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http://www.matrixgames.com/forums/tm.asp?m=3185062( p1 S/ B6 r. n7 g' |/ x* B
9 H- T/ f( L5 V已经共享到岛群QQ和本论坛置顶资源帖
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7 ^2 {. f! a7 d- ]0 R2 k大量更新,详见列表:
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' {9 P" e$ l2 F8 E& PChange History:* @' w2 o" P. W, `$ y# i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 o4 y, _. [# g3 M& e
1. Seventh Update – This release is a comprehensive release updating all previous# r6 i9 J" ]! L* [- E
versions to v1.01.17 beta" {0 A/ A6 [5 C" @8 G
2. Code Changes
) @: a! r5 ]1 T3 T7 v9 `* e+ l* ZFixed8 W1 E3 k7 T+ }3 ?$ O+ u/ F
1. Display of AF/Port icon between player saves based on player's intel
- O9 J3 b$ S8 V' u: h" q6 {2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 P( B" E% @& \& B& {
weapon list updated
0 u1 n0 O1 O1 m4 V5 q5 _) ]3. Reported cargo/troop safety values incorrect when no cargo/troop space
. I8 S# X3 j9 J1 p2 F/ X4. Allow smaller 'reserve' space for small groups on ships
7 @' N! p# P2 K5. Preserve some more data when swapping fragment and parent to prevent lost of parent/ h6 g9 Q2 o5 P: v
6. Correct attacking plane count before final post-air combat1 Z6 H( n# J. M" J& Z
7. Pilot promotion may have occured in error sometimes
2 @6 ?& \( V! B/ c8 ?5 e8. Raid detect message sometimes dropped of the combat report# k9 p2 h9 I+ s2 J
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
" ?& g2 A& z% p8 sgenerally9 O: {$ {0 P- a: T/ B
10. Some pilot-leader connections were being corrupted/ o) G! \- l) c
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 P: u4 k" Q* C5 i- L
other move issues due to the incorrect indicator% d' d# H3 A) {* D7 I
12. Wrong ship sometimes reported in Ops report for TF movement which causes some1 Q t$ J, E0 n6 B4 s; W
damage
( k& P8 i+ |! K! n13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. z" O$ a( i1 k T
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ x2 f2 }3 T; d0 y% t
date sort+ c/ t& P& q& O9 j
15. ASW groups not allowed to attack sometimes& G$ R2 ^: D/ E, m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& _& O, ]3 e2 u" D4 _! SHQ/LCU to jump to reinforcement queue8 D- Q. _8 V$ H$ V5 q: X! f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 ?3 P8 s. Y: @3 p9 e18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed$ k* R6 D# j- Q
at start of AE but crept back in sometime during updates2 q( T) W$ H9 A
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ j: q- a; K' p0 d/ ]3 [/ L- Lfragment.: j) j) o# w& V, G1 J- G& h: z( S3 i
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 q1 P0 W; I( r& F5 e* B9 W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ f; z: B- C4 Y, A; C* yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
2 U# R" p3 m b9 m( d8 {! n1 aset
) B8 Y: X$ e3 F22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 g* j8 p5 V2 x8 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) R' f& K* i/ E$ W) V24. Bug caused F/FB to sometimes bomb at low altitude+ H4 j1 R7 n& k5 X8 B# Q- T8 J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not b0 C9 ?' t0 ?# o f- R
occurring properly.
4 b0 |, N- M+ q26. Bug in Industry 'failed' indication not showing properly sometimes+ g5 ~, W( ]* s) ?' a2 c: ^
27. Location check at scenario load to include small map sceanrios
. j8 ~# E3 F+ v, ^3 V& L( u1 O28. Bug in air supply to fragments in a non-friendly base hex! k; z q% N j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% Z2 }! K1 Y; U/ W8 m) Nbeing set to homebase before execution of the mission – ie was returning to base4 g: o: K p4 x+ ~9 o4 D- {
immediately. X7 ]* ~/ A1 P. e- z6 f
30. Error in Strategic map display
- W, z1 I; O" E" [, |. \* j31. Additional and stockpile options were not turned off when base was captured
2 z$ r, y. d @32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* Y; s2 ^9 h, l- amouse over. V/ T2 j1 G: K G3 ?5 a0 [4 Z; Z
33. Army experience being gained when not 100% prepared as per manual; changed to allow
: B- }% B+ L- o- V. H# mchance to gain experience if >75% prepare and < 50% national exp level
8 |' v# O7 _8 l* t. i) H34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' x$ ^3 a6 ~ h* d
alleviate the incorrect experience gaining happening while in reinforcement queue
& x1 Q' F: ?5 K' L- F35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! h1 M* S" `' ~+ R' }caused unit to jump “off-rail” and move overland6 M, l4 B/ K8 c5 c5 ~
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ( L1 F8 _ N, t/ ?" W
37. Excessive accident messages on unload from TF reported
! _, }" u& ?) P( k! L38. Reworked editor sub-unit merging as some devices could drop off the unit list when
2 f f) I& A. ^3 J3 L9 Emerged causing smaller size unit than expected5 i$ a; x Q" Z2 F* k2 M, K
39. Corrected possible TOE error in scenario data load for inactive units
. M1 J! X: F1 p8 ^40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 O% {% }6 j$ r
however be allowed to do this.6 S% J4 }& ]2 y
41. Possible CTD if sinking ship's load was a group& }* _9 t6 a0 k- F: }0 u% [) d
42. Limit the number of devices built from resources per unit during LCU replacements; this
; K2 P U3 e* n4 a7 s- ewas causing an over production for that turn9 @4 T% }$ b. u
43. Retain day/night setting when creating group fragments; [7 S: d2 W: h D
44. Adjusted supply and fuel values in base list not to overrun the space6 l& f! l$ N# e* K! h/ G4 O# O9 _# z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 r/ F Y* A* i l1 l& U/ S
added YMS to Sweep TF in line with manual and code1 \( Q1 x" C5 J% r6 `
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 w9 K& n0 x4 r: i0 q/ o
rule relates to the abundance of manpower and is not covered by replacement pool. Normal+ e, I' n. K9 i4 U* `0 Q
rebuilding of destroyed units is not affected by this.
( x6 n. C. U# W6 Y" c$ @# _& V47. Carrier capable and trained text not showing together on Group screen& E, L* ?! t2 e& R+ Z1 v$ m
48. Handle any blank re-name changes by ignoring them( i; E. }6 O# D4 }. Z$ n D
49. Possible CTD when air fragments combine& o! x5 A6 W' t, h7 Z
50. Unloading TF can freeze a LCU onto a ship under some conditions
# m! j+ }- r% `( ]0 R& M51. AI not behaving if main HQs missing (affects small map mainly)7 i" h+ O8 ~1 T3 [5 c
52. AI using AGC for normal land units – removed from TF if not needed
- z* H4 f+ n& @# s n+ q# O53. Soviet activation message not in Ops report$ |, ^1 ?& }4 k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: H# m( l3 M: Z1 T% z. M4 X55. Clear Soviet air balance if not activated. Possible incorrect base switching
' C% s4 {/ v& C; Q9 v/ z" z5 Z56. Sub attack against docked TF not happening for port size <3
^+ m6 @# r6 W! `$ ]5 ^57. Unit type changing unexpectantly2 h+ z0 C5 M" F+ @) D E
58. Torpedo replacement on plane sometimes is missed3 ]# l9 k# s0 ?' J
59. Double handling of overstacked supply requirements* c C, u! a% l7 i7 x
60. Fixed alternate weapons for port attacks
6 F7 a! y* a" a; i$ a$ a61. Corrected weapon system damage to show after combat on ships in port rather than wait till% D7 x) k9 }' J n: l
sometimer in the ship repair cycle.+ w$ ?& d3 @+ Y
62. Ship tonnage over 32K could cause repairs to fail
8 e2 }8 A2 x) D# J) I+ U* sNew/ }& b) z* M N+ {, n$ @/ ^6 ]* H
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; r. ^& a r4 W
port
, _0 w9 U) ?( L/ q' h$ K2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& s" }% a, ]" N) D6 fTenders not counted
7 F8 I: T6 t A) C" { Z1 B3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 {, C$ `9 G$ `: D' O" J' z* L$ F
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method: y% O8 Z% K! x# \# ]3 _
to remove damaged ships from TF3 ]# Y" Z5 Y3 E1 C# a9 a5 w
5. New filter for “non-building” devices in Industry pool screen# x, w4 }+ Z* W. a* ]$ b& H7 v
6. New filter for “non-building” aircraft in Air Replacement pool screen
/ f2 C( K! \6 _6 Z5 G2 U+ `7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' s: ?' F0 G9 W5 U' jmines (^) detected$ K! m$ R: v1 v0 K7 z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( o% r- P6 N. W1 C. }
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 y) P. v; a' s% C, b
standard parachute unit icons9 x& i$ a! \$ @) p
9. Air/port damage and building is shown in base mouse over3 D. Q/ I( r/ [1 P( ^: z+ c$ n/ S
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on7 E: G) J- q$ E7 p2 E
11. TF can be routed to stay within coastal hexes as much as possible4 @) G/ i3 Z0 X0 E' v
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 r9 J; X2 G: e5 e4 t6 O6 p
13. Added option on group and LCU reinforcement screen to turn off replacements
* \& V$ A s9 J14. Current base can get supply returned to it when reserve planes returned which were2 O! j1 t" }7 B* J& z* z) n
originally supplied from another base
% j6 t. ]5 u* b" g* D15. Unit type filter on Troop Loading screen+ z9 }* Z+ a+ \: N" s* p- k
16. Report killed ground units if not in combat report
% o" w7 k' i$ X+ K/ jChanged
' s3 p8 X, W6 J1 g9 J1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 b+ i+ |. n7 D8 @. T
(complements fix 18 above)
! B7 C: {1 D' u- p! o" S+ ^1 p4 l2. Permanently increased pilot array to 70K
: l" j: R& }* T3 h: @1 @. `0 K3. Increased number of air combat rounds are a factor of total aircraft involved
# m$ y9 X# E6 V9 V; ?4. Allowed submap to submap movement if land connected for land units. Should have been u9 J) m g1 W
so as per Andrew Brown
% P2 \1 Y# K0 c5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message a" X, _, ^# K" s
delay toggle instead& F, _% N5 r# n! T
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& a7 j0 L6 | V! c ~% j
maintenace a bit more6 _+ q: _7 p) Y+ v
7. Support device replacements won't decrease the overall experience of LCU units. This does5 v& o7 s9 r4 w8 s }2 |
not alter the overall EXP change due when any replacements are received.: D+ C' {5 E3 D1 E+ H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 I' P* Z/ _* Q% F v- m2 s
between the two but could break current games.; M. C5 J: Z' T! E& f" }! e. M
9. Some LCU Prep points may be retained if unit is experienced7 i) }" b D( a- w3 K' F6 F
Notes
% R/ ]; e7 F s5 d0 T: y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; S+ A1 d. y7 D% q2 i+ ]/ x ^5 h, ]3 j
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 m% Z# O! g/ a0 K+ Y. I4 ]routines so changing or deleting them can put the AI off. Changing other elements should9 t, P- ]$ O' z0 t' h& b; T% B) K% u
be okay.! \# ]! `% @# j/ c
2. Clarification to weapon filters for aircraft:& }5 G9 j/ E M7 @
PM_NAVAL_ATTACK 2 // used for naval attacks
- Z6 W0 C- s! I. A& f2 A, PPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- j, q& }% d8 ]! p5 X* L
PM_LAND_ATTACK 8 // used for land (ground) attack
; t" X7 J* B, K1 d: XPM_PORT_ATTACK 16 // used for port attack! B, L7 E/ v" D g7 h
PM_AF_ATTACK 32 // used for AF attack
- N) q/ ]1 R1 c: ^* JDropped any reference to secondary values for land and AF as they served no special use.
7 G' j9 b$ P( N( \Clarification changes
% t$ ~) j* u$ @& h) t1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 f& n) E" ^$ x* `; e" g8 F
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" _1 m/ q/ g& _0 Z6 s7 S NMONGOLIA(91) or TANNU_TUVA(92).
! P9 p0 v" {. p4 }8 p; ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases# W" B0 u) u4 U* I& g1 s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: w$ `8 ?$ x9 k0 F* N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
|2 \. s* i' Lafter Soviets are activated, but can’t move/ g! C" ~- p- F/ D* m4 B* v7 e: S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if g( [* k* R6 T, Y
disbanded in port.
1 }! T8 j7 Q& g. z2 f! a7 n8 Ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& {# Q& _# i7 |# M* v+ b k$ ?: n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |