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http://www.matrixgames.com/forums/tm.asp?m=3185062
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5 g. M+ w X8 D已经共享到岛群QQ和本论坛置顶资源帖8 m+ S0 A5 L2 k
( S* T1 P; Y3 @$ ` b% _) M0 h大量更新,详见列表:
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* a) E" J' y; ]1 MChange History:
) N# C' w: k3 N- y) R" y, b+ Q% jV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! g3 Q5 Z8 q8 S' w
1. Seventh Update – This release is a comprehensive release updating all previous
: q# N- `5 `7 W ^ N$ Qversions to v1.01.17 beta* P. n$ ^( a3 _) T8 E8 d9 g
2. Code Changes
5 \3 w7 J* z% A: y& _ HFixed1 _# M% U, C( J' U
1. Display of AF/Port icon between player saves based on player's intel- B5 ]0 ?! P% ?4 U5 N
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 c. Q8 B' ?9 ^( u1 S+ kweapon list updated' C8 I7 a2 y$ K" M Y+ Q; \
3. Reported cargo/troop safety values incorrect when no cargo/troop space [# q' u! D" E" n" u' e& g5 K/ M
4. Allow smaller 'reserve' space for small groups on ships3 s& Y4 [. H5 F5 D$ [
5. Preserve some more data when swapping fragment and parent to prevent lost of parent& E4 \$ \; i" n x
6. Correct attacking plane count before final post-air combat
" [- D' {3 l. B. B( K9 U+ r# H' g7. Pilot promotion may have occured in error sometimes
0 Q- J$ H1 s# a8. Raid detect message sometimes dropped of the combat report* v( A* U- m' w5 N6 Q. n; _* e
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 E8 X, W# z. Egenerally
, k6 |; p$ ^; p+ E0 R# W" S" V- \10. Some pilot-leader connections were being corrupted# a, d/ X7 k7 l; c5 @$ P! X$ r
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few @0 P+ c8 `6 Y$ ^ U& j% Q6 T8 K
other move issues due to the incorrect indicator) Z. }+ i& K/ K( v4 l+ Z% z% r
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' _. j4 d2 [0 z- _' \1 ?damage* _. @2 `( O+ P" z
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; D7 Y9 H" U) c$ j9 x6 @: V
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the- z; \* V. r8 J
date sort
" f3 E/ x+ c0 R5 r# W3 |- S15. ASW groups not allowed to attack sometimes/ P9 D7 I# a0 @. E% b+ _+ H
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' R9 @) ^( Q6 q, Q, D7 e
HQ/LCU to jump to reinforcement queue$ n9 p0 i `4 m1 O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 p4 V; S" E& t! @ C! @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 L1 J4 o' H5 h# h Eat start of AE but crept back in sometime during updates; P. S" ^( B4 t8 P! z/ p1 C. j
19. Removed the fragment/parent swap during a TF unload as it could often orphan the3 a7 B7 o4 | h8 \8 P
fragment.
* _+ Y/ o- P3 A/ p& G20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. [% j( H; A7 I8 Q- c
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) L, [) p+ Z4 l) Z& l" L+ ^7 wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 @& k3 N) s4 z2 Uset, E9 i' z0 L" n/ Y5 G o
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 j4 E0 ?, _5 T6 I3 E" G4 z% v23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 c* \; ?# x5 P/ O% T* a8 N' g
24. Bug caused F/FB to sometimes bomb at low altitude5 \1 b% O5 R7 R( y2 C; p2 t
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ Y. B! [" l! ]$ F; N# w A
occurring properly.
! h9 l- J4 `' n& G$ Z5 o26. Bug in Industry 'failed' indication not showing properly sometimes2 }2 p" x0 N" C- `/ T: L
27. Location check at scenario load to include small map sceanrios/ S* A3 O+ f3 J7 u
28. Bug in air supply to fragments in a non-friendly base hex
0 n( k4 }. L$ t3 o' @7 ]% Y6 H29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 A) P$ b0 ]/ A1 [! I1 E+ Ubeing set to homebase before execution of the mission – ie was returning to base
+ U; p- R5 C" j, ?immediately
6 G5 \( l( s5 u6 H, [30. Error in Strategic map display4 J& _: U+ l! y( L6 Z
31. Additional and stockpile options were not turned off when base was captured
$ m- B1 B) i) D9 @/ N32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 L0 Y- l; X! P3 nmouse over
" f, F$ j) [, y! t5 u1 g33. Army experience being gained when not 100% prepared as per manual; changed to allow3 P! P- V$ j; Q9 W7 B' |9 Z" ?7 e8 a% J
chance to gain experience if >75% prepare and < 50% national exp level' s& \" N5 P; ~- ] Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 x1 k# w" Q5 B3 E+ p; l* s8 w$ E
alleviate the incorrect experience gaining happening while in reinforcement queue
: k% i( R% u* x* k35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 S$ |9 W. x% bcaused unit to jump “off-rail” and move overland
4 `( G; M, S- {: Q! X2 j1 r36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
e9 \" h2 z, W, S6 N; j37. Excessive accident messages on unload from TF reported
$ _( T7 o9 `7 ^- T& P) |# O$ Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ L- O$ D) P; Q$ o3 d
merged causing smaller size unit than expected$ {0 P! _- p0 p g9 ]8 @$ I
39. Corrected possible TOE error in scenario data load for inactive units$ l8 W4 J2 f5 M! \
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
, m8 v' W% y: R' _0 ohowever be allowed to do this.
" O/ w$ |: R, t" g$ w41. Possible CTD if sinking ship's load was a group
! N+ r8 O/ u2 z4 U2 E42. Limit the number of devices built from resources per unit during LCU replacements; this6 k3 b" j+ s$ |* h( X) z( D3 N
was causing an over production for that turn
$ G( H1 F5 j8 S. G; {+ w: q43. Retain day/night setting when creating group fragments( s2 d7 {0 [3 S6 u* ]
44. Adjusted supply and fuel values in base list not to overrun the space
6 z( @' c" A/ r3 z6 s1 [45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 ?0 z. O, m4 r0 {% s# }added YMS to Sweep TF in line with manual and code. ]2 e( p' u( B, o! c2 w* W
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" _9 [+ e* }% j! Srule relates to the abundance of manpower and is not covered by replacement pool. Normal' ?7 |' l! E2 @# F8 r% P% d: J' o
rebuilding of destroyed units is not affected by this.; ]4 x% H7 ?& {! e" R6 @- q
47. Carrier capable and trained text not showing together on Group screen ?7 j. v$ x( i& S$ C$ N
48. Handle any blank re-name changes by ignoring them+ o" Q% P$ N' D: U$ C2 m
49. Possible CTD when air fragments combine
* {- R4 E( M8 P) j% [/ S2 |50. Unloading TF can freeze a LCU onto a ship under some conditions
# q) f. O* \# T, v( P: E51. AI not behaving if main HQs missing (affects small map mainly)0 C" P4 Q0 s& [
52. AI using AGC for normal land units – removed from TF if not needed& s0 [" i$ R1 o/ W/ p' ~
53. Soviet activation message not in Ops report
9 u4 `$ D+ x5 Q; L6 J E54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 I# U" P% E( F/ u2 K& F
55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ [+ ?' p2 N h7 O g56. Sub attack against docked TF not happening for port size <3
3 r4 ^+ j9 ?2 ?& N9 H# n! `57. Unit type changing unexpectantly
/ x- I; q9 w6 @( j. p) O) \! u$ o58. Torpedo replacement on plane sometimes is missed
- q: y4 |+ C: Q' D# `5 S) T1 k" @59. Double handling of overstacked supply requirements
- j7 ?- c5 |) \ A/ ^- t5 O3 A( U60. Fixed alternate weapons for port attacks( g/ P8 L0 \+ [* X
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 m$ q j; e b6 z2 H" e V3 isometimer in the ship repair cycle.
2 a- i: H5 d. ?; @, p1 o62. Ship tonnage over 32K could cause repairs to fail1 u& x n; ^" u' Q: y7 a* t' q0 k
New+ _- Q8 \- h7 L3 `+ Z1 K+ A
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: |* I/ V0 }) d: q) L3 N$ rport5 K; _( M7 S( K2 r
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; E/ @6 K+ p5 X1 m" `+ FTenders not counted
U3 Y; y2 W/ V3 y3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- |1 M/ y3 Y/ o1 l* h# m% g
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) l: l @2 O0 R. e! h6 Q9 Q
to remove damaged ships from TF$ n/ T! r$ u, f" l' _/ I
5. New filter for “non-building” devices in Industry pool screen
9 |7 Q8 C/ x) Q+ a$ @6. New filter for “non-building” aircraft in Air Replacement pool screen
0 @4 X+ c$ W; t D! c; |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% Q4 n) ~; d H4 q2 D- a3 N1 @2 \/ F' amines (^) detected& W, d. v- v p2 U* _
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ @9 i6 B3 k! c; Z7 @1 [% v
‘button6..’ image files, then these will be shown. If not, by default there are shown as. \: G' H; }4 B0 w" l3 K
standard parachute unit icons
" ~2 @1 I% k" h7 H9. Air/port damage and building is shown in base mouse over( b/ u" ?: Q. j$ ?4 u
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
6 c, A1 Y3 D- _$ ^. B11. TF can be routed to stay within coastal hexes as much as possible8 V2 i9 h2 X, y A) j
12. On Top Pilot screen show the 'ace' cut-off value if more than 1, q' \3 h" `8 F2 O
13. Added option on group and LCU reinforcement screen to turn off replacements
% B/ n3 L% L# L* `$ T14. Current base can get supply returned to it when reserve planes returned which were
3 N3 S v/ m% a6 o' Zoriginally supplied from another base
. G3 d( O* O" m15. Unit type filter on Troop Loading screen' |) o6 N" ^: h2 O0 E' A
16. Report killed ground units if not in combat report
- }" _, d E4 i2 l* pChanged" [& p* p! C/ H" f
1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 M$ z, [% g* I/ A/ \7 E4 y* E
(complements fix 18 above)
) b+ `0 p U0 e* a5 }. m2. Permanently increased pilot array to 70K
5 N! i+ a6 Z4 ]) r5 D% u3. Increased number of air combat rounds are a factor of total aircraft involved
2 H. L4 m; B) Z5 \( B4 b4. Allowed submap to submap movement if land connected for land units. Should have been
5 e3 K6 h8 Y% _" qso as per Andrew Brown
0 M( }: a& X* m5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 O w4 Q& l: g+ R/ g. n- Y
delay toggle instead; u. h, d% u3 w3 |% Q
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 o+ {9 F5 x% t# |
maintenace a bit more# y& o$ c) X8 V8 h8 l
7. Support device replacements won't decrease the overall experience of LCU units. This does
8 j& T7 p' s4 _3 W/ l6 s7 @not alter the overall EXP change due when any replacements are received.
: b0 }0 m* w& k9 s, e) v4 [$ \8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 r$ o+ |3 H1 X2 c( c. A
between the two but could break current games.
6 `( H8 i2 c( _- _/ p9. Some LCU Prep points may be retained if unit is experienced0 @& S& N1 c1 t) W7 G: x
Notes) R q9 z6 S; w; T# \+ u# w5 Q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 ]8 v% {9 w" n; L) R" |: [
should not change player or HQ, even if not in play. These original HQs are used by the AI
# Y" R( x" I) |routines so changing or deleting them can put the AI off. Changing other elements should
7 P6 I2 E$ R7 z6 ybe okay.% A9 X7 ?+ W7 D5 a
2. Clarification to weapon filters for aircraft:
! V0 e, y0 h" s- w7 j3 t/ g1 }PM_NAVAL_ATTACK 2 // used for naval attacks' _& p4 ~* \, }9 C3 D2 N$ ]5 A" |+ S
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); j/ Q9 j; S' _4 `5 w8 F
PM_LAND_ATTACK 8 // used for land (ground) attack
( v' O' W: ^7 x X3 Y. Q8 FPM_PORT_ATTACK 16 // used for port attack( a- y! O$ {# U/ {% C2 M
PM_AF_ATTACK 32 // used for AF attack
/ P) f1 z0 p5 l; y" T/ q: M- v, x/ |Dropped any reference to secondary values for land and AF as they served no special use.
: j, E+ B; m0 ]Clarification changes+ z' K- u- G# R% V, {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 k7 d1 ^/ S6 Pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# A' O; s/ V* _" Y. \MONGOLIA(91) or TANNU_TUVA(92).# O7 d! D( y5 i7 Q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' P9 o K, P6 O, sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ G% j: k$ T& b; m: y& P( k' k8 N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" |# R1 C N: t& h+ K3 q$ I" z
after Soviets are activated, but can’t move: Y. p3 A0 V/ e9 Q; t
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. H R+ s+ S1 N- |1 Y) Ndisbanded in port.1 s+ F3 M+ g4 b: K( g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. M8 y* v% N& T8 x- If. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |