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* k2 ?9 |+ s: X3 w6 ~, @6 v2 Uhttp://www.matrixgames.com/forums/tm.asp?m=3185062) E* |' J# u) @4 T- {
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大量更新,详见列表:7 N4 T; _0 N0 j( j
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Change History:! I: e3 z6 l5 X2 @% p! U
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& ~$ Y0 u0 T" y& V6 s% _/ s; k
1. Seventh Update – This release is a comprehensive release updating all previous/ t2 v5 L3 B: v/ I# S
versions to v1.01.17 beta
8 c2 b. _& z) n; a6 f6 P) y2. Code Changes
0 c9 O; M# D7 B& a3 V7 P4 b0 W5 OFixed
6 r3 m* \3 L: |& J1. Display of AF/Port icon between player saves based on player's intel
; B- |, Q$ _# t. |3 a3 L" i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. ^5 b" x2 \% wweapon list updated
* T/ s% o+ M M: i% D1 n9 S3. Reported cargo/troop safety values incorrect when no cargo/troop space$ g& b: O3 ^4 K, e8 M
4. Allow smaller 'reserve' space for small groups on ships, ~7 Q3 f5 d# q3 p5 P8 Q
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 O. G. J: B! S6. Correct attacking plane count before final post-air combat, H* X1 \( t3 c; H
7. Pilot promotion may have occured in error sometimes
2 t7 e. a! i* b# a" ~8 V- H8. Raid detect message sometimes dropped of the combat report
1 P9 T. g! g' ?4 F/ Z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 W' v Z+ i5 Y. Q4 Agenerally F5 X7 m) A7 ]6 j T) Q
10. Some pilot-leader connections were being corrupted
: h9 |& j6 `% m1 g11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 F0 f5 G; i; `; r$ Dother move issues due to the incorrect indicator) U3 t$ T9 S# a. E- J9 A, e
12. Wrong ship sometimes reported in Ops report for TF movement which causes some1 p1 C% z* h2 L
damage9 m- K+ ?6 |+ Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 ~0 L- R9 j7 \, N; t/ m. }( `
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the P D1 C7 A. ]5 ]6 E4 J* Y$ c
date sort( O& d3 |" `! i( ^
15. ASW groups not allowed to attack sometimes
0 B3 f! W* ?0 V- n1 w5 o2 v16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing1 n( h- S; b, l; Z
HQ/LCU to jump to reinforcement queue/ ~% C3 F j& l
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
( }) Y4 N9 n9 \- J. i/ M2 \* s18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 Z% r1 Y& i4 o# X( H- N
at start of AE but crept back in sometime during updates1 m3 [: Q0 G' k& L% C& b; K M+ H# t
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ b% i4 B; t! S, Z% N) Z
fragment./ M. w9 |! e. [ Z
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' X" v' K j+ p% H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 u. S$ v- I$ x# Oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full7 D3 j0 v' }8 A/ s" j
set
. j9 S# N* L x* }$ }, d22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) @) C$ z+ ]4 W. M0 ?23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# b P% b2 u/ e- c( W9 w' d
24. Bug caused F/FB to sometimes bomb at low altitude2 B6 O1 u- U- `' ]
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% B" x" u. P# r
occurring properly.
3 k8 L; X5 k) T# Q9 E# l: b26. Bug in Industry 'failed' indication not showing properly sometimes. @" z/ l' o0 |; Y2 L% |" n; a; P
27. Location check at scenario load to include small map sceanrios
4 F: t4 c" `2 T9 n5 e28. Bug in air supply to fragments in a non-friendly base hex
* D+ o" d- o2 U29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was3 F. p8 ^' p; }' x% p
being set to homebase before execution of the mission – ie was returning to base9 C6 X/ |; F* a# [$ s; \% ~
immediately( z) s" y8 ?/ b1 |! H
30. Error in Strategic map display& J" C" A* _1 G2 `0 q, A. |, N
31. Additional and stockpile options were not turned off when base was captured) z/ j1 `; p! a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 r. O8 z* Z! f5 wmouse over+ m9 W* |, x2 K6 f/ d1 J- m
33. Army experience being gained when not 100% prepared as per manual; changed to allow* A* T: k. ^7 q+ A
chance to gain experience if >75% prepare and < 50% national exp level' T( x- X: f) k6 H. e8 p
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- u3 Q9 `# g$ a6 Y/ q ^0 T1 Y
alleviate the incorrect experience gaining happening while in reinforcement queue& D0 G$ `1 Y$ p3 ^
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ I9 e) {* C' |1 w! U' pcaused unit to jump “off-rail” and move overland
# H" }/ _0 G' y g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! \5 g! _) i0 g5 d37. Excessive accident messages on unload from TF reported
: G% b+ @+ C, S& {38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ u/ F$ O7 a9 Y. n2 Omerged causing smaller size unit than expected8 }( L+ G( B2 K; T
39. Corrected possible TOE error in scenario data load for inactive units& A& k* G9 y, z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, D* B+ ]5 m9 A' V1 K5 f
however be allowed to do this.3 F+ U+ [) Y9 D7 d' y/ b: c
41. Possible CTD if sinking ship's load was a group
- f8 b$ ]1 o! K: i# J* E8 W$ R42. Limit the number of devices built from resources per unit during LCU replacements; this
7 V: O, o; h( e6 A jwas causing an over production for that turn. l2 [" l6 y6 g" G3 Z: U" b3 y
43. Retain day/night setting when creating group fragments6 y3 c. d9 A6 F7 o8 ^( b* k
44. Adjusted supply and fuel values in base list not to overrun the space
, H/ Y9 h H/ l45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 y" _6 D, J2 V8 T. q/ A7 l
added YMS to Sweep TF in line with manual and code
. T- J$ R* I/ m$ N+ g! p46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 |" t! D* i9 s/ x1 W/ s& n1 B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; w4 D( p. m0 @* e8 J Srebuilding of destroyed units is not affected by this.
( e+ }$ I1 { g, _& m2 |47. Carrier capable and trained text not showing together on Group screen* p G8 j2 \9 K# U; U4 j) Z
48. Handle any blank re-name changes by ignoring them7 q! d8 `# b9 L1 J
49. Possible CTD when air fragments combine! K' r2 p0 X, n6 X2 S, [( m
50. Unloading TF can freeze a LCU onto a ship under some conditions+ K2 \# }& e3 x! V& v4 ~# q
51. AI not behaving if main HQs missing (affects small map mainly)5 @/ z! q& g3 t
52. AI using AGC for normal land units – removed from TF if not needed7 V" b& m2 D# S
53. Soviet activation message not in Ops report
. _, X: }8 p- Q6 J54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) Q2 A0 }% K' u3 t, E
55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ @4 J4 r/ ^& h56. Sub attack against docked TF not happening for port size <3! i* D: y. ^$ `8 G
57. Unit type changing unexpectantly
# p/ Q/ G6 C+ v) h* {" z# H58. Torpedo replacement on plane sometimes is missed
, g- n, F; i; r) l5 }59. Double handling of overstacked supply requirements
3 W2 T1 k7 L8 o4 l60. Fixed alternate weapons for port attacks, h( Y# c4 v- Y5 U
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. w( j8 M* `6 X( n/ t
sometimer in the ship repair cycle.7 j9 ~( D. ?' K3 g$ Z; B. F
62. Ship tonnage over 32K could cause repairs to fail
4 G; l- N/ [7 m5 {New
4 p/ y8 n& y7 {* z7 r- A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* F$ X; ~8 _7 N6 g
port
( h* N) E& M0 [2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) Q+ F4 y! n2 o' h2 _+ j6 |9 KTenders not counted
; f4 ]* x, L) L0 E Z* t3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
~" b' ?7 S" S! B: d+ a4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) m+ C1 J: s6 I2 `& z* s! B- Ito remove damaged ships from TF
D" E( {0 C# f; E; B8 \( E5. New filter for “non-building” devices in Industry pool screen
* e3 X" K7 S4 l6. New filter for “non-building” aircraft in Air Replacement pool screen2 ^) ?; A3 K6 H2 z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- d3 k- e4 d" u/ J6 s0 H: qmines (^) detected
# l+ z& D3 \ K6 g% ?% i* r- @; ]9 b8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 }% c' p) V! l' a- l
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 j4 o3 C0 M; Z/ r, J8 U5 r. c6 X
standard parachute unit icons
3 s: u* `$ P( D3 C9. Air/port damage and building is shown in base mouse over s8 P: {6 v3 c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" C1 p4 C' v- Z+ \
11. TF can be routed to stay within coastal hexes as much as possible
$ p" A: {& Z. x: Y9 [/ v12. On Top Pilot screen show the 'ace' cut-off value if more than 1% |% N3 O( m: H
13. Added option on group and LCU reinforcement screen to turn off replacements8 P* M# ]8 @8 p; f1 T5 D3 P0 S& K
14. Current base can get supply returned to it when reserve planes returned which were
0 ~" A% J% g# {3 ~& h0 }originally supplied from another base
/ F- t) R2 _% P- Z9 ?$ D- V( `15. Unit type filter on Troop Loading screen4 w" F( G0 `9 ^" L2 U, a
16. Report killed ground units if not in combat report
! h) I. u- p$ m: c3 b! B) U9 RChanged
; y( e4 b2 \# S$ E- o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ R1 Q5 S; X1 c c(complements fix 18 above)
/ a* I$ S7 ^5 Z# L! u2. Permanently increased pilot array to 70K
* r# E2 L! F7 ]$ S4 O3. Increased number of air combat rounds are a factor of total aircraft involved
4 Y8 A* x0 ^7 T9 {- O: }4. Allowed submap to submap movement if land connected for land units. Should have been
; H4 F- G4 m7 c4 B6 hso as per Andrew Brown
m# f3 q* D, ]6 z( r5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( J4 w" D, I3 ]. edelay toggle instead
* V q% m' K& x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ Q/ X+ M& P: H( J) Kmaintenace a bit more
" `$ `, p1 D! P' W& T) n7. Support device replacements won't decrease the overall experience of LCU units. This does2 G( x7 C* x' u8 O W- m. E$ I
not alter the overall EXP change due when any replacements are received.
* j) ` {. g! W. c- r8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, f$ d" r) ]$ y. O- y, r+ x! v7 Jbetween the two but could break current games.7 w: \) q4 Z( \/ ~, v; J) w) J
9. Some LCU Prep points may be retained if unit is experienced+ H- N( |( V+ \4 N+ }
Notes( u- q% g! ^9 F( X4 j( V
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* v: ^- _- b9 ^- x
should not change player or HQ, even if not in play. These original HQs are used by the AI. l$ j) G( W4 F$ y r
routines so changing or deleting them can put the AI off. Changing other elements should3 ^3 Y- o1 R" ?& M3 }: _
be okay.2 F/ U! X$ s$ u( Y
2. Clarification to weapon filters for aircraft:
/ G+ H) z0 O) Z; v: Y' x( S1 ?PM_NAVAL_ATTACK 2 // used for naval attacks
0 v; u/ I1 T+ O, Z m& z" SPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; l* N* T# S/ ]' tPM_LAND_ATTACK 8 // used for land (ground) attack4 r% \0 ], Z# P4 V& b* i, `! S! V
PM_PORT_ATTACK 16 // used for port attack1 P2 l* T1 ^2 d5 w* A
PM_AF_ATTACK 32 // used for AF attack
& h" k2 I3 N6 g. j! J0 z0 \- {+ dDropped any reference to secondary values for land and AF as they served no special use.
- O8 l' S1 I5 UClarification changes- y1 }! k$ n: Z, @9 _) Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: w6 D1 [6 h& O( l+ |5 R5 N
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# [7 X; z$ v6 H, _7 U8 z; B2 T6 z# J
MONGOLIA(91) or TANNU_TUVA(92).
Q* h7 _& L: j0 Qa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- y* z/ O" f( n9 c' J* Sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 t- Z3 ~8 {$ @0 S" fc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases+ i7 V, W5 O4 B9 @
after Soviets are activated, but can’t move4 g5 E) V7 R+ X' h$ {3 \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# [. z% ^% w8 g; d+ Xdisbanded in port.% l( L* A& Y1 B- @
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& h0 R2 e( r( P1 u) s) h" ^) n7 Cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |