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u1 M/ L% X5 o! i$ |已经共享到岛群QQ和本论坛置顶资源帖
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9 O3 T1 A7 P, M4 b) K3 o7 x+ o M大量更新,详见列表:. Y8 p! h* m7 Z) W' o. D* d
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9 y8 T3 K0 W; x- e( z/ fChange History:
7 J5 L) k$ z S! s! b: sV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( E( [8 t) P. K! B6 U% R3 ?1. Seventh Update – This release is a comprehensive release updating all previous5 ~# ~, t0 c4 M/ \+ u
versions to v1.01.17 beta3 U" E4 K/ v: R7 E- s# l9 ?/ u
2. Code Changes
. b1 I( [0 M6 B- Y, d0 W- RFixed
$ Z! @5 k3 M% d, L$ i8 {8 E1. Display of AF/Port icon between player saves based on player's intel6 v% l# a% ]8 b( w
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) w9 [2 p+ o2 ^) }% w& y
weapon list updated
* m1 }% r4 J+ o0 @" T, h3. Reported cargo/troop safety values incorrect when no cargo/troop space4 O8 S+ n# i0 A8 g' }0 n/ V
4. Allow smaller 'reserve' space for small groups on ships
* J$ H; s1 X8 K% n5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 o8 X! ^$ g( S$ z* P ~' m9 H6. Correct attacking plane count before final post-air combat7 O% [) J6 s# {0 c" Y
7. Pilot promotion may have occured in error sometimes* E5 `" _& y5 l
8. Raid detect message sometimes dropped of the combat report+ ^& ]# q( G- i
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, X$ w- Y8 u* Y* Y" v6 D3 f0 e
generally
6 P, m5 c/ h S' D( D) Y10. Some pilot-leader connections were being corrupted" w8 A Q1 K- d6 T4 F: j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; _ t; v0 ?# f# Eother move issues due to the incorrect indicator) J* S& f; P3 O" ` S
12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ O% u2 S9 a3 Y4 P
damage1 Q0 @- Y' C6 A l" M% `6 _0 n
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ {, C5 g! r- z2 m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; {* J Z5 x5 W4 o1 T& L; L5 Q1 b
date sort0 q) K) j4 ?2 J
15. ASW groups not allowed to attack sometimes
) B4 _" v% M, n& `9 P* K8 s. X16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing r9 j% |2 b# b' J& O9 O m3 @
HQ/LCU to jump to reinforcement queue& \1 N+ l' w6 E4 Y' d# ]4 [
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 J: N1 b' N u8 y; n3 |% Z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 Y- w9 p5 u$ R, f' |1 K7 O
at start of AE but crept back in sometime during updates
6 S1 Y7 t7 k% R9 |' n) b; F19. Removed the fragment/parent swap during a TF unload as it could often orphan the: g5 G; N1 R, |5 {
fragment.! x& k4 o3 b4 ~/ p
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. K! B4 c+ e0 i1 L' r5 _1 r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; ~: @* z/ V) S) W0 dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
G. I ?* G9 B8 h3 ~7 u4 Iset
' S5 d, e* i# w( U. F22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 O& X1 d$ l" p* D3 ~9 i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, g- O P' O# o
24. Bug caused F/FB to sometimes bomb at low altitude
L! w! [! {. M- ?8 r1 I25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) w! G' ~: y/ d% l9 H2 Moccurring properly.7 u0 c. t# t3 }! }2 W4 S
26. Bug in Industry 'failed' indication not showing properly sometimes5 x3 s; L7 [- ?
27. Location check at scenario load to include small map sceanrios
2 r0 f! l: h$ \- F# z: Y# s28. Bug in air supply to fragments in a non-friendly base hex
3 g6 j: g' l' p! w: w% f1 o29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ D z/ X, }* O: `# W" x$ @being set to homebase before execution of the mission – ie was returning to base, W7 J: `3 Q4 n% |
immediately* q# N5 }% k- [7 I: p+ u4 b
30. Error in Strategic map display& w2 c1 l: U7 y% e, g& d
31. Additional and stockpile options were not turned off when base was captured
' [; B3 H4 |; H5 F0 [9 p2 T7 V9 w2 i3 t* K32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 q; m/ R8 s# s6 j. M5 [mouse over
9 b2 J5 v1 q$ S; B33. Army experience being gained when not 100% prepared as per manual; changed to allow
( F' K% K" T1 t! S% V' F8 U5 G5 schance to gain experience if >75% prepare and < 50% national exp level
! {+ @2 ]2 W. F4 ^9 e( V, ]$ }34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. G! {6 z) l" B) I# z9 J4 W" o+ Xalleviate the incorrect experience gaining happening while in reinforcement queue/ O4 c( U4 l; W1 ^5 V" ]
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! ]# N! O$ N5 _4 k5 jcaused unit to jump “off-rail” and move overland0 ]9 j) t" }7 \/ u0 E
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% a7 M# Y; D ~1 D
37. Excessive accident messages on unload from TF reported G. |+ k& B, ^9 Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when, P- V5 K# l0 n. J( Y
merged causing smaller size unit than expected
2 t# R5 {0 t+ \- `6 E! a3 ?1 j39. Corrected possible TOE error in scenario data load for inactive units' y# U- J7 Y% {! s) t: U0 p
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
]) C( B6 s% o$ a; B4 e2 L R5 Vhowever be allowed to do this.
' z* j. B0 H4 B! P; {* e+ u41. Possible CTD if sinking ship's load was a group$ g( G) ~9 |# r( p+ R
42. Limit the number of devices built from resources per unit during LCU replacements; this6 r6 i5 j& d x) i$ {
was causing an over production for that turn
7 y: i2 B5 @# e0 f! l" N7 m43. Retain day/night setting when creating group fragments
# o. V' C9 k7 i/ }0 S- [& b: b44. Adjusted supply and fuel values in base list not to overrun the space
, C: s% T2 m k9 M% S$ n45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( E; {8 d6 e4 `' l3 ]
added YMS to Sweep TF in line with manual and code
2 p' x s+ g5 e2 f2 W46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 a3 C6 V; \5 C: F4 H( rrule relates to the abundance of manpower and is not covered by replacement pool. Normal; P5 k L3 r# E- x w- O
rebuilding of destroyed units is not affected by this.3 O+ e7 G/ O* K1 y# w
47. Carrier capable and trained text not showing together on Group screen
y+ a( K+ h4 w2 h48. Handle any blank re-name changes by ignoring them
- `; @. }) t9 _# d- K* T49. Possible CTD when air fragments combine
/ _- T, T4 M- p. C$ W' w2 E! |1 `- D50. Unloading TF can freeze a LCU onto a ship under some conditions
) b. {; a' {, i! s1 g51. AI not behaving if main HQs missing (affects small map mainly)$ I4 q6 g% @, l* z' j$ o5 N+ N
52. AI using AGC for normal land units – removed from TF if not needed
$ _9 M& S: F/ M53. Soviet activation message not in Ops report0 G1 S* h W! o1 @" [
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; F7 N9 Y. O$ D9 C0 M$ m
55. Clear Soviet air balance if not activated. Possible incorrect base switching
F0 E' z( e7 D* W8 v6 o56. Sub attack against docked TF not happening for port size <3; z3 q; |8 C0 y# R1 k/ m$ }
57. Unit type changing unexpectantly
, G. I F4 t! z0 K6 q3 W58. Torpedo replacement on plane sometimes is missed
: A- B. m+ W. W# Z; N1 R59. Double handling of overstacked supply requirements! y3 ^; F" u- P9 m$ z, X
60. Fixed alternate weapons for port attacks: n, }7 E$ {7 Q( O( \! w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till4 K p# d( Q7 }
sometimer in the ship repair cycle.
) F m0 n0 M. v- c8 D5 f' ?' f62. Ship tonnage over 32K could cause repairs to fail" }) c6 T2 Z& p$ M/ v$ o$ m1 N
New
1 V- G0 b* ~! U) T2 R1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) a7 q9 H# r' H) t& Aport
1 z2 X& U: Z4 |+ }2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 y- Y& d: Y+ w+ {$ b" VTenders not counted
% _ v8 \8 D. J7 p/ v- y6 _- k9 c. O4 |3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 L8 _: X" {0 {1 \; C
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ B. s5 c2 E- qto remove damaged ships from TF
0 }4 } s: R/ k' Q L- C5. New filter for “non-building” devices in Industry pool screen* y# Q& @9 k3 e" A' B0 k( u$ B$ m1 O
6. New filter for “non-building” aircraft in Air Replacement pool screen
5 r' }$ N. Z+ Z# v# d5 h7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# \1 y$ r1 k1 ~6 Wmines (^) detected
$ U t0 o$ L# \/ Q/ G L2 \ z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% m9 y; S t2 r( z. B
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 |2 }5 p: v2 [! ^8 {4 \" o9 vstandard parachute unit icons
8 |2 T: j1 m' l6 D+ M% d; U9. Air/port damage and building is shown in base mouse over( T/ \$ d$ C4 o
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- N% S0 u4 l4 }11. TF can be routed to stay within coastal hexes as much as possible
' ~# \) |2 Y8 F2 o3 f12. On Top Pilot screen show the 'ace' cut-off value if more than 19 c3 p0 D4 u' ]
13. Added option on group and LCU reinforcement screen to turn off replacements( {+ b/ Z( Q! |1 k$ [+ h3 c
14. Current base can get supply returned to it when reserve planes returned which were
' e! L1 f C' Q# g% Coriginally supplied from another base
7 N( y4 H& h7 Q. V: C2 r+ a15. Unit type filter on Troop Loading screen
. r- |9 C0 |' B h16. Report killed ground units if not in combat report
2 g2 I6 D4 m3 XChanged
0 Z* J' ~: Z$ ~( `5 K( _1. AF of 8+ have AV support doubled for purposes of determing support for air operations' G$ n% r+ [- V, i8 V# c/ u5 G
(complements fix 18 above)
; u+ N$ j! c4 D6 J" @0 g! N1 n2. Permanently increased pilot array to 70K X3 M0 {3 G7 w8 B9 c+ x/ s! F
3. Increased number of air combat rounds are a factor of total aircraft involved
7 X( ]3 e5 k& C% X$ V2 d: V4. Allowed submap to submap movement if land connected for land units. Should have been
3 c V# x0 P9 b- A& S/ uso as per Andrew Brown
3 C9 G7 U8 n4 A$ Z# Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 y- C' `! l- gdelay toggle instead6 ] a3 z6 N, q; D5 F
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ |. w' f2 p* ]- _, {maintenace a bit more
5 K4 v7 ~3 R* H7. Support device replacements won't decrease the overall experience of LCU units. This does
! f5 W; g+ W+ s! R6 Qnot alter the overall EXP change due when any replacements are received.0 Q0 g* R# }$ C
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 r; x- G5 X6 U2 h) s
between the two but could break current games., I* s2 ]7 \, ]( p( j
9. Some LCU Prep points may be retained if unit is experienced9 D! ?% w. Z* H7 B: L: [9 C& l
Notes
6 W3 l1 {& n( L+ J! J/ U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! N1 P; M- \7 u3 L8 @ J% }) D
should not change player or HQ, even if not in play. These original HQs are used by the AI) T/ d z" t2 ]4 @: \" o
routines so changing or deleting them can put the AI off. Changing other elements should
# @/ j, J: B3 [! Mbe okay.
& h; C4 i# F- Y( { E2. Clarification to weapon filters for aircraft:4 O" C) S$ X; j
PM_NAVAL_ATTACK 2 // used for naval attacks" J6 N/ z0 ?& H) a( N
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 ]* Z% q# j8 i: R
PM_LAND_ATTACK 8 // used for land (ground) attack4 `/ E. M1 z8 c* g0 W/ X% ]
PM_PORT_ATTACK 16 // used for port attack
# A2 m y" F" K0 i. A' r% t* BPM_AF_ATTACK 32 // used for AF attack
% j! c* S+ ?* h+ J1 kDropped any reference to secondary values for land and AF as they served no special use.
2 `5 V7 o4 E, ]7 IClarification changes; k9 T- ]( I$ n1 b3 }7 g+ H: g
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
. H. s# H( r# ]; C# J# S! obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 {) G2 K7 |- ^MONGOLIA(91) or TANNU_TUVA(92).
/ ^1 g/ L' }& Z, ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases
l ]$ [4 n; s4 a9 H: _b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: V4 P2 s4 z2 a$ B8 r2 Oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. s7 L4 l: W( qafter Soviets are activated, but can’t move
5 v) R! ^" s$ @d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- i1 h5 i) k$ I, r# O" a% j
disbanded in port.
1 q+ D; s0 Q- v! d/ Qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
9 u; \3 }# T3 N7 X+ _* x0 t+ \4 If. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |