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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0 \3 S) O1 J2 o% ]2 U7 m1 T
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大量更新,详见列表:
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Change History:4 Q% H- I# H+ `9 S$ _& }- U# F
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 r2 z& o [7 X$ G0 `$ }
1. Seventh Update – This release is a comprehensive release updating all previous e: [# m1 E$ ]
versions to v1.01.17 beta! d8 j- a2 q/ C6 c% i1 X- T
2. Code Changes0 X( p" x+ E. Y0 Y. X3 s: ?' r
Fixed
5 x' X+ t0 J" j5 n1. Display of AF/Port icon between player saves based on player's intel
% X% |3 V- O) j2 i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* b) |- x4 X+ g ]. y, r
weapon list updated& y0 s; F# ~# S. }' K) b8 c" h/ ?' h5 g
3. Reported cargo/troop safety values incorrect when no cargo/troop space
; U' a# w# k3 I4 B" k$ l* ^4. Allow smaller 'reserve' space for small groups on ships
5 ]: |" N8 I- B7 `6 v& |/ k5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 ~( K2 f. E: @* G6. Correct attacking plane count before final post-air combat
9 \9 {( N6 q2 G7. Pilot promotion may have occured in error sometimes# r( {* W+ L0 [7 ?! K' O4 L! B2 R
8. Raid detect message sometimes dropped of the combat report$ M+ y* f9 |7 i& ~, X
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- V: j3 G; H) L
generally
: g; t- }) B9 U) {10. Some pilot-leader connections were being corrupted0 W' m% @# S/ e8 K8 e; X
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 j& E! z5 m6 h' u# V
other move issues due to the incorrect indicator" Q& x' A0 y( O5 F: q% y4 S
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) P+ n% A; D' J1 }+ f7 ~+ Pdamage7 A0 z3 v: n$ c: d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: j# c5 o" @/ D4 {5 X4 K% m% n9 T. |
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ R( L3 ^3 K* z9 J' z8 J- i
date sort, w6 P" D& D& F$ Z$ W
15. ASW groups not allowed to attack sometimes
' r6 T6 o- u1 n! L o8 Z& @" f16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! i b$ r3 U6 F+ XHQ/LCU to jump to reinforcement queue. g* z( ?8 F) m! D3 u
17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 t8 ^% h8 `* J& J7 C
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 S k- C3 M% @* Q2 h+ Oat start of AE but crept back in sometime during updates! j% A- t1 p0 b& q, T$ H
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ j" S% p! G# a( r3 w( A
fragment.
2 B( M7 F) \' M5 O# g1 k/ `3 K$ K20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 ~* }! l" b6 L- Q: |4 B$ S21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# G* i! B/ f, d D. |" tshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ s! J9 i- S) j l& o
set" A5 ~( T: k, G$ \4 Z4 }. {5 p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" U! R3 M+ `6 B' W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% B' M# L: J/ ]/ K6 x24. Bug caused F/FB to sometimes bomb at low altitude+ e6 ]* \8 A, |, {/ t; ]! I. n
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* |& |6 Q5 a c9 I& e9 [" i, e9 Toccurring properly.) Z9 f. t" @' ]! j
26. Bug in Industry 'failed' indication not showing properly sometimes& F ~5 M8 W. W" X1 C
27. Location check at scenario load to include small map sceanrios
8 R* h. Z6 s) \+ _8 V d: o28. Bug in air supply to fragments in a non-friendly base hex
+ {- |9 S; K! L1 K3 W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# h! y3 E* J1 T+ dbeing set to homebase before execution of the mission – ie was returning to base
+ j" k" b( [6 T0 R3 H2 vimmediately2 z! Q0 Z+ D, b+ Y8 l) S& d
30. Error in Strategic map display0 ^' g$ e; ^( R8 I2 Y
31. Additional and stockpile options were not turned off when base was captured9 Z# @1 T4 A% H
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 b: V4 g5 r: v% y+ S: X" Mmouse over
: k W. l+ x8 Y7 R1 b33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 A' }. E9 D0 A7 Pchance to gain experience if >75% prepare and < 50% national exp level, U& e1 Z. e; M9 w/ R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
7 K- P: I8 _" ealleviate the incorrect experience gaining happening while in reinforcement queue; Y4 _. L: S7 \% G8 K
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ W- Q5 B8 T/ P6 Y" J7 X# ^/ N9 [caused unit to jump “off-rail” and move overland1 ]5 E: w* H$ u3 b
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( H1 D. G% l! a+ G37. Excessive accident messages on unload from TF reported
- ?8 G: e+ }4 Y' D. A- q; l7 G38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 y2 D" f5 W' ~) V
merged causing smaller size unit than expected
% N8 F* A7 O! n( f7 t f9 l39. Corrected possible TOE error in scenario data load for inactive units' ?6 ^% F# d) R6 e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can+ [7 k# f( \- ~5 M5 R: p$ L3 o
however be allowed to do this.
3 j6 R, K& N2 y( B* Q3 I41. Possible CTD if sinking ship's load was a group
( r0 S! l$ X* w* n" N+ E- s42. Limit the number of devices built from resources per unit during LCU replacements; this
0 Z, ] x$ n, R9 i' bwas causing an over production for that turn
9 n5 l4 P1 r& \- V# {43. Retain day/night setting when creating group fragments3 Z3 ]5 j5 L: p# r
44. Adjusted supply and fuel values in base list not to overrun the space$ c$ }& W4 n8 H
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 Z4 {. h* Z0 v, I2 o! Qadded YMS to Sweep TF in line with manual and code
8 f; |( i; i: d/ V+ z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 s) W7 Z* K# g. [& \7 U7 Y0 s
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
) U; g9 Q9 Q0 J9 r3 ?rebuilding of destroyed units is not affected by this.
E' Y! _2 A2 |3 c8 W+ J47. Carrier capable and trained text not showing together on Group screen& L4 A& q; D: f# C" l* F
48. Handle any blank re-name changes by ignoring them
6 D" K4 d" @- \3 p$ e X49. Possible CTD when air fragments combine
3 e1 g9 A; d- ]$ O3 s2 O50. Unloading TF can freeze a LCU onto a ship under some conditions
! `1 N' o6 |( O7 Y5 ?51. AI not behaving if main HQs missing (affects small map mainly)
) L& i0 ], g7 ~! E* a# X! i7 x8 [52. AI using AGC for normal land units – removed from TF if not needed
( P! |7 `- n- t53. Soviet activation message not in Ops report
" m3 W0 o7 A; q2 R D3 Q2 H5 F54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; u& u; U, F) D, t* z55. Clear Soviet air balance if not activated. Possible incorrect base switching
- }; }& [1 ^/ n5 p56. Sub attack against docked TF not happening for port size <3: P( C% _& d$ I. J) O3 [6 ^
57. Unit type changing unexpectantly( d& O' N. v( Z, _% C
58. Torpedo replacement on plane sometimes is missed
+ Z. {: ]* a& e/ E- s4 S3 B# Z/ G59. Double handling of overstacked supply requirements
e/ V, Z _" `- H60. Fixed alternate weapons for port attacks
+ F; x4 t% l3 B7 p! G61. Corrected weapon system damage to show after combat on ships in port rather than wait till# _3 J! s. D6 F2 W
sometimer in the ship repair cycle.' K& ~6 u( I8 a+ P
62. Ship tonnage over 32K could cause repairs to fail
1 Z0 r/ Y: Q4 Y" ]New
/ F. i% {( v( n* m# ?1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 h& v6 Q: {8 _8 g8 Gport( |% ~ F; g! x* A5 Y5 V2 ]
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* z1 o, e# }" [. R# H/ e' I
Tenders not counted
0 K! S4 G8 H0 ]( e( ^6 R3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- G1 }1 k% _6 L% B0 S; c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; l! [: Y4 o1 _6 X
to remove damaged ships from TF
' D$ k% Q/ |; [5. New filter for “non-building” devices in Industry pool screen
! {: q( i; q9 l6. New filter for “non-building” aircraft in Air Replacement pool screen
8 U+ O, B% h4 v2 n* y7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# R# r2 M# ~) B/ U% l; amines (^) detected& `& j1 n, n: I% H" n% h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- s' D) b: i- Q! R! }4 u' O
‘button6..’ image files, then these will be shown. If not, by default there are shown as i3 W" X: r6 X% v/ C
standard parachute unit icons0 T3 V# \/ ]4 A, \& y% ?! w
9. Air/port damage and building is shown in base mouse over _% o5 X4 B: {! F& `, }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
s( s# ^* O5 J) N1 A11. TF can be routed to stay within coastal hexes as much as possible+ M4 ~( V+ V9 W' r3 V! M/ P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 o3 o; k. b1 k* Q13. Added option on group and LCU reinforcement screen to turn off replacements6 h7 U4 S, M! i
14. Current base can get supply returned to it when reserve planes returned which were x# U( n# L, i& ?; x7 \. M
originally supplied from another base* f3 f/ U/ ^$ U) z4 `& e
15. Unit type filter on Troop Loading screen; r# M* ?' L. a1 |( D! D# t/ w
16. Report killed ground units if not in combat report6 R) l. t* M$ T: y; Y( z
Changed; K- Q$ C8 e" h9 i" t+ b& |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ U% i) x5 J$ B" m. ]+ f(complements fix 18 above)+ s2 g% J8 Z) B3 `# K! K
2. Permanently increased pilot array to 70K4 F ]! W& i+ s; y
3. Increased number of air combat rounds are a factor of total aircraft involved, X( q1 \. |# {1 I' V
4. Allowed submap to submap movement if land connected for land units. Should have been3 r$ h# @; b! h7 L5 K
so as per Andrew Brown
# g- \0 b! i: Q5 E5 m2 Z2 N5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; P9 m: J4 E6 @# e
delay toggle instead0 r: ^* ^" l- P
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; |1 J5 k6 Y3 w4 Dmaintenace a bit more
# D% E! M3 q2 l* ~# G7. Support device replacements won't decrease the overall experience of LCU units. This does
' c. F# K! B; [4 ^; h. h! ?not alter the overall EXP change due when any replacements are received.
; R2 v$ j, P+ E! c9 f/ T$ v1 _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. ^- j6 m% M$ F& o/ O
between the two but could break current games.
/ |+ ` C$ `9 f/ Q/ M$ H1 n* h0 Z1 n9. Some LCU Prep points may be retained if unit is experienced# j- `( ]# V2 g+ J
Notes. U ^8 n) Y* b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ J& c& e$ H( s5 yshould not change player or HQ, even if not in play. These original HQs are used by the AI& g, j6 F) `; {! y7 s0 |5 R
routines so changing or deleting them can put the AI off. Changing other elements should$ o1 U' q- `3 U: H! D8 Q
be okay.. N7 [ L$ V8 W
2. Clarification to weapon filters for aircraft:
8 |3 F/ G) Y5 J& d! y- n! Y4 ^, ]PM_NAVAL_ATTACK 2 // used for naval attacks; }0 _9 O6 n! ~. O: L$ r. N. F( P3 r
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! G; v- b$ R+ K9 TPM_LAND_ATTACK 8 // used for land (ground) attack8 v+ M; k( ]- ~3 g- @. R- z: i" e
PM_PORT_ATTACK 16 // used for port attack* R: F0 t. M/ _1 I- i& z
PM_AF_ATTACK 32 // used for AF attack6 {# w1 m4 j% u
Dropped any reference to secondary values for land and AF as they served no special use.
# @" w- y0 W" Y* l4 }Clarification changes# q4 D7 R0 g' D0 \2 ?9 U* J! {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 l) r% A2 n; dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. J i; B% u p, p: H
MONGOLIA(91) or TANNU_TUVA(92).
" L/ F4 z n4 d& V6 Ga. Allied non-Soviet groups can't transfer to Soviet Motherland bases& t. m3 V- K6 Y6 B5 F/ m4 F/ ~
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! T3 t; L- p+ | q! oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ k; K" K' p, d4 v2 C1 m
after Soviets are activated, but can’t move
8 @/ q/ o" Y% l8 Z9 a0 Kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' v: d% [- V' Q. I
disbanded in port.
* V' h3 v; r& v( u0 Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& U% k& c2 T! G: g# T& Z2 ]7 y. L' qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |