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大量更新,详见列表:# {" |& Y0 t, F
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8 F+ J8 P; X' rChange History: D4 X; v* e7 ~% S' w: _. R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, d1 z& X1 j" E8 z6 o- M1. Seventh Update – This release is a comprehensive release updating all previous
$ P+ `3 `; Z6 A; b( j; Vversions to v1.01.17 beta2 Y ?+ ~7 _" G2 H# I: ~" I
2. Code Changes* N# ^* K' u' J! h$ U
Fixed8 x5 Y( ^2 f% b0 O
1. Display of AF/Port icon between player saves based on player's intel' A0 z P9 [% F( y, C+ Q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( c5 n: t' w/ F. ?; b" j, k* |
weapon list updated8 s) m& l% R* P* S' d
3. Reported cargo/troop safety values incorrect when no cargo/troop space. ~+ [4 X, D8 N# s
4. Allow smaller 'reserve' space for small groups on ships6 V4 |' y, |9 G Q2 X- ^3 v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 r9 B f, r4 f6. Correct attacking plane count before final post-air combat
. M5 ?' Y% P @: q7. Pilot promotion may have occured in error sometimes$ Y" C( P! M5 ]9 ]; y& d. }: ]# Q
8. Raid detect message sometimes dropped of the combat report- c2 G+ m0 U& ^
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) ~" f/ j, b% p8 L C( \generally' y: H7 _" {/ J2 a9 w) G1 r
10. Some pilot-leader connections were being corrupted
/ o/ k" x: b& A$ {/ R11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 Z+ m4 q/ k# z; b
other move issues due to the incorrect indicator
" d- c' v7 k' W" w12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 F+ ~, x+ h4 \" q* D8 c$ a1 Zdamage2 l" j7 T/ @0 C: ~# b! [. Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool W$ M; g6 g& Z7 I; M
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 ]7 y( {+ ?5 ^date sort" |3 d% W; w1 ~3 j) I4 z
15. ASW groups not allowed to attack sometimes: i5 `7 m# |! p# D) y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( q. h3 t1 S" d) a+ L; n5 Z$ HHQ/LCU to jump to reinforcement queue6 J# }# K) p0 F( R* u" W
17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ j# s' d2 U5 Z# ]/ U/ E
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: K+ L: c% ^. ~
at start of AE but crept back in sometime during updates
# D1 s/ c r, P4 ^5 G! M$ i9 k2 c19. Removed the fragment/parent swap during a TF unload as it could often orphan the
5 e- X* r6 a2 k* E+ |0 K" bfragment.
; h. C3 s4 b. o20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 j% N$ D+ P8 o; Q/ z& i21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ c) b, F4 o L+ x
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 i. b7 j ^, p6 T3 a
set
5 k. k2 n, _3 U o+ b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- T" M' ~. Z( w23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; x, k! u5 r8 h. u5 y24. Bug caused F/FB to sometimes bomb at low altitude
" S7 k+ s0 B5 `9 N; Q0 s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not P$ c7 y/ Y0 L, H; }- X
occurring properly.0 P7 }+ Z' m6 G) ]. ?/ m: `
26. Bug in Industry 'failed' indication not showing properly sometimes- X6 h6 s# r& P8 e `
27. Location check at scenario load to include small map sceanrios5 k J1 o3 P$ Q5 H
28. Bug in air supply to fragments in a non-friendly base hex; o+ ^! ]6 ?/ `' F. U$ x
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 u j$ d8 e: h7 O7 Q9 V3 k
being set to homebase before execution of the mission – ie was returning to base
2 R/ S+ i$ y5 k) Rimmediately
6 P+ H5 ~9 ^) ]30. Error in Strategic map display
$ _0 T# K2 ]' Q) g1 ~31. Additional and stockpile options were not turned off when base was captured! p1 V% [8 Z0 v$ p; S, ~( t
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 z% _( Z5 R6 b0 W- ^mouse over: P/ R4 F# W* ]. o1 {7 ]5 N- c9 t
33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 z; K$ i6 q) t/ ?# o) ~# ichance to gain experience if >75% prepare and < 50% national exp level
. X* U! J6 c5 p0 ~" r! B34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
9 e8 d7 m* W. |9 X- Ralleviate the incorrect experience gaining happening while in reinforcement queue
# R# H+ e+ [- N+ D3 k6 F: Q35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! y3 b8 e& `; p" h
caused unit to jump “off-rail” and move overland/ {# e4 S# |: K! b- _' i+ j
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, }; | w8 D% m+ g& T7 H" m2 ^
37. Excessive accident messages on unload from TF reported) m: H1 t" _/ r* t' v2 l! s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( Y; f8 R+ Y% G4 emerged causing smaller size unit than expected
5 I$ q, p. Q- ^2 E9 s$ ?, [39. Corrected possible TOE error in scenario data load for inactive units
& i' \( M+ w: [7 K! D( e7 Z7 V40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 C; N, _1 f2 p+ y1 y. E
however be allowed to do this./ l* g* t6 R) _4 C: K& J6 l( U: o: l
41. Possible CTD if sinking ship's load was a group0 z% s& M% X! D* i
42. Limit the number of devices built from resources per unit during LCU replacements; this1 ]4 P! [8 ~" b( r* S$ j
was causing an over production for that turn
0 x4 ^9 O- V/ Z3 @; [7 u% v9 Q& A4 l" H43. Retain day/night setting when creating group fragments( L1 H8 e/ \/ K6 K/ m5 V
44. Adjusted supply and fuel values in base list not to overrun the space
! w: D& }* y6 a$ j1 ~4 E4 S45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' m% A0 ^+ \' S- i2 m9 {
added YMS to Sweep TF in line with manual and code
* }' c5 H# z0 R) L46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; R; V: B" J, u9 ?9 R; k, u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal7 ]# ^% T" O: E, z
rebuilding of destroyed units is not affected by this.
. E! V7 F3 O/ |; n: k47. Carrier capable and trained text not showing together on Group screen" i) w P# \% Y% g
48. Handle any blank re-name changes by ignoring them/ H! Q+ z& Q1 N( J
49. Possible CTD when air fragments combine" g( q8 V( `+ p& o) r4 v
50. Unloading TF can freeze a LCU onto a ship under some conditions
8 r4 P; ]3 r5 C' d) y/ ^6 `51. AI not behaving if main HQs missing (affects small map mainly)
) K" |* v6 D8 N4 x @$ n( Z& L) @52. AI using AGC for normal land units – removed from TF if not needed8 ]5 P. H) e# x' \
53. Soviet activation message not in Ops report
) [! D. G, r; S3 c, N54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
& ]# M0 f- h: ^ ~, g! M# Y; E% M2 Z55. Clear Soviet air balance if not activated. Possible incorrect base switching6 @3 O$ K2 l- S9 r, F
56. Sub attack against docked TF not happening for port size <3. f, Y& L1 J* X! K! S; m, O- M" d" p
57. Unit type changing unexpectantly; \) g' y2 l0 U3 L1 E( V; g( ^
58. Torpedo replacement on plane sometimes is missed G/ b5 b7 J& p) j( u- i
59. Double handling of overstacked supply requirements. T: k( D5 f$ r6 s- O( {2 P; D+ J
60. Fixed alternate weapons for port attacks: Y$ K5 }8 b0 P) V
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 Z/ c/ D+ j0 B$ }" @9 N& {% fsometimer in the ship repair cycle.& w& l+ U- Q3 R1 T' V
62. Ship tonnage over 32K could cause repairs to fail
3 T$ T, N3 c, F6 k. W8 z9 F7 ^- @New
7 O" P: P5 O3 @% L! ~$ _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 V3 K& ~- ?$ T5 C8 C, hport
! l ^- M5 ^7 r5 d6 r, o7 C3 E2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
. L$ H, z& Y% Y, X5 D0 z' ^Tenders not counted
' x! A6 y, d" Z {3 {0 b3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. I3 G6 O H0 _4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 A+ O3 D* G$ e; `; Q, \to remove damaged ships from TF
1 F" L" Q) F. S! S, k7 [. n* q5. New filter for “non-building” devices in Industry pool screen
% A% |) y h7 } K; p6 u6. New filter for “non-building” aircraft in Air Replacement pool screen
$ q4 J7 X( M4 s3 r0 ?7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 O; u- J; N, r" Tmines (^) detected" M7 @1 [8 I5 I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* `2 ?6 p" C2 X* i' U B v
‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 ]- ]; o1 ~9 Istandard parachute unit icons
/ ^- t6 l5 }8 S# D+ c6 u% l% u9. Air/port damage and building is shown in base mouse over# G4 ?- M9 ^) U r! e5 z
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 S% @4 s# ]" S" L- O11. TF can be routed to stay within coastal hexes as much as possible
* Q' R: f5 _8 |" G12. On Top Pilot screen show the 'ace' cut-off value if more than 12 B, r- Q; }0 L6 O( J2 h
13. Added option on group and LCU reinforcement screen to turn off replacements
2 S a5 Q A' H0 `3 ]0 g9 r' ]- B8 s14. Current base can get supply returned to it when reserve planes returned which were
6 w+ G1 H9 j6 @9 H& moriginally supplied from another base
T& e/ i7 Y" W5 `: S4 i15. Unit type filter on Troop Loading screen/ b0 w3 ~* L! V9 C
16. Report killed ground units if not in combat report# V2 B/ |: I: w) \8 J
Changed5 L+ N8 L; z) g
1. AF of 8+ have AV support doubled for purposes of determing support for air operations- O Z5 K" P* w# q# E$ s" f
(complements fix 18 above)
4 a7 T, |. @2 @, b2. Permanently increased pilot array to 70K7 Q4 b" A% f8 y5 B& Y( k4 L, B
3. Increased number of air combat rounds are a factor of total aircraft involved* k, }% I& X' H8 f z! K, M0 j
4. Allowed submap to submap movement if land connected for land units. Should have been7 y) w9 f( z0 h0 o* n/ v; }
so as per Andrew Brown
! P7 D7 ]2 Q5 `1 S. c9 A" ]% Z3 q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ {, N4 z1 ^# V5 W1 z9 O% U5 M
delay toggle instead
3 |4 F7 X) ^# J! @4 F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 w5 Y6 E- x. }. g& I: W
maintenace a bit more& R1 l) r9 d. f3 I
7. Support device replacements won't decrease the overall experience of LCU units. This does
9 O. F4 a+ q3 D0 V5 g1 n0 }not alter the overall EXP change due when any replacements are received.
% W% Y$ t9 d5 _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction- k P1 b5 V6 K" e( x
between the two but could break current games.
2 A/ ?9 @# V$ t) \! n9. Some LCU Prep points may be retained if unit is experienced9 w1 ]0 M, G6 J' f6 q. E
Notes
" H1 `) M- y7 ?8 M# F/ u' U" Y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. Z8 S- h& A& a7 b! v" |2 Y
should not change player or HQ, even if not in play. These original HQs are used by the AI
' ]6 y9 ^0 {& mroutines so changing or deleting them can put the AI off. Changing other elements should
; q' {) Q) @, I) l+ `5 ebe okay.
( l0 v% k' Z! I6 l& i- [2. Clarification to weapon filters for aircraft:
1 s! f3 \1 {* ` a* v% c* g. A; tPM_NAVAL_ATTACK 2 // used for naval attacks: m3 j; L$ v, N: y7 u, r! O
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# b+ `5 C8 O' @3 ?! g# w
PM_LAND_ATTACK 8 // used for land (ground) attack
; P0 a5 u8 M% m/ y: ]% s" d+ _, XPM_PORT_ATTACK 16 // used for port attack
, W) \: n& s2 Q( @2 X7 K: WPM_AF_ATTACK 32 // used for AF attack ~- R; b1 W5 s v- s
Dropped any reference to secondary values for land and AF as they served no special use./ U+ m# T+ Q# c; y& J
Clarification changes# l! N& M. u( m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. _" F" c, M& @" O0 R3 k
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* S9 X! O& N3 Q) ^ P# s0 Q
MONGOLIA(91) or TANNU_TUVA(92).7 q, z( a6 [$ S4 n" ?9 X
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. f: F/ N" [+ n7 r8 @b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ }6 d- t1 }4 M& @& m, ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( ~$ L7 I: \( ]2 S) u/ O$ Q* A
after Soviets are activated, but can’t move7 ^" f* w1 H% H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
b6 u/ ]8 K6 i: a: P) _ j3 Edisbanded in port.6 W5 c9 c/ H& S! i
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# O3 K6 x9 M9 Z0 e8 [1 u3 Qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |