具体见$ q5 R1 |& g; J+ ?) T1 @5 b9 l
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 X* a0 _- \' V$ b+ H# w! M$ E+ }, F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:$ D$ g. E# A; s2 E/ z
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Change History:- Y j- O/ V+ P/ @$ r @+ C
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
8 W8 f) L5 Z }6 o0 i( L1. Seventh Update – This release is a comprehensive release updating all previous
( V1 q( p$ C) Y4 Z3 Sversions to v1.01.17 beta
- m6 ?" H( P! Z! b: n0 E6 g2. Code Changes
n4 \! v2 g1 d0 j$ qFixed8 @3 C- Z2 [% E
1. Display of AF/Port icon between player saves based on player's intel }+ t8 Y. K) A: D; X+ [: a
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. w% [, N8 j9 V! E. u# o2 Hweapon list updated0 T d. a9 W# T2 F+ j
3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 i( B, B2 k( w# g' L4. Allow smaller 'reserve' space for small groups on ships
, e- e. {; p( W6 Y: [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 n4 g h# b; J1 U# s6. Correct attacking plane count before final post-air combat8 u# G: U: w2 v3 C- C
7. Pilot promotion may have occured in error sometimes; H. X" t; x$ ?8 X' W
8. Raid detect message sometimes dropped of the combat report
9 O' h+ U4 O* M* ^0 K: M9 V9 P9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 J& |1 G: o9 d0 } Y! e% y1 v1 q3 I
generally, J8 `* l8 P2 w4 ^
10. Some pilot-leader connections were being corrupted
. u4 S' ?3 }* n( q% a) Q6 q& N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) o1 H7 ^/ |) F4 o% J8 |4 z- Kother move issues due to the incorrect indicator
* Z! M1 B0 F# N! [! ?% ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some
. S- B" M2 g) Z) j9 e3 hdamage% d1 C" o5 V- M4 v' L
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; c* K1 T, X8 ]4 F z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! e5 O1 T T3 m7 mdate sort. \( A* ?) `7 O: z0 ]) h. N
15. ASW groups not allowed to attack sometimes7 r# T* ~- n, N+ L& [8 C3 Q2 f" U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" g* @1 t& m0 X7 W( L% {HQ/LCU to jump to reinforcement queue
, j+ L s2 a7 }0 v6 x4 A$ r* z17. Bug in bomber intercept if too many rounds of fighter v fighter combat% p, a( t0 y8 n3 Y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& E& G1 D4 m2 hat start of AE but crept back in sometime during updates
1 C) `' G4 p) O z* q' Q5 x4 g19. Removed the fragment/parent swap during a TF unload as it could often orphan the- e# i% |; ]8 a2 Z. r! q2 N" ^
fragment.) ?* v7 {5 |0 N4 y; j& Y. c
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 o5 V' P6 a3 c O6 W/ ]- _) a21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. Y; T' T; I/ J0 }! p" D
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 {9 r1 l) v% [( t
set
0 j/ x7 _8 X X: I. X3 k1 A+ e1 _* s/ X22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 X; Q- s7 l& J, N2 q H. E9 S
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% G3 C0 n7 z- y24. Bug caused F/FB to sometimes bomb at low altitude
, l/ d1 v* p1 @6 O25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 o" m+ k; I8 C% ]! soccurring properly.9 T* g7 J, G6 U
26. Bug in Industry 'failed' indication not showing properly sometimes0 B" [ l5 e7 s5 L
27. Location check at scenario load to include small map sceanrios# O$ m* d& V' t5 m4 W. |2 F. p& Y- _
28. Bug in air supply to fragments in a non-friendly base hex3 F- j; ~+ }2 I
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 F w: q* q9 P" c0 Y0 A+ f) y
being set to homebase before execution of the mission – ie was returning to base
+ J2 [( g3 }/ G) B- S( F; q( }immediately, m/ }8 t/ x" k" ?/ I3 _/ w
30. Error in Strategic map display
. o* W- ^$ S+ J$ i1 x0 ?# v31. Additional and stockpile options were not turned off when base was captured3 O( o4 `) r* D4 l
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on8 T$ Z `( l [* |
mouse over7 g9 S6 ^ f" \; ~, V" G
33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 ~7 ?9 W, C! Ochance to gain experience if >75% prepare and < 50% national exp level) S7 [4 w( g( ~, Y0 F. D+ |$ [
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 X7 j1 S6 a0 g2 `& Walleviate the incorrect experience gaining happening while in reinforcement queue0 V& n* N! r/ `/ \& S1 Z, j, r9 J
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –5 V+ l$ Y b, l5 S* j& v! T
caused unit to jump “off-rail” and move overland3 o c" G( F1 T' A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: o* w4 t# { E N37. Excessive accident messages on unload from TF reported
6 Y* i' k% L$ ?8 R38. Reworked editor sub-unit merging as some devices could drop off the unit list when
0 {$ @4 v( U( j- ], _merged causing smaller size unit than expected. |% f2 q& P' q z, P- |$ j
39. Corrected possible TOE error in scenario data load for inactive units6 |. M ]5 p- P7 J
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 r. I% C) b0 S# h) P/ t8 H
however be allowed to do this.
3 q; e( N+ A' y8 M2 q/ d& h7 [2 |2 X41. Possible CTD if sinking ship's load was a group9 `: C9 i+ {; p9 S3 e% R( o1 C; f
42. Limit the number of devices built from resources per unit during LCU replacements; this
& X+ a7 S9 w, z8 jwas causing an over production for that turn/ g" S6 z. I- \. s9 G8 V* q
43. Retain day/night setting when creating group fragments6 |3 y0 I- ~/ _ x6 Q
44. Adjusted supply and fuel values in base list not to overrun the space) H& a9 [" O0 K/ B8 [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' D) u8 y; x/ }
added YMS to Sweep TF in line with manual and code. j ?7 f w0 l" S. w; _/ J
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' w4 B7 V& I' G5 W2 Y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 j% o/ K6 m2 `) ^7 ]3 X
rebuilding of destroyed units is not affected by this.
6 q( b3 w6 F* m47. Carrier capable and trained text not showing together on Group screen
+ x* {1 R7 {1 X* ?* J3 Z% N) I1 U48. Handle any blank re-name changes by ignoring them, e# q" J: K7 H" J' C4 r! K
49. Possible CTD when air fragments combine
+ ]" L5 M% o" `, O4 s3 I( O* k- R50. Unloading TF can freeze a LCU onto a ship under some conditions; F( X Z3 p5 b$ k
51. AI not behaving if main HQs missing (affects small map mainly)5 s i, V) h# O0 U& c f" J& R; B- l
52. AI using AGC for normal land units – removed from TF if not needed: f. x" y+ n0 b
53. Soviet activation message not in Ops report
2 o$ V U @% c: _4 @/ @54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 m3 L& g) v2 z$ g5 Q
55. Clear Soviet air balance if not activated. Possible incorrect base switching1 l) F; Z9 j# Z; X" W% m! x9 B
56. Sub attack against docked TF not happening for port size <3
1 ]3 s) a4 X Z8 v6 _0 l57. Unit type changing unexpectantly: u& J; c6 w5 l
58. Torpedo replacement on plane sometimes is missed- Z+ \- {! c. u+ U4 b
59. Double handling of overstacked supply requirements" }, W! {7 n* B: Y% t) l: ~2 c
60. Fixed alternate weapons for port attacks
6 b! `9 d2 A' U) u/ |6 V8 d61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 f3 ? }' ^* P4 `4 `$ }sometimer in the ship repair cycle. y2 F: k! F! l7 g
62. Ship tonnage over 32K could cause repairs to fail3 d. p, d0 P' I" i, R* }) y
New
- H+ F# t, Z4 y1 J# \6 A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# [1 {3 W7 d- W1 p: Pport
, B1 H8 Z$ b* S0 \6 A* }' D, ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' I/ f) n0 u6 G/ s8 Z x
Tenders not counted: R$ W5 Q! c) `% m4 R# r" _
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base$ u: j- \- G( S% m T s9 o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& D3 x4 o2 N9 oto remove damaged ships from TF* Q' M- I& p" ^5 F5 z/ o# D: S& i
5. New filter for “non-building” devices in Industry pool screen. a# M0 K! n: y% g% G4 u. [! R
6. New filter for “non-building” aircraft in Air Replacement pool screen' q; J! V% q! Y, o+ `5 j ?$ s( ~
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; p3 G T4 [! m1 K
mines (^) detected
" @, }" e4 Q1 y! C) ^+ T2 G v8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 n+ J) R! X) r0 Z: w9 O% u8 s$ ~! C‘button6..’ image files, then these will be shown. If not, by default there are shown as* d- N- y8 L. n% A: _3 _
standard parachute unit icons
, ^( T$ |9 I/ S) F" m9. Air/port damage and building is shown in base mouse over: A& G" w- Y z7 p" _( ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on B7 M$ I. ^( A
11. TF can be routed to stay within coastal hexes as much as possible
/ R8 q9 N% c) R4 b- t12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: D4 G# s9 b1 T3 T5 s" q6 P13. Added option on group and LCU reinforcement screen to turn off replacements" a# J$ n5 G; ?9 M' m# a
14. Current base can get supply returned to it when reserve planes returned which were
( C4 A7 f+ n$ aoriginally supplied from another base2 B. B+ b( I% h {/ v
15. Unit type filter on Troop Loading screen
) b, q7 v! t# }' V6 a16. Report killed ground units if not in combat report
9 i z: S( {! B+ i0 VChanged
# k: t! G" O5 D5 [6 @# Z9 c1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 b1 i( K0 q7 F, k
(complements fix 18 above)
* p3 O4 J. s ~/ ?8 @2. Permanently increased pilot array to 70K
9 V! `' J6 L6 h( q0 |$ Y3. Increased number of air combat rounds are a factor of total aircraft involved+ e1 S: M3 Q& K3 q& p- E
4. Allowed submap to submap movement if land connected for land units. Should have been
+ Y8 {% o- _1 l1 ?/ wso as per Andrew Brown
7 B; H6 ?9 d8 i5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 M; L N' |9 l& p" Hdelay toggle instead9 I: [& c; \/ [1 y7 ]1 J
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 l. \# d) L `
maintenace a bit more
" o9 R6 e" O* [4 [7. Support device replacements won't decrease the overall experience of LCU units. This does
& J0 c% _# p C8 l8 Tnot alter the overall EXP change due when any replacements are received.) a' g- F7 Q5 Q1 N8 u4 x; n p! b
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction/ q" k& V8 G$ u! G
between the two but could break current games.
5 q, _& J. Z( Q1 S: H H. B9. Some LCU Prep points may be retained if unit is experienced
+ ~( D$ i$ Q, W$ ^4 L) UNotes: {1 `$ S+ `' ]5 A! l# Z5 ?; `0 z+ ?
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& D. }( Q& C0 J5 R& t5 Nshould not change player or HQ, even if not in play. These original HQs are used by the AI
& H/ G/ Z" a0 |* ?! ~routines so changing or deleting them can put the AI off. Changing other elements should- \9 [! D9 Z% z7 h& @+ H4 o* u
be okay.1 S. Y, k& ~/ y! ^9 x3 ~4 [& X2 R
2. Clarification to weapon filters for aircraft:
' B; ^8 C. `8 d' u$ `1 [1 ePM_NAVAL_ATTACK 2 // used for naval attacks
$ Z) M; l6 O7 X0 L- U' f* KPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 B" L8 T& R' A3 x# v- L& @6 d* T
PM_LAND_ATTACK 8 // used for land (ground) attack. \& f' q5 b9 L! Q( C* ]
PM_PORT_ATTACK 16 // used for port attack4 a# M/ W( J7 g2 _8 {
PM_AF_ATTACK 32 // used for AF attack
: c" h: e C4 U6 ?5 a! wDropped any reference to secondary values for land and AF as they served no special use.$ P' g7 h& \1 u
Clarification changes! H" U: G9 j6 i3 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 _* t' T2 i* _# s* V: }$ Obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' O: `8 `4 _& JMONGOLIA(91) or TANNU_TUVA(92). P- e" j9 m7 c$ H3 _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. w E# t6 C% q+ e9 T; R1 Q% kb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% Y6 }2 I3 ~1 E9 O$ Pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- s* P3 d/ e5 D' B" H( R
after Soviets are activated, but can’t move
: n N7 s6 ^. K2 id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) q0 @' [/ {: Z" k4 Ydisbanded in port.
* S. c) _( n# p( m8 ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ W/ D+ ?) s7 `f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |