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http://www.matrixgames.com/forums/tm.asp?m=3185062
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; I! V/ S, C; n) j7 ?: ^# }已经共享到岛群QQ和本论坛置顶资源帖; q4 ~; F, [7 S# i2 p8 {1 q9 w
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大量更新,详见列表:6 k- h; @, r" _4 g
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Change History:
2 A. n. O1 t. R* i L' e8 qV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! a( P& [3 u! e4 }
1. Seventh Update – This release is a comprehensive release updating all previous* X/ [% |0 F, p' M, `$ Z
versions to v1.01.17 beta; ?' E7 `# b" u' r3 d
2. Code Changes, S: u f& s- @+ s+ `# o$ ~! m
Fixed- a6 R) t3 q' A/ X* g
1. Display of AF/Port icon between player saves based on player's intel+ T* e: j- |' Y4 p+ ~* f
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' h5 N' M2 Y' n7 E9 l D
weapon list updated
0 Z2 m- y/ B/ ?" J3. Reported cargo/troop safety values incorrect when no cargo/troop space$ H( h7 k7 o: C+ a6 v
4. Allow smaller 'reserve' space for small groups on ships
& O/ I0 \+ A% A2 c( ^) s( v5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 P2 Z/ |' n" ^
6. Correct attacking plane count before final post-air combat' |1 _+ w9 _" g. s" U2 F
7. Pilot promotion may have occured in error sometimes: t5 v. D( m6 b( o7 m& B$ t" r+ u
8. Raid detect message sometimes dropped of the combat report
* r& `0 Z4 v7 x- I9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! f) \! ?/ c# j" S6 q1 [generally- h: M& C: U: Q& l/ Z
10. Some pilot-leader connections were being corrupted! m6 R5 H Y2 J2 [
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
! q; Y( ]8 g5 A: }( h9 [other move issues due to the incorrect indicator
. O* K) a3 A9 {' e+ C1 J12. Wrong ship sometimes reported in Ops report for TF movement which causes some
2 Y: H$ s7 [" N/ ^/ ^damage
. @$ d$ ?! Z: j' V& ^13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- `2 m. P! c9 G! N _( a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the- H; |1 g4 [. x1 B, h% T
date sort
' Y' Z+ M1 j; j: d0 L$ k8 p2 H* f15. ASW groups not allowed to attack sometimes
8 q' ]* u) A, M- S% R16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 v! c" U! G1 B; {1 z
HQ/LCU to jump to reinforcement queue
7 G) j T3 f: Q, O17. Bug in bomber intercept if too many rounds of fighter v fighter combat" W7 F" j0 ?7 T/ ]/ U' |3 R
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# A' e" _+ ]. e9 B) v% ^$ _at start of AE but crept back in sometime during updates
/ x2 i6 u0 U. s+ Y# _& m& y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 X. G# i9 n4 P1 n4 f0 T3 |; n Ofragment.* H- }0 b2 g$ h" \
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: m8 K* n* ~6 ^ n! p! B21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
$ K) z }6 d$ Y' Zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full% ]0 o/ Y3 j2 B% R% j
set
1 u' {( f3 e/ J6 a# `8 I22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
P) ?' X" ^) ^3 {5 J/ v23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
' S" j# `3 ~1 A0 P# G" e24. Bug caused F/FB to sometimes bomb at low altitude( T8 f7 i9 y; n5 n( h
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- ~( U; v# p% K# S1 v U9 S: G
occurring properly.3 |: Z$ O* n3 C g, G+ z, e+ J
26. Bug in Industry 'failed' indication not showing properly sometimes8 G" Z) ?5 F* ^$ {( t" s( {
27. Location check at scenario load to include small map sceanrios5 I, W5 o% S% Q
28. Bug in air supply to fragments in a non-friendly base hex
! V$ g/ Y4 n+ Q( k3 D7 G29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 J% t$ Q/ s7 V8 W% ubeing set to homebase before execution of the mission – ie was returning to base4 }# j% k# b5 P( {* E
immediately
+ g* u( e% T! V7 l K30. Error in Strategic map display
" f) F1 R* G7 d! U5 @31. Additional and stockpile options were not turned off when base was captured8 p. z- I0 X' N k
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on/ T8 Y$ i. [ f5 ?/ u
mouse over
4 ?" Z# r& R7 ~; A) A8 x) `0 N33. Army experience being gained when not 100% prepared as per manual; changed to allow* _0 s( D T& y1 ~
chance to gain experience if >75% prepare and < 50% national exp level- h; c* P, {2 c8 p" g# N; t- k7 [
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 x3 e' Y5 _ d& N0 D# \alleviate the incorrect experience gaining happening while in reinforcement queue9 s1 C0 N: M' [% s
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
. G. L- x# I& s$ dcaused unit to jump “off-rail” and move overland' {1 a& X% t: X. L" z- N
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. e1 i# y u1 v+ Q9 a1 R, H4 @. p
37. Excessive accident messages on unload from TF reported6 P6 N) Y0 ~4 X8 l3 a- w" Z; s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" I5 l5 D; j9 g5 U4 t1 wmerged causing smaller size unit than expected
( D t' G. v- E4 v! d) [, w" ]: a" V39. Corrected possible TOE error in scenario data load for inactive units
2 L9 t3 N1 F$ v* p- P" w2 n0 B& m40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# K2 r0 U$ E+ b+ \6 ~4 b5 u" ehowever be allowed to do this.* I# N0 `5 Q9 f) K. I1 B) t
41. Possible CTD if sinking ship's load was a group
8 S# x$ z" m3 Q0 f+ E4 q7 ^# Z' R* J42. Limit the number of devices built from resources per unit during LCU replacements; this
- x7 }. b! W' v+ Z. Cwas causing an over production for that turn+ T) @( S) O; h- D3 q# u* m
43. Retain day/night setting when creating group fragments
1 L6 V. e$ G( |8 H( l& N0 u44. Adjusted supply and fuel values in base list not to overrun the space
3 U9 h( E: \" a( _) w" p+ ?* y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
+ W" B6 b" q7 O$ ]+ p4 G: E; Ladded YMS to Sweep TF in line with manual and code2 z' |% b- t6 U! u6 m
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; u/ p d0 \$ Z1 j
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 s& R* f1 ~( e* J) _5 Crebuilding of destroyed units is not affected by this.2 Y& `9 M4 s1 p9 [% C, N
47. Carrier capable and trained text not showing together on Group screen
& N7 K, B+ Q- C9 d48. Handle any blank re-name changes by ignoring them
3 J- |3 H6 n" }) o49. Possible CTD when air fragments combine& x' E( L$ N9 B: f, w+ `2 A! v
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 r0 {* f$ s: u51. AI not behaving if main HQs missing (affects small map mainly)* c: i" D6 T+ n5 F7 H3 ?
52. AI using AGC for normal land units – removed from TF if not needed4 m3 e3 Q- u+ p* b% f/ m# e
53. Soviet activation message not in Ops report6 U' v8 w0 k' R- ^
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 X- |- i! k& o8 k7 N/ K3 R. H
55. Clear Soviet air balance if not activated. Possible incorrect base switching' c1 ]; R9 z& A, \
56. Sub attack against docked TF not happening for port size <32 X7 M$ x$ T2 O" V; @
57. Unit type changing unexpectantly
$ b* v3 ~ F4 s* B1 i& G9 N( x/ s" B58. Torpedo replacement on plane sometimes is missed
* ?! j2 ~, ~% t+ d0 B8 j59. Double handling of overstacked supply requirements
8 D4 o4 m) T8 C" ^60. Fixed alternate weapons for port attacks
6 ~* ?% ]8 E/ B! m61. Corrected weapon system damage to show after combat on ships in port rather than wait till
0 a; s" t5 ?% osometimer in the ship repair cycle.
( n8 ~, `9 ~, ?0 m, b% _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
0 v4 d2 d9 L5 I( fport3 N& X( u0 E8 T" R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) q& r$ L2 W9 D1 q; E" F6 n# uTenders not counted; d- E! R+ u- k9 K! z4 x
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( ^9 F6 O4 j! r2 O- r& c4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# j* p6 |7 } B$ P. p( _; Eto remove damaged ships from TF; Y. Q% t7 H& E! j+ T
5. New filter for “non-building” devices in Industry pool screen
& C5 n3 C! w% u# [3 R, E# j6. New filter for “non-building” aircraft in Air Replacement pool screen
3 B! I/ [9 ]; w4 F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
* p) O; @2 S7 ]8 p4 \8 Omines (^) detected; o8 u7 P. g1 A# \, | w
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& D; w! e. R$ E& [/ n/ |2 S! T
‘button6..’ image files, then these will be shown. If not, by default there are shown as
* g! S0 F0 m& s; u( jstandard parachute unit icons
8 ~7 h" M" c6 X( Z& C9. Air/port damage and building is shown in base mouse over" @% }$ r; q) B. w Q6 T9 H" M
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
# m J; r% H/ W6 V; Y0 W& q11. TF can be routed to stay within coastal hexes as much as possible
/ [$ Z* U# e9 f3 n, y, r12. On Top Pilot screen show the 'ace' cut-off value if more than 1 c, @9 Y& F2 @4 m5 C- b3 S3 a! c
13. Added option on group and LCU reinforcement screen to turn off replacements
6 N6 L& u" D2 U; ^14. Current base can get supply returned to it when reserve planes returned which were
. t* A1 b9 W& V' u; Qoriginally supplied from another base% p- M- W% m5 r/ w) _
15. Unit type filter on Troop Loading screen2 ^5 I" s6 R" L# z- S
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
w# s( E/ o* l e( E(complements fix 18 above)
" W4 y3 V4 I) H" p4 H2. Permanently increased pilot array to 70K
; q7 ^1 a- I) n* t3 j5 v2 I3. Increased number of air combat rounds are a factor of total aircraft involved$ n5 o! z1 ]* N4 m7 z% a0 V
4. Allowed submap to submap movement if land connected for land units. Should have been
5 M& |6 y2 j8 J, `so as per Andrew Brown9 i1 w1 E* t$ A5 Z5 I
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! O" B: `1 ?$ }0 c3 F, R9 t- v
delay toggle instead
* b" ?' ]* K0 ^% Y/ q6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
E x1 b/ o, }- z1 Y# N! Ymaintenace a bit more9 o4 U( }( }! ?! ^8 N" W
7. Support device replacements won't decrease the overall experience of LCU units. This does
( a! d' z7 j2 ]not alter the overall EXP change due when any replacements are received.
- j5 m9 z c% i1 a3 i+ o) O! `/ m8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: R( f* w& i; A( e7 t5 Q7 a- i3 [between the two but could break current games.. O5 o" L8 m- `. Z) k
9. Some LCU Prep points may be retained if unit is experienced
' ], ~# Y& h5 k# _+ I& S3 A1 {Notes
4 h$ z: U- g6 b: Q l7 Y& Z" K; E1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ p* A7 A8 o0 A4 qshould not change player or HQ, even if not in play. These original HQs are used by the AI
. V' `3 U' k2 n- ?- ^3 zroutines so changing or deleting them can put the AI off. Changing other elements should% o4 L" g5 X9 s/ r7 P1 a! P4 L
be okay.
2 Y5 U% n7 N; J7 ]* S6 F6 \0 F/ c' y2. Clarification to weapon filters for aircraft:7 G- A4 q* n2 i# u& g
PM_NAVAL_ATTACK 2 // used for naval attacks
- O, ~* E. D& J6 a! K' SPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ r. F' g7 e1 k9 P0 Y" `, DPM_LAND_ATTACK 8 // used for land (ground) attack: e7 K; e# p, V e5 z; c2 }2 k" ^
PM_PORT_ATTACK 16 // used for port attack
{9 `+ ~$ C& }7 wPM_AF_ATTACK 32 // used for AF attack d7 l& q) a2 g: @6 k
Dropped any reference to secondary values for land and AF as they served no special use.' q! M+ H% f/ `9 _; h& X
Clarification changes
3 L d1 c5 X% d. V* d% Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: R7 H2 y' L7 ]+ `
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; X b1 U% M, K' _7 L& qMONGOLIA(91) or TANNU_TUVA(92).3 A1 H V; |7 @1 M( K
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. ~* E+ K7 N8 mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes% d7 P/ V. z9 @* n1 I
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* t. r8 g2 C# }; D; E* r9 i5 C' Vafter Soviets are activated, but can’t move
9 W; E3 v6 H4 vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
3 K) L% U* _5 K( F+ ]4 ?/ m9 Udisbanded in port.
/ a% A7 g6 G9 `! B9 ]0 N6 de. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 Z% B; o: y$ s0 }
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |