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http://www.matrixgames.com/forums/tm.asp?m=3185062* o( j3 v& @+ H. s3 S% K, P
$ U1 c$ v. P1 {, ^8 d/ e已经共享到岛群QQ和本论坛置顶资源帖" \9 i: e1 a. W( Z) Q; \
! H; q1 ?# ]. Y" ]/ m8 l/ W, b大量更新,详见列表:0 P3 g6 ^/ z( s6 P8 ~( G
: {. b4 r" @) q7 E; _$ N
) o- v: \& n4 ~Change History:- t. q. b* M7 _+ C
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 \! [- y$ T7 y! n0 w3 ^' V$ O! J5 P1. Seventh Update – This release is a comprehensive release updating all previous
% X9 A4 A# T4 C; mversions to v1.01.17 beta
; G" Q* h, {7 I- M' z9 G6 U2. Code Changes
+ B: `) ~$ f5 ^9 \# IFixed
# B$ y" k' x6 O1. Display of AF/Port icon between player saves based on player's intel
3 c7 M+ O$ o, H; ?3 i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. ^% [5 N: t _( S) y1 u
weapon list updated, n$ m5 \1 x8 }$ X- O* X
3. Reported cargo/troop safety values incorrect when no cargo/troop space
I7 T* n. x; o8 Y' `% W0 O4. Allow smaller 'reserve' space for small groups on ships
4 u7 s, z' K( O# p5 v5 P9 g3 E; Y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; K$ r- M+ E4 Z0 ]6. Correct attacking plane count before final post-air combat. X; W2 j1 R3 i/ W
7. Pilot promotion may have occured in error sometimes
+ z; C7 a3 ]1 b/ F6 X# _9 ]8. Raid detect message sometimes dropped of the combat report$ Z4 _- b" q' o) U }. m. L
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, D' G( d( S' s$ b1 y/ [# R3 A" W
generally3 e7 D7 k6 R9 r( i6 p8 p! x
10. Some pilot-leader connections were being corrupted
) `5 H' W7 D7 F* v11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% V7 N. g6 P, `1 ~other move issues due to the incorrect indicator5 g9 N8 Z. b4 H# {# M5 D
12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 o* O# k+ `0 v4 N
damage
; H: @# ?4 h ^3 _' A4 q8 w13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, ?. ~, _7 x+ N1 p, J14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: r- y' [! E8 F6 h' W
date sort
- F. p" k6 s9 N: [15. ASW groups not allowed to attack sometimes
# p+ z- \4 u1 S% Q16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 O& `8 L! h; S) b3 nHQ/LCU to jump to reinforcement queue
2 Y# A* Z* x; S" S7 \: Y+ h17. Bug in bomber intercept if too many rounds of fighter v fighter combat7 M- R( @6 |/ C) f
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% m/ c8 t# n4 T+ O/ x9 s' ]
at start of AE but crept back in sometime during updates- z! R4 r0 O6 Q9 C! X( G: X
19. Removed the fragment/parent swap during a TF unload as it could often orphan the1 u6 Y# f @& ?. B- p
fragment.
2 R9 h) }1 M6 S# @% ]# J. ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! C' `$ A# b" E# ^- y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* |: n/ h" }/ u0 t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 @, W5 `! W2 U; }+ c* H; ~! V6 e+ Wset7 g3 A( N2 K1 ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
. ^# D+ r4 y3 u+ L: g23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& P1 G( X) H& }3 y; r% i# @0 n24. Bug caused F/FB to sometimes bomb at low altitude* @; ?- G3 G* q! Y& ~- W
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& v) ^$ a7 h- z( v
occurring properly.
- I' g" u4 U* I1 m26. Bug in Industry 'failed' indication not showing properly sometimes& K- Y" W- T4 T+ |
27. Location check at scenario load to include small map sceanrios
+ w3 {$ r% A) l/ K28. Bug in air supply to fragments in a non-friendly base hex
. ]& p+ ?9 e0 f2 L0 T1 L/ X2 E29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was P; y' U$ y4 Y- F n9 C% F2 x) H9 B
being set to homebase before execution of the mission – ie was returning to base
$ ^2 B7 i; l# _& S& ]+ C& H* a) L+ D* Cimmediately
# C7 `9 I }2 W1 R30. Error in Strategic map display
. c' o9 v" ^ A31. Additional and stockpile options were not turned off when base was captured! x2 R& N6 X1 k+ `& R, U
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ Y1 D9 `, S G9 pmouse over
4 p0 R& k: L1 F9 M2 R' s33. Army experience being gained when not 100% prepared as per manual; changed to allow
, o3 A2 z8 `3 _( ?$ V- rchance to gain experience if >75% prepare and < 50% national exp level
2 ]! m# t, a+ U2 U# C% {( S6 k34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) j$ q9 N ~! `1 P, A
alleviate the incorrect experience gaining happening while in reinforcement queue2 O( I# P1 U' T
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* e+ x B9 c* y. n1 ]1 ~8 Vcaused unit to jump “off-rail” and move overland# {; r; H/ Q, s) z6 \, Z3 q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: Y( O& p- |' _- E" r37. Excessive accident messages on unload from TF reported' s4 {2 V0 u- y* t& ]
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! f9 c2 j! B M7 c+ [. a4 e; \merged causing smaller size unit than expected+ C$ q( W# Q; k! D5 T5 X
39. Corrected possible TOE error in scenario data load for inactive units
4 i$ N* a- ]! N( h- }8 U, L40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
8 j" L5 p# J% k9 r% q) y0 ~ khowever be allowed to do this.
% J: u( B. p9 `41. Possible CTD if sinking ship's load was a group5 |/ _5 m2 v9 r2 }/ |% b. E
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 N Q8 y7 I K9 m' ]1 {2 s1 O9 p4 nwas causing an over production for that turn; `& u) I# C" R/ O) p
43. Retain day/night setting when creating group fragments% U5 F/ C5 Y: J4 y' O& d
44. Adjusted supply and fuel values in base list not to overrun the space
$ H6 f8 i% d; v45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
- Q/ K; C( B% L4 H# b# jadded YMS to Sweep TF in line with manual and code
. A% C( ~! [2 W( B* u46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
: L* o( @0 z5 p, Q" W- Urule relates to the abundance of manpower and is not covered by replacement pool. Normal
# y, q6 G9 N% Q' arebuilding of destroyed units is not affected by this.
9 G0 g2 [5 P* r% A47. Carrier capable and trained text not showing together on Group screen
+ ~* S/ Q" l2 n: M% f* }, f48. Handle any blank re-name changes by ignoring them7 G* d- p3 u, ^: h3 V: x1 b
49. Possible CTD when air fragments combine
+ O# y8 @6 w: b& f3 [; z50. Unloading TF can freeze a LCU onto a ship under some conditions* s+ B" q5 R0 K; j2 z. e
51. AI not behaving if main HQs missing (affects small map mainly)" ?& V5 K# k$ E9 _, W' \0 u
52. AI using AGC for normal land units – removed from TF if not needed
2 d' [+ [$ a. Q4 p53. Soviet activation message not in Ops report
" ~/ r% k9 I3 [6 @4 [& q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
+ q' w, O2 S( [8 d8 T' _$ Y& T. I55. Clear Soviet air balance if not activated. Possible incorrect base switching4 a! N Z# d7 s8 k. e! O$ g; x
56. Sub attack against docked TF not happening for port size <3( u4 N9 H" c7 I7 @
57. Unit type changing unexpectantly
3 J) p: k- J3 S+ U0 O/ o58. Torpedo replacement on plane sometimes is missed
# L/ n) B1 k, G; G" i8 m59. Double handling of overstacked supply requirements- a6 W% @ b, z, R8 N
60. Fixed alternate weapons for port attacks1 u* i- ]5 D0 ?6 v% w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till; w$ U$ N5 e7 F( s3 G: X
sometimer in the ship repair cycle.7 S+ d m( J5 u$ d1 q
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( f5 ~/ Z) U# G+ }* }/ cport
$ s. X4 {6 N$ ~4 \. G6 s* ~* Y1 M g2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ G& V: G9 j- d
Tenders not counted
- a+ D' W6 {) Z1 l! N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 [3 K# z% j" ~/ W7 x
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, \; h* P) n1 f; U/ a% M5 X7 M3 Bto remove damaged ships from TF
' ]( Z* S9 c# C/ u8 e5. New filter for “non-building” devices in Industry pool screen) c8 U4 A2 m7 M/ V% f
6. New filter for “non-building” aircraft in Air Replacement pool screen
1 U$ ^1 ~$ ]: n/ ?7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; O) k/ [- _0 i% Smines (^) detected
) Z: b z5 s. O" N/ ?- z6 z; {8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ B# j: O( o/ p+ x- Y+ ?/ ~; [$ {‘button6..’ image files, then these will be shown. If not, by default there are shown as
# J/ v* `- X6 v3 {* jstandard parachute unit icons
" h+ w/ f- z N# ~7 r% b9. Air/port damage and building is shown in base mouse over
, A) P8 Q9 k# j0 r10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on5 R' I8 j; f2 \$ O
11. TF can be routed to stay within coastal hexes as much as possible
9 V- E0 H9 `' z5 P9 [+ s12. On Top Pilot screen show the 'ace' cut-off value if more than 12 O' g9 A. q% `1 G# Z; q
13. Added option on group and LCU reinforcement screen to turn off replacements
' G9 T( j8 l/ R0 i' a& i* e14. Current base can get supply returned to it when reserve planes returned which were
$ y, V7 P& O5 p7 ~' toriginally supplied from another base% w) [& D c( X# m5 E
15. Unit type filter on Troop Loading screen% g4 F2 k( d$ p8 D
16. Report killed ground units if not in combat report/ U c1 t4 `# ~; f. _
Changed
' R& c) l: V" c) d- k2 R' N2 R1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 ?( w8 r5 a2 T1 f. z# ?/ T(complements fix 18 above)
5 m5 W, t. @: b2 [) m2. Permanently increased pilot array to 70K
8 d+ E5 z& Y) s: ?3. Increased number of air combat rounds are a factor of total aircraft involved
( K3 R" l% B. `2 @4. Allowed submap to submap movement if land connected for land units. Should have been
; D5 h) |+ w1 d( h& Rso as per Andrew Brown) I$ e* ]+ }3 O7 V* y' N
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 \8 c9 T6 x# o) f+ v2 x8 u4 _5 L# P ]
delay toggle instead+ d: Y! D: p% s# B( N! o
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ V3 G3 n- j5 X* n2 r2 g' z
maintenace a bit more% a% u: V7 O: u2 Q
7. Support device replacements won't decrease the overall experience of LCU units. This does
5 {0 g5 D7 @4 s1 Anot alter the overall EXP change due when any replacements are received." A8 ^; T n# |7 F" w: ?
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: G- d6 |: s2 O9 _( t2 @' t* Ebetween the two but could break current games.
0 {$ r8 M" H$ b9. Some LCU Prep points may be retained if unit is experienced$ ?7 }; D, O5 Y& D
Notes
. J# W% Y) j) C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* \. Z- P" z( ~# Z) \5 \should not change player or HQ, even if not in play. These original HQs are used by the AI
8 h1 j9 k) ]* Y# mroutines so changing or deleting them can put the AI off. Changing other elements should
1 R( S* x$ J' v$ W6 I& a! cbe okay.
8 L& y6 h" l j5 W) Q2 s+ Z2. Clarification to weapon filters for aircraft:
; I) U1 ^! _, T2 cPM_NAVAL_ATTACK 2 // used for naval attacks/ y9 `* f& X- A% q! a0 L8 U
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* S5 p, ]; W7 v
PM_LAND_ATTACK 8 // used for land (ground) attack
5 K. X# K0 g, R( ]8 ePM_PORT_ATTACK 16 // used for port attack
1 _$ r8 b+ X7 l" C; R; gPM_AF_ATTACK 32 // used for AF attack
6 W* [" j6 D$ s2 \2 GDropped any reference to secondary values for land and AF as they served no special use.) T) X, X3 D2 p( l% T3 p/ X
Clarification changes8 t$ N" p5 o, y7 \% Z0 \
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ u$ G, q0 b$ e5 e8 Y" kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& e" @- M; B6 I; {9 W2 ~. d
MONGOLIA(91) or TANNU_TUVA(92).1 }4 M" c1 p- u* q9 G2 ^; ~4 n
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases# _- X3 Z( C( r; |; s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 ^8 t+ t; G" P% [/ u2 Q- Q( ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- P% Z/ O/ m6 z6 X+ O* Pafter Soviets are activated, but can’t move/ X7 g& l! w$ h+ Y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! ?, `: Z- e# U: K: B) ~disbanded in port.
) G# f* y% P a" J z( V) |/ Ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 w: ?. n" D. Hf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |