具体见
( h% W p C2 A, W9 n, j
Z: o+ h, [% }% X" rhttp://www.matrixgames.com/forums/tm.asp?m=3185062+ B9 h7 R! d3 T% D+ [
; y: i- {+ f0 F' f* v" O
已经共享到岛群QQ和本论坛置顶资源帖
3 R4 R2 ]! w& i6 x# g4 O0 X, H0 i) n! f# K
大量更新,详见列表:
( [! i( z3 b7 ^* ]4 a
. c, I r1 C7 v9 S; R4 E
# F( a9 o) Q! z, K3 l4 }( v7 WChange History:
" m; N+ L9 k6 o- R/ A* eV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
u0 G& y0 T: J, t6 C1 H; c1. Seventh Update – This release is a comprehensive release updating all previous7 b. y6 v7 s, `9 @( @
versions to v1.01.17 beta
T8 G1 C5 B {2. Code Changes
" g! l# k. H+ l$ ~) xFixed* B: a w! E1 f- |/ R* w
1. Display of AF/Port icon between player saves based on player's intel
5 i/ J( g' F: |/ F' F& x! @7 `2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
3 O* l0 V; K/ z4 E" Oweapon list updated
% }- _: Z1 F' E5 M T9 j2 N ]8 i3. Reported cargo/troop safety values incorrect when no cargo/troop space
& X. d0 y' b ^" S' G4. Allow smaller 'reserve' space for small groups on ships; r/ G6 h3 t2 A+ T* _: _
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 u+ \% i0 K( M6. Correct attacking plane count before final post-air combat; k3 d% c% I2 C& `5 c
7. Pilot promotion may have occured in error sometimes
2 Q9 }+ G8 P4 ~' P' X8. Raid detect message sometimes dropped of the combat report- w7 O+ O) R( j: L! _
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ r* y* z( D; ?4 q3 ~; y1 x3 \' igenerally
* T6 |% A5 G. p' |& J/ L7 }10. Some pilot-leader connections were being corrupted
, t& m& f" x* [ u, t. Q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few$ S& i* i& k' C, X- Q' D
other move issues due to the incorrect indicator2 X* e* l2 T9 g/ B
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 [2 X C& A" Y4 X7 k9 c, Hdamage) }; ^" w7 M V9 N+ Q$ K: C0 Z
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( ?1 _& n6 w5 ?5 u$ V) d3 A
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the, U& {' q6 p6 V
date sort; c7 ^( l" F& P3 D* a
15. ASW groups not allowed to attack sometimes0 ?4 B; g5 o* x3 h- h/ c
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
7 \5 D; A9 r/ KHQ/LCU to jump to reinforcement queue; ]3 [ Y% G- X8 M4 P
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 t+ r9 Z) u( o. K" v0 @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 k* R5 V: I9 r% _0 S5 Aat start of AE but crept back in sometime during updates
9 U: G: ~5 k# S8 _19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; v. _. p" T) ?: F2 M9 k- r6 bfragment.
. v6 e! O( o! [7 f. g/ ?# e20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( b% J, _4 K% x. q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
7 u9 A3 z7 k: B, o: C, {9 ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. G/ R& p' ~ l; T0 \set% | F8 i( c4 P; R" b; @$ j) G1 @5 z2 Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
8 Y; @' l8 S) A+ a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' R- l* b6 L& @9 P @6 N
24. Bug caused F/FB to sometimes bomb at low altitude
* H* @0 A8 J( b5 H+ u' p25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
# g- z* u- c5 D# o+ I" D- J6 Roccurring properly.0 a- f5 g$ ~. t
26. Bug in Industry 'failed' indication not showing properly sometimes$ D5 e; c. a; F- L/ k
27. Location check at scenario load to include small map sceanrios
0 H0 F# `, q$ y$ u @28. Bug in air supply to fragments in a non-friendly base hex3 s: C. S9 O3 s8 }
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ ? y& T5 Q X( }/ K5 o7 Wbeing set to homebase before execution of the mission – ie was returning to base7 v1 }- X+ Y( x/ ~( d$ Z
immediately
; B3 \+ m9 |+ A r) I30. Error in Strategic map display' N2 o* C% [# j5 t Y
31. Additional and stockpile options were not turned off when base was captured- w2 m, w7 h5 P' x5 |3 n5 H
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on `! K; M( S, J. G5 k8 {) Z+ Y
mouse over5 H, w" V! G1 J$ W4 H+ V
33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 f- s* u# e0 u( K$ B. Lchance to gain experience if >75% prepare and < 50% national exp level
2 E+ d5 r/ d2 z' _- A/ U1 r& R34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% j6 {0 t' t$ Y' x3 x
alleviate the incorrect experience gaining happening while in reinforcement queue: D& R4 M) P6 @) `% }) O
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 P/ y) I4 F" X" S D9 S
caused unit to jump “off-rail” and move overland1 c r, U1 _; X! u8 ~* F0 H U- \
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 y# j# K. ]5 i+ I. J2 x7 u
37. Excessive accident messages on unload from TF reported
6 N; u( h' w) Z, P; g" ^38. Reworked editor sub-unit merging as some devices could drop off the unit list when. {1 q8 |. x! u9 I) p7 s. N
merged causing smaller size unit than expected
, A/ v" s+ S4 Y9 Y& V$ P6 q39. Corrected possible TOE error in scenario data load for inactive units
, E/ E) [: ?: Z3 O X+ s% |40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( w5 P% x( F% h9 {* ]/ Nhowever be allowed to do this.
* b3 x4 N; G/ g! H- {/ @41. Possible CTD if sinking ship's load was a group5 N3 a1 t. k" c" `
42. Limit the number of devices built from resources per unit during LCU replacements; this
% j- x- l4 W& S( v2 h; s- G! wwas causing an over production for that turn
+ U/ B+ J" `: V6 h0 q0 l& Z43. Retain day/night setting when creating group fragments
7 f4 o+ b0 h/ p2 \" V8 ^. L [* q44. Adjusted supply and fuel values in base list not to overrun the space2 N& f2 H: S, A A
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 I, ~, R+ f1 k& i2 hadded YMS to Sweep TF in line with manual and code
+ L9 d/ X1 [6 B$ R46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 `( H9 P1 }# w. X$ ]. a u5 Y8 W! Erule relates to the abundance of manpower and is not covered by replacement pool. Normal
# ], H- ? e1 m% Prebuilding of destroyed units is not affected by this.
1 @3 `+ I/ w9 e* g8 ~ d6 K/ _8 h47. Carrier capable and trained text not showing together on Group screen
+ h/ w' z, l3 T9 r) e( o6 t48. Handle any blank re-name changes by ignoring them4 M4 T5 U6 T7 u- v$ ^# m) w
49. Possible CTD when air fragments combine
2 g! ^* |6 H5 `7 \- h" A; ?6 [50. Unloading TF can freeze a LCU onto a ship under some conditions, W4 `0 s& j0 X3 e C
51. AI not behaving if main HQs missing (affects small map mainly)
: ^5 T( W. g( P& e5 ]6 |, N52. AI using AGC for normal land units – removed from TF if not needed8 Q7 b7 ]7 G( m4 L0 ] {4 H
53. Soviet activation message not in Ops report
; |( P( X/ I/ n( R7 ]8 J8 K54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; F5 A% ~+ ~* {( S! L, [
55. Clear Soviet air balance if not activated. Possible incorrect base switching
z& K" _# z! g+ H* q0 C56. Sub attack against docked TF not happening for port size <3" X- T( v$ |5 z: B% R5 u
57. Unit type changing unexpectantly' e. J( o6 l) ?: R6 }
58. Torpedo replacement on plane sometimes is missed$ H4 K9 g. i1 m* P4 E
59. Double handling of overstacked supply requirements
- V; S: G' E: R6 {# M60. Fixed alternate weapons for port attacks
; T3 N' X9 r+ [8 o/ i3 m$ M% P61. Corrected weapon system damage to show after combat on ships in port rather than wait till' j9 f, Y+ u4 I. D4 z& o! _
sometimer in the ship repair cycle.
9 o% \: t2 \. R' j6 u5 ]+ t62. Ship tonnage over 32K could cause repairs to fail
5 }" x" C. d0 Y1 d7 wNew
) b7 d8 n/ n7 L/ [7 r1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* s" v% j+ R+ N2 ^6 ~/ uport4 J; @. ?8 B; V0 |9 Y9 I& q
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! ]& p! m4 i3 y$ DTenders not counted
7 r7 i0 T2 a% p9 F) k3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 Y- k7 p* S6 G) @$ J2 h
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! v8 O( p- b9 l `! G) X7 S* [to remove damaged ships from TF
$ ?2 X) \! f" M4 ^4 q5. New filter for “non-building” devices in Industry pool screen. _& v9 r" ^5 S
6. New filter for “non-building” aircraft in Air Replacement pool screen
/ Y- A& S4 O7 q! I% t! x8 W& w. ^7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 A; R5 R7 G* Xmines (^) detected
* Y" k8 _) {& B4 E' T, g8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
& E; j W0 G! ]: r; D& M* V3 H‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 h# ?* u0 y4 A9 a Q; Wstandard parachute unit icons
! l( S! G, z8 p4 U- ?* O- x" E7 f9. Air/port damage and building is shown in base mouse over
8 [- B4 R+ q( O10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ u; p0 d8 A u; x8 s11. TF can be routed to stay within coastal hexes as much as possible1 u9 Y- f c* c
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 {7 C( F7 N. E: O) U6 W" Q6 ?0 ^13. Added option on group and LCU reinforcement screen to turn off replacements! `3 L5 W. \% o F, F! N; g& C$ q
14. Current base can get supply returned to it when reserve planes returned which were6 z, y+ r" O: g
originally supplied from another base
; Z" w, L& p* A& k15. Unit type filter on Troop Loading screen- `% Q6 V4 O6 l6 T
16. Report killed ground units if not in combat report
/ z2 g. P$ g1 y0 j' O, W; vChanged6 h+ |" V7 q$ O" w
1. AF of 8+ have AV support doubled for purposes of determing support for air operations! Q; X9 |# |* p& a) Y& j; n
(complements fix 18 above). n" d" a/ A( t
2. Permanently increased pilot array to 70K
7 Q0 Y; o. P8 Y0 _# i m& A4 S3. Increased number of air combat rounds are a factor of total aircraft involved
' t, T; w; [3 U. p4. Allowed submap to submap movement if land connected for land units. Should have been/ A" c e2 C3 y( l
so as per Andrew Brown
* t, P& o1 `1 Z0 T5 V5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) N. D4 k4 @; Gdelay toggle instead
" s8 T) k2 t2 A0 ?- [) ?: L6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: Y/ @5 n' z' `: z( P w
maintenace a bit more: X2 z0 W& H$ z3 f4 z+ N
7. Support device replacements won't decrease the overall experience of LCU units. This does) R( N* P" F% x5 T
not alter the overall EXP change due when any replacements are received.
; x' ]; E: d6 o6 Q4 B( C8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& r V3 W! ^# _+ O% ]3 [6 r7 c7 @between the two but could break current games.
$ N3 B. V# W z$ X4 E0 F% X9. Some LCU Prep points may be retained if unit is experienced- s7 p$ [4 E* ]! l' Q1 V
Notes
5 \: T9 N2 \* V+ d3 g: c# S1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& g3 K' K! \/ E- Mshould not change player or HQ, even if not in play. These original HQs are used by the AI, y9 V8 M+ o3 [9 A8 k: f
routines so changing or deleting them can put the AI off. Changing other elements should
' U$ C% X( T& {% A$ G: S; r \+ M- abe okay.& m- f* n* g. x- v
2. Clarification to weapon filters for aircraft:
1 d+ ^( l9 C. f: U/ T, c; DPM_NAVAL_ATTACK 2 // used for naval attacks+ {) B9 |& ~6 u( x1 C3 E2 \9 n
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: }* N. G; f9 fPM_LAND_ATTACK 8 // used for land (ground) attack
O2 ^7 Z" f+ N( GPM_PORT_ATTACK 16 // used for port attack
( k2 I5 Q) p1 B5 R% mPM_AF_ATTACK 32 // used for AF attack) D) M# Y- e+ [6 r6 k* e
Dropped any reference to secondary values for land and AF as they served no special use.+ L' P6 I0 |, W& O
Clarification changes
9 |! x2 ?" q; Y! B- x1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 [& K1 H4 A9 {
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 X6 z# Y* B. t! Z) u( QMONGOLIA(91) or TANNU_TUVA(92).0 o% ]9 @6 w# t& |. \ x% L' o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 ?" L4 ~2 \. d* T5 c3 N$ ab. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; C( F. G. a, R! Z7 B
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- a* K4 m, y& dafter Soviets are activated, but can’t move
: b# ]* X- f! Ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 x F/ K T& \0 Z& Z" x. [* h0 |
disbanded in port.& X, {6 l' {( U
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 F; I6 v3 \# w$ D L% k
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |