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: a- I; r2 x0 thttp://www.matrixgames.com/forums/tm.asp?m=3185062
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! g; e- a0 {4 ~1 R6 m; O; J2 m7 G已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:; W) q- Q" S& M# G0 I
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Change History:
( L! i# S: h; z; yV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 [' s( z0 G( c3 ~6 ^9 c! T1. Seventh Update – This release is a comprehensive release updating all previous7 ?; U! L2 g6 R; z5 P$ R5 F
versions to v1.01.17 beta b8 E. v9 p4 w# o
2. Code Changes
$ N: {+ v3 d' h; M& i* M3 m- X2 dFixed' G0 G S1 N6 i( }7 ?" W4 \! O
1. Display of AF/Port icon between player saves based on player's intel
3 i6 e. P+ m. ~9 Z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. k& I2 b8 i9 O( \4 V
weapon list updated
, r& U6 J7 v6 ?3. Reported cargo/troop safety values incorrect when no cargo/troop space9 M+ ]' k' s' I* K, j7 R6 M
4. Allow smaller 'reserve' space for small groups on ships. u5 L3 G/ l, k. n6 q4 k8 x
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
3 Z, |) D' ]. h& u) D& [6 Z- ^: K6. Correct attacking plane count before final post-air combat; S. q; G4 y/ W8 `- M
7. Pilot promotion may have occured in error sometimes) V4 g8 e6 [& S% \* w0 R$ K
8. Raid detect message sometimes dropped of the combat report Q! n) @" b9 k
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 {4 A* W7 Z5 N' }0 ]( [9 r, {' ygenerally# x% D( q/ D9 V
10. Some pilot-leader connections were being corrupted% b$ |8 X8 U; Y; T
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 y: |2 y& S3 f: ?other move issues due to the incorrect indicator
+ E u4 p( E$ l, B- H12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 i3 t! q5 Z- s- ~* _3 M) t( Ydamage
0 ^5 b E; h( p9 p8 C13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool m+ D4 K6 \& k1 G$ k' H9 }" H+ `6 {9 w
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
' M2 [% v% \8 ?: {3 Gdate sort) C4 r% E9 f# x1 L
15. ASW groups not allowed to attack sometimes
4 O, H! I I( z3 s8 t( h/ b16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing( \- }1 e1 S# ^: L, W0 y; q1 Y
HQ/LCU to jump to reinforcement queue. p/ _% ^7 g# `1 e1 Z' \
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 r6 W+ D" q0 S) r! [4 \" K- s( g18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 y5 n! o# E1 w* tat start of AE but crept back in sometime during updates
0 B3 f/ X3 g- f; `0 I19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 l1 m; i; y9 ]' Ufragment.- u1 ~. z4 U. V/ I9 C/ U
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# L) G# s; ^# l; e$ V
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ r2 _" P, }; c. T7 Q3 g; t! r
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full6 i8 p- q. O D# Q$ n! p( ?
set
: ?+ g9 Q6 {& x8 {5 J7 i22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# f$ i* A% [0 {. {8 M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# w, m( p& h( T$ a24. Bug caused F/FB to sometimes bomb at low altitude( t/ E' C# K' f. v- {/ f
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 \6 w8 r* Z! R) ?occurring properly.
+ I, ]$ b' b2 N. v26. Bug in Industry 'failed' indication not showing properly sometimes
7 n; M* e5 R) C# r' t! _2 G27. Location check at scenario load to include small map sceanrios t9 X2 Y' u: U+ l9 \8 ~
28. Bug in air supply to fragments in a non-friendly base hex
4 i- ~; f; t8 D, o29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& P4 t: b* g: x
being set to homebase before execution of the mission – ie was returning to base
: f" }3 Z9 o; Y- ?! _! eimmediately
* ]6 U5 N/ m& [: Q. U9 s5 ?/ [ v! p30. Error in Strategic map display& G1 q1 k8 |! l! r
31. Additional and stockpile options were not turned off when base was captured! X V2 M/ P' j1 y7 i
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 h2 G( O+ o. e/ f7 L: Y D' ^
mouse over
8 A+ Q. w; O) G1 a6 v) S3 D33. Army experience being gained when not 100% prepared as per manual; changed to allow
% @" c( l! N2 f- n: f: Dchance to gain experience if >75% prepare and < 50% national exp level
2 R. m7 |0 r0 ^/ M" F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ V9 f' I) x2 d+ |* }* T7 C
alleviate the incorrect experience gaining happening while in reinforcement queue
' Z9 C) O% q- O35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, s0 c9 Z4 r9 `/ q' U2 F2 n# C9 ], ncaused unit to jump “off-rail” and move overland& m7 p( v/ k* \: B1 i
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' T8 S& A% ^1 H4 |+ P% c37. Excessive accident messages on unload from TF reported
# z! X$ z$ ^( P) Y# q38. Reworked editor sub-unit merging as some devices could drop off the unit list when: T6 {6 a+ i3 a
merged causing smaller size unit than expected
5 Q0 H( b: x& Y) K8 f39. Corrected possible TOE error in scenario data load for inactive units
9 Q* }$ t. _5 k; R) B40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 C8 M: y4 e' h
however be allowed to do this.1 ?3 v6 ~% g6 ?0 U: k# M
41. Possible CTD if sinking ship's load was a group+ P2 g; A, A( t/ a) s& _
42. Limit the number of devices built from resources per unit during LCU replacements; this k! k3 G. i7 c/ t7 x, m! h" G
was causing an over production for that turn) |4 c5 b9 I: ?4 o k e
43. Retain day/night setting when creating group fragments$ g0 k! r- i! ~; Y8 ~
44. Adjusted supply and fuel values in base list not to overrun the space& P+ T# V+ ~0 D1 J1 |& m% g# x" T
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" N4 `! ~5 C" M" J
added YMS to Sweep TF in line with manual and code1 G7 |/ X# U H1 z- S9 J/ f* ]8 O* d
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 `2 p% m' l% [. erule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 \2 E" @. F" S5 l1 n& @rebuilding of destroyed units is not affected by this.
! C1 m4 j4 f: g. |8 @47. Carrier capable and trained text not showing together on Group screen
7 [8 ~1 h$ k! q48. Handle any blank re-name changes by ignoring them8 J; `' W4 E# T( ~: c( h
49. Possible CTD when air fragments combine; }) {# A1 j/ ^3 T
50. Unloading TF can freeze a LCU onto a ship under some conditions& u' X/ S) |. t/ A
51. AI not behaving if main HQs missing (affects small map mainly)
! v8 A O3 A. }4 D3 H5 u$ s! `0 y52. AI using AGC for normal land units – removed from TF if not needed1 K8 j. x4 r' ~& t* \9 Y- V
53. Soviet activation message not in Ops report
3 k+ y% [ [4 R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# j- m# {5 z" C4 s
55. Clear Soviet air balance if not activated. Possible incorrect base switching+ x, B" y7 c) w: n
56. Sub attack against docked TF not happening for port size <3
) W: R% N6 h. h) J& ?57. Unit type changing unexpectantly, n& o: [7 v; a% F w
58. Torpedo replacement on plane sometimes is missed7 a0 g% k) p+ M# t
59. Double handling of overstacked supply requirements
2 l7 e/ C2 _! I# S3 }60. Fixed alternate weapons for port attacks5 g& i8 ?$ R1 c
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ @8 y& b; K. ]9 o. {# S, K
sometimer in the ship repair cycle.
% f8 k3 e2 J$ K* Y/ F# P( \4 I0 {* [62. Ship tonnage over 32K could cause repairs to fail
( t3 t- A+ Z4 L hNew
& w$ \: ]! y2 L9 H8 D8 U. G% `1 B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
0 `, |3 m: ?" O5 B# d* q+ C% gport1 k0 E- K% s+ v4 M8 M
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# c0 X9 _. Z) Y* i" K8 [ M
Tenders not counted* _5 `/ n% j+ \5 {- Y @2 }! }
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ X/ a! o$ ~' H; a# l
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ V/ F3 y9 g7 d7 X; ` Kto remove damaged ships from TF
( _% y% Q8 @, j( |9 t; o6 Q5. New filter for “non-building” devices in Industry pool screen( i0 ]) J* D0 @) {& J* ?" {; B/ u
6. New filter for “non-building” aircraft in Air Replacement pool screen8 U1 Y' C! l( M. r
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: L2 f* Q( } b3 q& i5 kmines (^) detected3 b3 k3 f$ i! T; j( y' S2 Y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 u3 u8 f; j$ _
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. Q! }/ ~* ]: e+ D2 Vstandard parachute unit icons9 r: [+ c$ i7 a# ]' e( y3 M
9. Air/port damage and building is shown in base mouse over
: ~+ X% k6 m2 G7 X! N10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on$ E( s& V, ~8 m
11. TF can be routed to stay within coastal hexes as much as possible' q& W: E$ Y/ T3 J, z3 g! t# {
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ F" N4 M+ G8 u! j6 |& t5 [/ x& i13. Added option on group and LCU reinforcement screen to turn off replacements
8 [, z' ?/ W* p2 l" I14. Current base can get supply returned to it when reserve planes returned which were
1 n, _2 A/ f; S. koriginally supplied from another base
: x- b1 H! [3 d; h1 Y/ B15. Unit type filter on Troop Loading screen
, O# G7 @* v: D* B16. Report killed ground units if not in combat report
& d; Z- G! `: ]: B& ?Changed% p' q( ~! h J1 Y2 x: m! q! E
1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 W9 x7 n, H O" F
(complements fix 18 above)- P, g8 F# g! U4 C; \( K0 t
2. Permanently increased pilot array to 70K
0 G$ q& {$ D I3. Increased number of air combat rounds are a factor of total aircraft involved
* Z% c1 W2 M2 V$ y( B0 c) ]4. Allowed submap to submap movement if land connected for land units. Should have been
2 ^# e& P1 x$ V$ C$ ?: ~so as per Andrew Brown
" c) d g' X+ O$ r7 X7 S, y% v5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message7 h3 W+ \, d) w1 @7 N7 [4 O) o
delay toggle instead
& F z. |- }% @6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ V# J) \4 ]5 s4 {4 {# D
maintenace a bit more
* p) C, D) g9 b7. Support device replacements won't decrease the overall experience of LCU units. This does3 ^5 |' L* g% A
not alter the overall EXP change due when any replacements are received./ y8 i' Y5 z3 e+ B
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: L9 L# |# |( H$ o
between the two but could break current games.
$ Q" E5 R" M( ]$ I) R* a9. Some LCU Prep points may be retained if unit is experienced, Z& Q. ^, H7 Y' E; A; |9 t
Notes
3 h! t, L N. O) J1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 z) K) X0 k0 w" ^& K# ^5 z8 d! ?
should not change player or HQ, even if not in play. These original HQs are used by the AI# G- P- b) Q; l4 p
routines so changing or deleting them can put the AI off. Changing other elements should7 p5 d1 F+ |9 S& Z3 B1 M4 t
be okay.9 Q, C2 e+ |4 \0 b) e
2. Clarification to weapon filters for aircraft:8 Y, i% t! Y' D( l; j) { B& V: P
PM_NAVAL_ATTACK 2 // used for naval attacks0 X( o- o2 v9 h' E7 |
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), q3 L: c! B1 b6 A! E
PM_LAND_ATTACK 8 // used for land (ground) attack& e. v- R) o" l# O6 W
PM_PORT_ATTACK 16 // used for port attack
$ q0 m& ]1 X8 D4 F2 S) A& d# `PM_AF_ATTACK 32 // used for AF attack
! r! g* T% G- lDropped any reference to secondary values for land and AF as they served no special use.. _" F- A5 a& i! g
Clarification changes. r, w& C( ^- E4 V- z% g2 \
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& [+ G0 R& {1 O, G, [
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 Y1 O3 X2 S/ JMONGOLIA(91) or TANNU_TUVA(92).
5 ^4 g! k9 P$ \7 Ia. Allied non-Soviet groups can't transfer to Soviet Motherland bases, f* D- e( T2 |+ y: R+ s3 n. p
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 Q& S- }$ D$ U* p4 O) C9 zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
1 H! W9 u p( e& rafter Soviets are activated, but can’t move
/ A/ Z$ y2 s( m: D$ X" Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! ~4 `) p; a) \
disbanded in port.0 Y8 |; \5 D7 Z. ?
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 `0 {: T: F0 y2 k% m' N4 p
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |