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. H# k3 x, l* z& e" E5 zhttp://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
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大量更新,详见列表:
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Change History:' |4 U" u' Q; Y [$ @! R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- d6 G! C& E5 ]) K9 b" D/ M/ N1. Seventh Update – This release is a comprehensive release updating all previous
1 }) j* a# O8 tversions to v1.01.17 beta5 J+ g7 g* Q" t* r
2. Code Changes
( C) @, e& E3 z% R2 h* [ D9 I3 OFixed
4 h# S5 L4 s0 j* w7 R( P3 D1. Display of AF/Port icon between player saves based on player's intel
# a4 ~# K5 x, c) B4 q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ ^, V7 u# j9 y+ V
weapon list updated, X* `5 h9 E% K& z
3. Reported cargo/troop safety values incorrect when no cargo/troop space
* N3 V; M% C( J, |4. Allow smaller 'reserve' space for small groups on ships8 Z. O) }4 N+ q
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
! X1 A# U) W7 w/ G8 C# `/ {+ I; m9 f/ H6. Correct attacking plane count before final post-air combat
3 b" I' o. `* Z" P3 R9 g& T$ f2 m( s7. Pilot promotion may have occured in error sometimes* D0 }# V2 |! j& A Q5 t- j
8. Raid detect message sometimes dropped of the combat report
, u0 O' n% D; }# h2 [5 U1 e9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# |- s3 e, ~6 ?& ^generally6 a3 N5 y8 e2 X$ l, ]/ _' @
10. Some pilot-leader connections were being corrupted
$ O- R9 G# X8 i! T4 h! J11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% c2 M, l4 }; O5 \other move issues due to the incorrect indicator
0 N. n" s) [6 U) D4 y, s12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 z# P/ N0 a) v& T' q% tdamage
' D; [8 j5 E. H- a+ x! ~; M13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 p& Y$ c/ Q& {; E9 P. G+ k14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the A3 ]& ?( P; F
date sort7 _ z0 u, R# V( U
15. ASW groups not allowed to attack sometimes# G) ] L& y" f. L8 m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ t0 W7 v6 d5 p9 ]. {+ C5 ?
HQ/LCU to jump to reinforcement queue: _# k5 |& z6 _4 z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 B9 t( q7 `2 N3 r+ P. z v
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 T; f9 o- H( v3 s+ k& G2 R
at start of AE but crept back in sometime during updates
3 @6 t6 v' ^4 w: d19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( V$ S9 I: z5 }. ^- jfragment.5 x/ t# [' @1 {0 y- B, P1 V
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& g4 R# c3 l9 ]9 M; i" A
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
1 ~4 X$ \: u4 J2 zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. o; a9 F& k: a7 I9 |9 m7 f! t
set
. w* M) n9 [1 k3 X+ E$ {, f. d22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 f) T- {$ b0 \& Y3 [: @7 D! |' B4 M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, _9 R) r# w" J% @( E
24. Bug caused F/FB to sometimes bomb at low altitude% X1 ^7 s' d' p) o! e2 K- C
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" t1 J( S( A8 j" }, C- [) y0 soccurring properly.3 i- h: D# u+ r2 N" d1 O
26. Bug in Industry 'failed' indication not showing properly sometimes
3 Z3 H5 Q# b1 e M% z* Y+ J S27. Location check at scenario load to include small map sceanrios K( I9 D0 _% j/ D% r5 t
28. Bug in air supply to fragments in a non-friendly base hex, u" G! m1 {- f: V H
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 x. o6 w1 {7 y Hbeing set to homebase before execution of the mission – ie was returning to base! j, |) N3 R. \4 P! r
immediately6 j5 a/ E3 f" r
30. Error in Strategic map display7 s# }, w; j2 [" `8 s$ W: T6 k& ]
31. Additional and stockpile options were not turned off when base was captured
7 w4 N I, C; K2 h0 T32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* G% H2 T- u" w# g
mouse over
' }( X/ l) M Z& T1 W6 E33. Army experience being gained when not 100% prepared as per manual; changed to allow' `; Q& R7 C7 |5 \ N
chance to gain experience if >75% prepare and < 50% national exp level, ~6 t8 V" W& I" V: S4 j5 e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
7 d: `% |; W' E7 ?! j% l3 h1 w, k. Qalleviate the incorrect experience gaining happening while in reinforcement queue" x. |' X* d3 n' p$ @" r+ L
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, e: }8 r6 a' q: {+ {caused unit to jump “off-rail” and move overland0 ~5 G7 n0 \- n% E4 w( f( B# Y) g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* t# u5 v+ K& Z# M) M/ F8 }37. Excessive accident messages on unload from TF reported
0 o7 a+ ^% k% C" D4 O4 `) m2 F38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 x! |. p+ Z3 _' |. Y9 cmerged causing smaller size unit than expected1 o9 R$ ~' v* r
39. Corrected possible TOE error in scenario data load for inactive units& x! {7 d" Z3 N, a0 i: G
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# I$ f# C+ @( S8 |( Phowever be allowed to do this.7 u+ m$ c: N" w# b7 w; k/ [
41. Possible CTD if sinking ship's load was a group
& ?3 o* j7 J1 k% o3 U* ^42. Limit the number of devices built from resources per unit during LCU replacements; this
3 c9 W$ o) P4 z, x6 lwas causing an over production for that turn
0 Z% E, L& S9 J43. Retain day/night setting when creating group fragments
6 H y5 V/ T4 p5 c- w8 ^4 E6 X7 W5 n44. Adjusted supply and fuel values in base list not to overrun the space
6 R! r! h9 w3 e7 f45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
q+ r7 ~. r, ~$ |% r6 ] o4 k/ hadded YMS to Sweep TF in line with manual and code
- n! }9 e! R) S9 g5 t46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# Y, b5 T7 G9 p% t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal: m. y* y5 n$ h2 F b9 b
rebuilding of destroyed units is not affected by this.- T# @! n/ M2 ~+ `
47. Carrier capable and trained text not showing together on Group screen
/ i$ u' {! Z/ ~3 g3 s& p48. Handle any blank re-name changes by ignoring them2 F: l4 b; ~( [
49. Possible CTD when air fragments combine B1 ~+ k1 x0 J$ g; b2 X
50. Unloading TF can freeze a LCU onto a ship under some conditions
( b# ~& ]% u( n: N4 P& M; {- D51. AI not behaving if main HQs missing (affects small map mainly)
- V1 a& ^& ?4 e& l6 [52. AI using AGC for normal land units – removed from TF if not needed
8 U2 d6 B# w# |- |% o% g53. Soviet activation message not in Ops report
( E/ f# `9 O: M K# E# _) J54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 L* T0 f$ Y0 r' w% B- ]
55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 f3 Z' G) ?/ g. K# Y$ k6 `56. Sub attack against docked TF not happening for port size <3
% l# j7 u o. u% @, t2 `57. Unit type changing unexpectantly" @- A9 E9 E. Y/ T# Q* b
58. Torpedo replacement on plane sometimes is missed& A; `8 N1 E% q2 ^* h6 I e
59. Double handling of overstacked supply requirements- M7 i1 F3 ~/ F& x
60. Fixed alternate weapons for port attacks k* G4 M; W$ q; \6 P
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
0 E' C# V9 _7 y2 B1 R( nsometimer in the ship repair cycle.( U2 B8 y# [" ^ C' W7 N- G4 _
62. Ship tonnage over 32K could cause repairs to fail3 `' U: s$ K0 x9 p$ P% K
New
/ e6 D. `/ R4 A c/ }$ o* t1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, m% d, e# o, \4 v5 z! P
port4 [1 O5 r# O& S2 h
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
r/ V4 d$ o, y5 g. x/ dTenders not counted' G2 N9 X. |4 p- N0 \ \$ O
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 Y* Z8 x: C% }; O0 m o* q4 v1 s$ T
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 P8 j6 o" c/ Q' U5 z( Dto remove damaged ships from TF
/ d3 ?" W7 ~( e7 {# e3 o5. New filter for “non-building” devices in Industry pool screen0 E8 c0 ?: D% ]( Z
6. New filter for “non-building” aircraft in Air Replacement pool screen7 z$ f: C; y/ o0 @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy J) B' [ q+ Z
mines (^) detected7 K5 F: T0 }0 V1 X
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the. I6 P* [$ Y8 Y @$ W( m
‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 f" ^! ~1 l6 C1 d% jstandard parachute unit icons/ \* K5 ?8 ~% q8 I
9. Air/port damage and building is shown in base mouse over
' X6 V0 H! l) r8 u1 u! B0 Y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; s8 p1 Q* }4 V3 }. V% C
11. TF can be routed to stay within coastal hexes as much as possible$ K" h# v3 U2 x$ w9 O* }
12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ z# u* N( Y9 R5 \
13. Added option on group and LCU reinforcement screen to turn off replacements9 F; N/ b$ s0 n v
14. Current base can get supply returned to it when reserve planes returned which were
g7 J! b/ Z; J; p" |* _originally supplied from another base
+ G2 i9 ^1 l6 n4 n. b# P# j15. Unit type filter on Troop Loading screen- C# i' I2 y6 g. ~
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 K4 K8 t d, _8 w S3 B! s9 Y/ F
(complements fix 18 above)
) f; ]6 x! {+ @& {% u2. Permanently increased pilot array to 70K
- q2 c9 _. u: o3 a* I3. Increased number of air combat rounds are a factor of total aircraft involved! R |; l* F' s _
4. Allowed submap to submap movement if land connected for land units. Should have been: Q9 S6 E/ C% `" D* w7 j9 ]
so as per Andrew Brown- {& J: \9 I' p' w+ A+ W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; K" t- C+ p j9 ?9 `
delay toggle instead
/ B4 f( Y# T7 J, l+ C6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
, T$ p e( s! y. vmaintenace a bit more
8 d2 V' Y0 j9 y( \+ x4 d2 `& l7. Support device replacements won't decrease the overall experience of LCU units. This does
4 y1 `$ E+ Z- m& o+ C* m8 Lnot alter the overall EXP change due when any replacements are received.
( C/ @( m3 n0 Z/ d% m w7 L8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: a0 l3 T2 j, F. C6 I
between the two but could break current games.
% _( ]' i+ `+ l* `; r/ {9. Some LCU Prep points may be retained if unit is experienced
; N3 B( o% k) b1 q. |9 x* v0 wNotes; s) f# c9 e% q$ _, r$ \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! r: q3 K" ?8 L
should not change player or HQ, even if not in play. These original HQs are used by the AI6 B- P# ^; p# W9 N/ ]1 s0 Q4 h
routines so changing or deleting them can put the AI off. Changing other elements should. d; ^: g: `2 I. {0 w
be okay.( p. s- X! ~$ O/ O; ^
2. Clarification to weapon filters for aircraft:
; j% E* L/ p5 e2 Y3 qPM_NAVAL_ATTACK 2 // used for naval attacks
6 T* R7 T8 `- s/ k$ _PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( i! R" _( E# G; d
PM_LAND_ATTACK 8 // used for land (ground) attack4 _$ q% d- `1 m+ Y$ t- T
PM_PORT_ATTACK 16 // used for port attack
& e/ l6 l p! V7 [4 fPM_AF_ATTACK 32 // used for AF attack" M. `3 ^; ^1 b; d
Dropped any reference to secondary values for land and AF as they served no special use.
+ O" c/ i1 B" L1 N' R, hClarification changes
$ z/ |+ o9 ~+ {3 C) V; D) p6 ~1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" Q6 |. p3 d3 V: V" c6 ?3 xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 H! o V* u* s+ I- zMONGOLIA(91) or TANNU_TUVA(92).
5 o) _3 S1 z( v; L* ^# Ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases9 u0 S7 C: F) t- |1 @
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 L1 _, s! l* r" d5 w! t: Q6 a. B
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* @& U% x) _; R# R. d4 g# l5 Vafter Soviets are activated, but can’t move
4 V1 N7 Y4 P$ W1 D. E7 Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ Q$ b' q3 h w
disbanded in port./ h. B' {" b/ ]8 Z7 t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; \, v: E; \& `$ C6 i! q4 U
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |