具体见, b+ C: f: H; Q6 K
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 X4 T7 a1 j$ B已经共享到岛群QQ和本论坛置顶资源帖
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$ R V4 [( h8 F( g+ S大量更新,详见列表:% h' @ N: z0 e2 G3 \! J: @
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- E" P& @% `7 D* {2 n6 n- Q( qChange History:7 J' x3 H9 Z% \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ R( t6 p0 i7 _# v& h9 Q1 I, J
1. Seventh Update – This release is a comprehensive release updating all previous
% R/ k; H! b! o- K/ X0 v$ ?! Pversions to v1.01.17 beta7 h2 e |1 m- D+ X3 f7 X
2. Code Changes
+ i7 c/ G& h+ D# m ?4 T YFixed0 N; \' o4 C$ q( d# |5 V8 m( O
1. Display of AF/Port icon between player saves based on player's intel, e4 b. M$ J+ `0 |
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. `# `9 t& N: o! Xweapon list updated
# f# R G8 B, ]5 C4 S% u$ Y1 l3. Reported cargo/troop safety values incorrect when no cargo/troop space6 [) W5 ~, O! [( K2 u
4. Allow smaller 'reserve' space for small groups on ships& Z5 u7 v8 k6 q3 T, l
5. Preserve some more data when swapping fragment and parent to prevent lost of parent* ~5 L5 V8 Y1 d) T7 }% z r
6. Correct attacking plane count before final post-air combat. R, |0 b: o5 o4 ~: }$ J
7. Pilot promotion may have occured in error sometimes- M: i4 p7 q5 `8 f; A
8. Raid detect message sometimes dropped of the combat report
& J& C0 `# t. A( p9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
% R- V5 q/ {5 z0 Q! Xgenerally
$ Y, M J' Q; Y10. Some pilot-leader connections were being corrupted6 m Z) N8 V1 M: r$ p) _9 \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 B$ o4 B5 n4 |8 U+ v6 B" k
other move issues due to the incorrect indicator8 R4 p! t) H+ A! {
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 a' k4 R% b2 W1 i7 a jdamage
, U4 e; V' ~8 Q( U13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( d2 w" Q8 u3 h4 G. g14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the* _. i1 p m- }2 z) F8 g9 \
date sort* b5 V( |( O0 q% i7 E1 q0 Z
15. ASW groups not allowed to attack sometimes9 _" T7 j: B. u; }; O. G& |
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 M3 p( a0 Q- U" hHQ/LCU to jump to reinforcement queue7 o7 ^3 Y" u% w! }, s5 S: H! S$ o
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 S4 D4 K) t3 J; S& i/ v; _) F0 W- y) M18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 E! x: B, J% o6 Z: A" f- N/ A
at start of AE but crept back in sometime during updates' f* d" ^ C: D; c
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( m0 Y! E) s8 Z: J3 tfragment.
, A0 {6 }9 B+ N' M20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
e ~6 L) e1 ~21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- o4 i7 d2 s: f- |
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ F7 s3 d8 K+ Y! Y! P- ~$ Wset" l) K4 f% m) L
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( k1 s/ m6 {' _23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# z* p" e, Q8 U+ D2 Z5 I1 r24. Bug caused F/FB to sometimes bomb at low altitude
; Z1 ^% ^: a* o. M, w0 S" k0 ~( [25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 A# ~; |) p! Foccurring properly.
' S7 i( `, {& C" Y5 K: d26. Bug in Industry 'failed' indication not showing properly sometimes
% M n* ~/ P8 i. X27. Location check at scenario load to include small map sceanrios n& _8 n m- {4 c
28. Bug in air supply to fragments in a non-friendly base hex! i( A! S1 r7 J) h' D
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 W+ P/ h, l* v" i* n! P! s
being set to homebase before execution of the mission – ie was returning to base
3 {9 z0 }' ^6 q& f5 W9 t Bimmediately: ^8 `# ^( }5 a
30. Error in Strategic map display
' v4 H8 E1 y* l4 K31. Additional and stockpile options were not turned off when base was captured$ u P+ @5 h; P% S) w
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on [8 e& ?4 U' l% k
mouse over
# `. p% [0 N' F7 j+ [33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 l& @- F4 \- g, W# A* ]chance to gain experience if >75% prepare and < 50% national exp level5 F& I4 K5 z' Q: F; z8 f8 q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" z! E7 [5 M* m. _; r4 ~- ^
alleviate the incorrect experience gaining happening while in reinforcement queue
0 V! e! K: g `6 {9 O8 Z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- ~, b/ R( s& E
caused unit to jump “off-rail” and move overland9 D! D- e/ P `$ |/ N h
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 u) R; R$ _$ L r; N( E
37. Excessive accident messages on unload from TF reported
+ }% }8 { h2 J; H2 O1 W38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ _* Q3 ]5 @* \
merged causing smaller size unit than expected3 X2 ~% i, D% B( v
39. Corrected possible TOE error in scenario data load for inactive units/ k% N9 o# V$ G8 K; O K& ]
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can' `! J/ I8 K/ _9 s2 h
however be allowed to do this.
- F' T: O& U. r' U+ L* H41. Possible CTD if sinking ship's load was a group1 i+ j1 s% b3 K2 |
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ K$ i6 p: O/ Z* Q7 jwas causing an over production for that turn
7 E8 r, o' T o6 \+ n. [) I43. Retain day/night setting when creating group fragments. [' P% ~9 d( {6 k/ b# H4 u
44. Adjusted supply and fuel values in base list not to overrun the space# S) F: |4 C2 T+ L; Y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ \+ E4 D1 @. L$ t
added YMS to Sweep TF in line with manual and code, o( g# B% o5 V& b2 m4 i8 `
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the b/ }. J A! ~" j" c$ n8 w
rule relates to the abundance of manpower and is not covered by replacement pool. Normal* t3 N' v. {8 O" k
rebuilding of destroyed units is not affected by this.; ]& \' X* P! Y# L& r5 |7 Z3 r0 l0 B
47. Carrier capable and trained text not showing together on Group screen
- k! T+ M) d( S) K: f48. Handle any blank re-name changes by ignoring them
- I0 t5 ^. @ I2 L49. Possible CTD when air fragments combine
' s: l9 o3 a* ]7 U) b3 g N50. Unloading TF can freeze a LCU onto a ship under some conditions' {) c' j, J& n" O" Z: ^8 `
51. AI not behaving if main HQs missing (affects small map mainly)4 M' W. I+ u' o1 h- L
52. AI using AGC for normal land units – removed from TF if not needed
2 P# ^6 k; E/ i9 `6 O53. Soviet activation message not in Ops report
" _( G* V7 U0 s0 d$ M# l54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% @! q4 ]" U. O/ T: J55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 N! |3 u0 j3 Q" v* B" M3 x6 I56. Sub attack against docked TF not happening for port size <3! R* W( w1 x1 r
57. Unit type changing unexpectantly% ?, @7 [ m, Q: S3 X/ H
58. Torpedo replacement on plane sometimes is missed1 V3 h+ a5 u$ G" Q- X
59. Double handling of overstacked supply requirements
6 C% a- _, e; k/ X! L$ i" z3 N9 `! S60. Fixed alternate weapons for port attacks- R* ` ~! n& O7 x. c3 Y( Z! p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 P4 a& ^4 o& Psometimer in the ship repair cycle.
1 @: @/ G7 E3 P' ^62. Ship tonnage over 32K could cause repairs to fail
4 q7 Y( n1 S* | e& ]8 W* T9 lNew$ H4 l/ p9 O7 m$ z8 o
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
: j9 j0 d# x+ O5 N3 Z/ ~Tenders not counted
/ S% k7 c+ z( {7 e( i- C6 c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
9 N8 X9 i6 K8 Y1 S* k) g4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. Y! Z v) @. W( t. _2 M0 L" f( n
to remove damaged ships from TF
, l) F& U2 Q. s5 I/ s; N5. New filter for “non-building” devices in Industry pool screen7 c1 j0 C Y! ^0 Q, |( `3 t
6. New filter for “non-building” aircraft in Air Replacement pool screen- o% M/ L; b$ }. ?
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 t$ W& T' G- k' _# {
mines (^) detected
, c) I, k9 y6 }5 `2 _, y( x- s0 d8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. Q: I! S) T" {1 W2 Q/ r& l3 F‘button6..’ image files, then these will be shown. If not, by default there are shown as1 c2 W& e+ n4 I
standard parachute unit icons# ~7 g! I4 y4 U
9. Air/port damage and building is shown in base mouse over$ a7 r# u0 B. k$ v, N
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 F! I9 r; @) l9 B11. TF can be routed to stay within coastal hexes as much as possible
F7 v6 |+ j; Z+ C12. On Top Pilot screen show the 'ace' cut-off value if more than 1
[! W3 u5 p) y13. Added option on group and LCU reinforcement screen to turn off replacements
1 t4 P' v- u! |) |" l y14. Current base can get supply returned to it when reserve planes returned which were
. v. n0 L+ [' V3 s& K, R, j0 X: ^originally supplied from another base. v- ]2 c Q$ @" V1 q$ f# [
15. Unit type filter on Troop Loading screen% q: w, |' {1 }7 @$ H0 `. l1 i) n& y: j
16. Report killed ground units if not in combat report- F- `: e2 N1 T+ D! S, L( M
Changed6 K! T5 V& X: v5 Q1 V& x% i
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ _+ v* i* u' W F+ ?+ r5 {(complements fix 18 above)$ w5 q5 U0 G" S$ O9 ^
2. Permanently increased pilot array to 70K3 p( L ?. ^, [5 m
3. Increased number of air combat rounds are a factor of total aircraft involved
" ? c- j1 m: t: N4. Allowed submap to submap movement if land connected for land units. Should have been0 X. S; K* `5 i4 x0 O
so as per Andrew Brown
6 w9 P1 v7 C) X) w; O6 A) ^5 M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# M1 j& {) t' S' Y0 ]
delay toggle instead
, }2 O$ ?' b. r+ X* t1 w6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- A! o& o0 T( l0 h
maintenace a bit more
9 i0 H" M' F3 }! H/ E* C7. Support device replacements won't decrease the overall experience of LCU units. This does/ ] X" Q' m. v$ S; U# ]
not alter the overall EXP change due when any replacements are received.4 `" @; v% ?9 A1 Z6 H. q
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
_% a2 p6 N+ ~) Ebetween the two but could break current games.& s* ^7 H2 Z( B7 B. C4 K7 x1 S
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' X: J! ]; S+ F, t$ \$ C4 L1 Z
should not change player or HQ, even if not in play. These original HQs are used by the AI7 g. b* b" P& @/ l* J' f: F4 w' R. T
routines so changing or deleting them can put the AI off. Changing other elements should; Z7 O8 C+ C8 N* c, B( D% b! q
be okay.1 c+ e2 D7 z( W4 u7 t
2. Clarification to weapon filters for aircraft:, E5 u' o' z2 t" Q) U$ D7 p9 X) T' z
PM_NAVAL_ATTACK 2 // used for naval attacks" T/ S# k: O" V# G2 P) P4 m, b9 {" x
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 K8 m7 Z+ A: q+ l/ oPM_LAND_ATTACK 8 // used for land (ground) attack
/ k. x3 Z6 P6 ~4 e- [; APM_PORT_ATTACK 16 // used for port attack' B5 r0 `. i) @, @. C6 `- J
PM_AF_ATTACK 32 // used for AF attack
( _: p a8 L0 X! |6 u, v+ sDropped any reference to secondary values for land and AF as they served no special use.
! ]; A2 ]( Q' v+ nClarification changes
5 _1 D, f' l! x) K) F! Q' P! x3 S1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% ^) p# j5 c) e4 T8 E1 ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' p. a' g2 V6 qMONGOLIA(91) or TANNU_TUVA(92).0 f6 r' F% d- u. o" V8 T& f' O
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( ?& x( W, \+ E3 v9 S
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes9 z8 d* x0 | \4 _$ P( N9 C
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 e5 ~4 X/ q3 J& h5 ?# E- Jafter Soviets are activated, but can’t move
7 M+ V& ]+ U% o; ^# dd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! |& r' ]" V) Q8 r; F* b" A
disbanded in port.7 R" @2 R9 F i# k) c
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently9 Y% ]+ k' }/ ^% `
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |