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9 n6 H8 v: H$ L$ I8 t9 J8 Qhttp://www.matrixgames.com/forums/tm.asp?m=31850621 Q4 U0 Q, w e4 i- J7 z
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大量更新,详见列表:
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Change History:, o+ k" d7 l) w1 ]$ u! A* H
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) B- J7 y$ ]7 X& |. y5 G- r
1. Seventh Update – This release is a comprehensive release updating all previous$ Q1 x% D! _6 B
versions to v1.01.17 beta- z; _" W; L4 r$ m
2. Code Changes5 ?) e& g+ [/ Z$ u3 B
Fixed
- @, P. _4 _' L& }1. Display of AF/Port icon between player saves based on player's intel# T2 ?% ]( W' w- V/ }
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- i0 a/ ?- s3 ]6 ]4 a
weapon list updated
' J9 R- M8 d9 |/ H3. Reported cargo/troop safety values incorrect when no cargo/troop space
" }1 S; h# x/ \4. Allow smaller 'reserve' space for small groups on ships# B( M4 T5 J) j, F
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
J1 w2 g9 Y- y# ^& O$ R' {4 g. S3 v6. Correct attacking plane count before final post-air combat
6 d9 F* d% Z/ M8 [5 ?1 ^6 H$ L7. Pilot promotion may have occured in error sometimes6 g" r% y2 t9 T- e
8. Raid detect message sometimes dropped of the combat report ^2 U+ c3 w: J5 Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& c: c2 @2 W0 U# H; \; Ygenerally
5 N5 V+ u: `: }0 g10. Some pilot-leader connections were being corrupted
$ U% ]) q! G+ X k, F0 |11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: y. p+ W. g; e. G2 N C% U( S
other move issues due to the incorrect indicator
) R' s8 X1 Q4 F3 Y* m) q' Q6 S12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 M; \3 w: h, K& D( a" M) c) e8 e$ wdamage [( K6 |. r# ^ ^7 a) r/ a
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ z: ~# H$ B. t14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 d9 X" q$ N0 `' N% x; [
date sort h: i9 u, ^8 C2 i% u' ]7 \; k4 V$ e
15. ASW groups not allowed to attack sometimes
' D: P- G: D( M. `# n' Q: S16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 L; I0 p: L6 nHQ/LCU to jump to reinforcement queue
$ n$ J# W a; k17. Bug in bomber intercept if too many rounds of fighter v fighter combat, r$ k! P' v3 M5 ^
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; j/ g5 Y; C8 {. A$ N
at start of AE but crept back in sometime during updates
$ ~8 B* C- E8 ?" x19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 B) D Y) O% o8 m; }6 l' M! Q- X7 ?' S
fragment.
- F- h9 L/ m& B% u- s* |3 E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
" x- q. \3 E2 V9 q- ]- M21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& T$ M8 H4 o# c5 G( N; q) N
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
8 T9 k8 c: g+ A4 T+ L: ~set
8 Q x! Z) S A+ y2 }% C* e% j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
6 ^: P! V* p# e3 U) a0 E4 P* F23. Enabled 'z' to speed up all animations; was commented out in a few animation replays$ h0 e ?: ]' S: J1 A+ X3 D
24. Bug caused F/FB to sometimes bomb at low altitude" X- g! W( S6 U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 Y' g4 w+ s, y6 H( z" H
occurring properly.
; z0 B( }0 w7 _0 m: i26. Bug in Industry 'failed' indication not showing properly sometimes0 E0 [" N( v4 l$ S3 c4 j
27. Location check at scenario load to include small map sceanrios1 s) T$ O& ]6 ~, L$ F/ D; E
28. Bug in air supply to fragments in a non-friendly base hex" I1 ]) ^# m, I8 V0 y0 B" ?% {* f0 t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, p7 H5 y5 }4 C q' A$ mbeing set to homebase before execution of the mission – ie was returning to base
; [3 e7 A7 Q) }1 z' a( O5 i. K4 limmediately- Y( J! K$ f$ d4 B
30. Error in Strategic map display! P* S+ N1 u2 t
31. Additional and stockpile options were not turned off when base was captured
$ n+ O0 h" R- D% k2 F4 ?32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
~7 a) _2 s5 ~( s4 r# C& |3 Z9 L! L* g! kmouse over8 b# j- ~) N5 m3 M& L
33. Army experience being gained when not 100% prepared as per manual; changed to allow a0 F3 s/ K, J: c. h% x) T
chance to gain experience if >75% prepare and < 50% national exp level+ B$ c l6 b, S8 |+ U4 e7 u+ X R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) ]$ g) R# S& Q! C9 h3 F8 h
alleviate the incorrect experience gaining happening while in reinforcement queue
`9 O- ~' F& Y1 I* O) W1 Y35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ v, R( y v. f& o& w' D$ r
caused unit to jump “off-rail” and move overland' {) a: z0 f3 l# H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' @5 L! |+ P/ o, Q# B, K9 k+ H
37. Excessive accident messages on unload from TF reported
) g- I6 u) |. K' N38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ B) w9 [$ b2 v1 \. J
merged causing smaller size unit than expected& U3 c# D' @. G; j% p7 z
39. Corrected possible TOE error in scenario data load for inactive units
2 W* C2 i# C ~ ?6 B40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 v/ @9 j) P" Q! `2 ^+ thowever be allowed to do this.2 u" i) M3 v* C6 u/ M
41. Possible CTD if sinking ship's load was a group& P( h) x/ T/ J/ }
42. Limit the number of devices built from resources per unit during LCU replacements; this
& e7 H8 V, c% Q; g8 Cwas causing an over production for that turn
! d2 W) W/ c6 f6 m43. Retain day/night setting when creating group fragments# @- j- C3 U* U% ~8 c
44. Adjusted supply and fuel values in base list not to overrun the space
/ t3 a" j$ ~3 b45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but4 s3 q& q# m4 I7 h
added YMS to Sweep TF in line with manual and code
3 r. L+ `# L. W' P/ \. e% u" [46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; J; V% }1 U: R3 u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 n" ~& {3 U. R! b4 d! ^rebuilding of destroyed units is not affected by this.
; A# N2 Q8 m& e# z9 e1 s7 e0 T r47. Carrier capable and trained text not showing together on Group screen, l$ ?! k; v( _0 c5 S. n
48. Handle any blank re-name changes by ignoring them5 K3 \) s9 c/ m- z9 H
49. Possible CTD when air fragments combine
4 K. E, K ?; t8 A+ {, }/ P; C" \50. Unloading TF can freeze a LCU onto a ship under some conditions" f$ H! J& }5 r. Z8 E/ c! e0 F
51. AI not behaving if main HQs missing (affects small map mainly)
/ J* Q/ O- _ F( B8 }3 M52. AI using AGC for normal land units – removed from TF if not needed
! J: N3 n$ @/ X+ h1 d+ A5 ^% ^0 h k53. Soviet activation message not in Ops report% a, V% F# m' [/ e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 S) _6 k8 |/ p% R$ ^+ p" N/ z
55. Clear Soviet air balance if not activated. Possible incorrect base switching/ q9 ?) G: o7 u- [" h
56. Sub attack against docked TF not happening for port size <3
1 g1 V1 Y/ K9 w57. Unit type changing unexpectantly
: k E% h) |( ]8 T1 C% t58. Torpedo replacement on plane sometimes is missed
5 c* h0 p2 ]+ m/ N; l59. Double handling of overstacked supply requirements
& ]' L( Y- J" @60. Fixed alternate weapons for port attacks/ s# s( \7 \( Y" A, Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 t3 G5 Z- q8 R9 W
sometimer in the ship repair cycle.
7 @# a$ _1 ~0 ]9 c) ~- E# x, I62. Ship tonnage over 32K could cause repairs to fail
}" e U4 h1 M$ M' p( eNew; u5 k5 P2 ?* U
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
4 |7 d( }0 ^' }5 ]port9 N% `; C8 C% _, Z0 K% C" z
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% x( x- v1 a* _! k6 uTenders not counted* a7 O+ {; J) m- X
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base5 W6 D- o- v) j) r, w6 m& [
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: z a( C# N0 H- yto remove damaged ships from TF1 }, i6 M0 y" B% |
5. New filter for “non-building” devices in Industry pool screen$ c& h8 n7 |/ c% i
6. New filter for “non-building” aircraft in Air Replacement pool screen
7 J. @3 f% H/ t- F% s% t5 m# G7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; m2 M V- m! H8 z! u
mines (^) detected
( f$ K; @1 r J J" w8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% n! A+ b7 W6 K8 S! ?/ b/ H‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 ^9 y! ?3 s2 N) ~$ u+ S4 dstandard parachute unit icons
$ G& ?1 B9 i' m9. Air/port damage and building is shown in base mouse over2 r: P7 j( L9 f. l" I0 B- X
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' R( V; `/ F/ f% n
11. TF can be routed to stay within coastal hexes as much as possible0 {+ h& E: C# u* H
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- F/ g3 r# \! E' @4 _4 ~13. Added option on group and LCU reinforcement screen to turn off replacements
" m( G# H% F9 H- i14. Current base can get supply returned to it when reserve planes returned which were5 a) `# p! d- W$ v
originally supplied from another base1 W+ m, ]( Q! k3 G- u' k! }
15. Unit type filter on Troop Loading screen
3 U7 W% J0 c3 R0 J4 ]: K# X16. Report killed ground units if not in combat report
6 [. G7 S* U' G: x8 B6 _Changed
- ]2 H* I$ F6 m' N; [1. AF of 8+ have AV support doubled for purposes of determing support for air operations& a m6 \" {2 L6 N% ^
(complements fix 18 above)& g# g/ D- ^0 r& B" G4 A+ O3 B- }
2. Permanently increased pilot array to 70K) [3 K+ c) w! Q+ v5 U
3. Increased number of air combat rounds are a factor of total aircraft involved, Q* h2 \# a. q7 c" @9 Z
4. Allowed submap to submap movement if land connected for land units. Should have been
# F8 p5 s3 j% t1 a' }+ {. o1 \4 gso as per Andrew Brown, W1 V& y3 @, `; u4 R) E
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( B( V/ i5 l! F& odelay toggle instead
1 \& i% \/ v! b6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 u6 l" [. m; _6 y6 a9 F+ H. {; F7 d8 t
maintenace a bit more! \1 v! R7 p, u
7. Support device replacements won't decrease the overall experience of LCU units. This does% g. o9 ^8 {+ b! C( [8 f
not alter the overall EXP change due when any replacements are received.3 C3 ^1 O) _* U. z& A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 Q; s+ E L! tbetween the two but could break current games.5 c6 N7 ~. z; Z3 q
9. Some LCU Prep points may be retained if unit is experienced8 h5 t9 l* |- B5 j2 `& X) h+ w( x
Notes
, {' Y* v2 p# D c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' L3 E4 B- ^$ [: i G" l
should not change player or HQ, even if not in play. These original HQs are used by the AI+ @1 ^6 D* B% _5 I# \
routines so changing or deleting them can put the AI off. Changing other elements should
6 X. ~; F0 Z0 O q! t: Kbe okay.
: i; J R3 Y4 j. g7 }1 I2. Clarification to weapon filters for aircraft:6 j% F' ^! g. E" \ o
PM_NAVAL_ATTACK 2 // used for naval attacks
* Z* l' l. q' ~4 A$ SPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ c& D' x! z# T
PM_LAND_ATTACK 8 // used for land (ground) attack) Z; N+ \4 [' C& V+ C$ z* A
PM_PORT_ATTACK 16 // used for port attack6 T6 Z( Y" o7 B: z! V% ]4 W! Q; @
PM_AF_ATTACK 32 // used for AF attack
) S( p5 e6 s( s2 O1 n) kDropped any reference to secondary values for land and AF as they served no special use.
: b- |. z6 B' LClarification changes$ L" M. j% Y7 F) p$ Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: e2 a3 p5 e1 |: r, n1 O1 j) W7 v6 L3 obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 |5 J! M( `$ d% |1 D3 VMONGOLIA(91) or TANNU_TUVA(92).' Y" _4 B/ W8 _& i9 [3 Z3 F
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases$ O# s* v* b+ w( y1 l
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: g0 |+ z% `1 Cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 t3 O& J8 S; ?+ e/ P4 }1 Mafter Soviets are activated, but can’t move
8 M3 U6 Y8 H# l! i, x) { bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& c! y2 E' u5 Cdisbanded in port.
: |% [( S b( |6 H5 fe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ X* r6 r$ r8 z1 j% j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |