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. d7 m! g3 Y/ @4 hhttp://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( J- h/ t- [1 v# K5 c
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大量更新,详见列表:4 S8 s% @. T" }
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Change History:
$ B: D. c( w* i1 }V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 X- N% V5 [( w! H4 A* a5 q
1. Seventh Update – This release is a comprehensive release updating all previous
1 ` ~8 I8 p( t1 W6 F# [" Kversions to v1.01.17 beta
# V: T8 G6 \ H0 m% K1 S/ g2. Code Changes S- q- |( Z; `0 T" A, m
Fixed
+ F( Y3 f# C9 y' g1. Display of AF/Port icon between player saves based on player's intel3 p( ^# s% ^: m! `7 ~, U* s
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 s5 k6 R O+ e' t: @
weapon list updated% k1 `5 m1 L9 v! T4 d( V) H: d& \
3. Reported cargo/troop safety values incorrect when no cargo/troop space+ @9 j% \; j; n# O. h
4. Allow smaller 'reserve' space for small groups on ships8 F: A9 |2 S' a& i! q) p: i @; S
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& `7 S( h( d$ X( Y" [6. Correct attacking plane count before final post-air combat& `' {1 Q# _4 i, ^
7. Pilot promotion may have occured in error sometimes
; e, h3 e7 }! d7 U: {% D8. Raid detect message sometimes dropped of the combat report% m' N1 ], W$ s6 X6 j/ }$ a9 h
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& j( e: I# e! {0 e
generally
% M& m2 R; I1 J% o$ E10. Some pilot-leader connections were being corrupted7 a& r! r1 Y. c/ u7 [
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% a7 i2 F3 G- n! [! m# I
other move issues due to the incorrect indicator
7 R# s2 g2 H9 ]12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, N8 }3 ~7 V7 i* x. z' y, k0 udamage
$ k' F/ P) j- z13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; `0 ~, ^0 ?/ e5 {0 ^* d( v
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ ]2 b& ^( S- R4 w4 rdate sort
/ d+ r8 c# j3 `+ E9 h0 \) N15. ASW groups not allowed to attack sometimes
& c S3 ?4 e4 \) V16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 ^, W" H& Z. mHQ/LCU to jump to reinforcement queue. z6 `8 n, z. J, B2 w- U# e- E
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 X- q$ O# O& i0 Y; D18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
O* A- I7 X& l5 x' P9 lat start of AE but crept back in sometime during updates
9 L9 x: Z* w' D19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 y; p# i" [2 M4 R1 l
fragment.
3 h6 Z* H$ y$ k3 u1 m' r! m4 u20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
& Q- h6 S4 @! B6 F, Y0 ?% h# V1 t. K21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' f, u6 k$ F zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 S2 S `0 ^: {: y+ b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 m5 ]; n% |, n0 D% J& Q( R$ i7 b6 U4 d24. Bug caused F/FB to sometimes bomb at low altitude7 ~' G7 y6 |# ]6 K
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not2 z3 @5 ^2 R& C, {
occurring properly.
4 q1 }! t1 ^2 B- } V2 ^26. Bug in Industry 'failed' indication not showing properly sometimes( f+ t3 C4 O0 ~% x( A/ }7 _
27. Location check at scenario load to include small map sceanrios
) R" ~. `* O! ` A, o7 q" p& T' u4 \28. Bug in air supply to fragments in a non-friendly base hex
: \! @. L% |3 b& l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was$ A2 X3 @. M' \8 T& _- ?
being set to homebase before execution of the mission – ie was returning to base3 N A7 [3 N0 \% L
immediately2 {/ f( h! x7 M, M e# j
30. Error in Strategic map display, f7 n" z; y; E8 j; l/ O: |
31. Additional and stockpile options were not turned off when base was captured
, Q2 g% U/ R, _3 g7 o/ J32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! ^6 y- f* g' X( X
mouse over8 T; D" U, B, }, D
33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 V! W- O7 a' h7 Mchance to gain experience if >75% prepare and < 50% national exp level; x5 l* @! \' W+ C
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 a7 n3 k7 M+ G
alleviate the incorrect experience gaining happening while in reinforcement queue3 S0 a% ^$ |/ b% ?/ u. h( I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) u) ?3 i/ [' b7 ~" Y6 }' k* |4 Kcaused unit to jump “off-rail” and move overland/ x2 h* Y5 ?/ Z( V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 A6 ]; d" u, X37. Excessive accident messages on unload from TF reported2 |* F8 E# B! r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 j/ p; A4 [: w* E" v
merged causing smaller size unit than expected' o2 s6 B; @3 H0 N F
39. Corrected possible TOE error in scenario data load for inactive units# E* l- ]6 j! s: _. T
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# G* C# E, ^: C" j. h( y$ y9 w, ~' P( Bhowever be allowed to do this.! f2 ~" i( K B* ]! \2 X, A' S
41. Possible CTD if sinking ship's load was a group8 V8 v% |6 E& V, b0 D; ?$ [1 h
42. Limit the number of devices built from resources per unit during LCU replacements; this2 n( d# f9 T" K' q( F" w
was causing an over production for that turn
$ H) ~" P: E7 `5 ~& K( n% X43. Retain day/night setting when creating group fragments
; W2 N% X) ^( x3 b1 G' d, \44. Adjusted supply and fuel values in base list not to overrun the space) ]4 g C+ Z9 {* ]6 c0 l/ B' O: y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& q- d( [: u, ^7 z/ { q& W1 B0 N5 Hadded YMS to Sweep TF in line with manual and code
- R# t0 r1 M( e46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: p6 r! G# r8 w
rule relates to the abundance of manpower and is not covered by replacement pool. Normal2 X. p. Q( X: l+ t7 A% j+ e
rebuilding of destroyed units is not affected by this.
& L2 w2 N6 c8 t/ M" K) O47. Carrier capable and trained text not showing together on Group screen
& p- e) X5 O% P' L! q4 h48. Handle any blank re-name changes by ignoring them
( [0 ]% l# f6 L+ }. j' y49. Possible CTD when air fragments combine
! E* c0 E' d+ l8 ]0 @$ Q4 w50. Unloading TF can freeze a LCU onto a ship under some conditions
- K1 g3 \! C6 [5 K51. AI not behaving if main HQs missing (affects small map mainly)3 [( n5 |& j2 d1 t9 _5 Z* k
52. AI using AGC for normal land units – removed from TF if not needed
$ l* }/ ?) g8 a. U53. Soviet activation message not in Ops report
8 T' u. ~5 H9 L6 S4 k54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" Z$ |: ?& O" t( A) g/ X4 ]/ \4 y55. Clear Soviet air balance if not activated. Possible incorrect base switching
& @0 _7 D% Y+ z3 L+ e; x9 Q. n2 T56. Sub attack against docked TF not happening for port size <3
5 h; r: V) @9 d57. Unit type changing unexpectantly
1 Y2 }+ v+ h$ h& M3 O* N58. Torpedo replacement on plane sometimes is missed3 K q+ H/ a: f2 M0 h
59. Double handling of overstacked supply requirements
& K6 z9 q; d) ^/ Q E5 Q60. Fixed alternate weapons for port attacks- L5 j* }4 i& I7 k2 H8 [# Y5 s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. V, t* o8 l% A. l. I" [/ ~
sometimer in the ship repair cycle.' U: g+ n6 }! `, q7 W) r- @
62. Ship tonnage over 32K could cause repairs to fail4 y2 y/ k7 q6 {) Q- S$ k
New2 g+ B, s- Z( [! c3 ^) p! h+ K
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# R0 Y/ G3 Y( w: M Eport
- T3 b1 W$ K9 `* k6 ~$ E2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
3 ~( V8 U% I+ X8 rTenders not counted
9 q) F0 Q6 h% X, f& W* n c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 [, Z% P' f3 a8 p
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( z; H: }3 X9 K
to remove damaged ships from TF
% k V& M% A6 e: p& U5. New filter for “non-building” devices in Industry pool screen4 x/ F. J+ o0 @4 A+ u
6. New filter for “non-building” aircraft in Air Replacement pool screen
1 W3 s# l* f& y |; k6 `# d7 N7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 g1 n% B, y/ X, o& h
mines (^) detected
/ C6 z3 W. p0 U1 Q& l$ A$ i4 R. N" D8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: r8 r% _' H( i/ G3 U8 Z
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. ?6 o( g5 ~6 Q8 h2 vstandard parachute unit icons
- t3 a. L2 g, V s# W: y+ H( T9. Air/port damage and building is shown in base mouse over* K( t9 P# {4 _" a- q: {9 f. ^2 ~& }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& i8 v* B+ c& X* k9 d+ s% ~: ]
11. TF can be routed to stay within coastal hexes as much as possible- S2 G& e) F, h7 P$ J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ N# n- }* R: ~" [
13. Added option on group and LCU reinforcement screen to turn off replacements
; R+ J3 w' W" M14. Current base can get supply returned to it when reserve planes returned which were
: A0 C' G# V, Noriginally supplied from another base" x9 O* m0 _: ~& f+ J% q: V. @
15. Unit type filter on Troop Loading screen
/ P$ j! G9 Q* w16. Report killed ground units if not in combat report, S: W( n" v7 v/ N$ K) ?
Changed
0 i# S! P B# B& q' T/ Z+ L1. AF of 8+ have AV support doubled for purposes of determing support for air operations: n' O X% X0 I, f
(complements fix 18 above): p5 D$ Q, u5 y9 q
2. Permanently increased pilot array to 70K
& T9 h& l5 n; A( I- y- Q7 }3. Increased number of air combat rounds are a factor of total aircraft involved
0 k. z% } c/ s( F! ~4. Allowed submap to submap movement if land connected for land units. Should have been
: S/ s- r! W0 u! H& Pso as per Andrew Brown
% o( k& o* P& g5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( s- \7 ~5 u6 i- D$ E Z7 o+ |delay toggle instead
: j3 \' k& P! q7 ]3 \/ i' }6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
1 c1 Z' T: p" u9 Q8 G2 {! omaintenace a bit more; m1 H9 j1 H" q% u# y X. s+ U4 Y: X
7. Support device replacements won't decrease the overall experience of LCU units. This does7 w$ H% l! R, \- S" t" I1 f
not alter the overall EXP change due when any replacements are received.
t1 G G" n) G4 {8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 d. u! p4 I3 K3 l
between the two but could break current games. `* C" d; s: M- {2 T( A
9. Some LCU Prep points may be retained if unit is experienced$ B1 }( K& P- R, t
Notes
9 }; d% D/ D' E& v9 f: v1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- n) I1 H; g" {should not change player or HQ, even if not in play. These original HQs are used by the AI
. B c5 s1 n$ ~routines so changing or deleting them can put the AI off. Changing other elements should
8 c% ^* h2 I7 N( E; Fbe okay.# _8 k+ X) b. y+ H9 `4 O
2. Clarification to weapon filters for aircraft:
9 s, H) o& \7 {' E ]# k2 `PM_NAVAL_ATTACK 2 // used for naval attacks
( Z1 O4 K X) {8 o7 h( ~+ b+ ^PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 D: f; A* T1 v; Z& ?
PM_LAND_ATTACK 8 // used for land (ground) attack7 N$ n6 B0 G: m
PM_PORT_ATTACK 16 // used for port attack
; g: r6 w' B6 G7 IPM_AF_ATTACK 32 // used for AF attack
) I9 C3 [! U9 mDropped any reference to secondary values for land and AF as they served no special use.
9 k2 E- i. M7 E& M7 k% g' }Clarification changes2 O/ x ^! P3 ~" p: W8 h
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 g8 X' `! Y% f4 C% wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
[$ |) Y9 h- a1 XMONGOLIA(91) or TANNU_TUVA(92).
$ {2 D; O' H% E1 f2 ^. z7 `+ pa. Allied non-Soviet groups can't transfer to Soviet Motherland bases- @6 c1 ^$ Z0 R1 W) K
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& j% O Y9 H) }; {5 f' \
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- Y. G, }8 r, G0 V4 r% k7 A1 h |% Yafter Soviets are activated, but can’t move
' ^; l' b2 W. b+ _/ C# s$ Gd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if$ T, K2 m5 A6 L
disbanded in port.
* o, A0 n) ~! G1 Qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 Z5 v1 k- W0 Q, }
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |