具体见- f9 i' e; q5 h! f) g( g
2 ^8 U9 {! e+ E8 chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖1 R4 }: r2 y) W; @4 q& B
. V, C( I7 r" q/ o5 W& _大量更新,详见列表:
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Change History:) z# g* h2 D8 C o6 O' Y; R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 b/ Z% _4 h" Z9 o/ _, N8 m
1. Seventh Update – This release is a comprehensive release updating all previous
. k7 D. g( C0 H# X4 {2 @versions to v1.01.17 beta/ a$ h9 d5 x9 h2 y
2. Code Changes
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1. Display of AF/Port icon between player saves based on player's intel# s2 s, e) S# h ?; _ Q/ Q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 p+ b2 s3 W P* n- g
weapon list updated0 i* g: G5 P+ x7 y5 }2 |
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" u7 n0 g. R+ [" p( z9 m( q/ V# g7 l4. Allow smaller 'reserve' space for small groups on ships8 A2 w0 K$ m% `3 S) ^! D& u" n7 i
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 N2 E+ f5 o! Q/ g* P7 i2 ~2 \6. Correct attacking plane count before final post-air combat' f5 w& h3 z( C# K* ]
7. Pilot promotion may have occured in error sometimes7 s) y4 w4 R6 ?! ]. ]9 _
8. Raid detect message sometimes dropped of the combat report
2 s U/ t% ^3 l8 O2 W/ T4 c/ P6 C9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 |0 y1 e' {8 |! _. B0 u# Q
generally
& i5 w, t7 L- F+ x- m& ]10. Some pilot-leader connections were being corrupted
+ O* b! a9 S% W' f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& z$ B& c; z3 s
other move issues due to the incorrect indicator
2 i* w2 l; `9 i" i- s9 h4 n12. Wrong ship sometimes reported in Ops report for TF movement which causes some8 E/ ~9 c. d+ z8 q* ?4 c
damage
$ m8 i! m7 G- O4 Q5 ^/ t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% s! @) V ^1 t. t6 y
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 w* u6 e8 |! a. Y
date sort1 M) M5 i6 F% O
15. ASW groups not allowed to attack sometimes
4 \+ {' e3 P2 `, I/ O, K16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, r7 [/ d9 } W, s
HQ/LCU to jump to reinforcement queue- J) C( r; `, B* G Y- W
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 r$ C1 H* I+ r& C. _, O9 o! _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& t7 a1 d: m4 f1 h0 k
at start of AE but crept back in sometime during updates# y0 J! Z* o/ D0 N; y4 E
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ @& N1 t- O3 k& J" Y, Pfragment.3 o4 e7 i" d4 G" s
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: L; h3 I+ @# J# |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not8 b; P3 D" ~& [1 k% W: }5 w8 _, C
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
/ t$ v, U' V! m. V& N' S5 o6 Rset
& I2 {: B; o8 ^+ v* g# r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! @+ Z- Z3 T% @5 _/ Y4 G
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
9 C g6 H: {9 w$ X4 c$ M0 n- f9 V& n E24. Bug caused F/FB to sometimes bomb at low altitude' z" B$ d6 _1 O
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 v0 H; |: t; ~" _! D9 Coccurring properly.. t' ]2 J2 u* |. `% G. d8 ^# _
26. Bug in Industry 'failed' indication not showing properly sometimes
# g+ ^. x# n" v; W$ X% J. Y27. Location check at scenario load to include small map sceanrios5 S9 v/ U: m1 ?) V+ F" v
28. Bug in air supply to fragments in a non-friendly base hex
: w4 v+ u) r/ F& O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ d( I; {4 q0 K* h* _) R c3 W* {being set to homebase before execution of the mission – ie was returning to base
% N, X1 P( n2 V! n8 L( [: Wimmediately
7 H1 t3 @; u- m1 ^; H30. Error in Strategic map display z$ z8 @( H, `0 P$ ^& L6 j& c
31. Additional and stockpile options were not turned off when base was captured9 M& y) z A, `$ l4 _& i
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: Y' p* Z4 M# D& t4 gmouse over
+ p8 Y# |6 \& `' F33. Army experience being gained when not 100% prepared as per manual; changed to allow
* k+ A; X; C. }; J5 Vchance to gain experience if >75% prepare and < 50% national exp level
5 o' B% P: l' G5 _2 Y; S* W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 ^# q- B/ E6 z' A* Z* Salleviate the incorrect experience gaining happening while in reinforcement queue- ?* f* m0 o8 f1 Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- {, u' X* S$ e7 j( C6 h
caused unit to jump “off-rail” and move overland2 \- o9 }0 q, G6 I# {1 f( S
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 Y# D5 M' ^$ S
37. Excessive accident messages on unload from TF reported
" V8 a9 n$ e% w2 X8 {38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- N4 J; q# J% E! S- t$ B6 Zmerged causing smaller size unit than expected
! S( G: B" X; N* C& L39. Corrected possible TOE error in scenario data load for inactive units, V) \% ?4 t& A$ @+ b
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& O1 I) J5 [! thowever be allowed to do this.
8 H2 ?7 k" h7 X: g' e d% T) W41. Possible CTD if sinking ship's load was a group
2 `0 R; f: J; G5 k$ f( z6 R42. Limit the number of devices built from resources per unit during LCU replacements; this
2 u0 u0 v& Z7 G' y+ Rwas causing an over production for that turn
+ \, ], F& T$ M, @6 B3 t% a43. Retain day/night setting when creating group fragments& r) T5 q# Y" B% Q* A6 h
44. Adjusted supply and fuel values in base list not to overrun the space/ Q& R0 v3 b7 ]0 G% T3 P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( Z( J1 M, u/ f4 S- o0 G" H. J) P: V
added YMS to Sweep TF in line with manual and code; v0 ]1 x' p" n- q6 [1 o8 D, T
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, F2 ?; ]! l4 S; Wrule relates to the abundance of manpower and is not covered by replacement pool. Normal
) j9 L: y H, ]# Erebuilding of destroyed units is not affected by this.
/ d% z5 m# Y. ]1 S9 G( ~1 o47. Carrier capable and trained text not showing together on Group screen
. e1 s9 r3 H! T p48. Handle any blank re-name changes by ignoring them" K4 y' s" ?1 X( o! w
49. Possible CTD when air fragments combine4 F% e3 H$ ]2 `8 j
50. Unloading TF can freeze a LCU onto a ship under some conditions+ D3 l- _ @6 f
51. AI not behaving if main HQs missing (affects small map mainly)
9 s0 f3 x% [# l+ s$ ^' w, B52. AI using AGC for normal land units – removed from TF if not needed
. M4 A3 n3 Q% X0 L( F53. Soviet activation message not in Ops report8 C+ J% M, w+ T' }+ ?0 p
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range6 Q' t6 W. W+ q$ f
55. Clear Soviet air balance if not activated. Possible incorrect base switching% H% `0 c ^8 o/ N5 i" R b4 c
56. Sub attack against docked TF not happening for port size <3
0 C% j ? }1 T- n: ]. w57. Unit type changing unexpectantly
+ O# G# v! f. \% x58. Torpedo replacement on plane sometimes is missed
+ i9 [ {' o4 R8 f* {$ A59. Double handling of overstacked supply requirements
; R1 e7 a7 ~2 T2 @60. Fixed alternate weapons for port attacks, g" F- r9 R9 z5 S+ }1 U
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" G# q i! z6 F {2 u3 U4 v6 V+ bsometimer in the ship repair cycle.
# D: k' X5 Q+ F$ N62. Ship tonnage over 32K could cause repairs to fail; y! |& w; o1 T% o/ w M' \9 K1 k
New
' e$ k5 ^4 I$ c% C- L- {1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 m2 a) r+ ~; Z6 {port
4 F' d# M/ Z- ^4 J% i4 n2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! p! {2 o+ I4 I" b" |
Tenders not counted
5 \& h8 v: V0 j1 ]; F3 M3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- L. G, e( u* d& V7 c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' K( i, b% F5 J9 c
to remove damaged ships from TF( ?7 \0 m w- K% @
5. New filter for “non-building” devices in Industry pool screen
: t! }0 Q* k6 f6. New filter for “non-building” aircraft in Air Replacement pool screen
5 x6 V( j% F) _# X# [9 C7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ O+ \- M; t/ q8 p0 ^
mines (^) detected6 }2 W; L" D0 R- ?0 h- e
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! i6 f4 T* ?( S& Z$ d0 k
‘button6..’ image files, then these will be shown. If not, by default there are shown as. l$ j1 y0 `/ I- @- {
standard parachute unit icons
S' C* Y+ c' g W/ r9. Air/port damage and building is shown in base mouse over
0 F2 E6 ], @/ g. j6 ^10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 L5 y) \0 z+ V11. TF can be routed to stay within coastal hexes as much as possible# P" G4 S5 |6 ^; V: X- s9 A
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
* [" r2 \" _. z& y# a; K$ H6 y: q8 M) v2 ]13. Added option on group and LCU reinforcement screen to turn off replacements" c4 w: k; L$ L4 y# D- X
14. Current base can get supply returned to it when reserve planes returned which were
& ]0 T( ]! \* `' t; q1 p& t, m) \originally supplied from another base8 ?% j2 w3 {) h7 E8 h1 p
15. Unit type filter on Troop Loading screen- c0 ^0 {4 I- Q6 q
16. Report killed ground units if not in combat report
. j+ _! v; r" W9 s8 r/ z2 DChanged" u# p% ^& y/ N1 s, k7 x
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: x; M7 X: B2 m( T(complements fix 18 above)! r$ \# b7 A+ E3 W; ~! G0 [) p
2. Permanently increased pilot array to 70K
6 W0 w" P1 u5 e3. Increased number of air combat rounds are a factor of total aircraft involved
* x/ U" H' b+ {# s$ a4. Allowed submap to submap movement if land connected for land units. Should have been+ N7 _* _0 F) I+ ^
so as per Andrew Brown
4 f6 v9 o7 J2 T4 ~3 o2 {% g7 W9 d5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 s% v! G/ G8 w( k# T; H6 K% `
delay toggle instead m6 Y/ t8 |. T1 E) T6 Q f; H L
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 e2 z% k6 X& S
maintenace a bit more7 H% [3 G( O& v2 i& k
7. Support device replacements won't decrease the overall experience of LCU units. This does
. N" b! N% H4 H) y; t# ?$ E' Q8 v" Anot alter the overall EXP change due when any replacements are received.; v. e4 o. ~/ j" Y# K& o
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
1 U, c5 L8 _7 Y1 |, ~ @between the two but could break current games.
) v8 s* g7 x, s9. Some LCU Prep points may be retained if unit is experienced
1 H4 {5 l$ ]( t' X7 U; Z; iNotes
7 x/ m! h1 b0 ?* z. x$ f1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; V) ^, _6 |* S2 Q; E [
should not change player or HQ, even if not in play. These original HQs are used by the AI7 _! \: g3 T2 {# W8 p, r6 K0 K
routines so changing or deleting them can put the AI off. Changing other elements should( j6 F7 c% y. p" N
be okay.
6 j( _ {. M5 i7 q6 o/ @' t2. Clarification to weapon filters for aircraft:( | M0 l7 q3 s, y; ?% X/ s
PM_NAVAL_ATTACK 2 // used for naval attacks
# m8 p- t G6 g5 h6 \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# h; f+ O: h! F* p9 i0 xPM_LAND_ATTACK 8 // used for land (ground) attack: O, F* ~, q& z/ X! L1 D" c; W
PM_PORT_ATTACK 16 // used for port attack
1 L7 u! A8 I5 J$ r% C& k9 o; xPM_AF_ATTACK 32 // used for AF attack: x/ p, u( W- U, D
Dropped any reference to secondary values for land and AF as they served no special use.
n4 g" ^8 F5 C* W4 z0 a% jClarification changes$ S5 k# O+ A4 G- l$ a6 `3 {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: {5 e1 c" F3 O% ?/ g1 m
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* d/ A4 v! A- A
MONGOLIA(91) or TANNU_TUVA(92).
9 i# Y3 W' i8 Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ O# X# \+ ^& m+ W) s6 U
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* S5 i: z% j+ f, z L, A' e
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 Q o2 w7 J& ?: l: t1 q" w5 safter Soviets are activated, but can’t move
" J/ q; `3 L( H) R [' \# |5 hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; C# F( o' |6 O8 O) U9 D
disbanded in port.6 {: D, J$ b6 \ m
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# A) U5 i0 r+ ` R6 e: z* b7 p4 ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |