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$ S* E9 A8 c0 ?; |# B9 Dhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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5 t8 d+ I9 K, q# b) b0 w大量更新,详见列表:
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Change History:$ r8 o% {. b J
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ w- M" }/ r! z. {/ T t5 o
1. Seventh Update – This release is a comprehensive release updating all previous( n# a3 l/ v3 L( N, b$ B! e0 J
versions to v1.01.17 beta
# ]+ x* l7 ]' l6 y' c7 U" z2. Code Changes
8 e; J6 J; _& ~; AFixed
, `! R `- [2 M6 W0 Z. w6 \1. Display of AF/Port icon between player saves based on player's intel& x! l( s2 e1 I9 Q% K2 z( S% R( Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 y# |; N6 a- i: ]. T
weapon list updated {" a, d. Y' p+ O3 [+ {
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& r/ t9 r) A( c4 e3 {' p0 g, m- k4. Allow smaller 'reserve' space for small groups on ships) ^0 }8 ^; E ^6 x( t
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" E6 x" v. T# d% k" w6. Correct attacking plane count before final post-air combat5 Y) e' Q" a2 A8 y7 t' K& j
7. Pilot promotion may have occured in error sometimes4 B; R7 e) o. q* i5 l
8. Raid detect message sometimes dropped of the combat report3 H7 x, u# J" f
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ _4 ?1 ?/ L# V* t' J. B2 i Dgenerally
! J1 t! ~7 ~3 q% {& `. b5 }9 W10. Some pilot-leader connections were being corrupted9 M% X# O6 n2 [% N. L% r
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# M7 e6 F: z: [5 y! }other move issues due to the incorrect indicator
2 O$ ~1 g) j: x! n- T# n12. Wrong ship sometimes reported in Ops report for TF movement which causes some" h4 V$ @# l6 y1 \( X
damage0 S/ ]( U# @ d3 t) n( W: p
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool V- C) b, b& t$ X! V+ i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
7 w' P) ?. E( v- {" f6 H) Kdate sort: W4 [) C) h3 C: Z8 Q5 g( W. h9 U
15. ASW groups not allowed to attack sometimes! j4 C6 T3 ]) [
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% | r, p$ w% G; _
HQ/LCU to jump to reinforcement queue
, E' ~( P: Y4 h& j# ?& l8 K4 R17. Bug in bomber intercept if too many rounds of fighter v fighter combat7 N/ ^; g+ G: m3 O, q- d) p7 ~
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ ]& n7 E- U% `+ f a' {, Y
at start of AE but crept back in sometime during updates
. K# E) e& j2 _: s0 _" c19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. r* l# a0 \/ P+ u+ R) ?3 \fragment.7 i+ I9 {6 A6 o9 q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, Q: ?! d- G, Z" y9 |7 M21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, n5 Z9 c0 B& J: F1 Q; h0 k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) S$ ~: _4 X0 o
set# t8 \! [. S1 z5 g1 y9 D
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ g) @6 E& L- x& s) A( e23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& U- ?& i) a/ ~( e7 ^2 Q
24. Bug caused F/FB to sometimes bomb at low altitude, k; E# \( E* Z# N
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- L/ b8 r. L/ w2 Uoccurring properly.$ z& W/ {8 G. d, w, u
26. Bug in Industry 'failed' indication not showing properly sometimes. W9 e& ~& ?0 N
27. Location check at scenario load to include small map sceanrios
; U6 z' c4 D5 I& A0 R6 I28. Bug in air supply to fragments in a non-friendly base hex2 q4 [2 T6 b6 W9 b; F" K
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 _. n4 _9 w! q" B$ m% l; Ibeing set to homebase before execution of the mission – ie was returning to base
- Z# T' c( N6 A5 y- nimmediately: y) ]7 U; n }: U, b0 ]
30. Error in Strategic map display6 q9 t& J" i- O( _* \: C8 b
31. Additional and stockpile options were not turned off when base was captured9 w) x0 o- ~ C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. c# z2 k: D7 Q
mouse over
/ [% h- W g" ~5 x$ N33. Army experience being gained when not 100% prepared as per manual; changed to allow! q. m) Y) |1 H9 F( q4 h
chance to gain experience if >75% prepare and < 50% national exp level* `' I2 @- o+ U$ m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 `# Q5 f6 N- f. h) R
alleviate the incorrect experience gaining happening while in reinforcement queue, ?# J; r* g& b( V; Q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 L2 s9 G2 x( _9 K- \caused unit to jump “off-rail” and move overland
# w3 z. G+ G# Y- i0 |; j36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
, B2 N/ Z9 p# q' w/ n, I+ _9 g37. Excessive accident messages on unload from TF reported3 d. D, u0 Z4 g n
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! I. i- B$ V9 gmerged causing smaller size unit than expected/ G9 j* D3 C- t U) r# C7 V" T
39. Corrected possible TOE error in scenario data load for inactive units
1 Y! d- b. h8 t" o40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ k; Q0 i0 @: T0 \( v. Uhowever be allowed to do this.
* j" Q# ]+ K' P& J$ L" a41. Possible CTD if sinking ship's load was a group4 h6 L* a i8 F% E5 q- @
42. Limit the number of devices built from resources per unit during LCU replacements; this. O) ?; l8 c8 |# k
was causing an over production for that turn9 K6 y* H( F! F7 Y; d4 ~
43. Retain day/night setting when creating group fragments/ k+ g/ y; b+ A0 q& S2 a; b9 {- Z
44. Adjusted supply and fuel values in base list not to overrun the space
# ^3 J( F3 x$ E! y" a) ?% k45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- m* d; q4 B$ g; p) w7 \- D
added YMS to Sweep TF in line with manual and code
0 G. K& @: U3 ~& d46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* E2 T% N- ^3 q$ G5 V6 Y% wrule relates to the abundance of manpower and is not covered by replacement pool. Normal2 ^( g/ i' R+ \/ z: Z
rebuilding of destroyed units is not affected by this.( w' I2 \- T5 Q' [. K" N# M
47. Carrier capable and trained text not showing together on Group screen- ^: C7 t# Q! K1 s# l; B+ y
48. Handle any blank re-name changes by ignoring them
% n+ O5 ?5 F* X% `( N+ u49. Possible CTD when air fragments combine3 d0 Q5 @, O$ V( |
50. Unloading TF can freeze a LCU onto a ship under some conditions8 O* R. ^% g/ @* e9 @
51. AI not behaving if main HQs missing (affects small map mainly)$ [, B4 R8 s5 e9 T
52. AI using AGC for normal land units – removed from TF if not needed8 Q" u- ^, p- c
53. Soviet activation message not in Ops report T. h: j0 u. N5 R( e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% ?* p! ^3 x+ B8 [8 N. g: f
55. Clear Soviet air balance if not activated. Possible incorrect base switching0 i2 W) u: I' j+ O* s+ D. L
56. Sub attack against docked TF not happening for port size <3
7 m9 D# c" d/ @9 A, U9 D7 I) Y0 t57. Unit type changing unexpectantly+ g% L5 P6 T* Y# [& T
58. Torpedo replacement on plane sometimes is missed
' H" `" \3 c% O) S* B! M" j3 [ b% D59. Double handling of overstacked supply requirements6 k/ e% }; S( k: k2 c' f2 V
60. Fixed alternate weapons for port attacks6 x8 ^5 _4 v( L+ Q. ]% R( L
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 U7 z, L" u f+ Lsometimer in the ship repair cycle.
( \. G C0 G( ~: X62. Ship tonnage over 32K could cause repairs to fail
+ k! l: c3 J v0 @- |+ ]( vNew! O8 a% I R1 k4 x
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 a! ?$ H, h- \* e R. q! O
port' k. Q( x4 j0 m% a- K, }
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% q0 H5 M/ H, ~5 P4 }* P0 @Tenders not counted1 d& u2 D8 [! F" ]5 B
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 Y' {. d |+ c. ~4 k! C7 _2 T3 l/ h4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- ?; K _* R. d9 ^. ]to remove damaged ships from TF
$ k, l j; W, ~: E1 r5. New filter for “non-building” devices in Industry pool screen8 X5 [2 { }+ ^5 G
6. New filter for “non-building” aircraft in Air Replacement pool screen7 E; g- p; g2 A; Q- j5 m
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
$ I7 Y$ Y7 x3 ` e# @. o1 wmines (^) detected
9 J3 K' o4 x( S8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# ]% B( m, s2 O: o* @, r$ k" o
‘button6..’ image files, then these will be shown. If not, by default there are shown as8 D# B$ w1 I# L( o: f9 y1 ?
standard parachute unit icons
7 R& r: t( q' p* [/ Z8 p/ v! T9. Air/port damage and building is shown in base mouse over
/ q/ U h" T) C# J# o% r$ c3 T6 e10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- o5 f: R) A8 d- _! c; j0 R11. TF can be routed to stay within coastal hexes as much as possible/ o' L4 ?4 f# T! e" n: f8 F3 w
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- r7 T- r- {9 j6 N$ K13. Added option on group and LCU reinforcement screen to turn off replacements
: n* M% A5 n* K; G$ G14. Current base can get supply returned to it when reserve planes returned which were# T* h* n' L# G
originally supplied from another base- z0 D0 C" y! p& H
15. Unit type filter on Troop Loading screen
& e4 i: K5 Y7 X. E) C16. Report killed ground units if not in combat report
2 L: [5 g# q8 T' JChanged
% h$ l0 Z7 L7 m S* N- a2 \# o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
9 B! Y$ T. v$ j(complements fix 18 above)" F y& E7 ~, n' y; X
2. Permanently increased pilot array to 70K- B( I- Y7 y, M- S, Q& q
3. Increased number of air combat rounds are a factor of total aircraft involved# ?# t6 j% m( l, }" N# V
4. Allowed submap to submap movement if land connected for land units. Should have been
* A) j( c+ P2 r/ G& R5 l4 ~( r! Aso as per Andrew Brown+ \: I9 B! f1 W$ b; L7 |
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; ~: T. I) ~, H+ f" H8 y2 W( xdelay toggle instead) [" M3 s1 g' y& i# O1 h: d5 F
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 y1 T% |( q7 K& E, K$ hmaintenace a bit more
1 }. x* G3 q, k7. Support device replacements won't decrease the overall experience of LCU units. This does
4 Q5 P4 k: }% h1 r1 P% s" anot alter the overall EXP change due when any replacements are received.1 l( B6 Y% B! i: Y
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; l, `. W8 a8 S6 vbetween the two but could break current games.
1 x7 S2 N9 S6 i; C: @9. Some LCU Prep points may be retained if unit is experienced
7 C' u/ V% \, ]0 F' cNotes
) |7 b. R9 z8 ~1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" o) m6 P/ H) M! g0 ?
should not change player or HQ, even if not in play. These original HQs are used by the AI
5 A A. w% l. O( Z/ l& y9 Qroutines so changing or deleting them can put the AI off. Changing other elements should
& e% l t: P! K) F3 L$ l& `- hbe okay.5 j3 h2 H; f9 }) N
2. Clarification to weapon filters for aircraft:
& ]2 T8 c. S2 e* u5 j4 s( mPM_NAVAL_ATTACK 2 // used for naval attacks# K; i- g5 ]# i0 G
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& R2 r9 P5 q1 G% l5 z. O, r
PM_LAND_ATTACK 8 // used for land (ground) attack o4 L: F$ X8 B- p" B7 x6 y
PM_PORT_ATTACK 16 // used for port attack
" c: {: l' o1 O( YPM_AF_ATTACK 32 // used for AF attack# {: n8 S2 @# a/ A
Dropped any reference to secondary values for land and AF as they served no special use. W$ Y: G1 o6 n# s$ M& F
Clarification changes( ~5 f* u5 @* w( A
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These) l0 Q2 r' b. U1 }5 e$ b% P2 x
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 I' ~& {4 m% K2 ]: n8 q
MONGOLIA(91) or TANNU_TUVA(92).' T/ P( v# \4 @7 S
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 n# V' _# r; M3 S& m, P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: f( [. f! ]; g- V- L! Q7 ~" g. gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 C6 [$ g l" i( t/ W
after Soviets are activated, but can’t move4 E# d% Z7 n; [9 w4 j8 \8 T
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; y9 O) m# `1 \0 d0 V4 Pdisbanded in port.
) B1 V# p0 l8 |5 A/ t. pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 e2 V8 |, `* o% C1 c! Zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |