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+ g2 m) I/ i L' R5 ^ phttp://www.matrixgames.com/forums/tm.asp?m=3185062
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6 D, p$ \7 h; z8 [已经共享到岛群QQ和本论坛置顶资源帖
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4 [$ U- K& R' k" K, j大量更新,详见列表:! E; U$ l$ r0 `& }% n
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( M a, Y0 J8 _2 J( {- SChange History:) }" Q0 \' a# V: @: i$ `
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 N& a/ T# C* n7 e6 h+ @1. Seventh Update – This release is a comprehensive release updating all previous9 t" r0 ?2 \% y8 Q4 @1 ^# i! m r) q
versions to v1.01.17 beta& I- U- {' O5 R \1 I: ^% R3 r( K
2. Code Changes I& p0 R0 ?4 r4 t5 k
Fixed
7 ]2 o# J9 A& ~& p4 M, ?1. Display of AF/Port icon between player saves based on player's intel8 V& d& z( r0 l8 g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 o) x0 e* M w2 Y' Z0 _weapon list updated2 g" @5 O9 w4 k' c* @* E
3. Reported cargo/troop safety values incorrect when no cargo/troop space
% x9 }2 s- ~. d% }4. Allow smaller 'reserve' space for small groups on ships
$ R( a! ]" \ Z; h! [; A4 m5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; L7 q: S+ A4 ^& Y2 g/ G: I6. Correct attacking plane count before final post-air combat9 i/ `( i9 x& B k7 i' o; K
7. Pilot promotion may have occured in error sometimes
" A0 P- E& h! h6 f- ~; _8. Raid detect message sometimes dropped of the combat report4 |. \, }4 s' j) e1 H& d) c
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ L) m' i; P P$ N" t2 y) }# I9 |4 S- [+ ~generally
6 r0 _4 d' ?! P+ |- s' _3 z10. Some pilot-leader connections were being corrupted
7 N' ]3 O8 u# c% p7 n6 i$ ?11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# [2 g/ D0 r2 B* ~. hother move issues due to the incorrect indicator
6 S; G1 b7 F: j* j" @" |( `- D) z% m12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ F6 B8 m2 h- t4 B
damage
* a$ U% Q7 {) m1 W L* Y# s0 T% l13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 F1 u1 b1 \" m$ i; b# O2 T1 n14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 e3 v' f1 c7 B5 H) x% l
date sort
' s8 Y) b/ a; V L15. ASW groups not allowed to attack sometimes6 g x) O; T$ M! u
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' x0 t' H' A3 ^5 g P
HQ/LCU to jump to reinforcement queue' C# y' C& ~# Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ _* N/ V* e6 F, ]: S
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 X( D5 u% ~2 H' q- \0 B4 ]# Z$ k
at start of AE but crept back in sometime during updates
' a( J( S0 Y$ \- d5 c7 d19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 @& a& x- g5 ~! m$ }' l, @1 V
fragment.# l; G& i/ i5 d
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ x6 e! G# v+ u) }5 T6 K
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: P; h; O/ @5 l' F# ?" v/ D
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
' | n5 v; B3 t+ c. mset4 h9 e7 [+ r8 y' r6 C& W: C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# r. _# s8 |+ { t6 t2 n) Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ M9 v' G& T; g24. Bug caused F/FB to sometimes bomb at low altitude/ H8 ~) a% X6 F/ K& B( h7 K$ Q, L* ?
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 |8 ~3 k% j2 l$ ?3 {- U. c- [
occurring properly.6 r+ T. O. ?0 g& n( ?3 J. {
26. Bug in Industry 'failed' indication not showing properly sometimes3 _' \* S! C' N+ p
27. Location check at scenario load to include small map sceanrios3 O3 Y, X1 l3 Q
28. Bug in air supply to fragments in a non-friendly base hex8 V* B: L1 Y# ^3 p$ \" J5 Z' T3 f
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 r8 A5 K$ A; v* h4 }
being set to homebase before execution of the mission – ie was returning to base) K( b+ T) Y0 ]7 v
immediately
, ^2 \0 R) X2 \, i5 \* k. T30. Error in Strategic map display2 N5 [0 e, J1 D! _7 L
31. Additional and stockpile options were not turned off when base was captured
3 V3 x7 \- w" V) _ _) x32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 k" J% g, R2 d& U
mouse over" D0 D0 P" q, ?0 Z: f" h
33. Army experience being gained when not 100% prepared as per manual; changed to allow
- M2 h& u' f. S/ y! r8 Nchance to gain experience if >75% prepare and < 50% national exp level
: v, @/ A7 d" k6 F/ A! E0 r34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 b; x9 c5 |! H. z" Q
alleviate the incorrect experience gaining happening while in reinforcement queue5 B; s7 D( R0 m H7 Y" A( R3 V
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) s; _- C X8 ?" y0 X! n/ Dcaused unit to jump “off-rail” and move overland( b4 ]" G3 x% \
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
/ E' ~) U; Y _* T9 s: g! ?! U37. Excessive accident messages on unload from TF reported
) V* q) S, h% [% s% f38. Reworked editor sub-unit merging as some devices could drop off the unit list when" v- J- H$ r$ g5 H
merged causing smaller size unit than expected
' Z+ ~( e2 p8 I$ H% Y39. Corrected possible TOE error in scenario data load for inactive units
# _6 Z9 U' g) O. n) p40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; ?+ l# W4 [/ g& S7 N% z
however be allowed to do this.
. w# a* N5 S: U6 \41. Possible CTD if sinking ship's load was a group
1 F# Q. D9 C$ [! h/ Q42. Limit the number of devices built from resources per unit during LCU replacements; this; }! O$ U; k+ Z8 e# d8 r
was causing an over production for that turn2 P! N1 ]- j8 Q# g% |
43. Retain day/night setting when creating group fragments! Y( d. s( h: N# [2 W& |# L
44. Adjusted supply and fuel values in base list not to overrun the space
/ d$ v4 i! n6 k' x6 i) Y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 m/ }* A2 i5 v" R/ a
added YMS to Sweep TF in line with manual and code" W# \; ]7 h. G6 P/ t# f: i5 `' r# r
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 L+ }2 P* w" m: jrule relates to the abundance of manpower and is not covered by replacement pool. Normal& L7 ]4 e+ q f) ~, L' r
rebuilding of destroyed units is not affected by this.
/ v) O# R. s$ ]( d5 N% W; x3 p/ q47. Carrier capable and trained text not showing together on Group screen5 f9 v/ i4 `* R' D! ?7 H
48. Handle any blank re-name changes by ignoring them$ L& u* U$ u4 |0 R8 B/ V: P( ?
49. Possible CTD when air fragments combine
: @1 C( J! x8 R6 _& H( b50. Unloading TF can freeze a LCU onto a ship under some conditions
5 }- A( l* ? e51. AI not behaving if main HQs missing (affects small map mainly)
2 @ v5 Z5 B' e* W" h52. AI using AGC for normal land units – removed from TF if not needed
0 A8 c- o* Q7 Q, F1 S" p: K! P53. Soviet activation message not in Ops report3 G$ y; J9 o7 u/ O0 Q
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% H4 ~8 R/ a, }$ P+ m" L9 \8 R55. Clear Soviet air balance if not activated. Possible incorrect base switching
, y+ p/ ]9 O# ~# O56. Sub attack against docked TF not happening for port size <3
2 i- \& k- F$ o! c57. Unit type changing unexpectantly
0 F' R" B& l; P! q1 y- f+ L! C" ?" P58. Torpedo replacement on plane sometimes is missed# D {" Z4 j: g, A3 j- b- Q0 @
59. Double handling of overstacked supply requirements1 X6 D7 z, C' L! Q" O) j6 n, \2 V
60. Fixed alternate weapons for port attacks
" A/ s$ X9 \/ d& y0 N" L61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; K' _. S5 u" I9 R! F8 Dsometimer in the ship repair cycle., o/ A! N; ]: M
62. Ship tonnage over 32K could cause repairs to fail
" o- D. |$ H/ A* a& F* A8 QNew
9 H! l W1 Y3 g3 X! U D& o" [, O1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 N1 P' N- i% |% C9 t) sport
9 @0 e$ O+ d* d( l( y% x+ @2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( J% l* O" P: S5 Q% STenders not counted
; s d& V; K" c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* Q+ `; m! T3 C( I9 X; l4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 a `. T; S' k0 t, v9 X
to remove damaged ships from TF
" o6 h* ^0 y# {6 B! }5. New filter for “non-building” devices in Industry pool screen
3 @7 o/ o" |3 s/ A B& q6. New filter for “non-building” aircraft in Air Replacement pool screen$ F7 ]1 U& D' j. V/ G* _: n9 ^9 t: F
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 i1 f# f$ q% _( a" {mines (^) detected
7 X" `- n7 x2 c$ u3 ~4 {% s; F8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! @3 w2 U* L! T1 B8 H& l" Y
‘button6..’ image files, then these will be shown. If not, by default there are shown as$ \, v! k% w, e$ B
standard parachute unit icons- S1 w- p8 ~" e+ w
9. Air/port damage and building is shown in base mouse over$ h' p+ B/ r. t8 z
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 M; w" j! M5 m1 [$ V
11. TF can be routed to stay within coastal hexes as much as possible
# \6 n" I) e8 }* ]2 ]12. On Top Pilot screen show the 'ace' cut-off value if more than 16 N% J5 F- [9 F* q
13. Added option on group and LCU reinforcement screen to turn off replacements
7 x3 H! a9 L% S! @; T; m5 B) H! a! z14. Current base can get supply returned to it when reserve planes returned which were
! j( k3 P4 y; |% s' o9 {: Voriginally supplied from another base
, c$ m) T' e2 ?( b15. Unit type filter on Troop Loading screen
( h) R8 d; `4 t7 N |2 M) Y; N16. Report killed ground units if not in combat report. S! m. L4 s! }9 ]5 g4 A7 f+ U4 W
Changed
+ Y8 r5 D% b. V& y1. AF of 8+ have AV support doubled for purposes of determing support for air operations0 b; h+ {% w' e7 T. p X7 L- D
(complements fix 18 above)6 C: l, G3 M% ]; I; s4 U
2. Permanently increased pilot array to 70K
9 o* O# F. g# o3. Increased number of air combat rounds are a factor of total aircraft involved5 L6 A3 ?) _& q4 I0 d) G
4. Allowed submap to submap movement if land connected for land units. Should have been. J! b2 L( k$ r# p
so as per Andrew Brown7 _5 C$ E+ d' S. S% r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. S } r* E* u. b5 y* [
delay toggle instead
! v/ k4 }9 T% C, s, B, b$ [6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 V. O6 d7 g9 o, Z! M+ `9 I
maintenace a bit more+ [8 ^0 M& d4 c+ U- e( u
7. Support device replacements won't decrease the overall experience of LCU units. This does
1 T k/ P: u( ]) \6 `5 m( s Hnot alter the overall EXP change due when any replacements are received." `6 A1 C0 A- @. A8 m
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# Z, i" a& G- Ebetween the two but could break current games.: v: J1 h) |4 B {9 u
9. Some LCU Prep points may be retained if unit is experienced) o- S" m1 l( h# ?/ S# R
Notes
& n7 ?3 }, {' v% _/ ?% T/ z! U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 c& }, V- {) N( gshould not change player or HQ, even if not in play. These original HQs are used by the AI
+ E5 Y/ W: e$ \6 X* Groutines so changing or deleting them can put the AI off. Changing other elements should( ^/ n; Z* \$ Q9 m/ y
be okay.
4 q8 X: F+ q: ]$ `& N! v3 T& A' _2. Clarification to weapon filters for aircraft:! A0 P& r& @' N, [6 L6 w
PM_NAVAL_ATTACK 2 // used for naval attacks* K! Q, c- v$ x, |) V
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement) I0 `5 F: q# C- a+ c
PM_LAND_ATTACK 8 // used for land (ground) attack3 O5 D A6 E3 r
PM_PORT_ATTACK 16 // used for port attack
0 r+ S& n0 u# J4 q' W3 i yPM_AF_ATTACK 32 // used for AF attack
3 i+ D/ m7 {6 s+ _* ?& \5 A* K0 cDropped any reference to secondary values for land and AF as they served no special use.
5 X" I8 l9 }% u6 ]Clarification changes
) x; b2 I& d6 R1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 z( O3 n2 N; [" @bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 P) \+ o/ [/ gMONGOLIA(91) or TANNU_TUVA(92).6 j3 N$ Q {& D0 l; f& ]5 i
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
# B% [% _* F4 Rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 K" e n7 k+ G0 xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# \1 @( y! y5 m/ [: }% }after Soviets are activated, but can’t move
6 i) O) i& Y( i0 F9 `; L/ Md. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 @) h9 ?2 P# ~3 J
disbanded in port.
2 P; n X) h% i2 ?& T: Ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently3 `, g( M7 i7 ]8 a X; S+ \* v( z
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |