ ?- Y4 ]# g& n" n, _0 W5 a
27. Location check at scenario load to include small map sceanrios- { x+ j6 y6 C
28. Bug in air supply to fragments in a non-friendly base hex
$ C" f9 E' j! r" r5 z" q" j, S29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 ^+ q/ p, y. N2 ?% |% H6 t
being set to homebase before execution of the mission – ie was returning to base2 `. D( k% q9 o
immediately
& E/ j9 p: q* E. e7 r& l2 ^! ]2 n: f30. Error in Strategic map display
5 e3 t, y, @ D" [/ Z- x: t7 ]0 s31. Additional and stockpile options were not turned off when base was captured
' \# s, n" g0 W: n- j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 n+ ]- F! B! R
mouse over8 _/ g$ d( e0 u3 i
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' u/ F! K1 l4 N9 Gchance to gain experience if >75% prepare and < 50% national exp level
% w6 {: y4 U4 ^8 b9 j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' F5 e0 @* B; S% lalleviate the incorrect experience gaining happening while in reinforcement queue/ A) W" r; I9 a E( _9 a1 ?' I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! d' d) H& h7 Ecaused unit to jump “off-rail” and move overland
7 a8 C: e: @' \5 F0 f1 g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ( m% C" L# B) e2 E6 @1 Z2 W) d
37. Excessive accident messages on unload from TF reported2 b7 Z6 x2 h: t& y1 o% n0 r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 B1 q6 |! ]3 v' J3 J0 B( ?
merged causing smaller size unit than expected
3 k7 @' L" b+ m! I! c2 o# @39. Corrected possible TOE error in scenario data load for inactive units1 y' x+ v# w' p% d
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can n% C( x# h: M. J
however be allowed to do this.
! w& p2 H4 Q" s. i3 H) h41. Possible CTD if sinking ship's load was a group6 V- S; F) J; D# O* v4 a- J1 n/ }5 K& g% L1 Y
42. Limit the number of devices built from resources per unit during LCU replacements; this
* q+ b1 F. T$ J/ X3 `9 jwas causing an over production for that turn0 M: f9 A7 Q0 ^; h# f" e0 c% K, s4 h
43. Retain day/night setting when creating group fragments7 r: d+ @$ J; A# c
44. Adjusted supply and fuel values in base list not to overrun the space
s6 t' B) N9 c1 ?45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 A+ _* s( }' \, Q+ W/ l4 Z
added YMS to Sweep TF in line with manual and code6 |/ }9 k: W; M- S0 U$ M& t/ E2 o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 l# h( H1 W, ?% p& ]rule relates to the abundance of manpower and is not covered by replacement pool. Normal
! m" t4 j7 T3 Yrebuilding of destroyed units is not affected by this.: [. a! Q2 u/ J4 M, l6 k
47. Carrier capable and trained text not showing together on Group screen
. ^6 X+ `/ R$ c5 O, s8 O2 a/ d3 {48. Handle any blank re-name changes by ignoring them' J8 s$ j3 e6 v( M5 H: W
49. Possible CTD when air fragments combine7 c$ R2 R. F5 Q% R- f \: h
50. Unloading TF can freeze a LCU onto a ship under some conditions
; ~3 z5 h& F+ ?51. AI not behaving if main HQs missing (affects small map mainly)* _7 c$ a/ B7 _
52. AI using AGC for normal land units – removed from TF if not needed2 ]* U* S- y1 P: c8 d; C
53. Soviet activation message not in Ops report
* J Y# U& `4 \4 x9 r( P! _54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) e" T( F, Q2 ]5 t
55. Clear Soviet air balance if not activated. Possible incorrect base switching: y3 K3 ]$ v/ D7 u" h
56. Sub attack against docked TF not happening for port size <3. ^( x3 S5 B; g
57. Unit type changing unexpectantly
( b5 L+ O* H. `7 z58. Torpedo replacement on plane sometimes is missed( a/ k( }% S9 C
59. Double handling of overstacked supply requirements
' q" I1 b! `3 L; ?3 j* l: u6 Q; j60. Fixed alternate weapons for port attacks7 C9 j8 p$ |) e, w1 Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 _5 S2 A H! F0 B1 Z' \7 i
sometimer in the ship repair cycle.. f9 I; u5 D* ?* t: V4 Y7 x
62. Ship tonnage over 32K could cause repairs to fail0 n9 l e5 n. ^" O. X4 [% R
New
. O/ t3 ~# ]" n5 K$ h% |# y1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, o7 f3 j6 K$ {1 a& A1 J
port* ]' {8 p( I0 V# y. x# D( j
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! C" ]: J9 [1 _3 S5 p5 m7 {
Tenders not counted+ b; y8 w' M, T
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, \9 i, N. s( H" @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. m5 V M( R: e) u0 W2 y
to remove damaged ships from TF
* }% K6 k; |" w7 a% ]; X% K' g5. New filter for “non-building” devices in Industry pool screen
$ o- p% O: P2 J' H2 U1 N8 m2 Q6. New filter for “non-building” aircraft in Air Replacement pool screen
* w+ [7 A/ l6 e* |7 V2 ^. Q4 {5 L+ @7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 J& x. N3 r& k# @; u. Y! U2 |+ |mines (^) detected
0 ^# p/ B& ^9 J3 g8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 f/ r+ I Q6 q1 c+ h2 I0 Z
‘button6..’ image files, then these will be shown. If not, by default there are shown as" w' N& H0 F: O* o# V% N
standard parachute unit icons
9 L" g, u4 W7 _# `. L3 U: Z7 S- B9. Air/port damage and building is shown in base mouse over
* a. i, h3 w" R/ `3 m10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- T! M8 r2 ^% K3 m, f7 M) t9 {
11. TF can be routed to stay within coastal hexes as much as possible
! v: ^4 m: z; o12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- K, Q' R. B: @- |2 V6 a13. Added option on group and LCU reinforcement screen to turn off replacements3 J* P+ {# P" m+ C, p2 R
14. Current base can get supply returned to it when reserve planes returned which were
6 p- \: O9 [0 X2 z. L& Zoriginally supplied from another base5 E8 [6 t. W" V# E4 Z- e
15. Unit type filter on Troop Loading screen# } N p: j% `/ E) M
16. Report killed ground units if not in combat report9 b' i3 j4 H7 k4 M
Changed, Y" z$ m, T/ l3 X& |( ~7 q' R
1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 B0 i9 N* P3 d; t F. Y" G
(complements fix 18 above)8 o$ E9 q& x% B
2. Permanently increased pilot array to 70K
7 C. I9 `- N0 ^- U: ^5 l- |3. Increased number of air combat rounds are a factor of total aircraft involved
/ u. M0 t" q3 i4. Allowed submap to submap movement if land connected for land units. Should have been
9 e- W: A( q2 Cso as per Andrew Brown
" h! m j1 `3 |7 V5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- w+ `( E* t% l* Odelay toggle instead
) k3 a5 a( G3 P% Q9 k6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 }6 p# @+ Y5 L' I8 u- Bmaintenace a bit more+ T- v" F6 T) q) ^- B
7. Support device replacements won't decrease the overall experience of LCU units. This does
, p4 ?' d- E% A. T) ~not alter the overall EXP change due when any replacements are received." [- x J2 }! F- D& I9 V; `; B
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: a/ I4 g4 G: j; gbetween the two but could break current games.( z4 X4 Z$ y% V1 V* b9 i+ _6 J
9. Some LCU Prep points may be retained if unit is experienced
R+ Z6 H2 m4 T- |" o) P5 o- f2 fNotes) v6 z2 m ~1 ~3 g: N& w
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# a' J6 u& c5 M* e) R' P# N
should not change player or HQ, even if not in play. These original HQs are used by the AI
, C* Q! f o8 V m* s$ W# Q5 S9 Proutines so changing or deleting them can put the AI off. Changing other elements should
- k4 U" ^* l( [, Z3 }9 obe okay.4 Z& k! g# }- E8 d
2. Clarification to weapon filters for aircraft:( B7 J, L f$ F0 ]+ }0 M7 |# l
PM_NAVAL_ATTACK 2 // used for naval attacks/ u0 m" L) e( l) R4 M" p6 d
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# K) x. i; u# ~' r4 P3 u
PM_LAND_ATTACK 8 // used for land (ground) attack' X: U1 p v) `5 O+ W% I1 Q
PM_PORT_ATTACK 16 // used for port attack3 {2 H+ |. S# O8 q, _) h
PM_AF_ATTACK 32 // used for AF attack, P- @" s1 x/ V# s7 ^
Dropped any reference to secondary values for land and AF as they served no special use.
6 N: j% x1 ?8 H& o/ @2 rClarification changes
% L2 G2 i3 K* f7 Q U1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 N% R; z# o+ M& C4 C4 q% A @2 \3 \# |bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
% S4 }- L0 M" D' i NMONGOLIA(91) or TANNU_TUVA(92).! {- i" p& W: N s& ?, \5 S( g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 p% H$ i% {( Z3 c$ |1 W2 d( b; T
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& X$ D1 D3 m, ^ t: A3 G, V- Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
4 I2 e4 U3 I) n c* V- j: X7 F) b) Vafter Soviets are activated, but can’t move
5 |/ P/ f+ E; z! t4 F# r, {6 M% B) ad. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 q3 X! ^8 E/ a! w
disbanded in port.9 q7 B) L- i C% u0 W
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. o4 u' a* e5 n3 h
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |