具体见/ i1 R6 F3 l8 m8 ~) \8 S6 y
% O) ?* N3 X/ x. d3 J. y* Hhttp://www.matrixgames.com/forums/tm.asp?m=3185062: R; A2 h, ?. K( F( L
/ d) _! D, }7 w! H' B! i
已经共享到岛群QQ和本论坛置顶资源帖- J4 s' v/ U R& p" m
4 k+ P! }/ H( h. U大量更新,详见列表:
6 A! D9 V U0 |: O9 r# e% s! i& e8 T; h7 `: Z
5 T& w1 {: ]0 j! _
Change History:
; o6 W6 ?+ G" o9 C) B* |: N" kV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" H: m* N: {5 | ]
1. Seventh Update – This release is a comprehensive release updating all previous
+ s! p, K2 ?9 O" G6 _versions to v1.01.17 beta
3 |0 i# D2 {# O, w- f0 x. c& _! T7 j2. Code Changes9 ]$ A8 n! J( k7 Q3 S$ R0 P
Fixed
' |" c: l9 i7 P9 j* V1. Display of AF/Port icon between player saves based on player's intel
8 q- |4 U# Z4 o! f1 X2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
s e) G' F% t, s3 Yweapon list updated
W. h9 M' q% k' L9 g/ P) d3 j3. Reported cargo/troop safety values incorrect when no cargo/troop space
; u, g! c* _/ m( j3 G4. Allow smaller 'reserve' space for small groups on ships
9 M1 F; U, K5 M5. Preserve some more data when swapping fragment and parent to prevent lost of parent
$ G5 ^ ~: c- M6 \6. Correct attacking plane count before final post-air combat: b6 E0 s% h9 d! q( X0 a9 y
7. Pilot promotion may have occured in error sometimes: I7 D1 \2 y3 U! N3 C) i2 Y
8. Raid detect message sometimes dropped of the combat report4 F( v7 b4 R. }2 b
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& W9 i* ~. W! O$ T1 e6 K \generally' v) H9 z6 k" N" M; L( L
10. Some pilot-leader connections were being corrupted
, h5 |. m9 C, k- d11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- l f3 \& g% k! E0 D& |" |. U
other move issues due to the incorrect indicator- m) q3 p; X! P/ _& ^$ k
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
2 t; r- r6 R; ^8 t2 cdamage
; v, ? ?/ _- ~$ H: ?13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool D0 T, d0 I2 o
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 e$ Y; Q- v$ X1 s% Fdate sort
# i# `% H% J& J" Q t15. ASW groups not allowed to attack sometimes. v, Q6 f. ]+ M7 k4 c
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ j9 f, |" I6 s( H; Z1 }
HQ/LCU to jump to reinforcement queue
2 c$ M, w2 T" A$ r$ G$ ^17. Bug in bomber intercept if too many rounds of fighter v fighter combat% m% b! J6 x9 U5 x, Y$ _7 I
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) `/ J% @( S# `8 lat start of AE but crept back in sometime during updates4 x" O' x& f- L* f7 n0 b
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; _# ~! T3 e) p5 O% o- `0 Afragment.
7 F; b6 I4 p' K2 w20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ K! f" m2 p& y, Y21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
`3 W" m& O- Xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full" ~* K2 u, e7 S1 l/ ~7 g5 s5 m- G( J
set
, L& Y2 H; w* W7 Z- F. X, f22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# ?) A- @) B7 ?/ f" z) P
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 `, G D8 ~5 K& o$ x: X v
24. Bug caused F/FB to sometimes bomb at low altitude2 ]% W* d5 G' L2 s5 |1 W" o
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! e" w1 D, x. N/ Y. E; Ioccurring properly.
0 N& o; E1 g f' D1 U* w1 b26. Bug in Industry 'failed' indication not showing properly sometimes- _1 c: i5 j2 k: `& u
27. Location check at scenario load to include small map sceanrios0 P4 E0 Z# J3 L6 K/ j
28. Bug in air supply to fragments in a non-friendly base hex' `8 l: m$ W7 x8 T4 N5 o v' t6 M
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* p* T2 k0 q$ Y* b7 hbeing set to homebase before execution of the mission – ie was returning to base
9 |6 h3 G7 n8 X# {- r. }+ m3 Z" N6 d* Qimmediately! U3 |# u" i- Q& x) W2 d
30. Error in Strategic map display2 t* y' N C: ^! ?0 \
31. Additional and stockpile options were not turned off when base was captured- o/ z- U, U" u
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. v) I; v3 z$ V' W5 p& O$ C1 l
mouse over
% B5 z# @" t! g1 z% L0 [33. Army experience being gained when not 100% prepared as per manual; changed to allow1 |* R$ ~% I# F7 l! r( g- q: I
chance to gain experience if >75% prepare and < 50% national exp level
- I/ W2 r2 }& G# P34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 @, a) E4 n, [3 p! n/ T/ I. U, ~
alleviate the incorrect experience gaining happening while in reinforcement queue
. C7 D; M6 i% _1 ] Z6 d( d35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' ^1 r3 [+ [% G! v) `$ M8 E
caused unit to jump “off-rail” and move overland! H% ~0 _5 k& B L0 y( c
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 F9 {8 s) |- B' Z# j4 c4 u
37. Excessive accident messages on unload from TF reported
& J; C5 t) b- i6 ]3 E( E38. Reworked editor sub-unit merging as some devices could drop off the unit list when; W9 v: G/ U5 T$ n7 n
merged causing smaller size unit than expected
6 w$ t4 \) i+ n39. Corrected possible TOE error in scenario data load for inactive units
8 ]5 r$ ]9 ]% V40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( G* z W; Y+ }) Xhowever be allowed to do this.
0 e- y! W6 n# w2 P41. Possible CTD if sinking ship's load was a group) D9 v8 w4 o: d* q C7 K d
42. Limit the number of devices built from resources per unit during LCU replacements; this! e& b( z# {0 u2 r7 s
was causing an over production for that turn6 ~$ @% ^4 v {" ] e. s% C
43. Retain day/night setting when creating group fragments
! m1 }5 w& T8 A; j& g5 n6 B44. Adjusted supply and fuel values in base list not to overrun the space
$ k" Q' Q+ r5 i, h45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
8 w! V3 X7 `& i; ?added YMS to Sweep TF in line with manual and code2 M7 N( D0 Z& ~
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. |( {* u, C( h: u: M0 Lrule relates to the abundance of manpower and is not covered by replacement pool. Normal" w, b9 \6 v8 l2 I
rebuilding of destroyed units is not affected by this.9 g+ X X* Q1 O3 y' J9 \3 n
47. Carrier capable and trained text not showing together on Group screen' r6 p0 s. J% t: x4 Y% d1 A
48. Handle any blank re-name changes by ignoring them2 W1 f0 w- Q2 E* l$ f
49. Possible CTD when air fragments combine
) Z; H8 K# r/ Y! B) Q9 y" I+ P' A50. Unloading TF can freeze a LCU onto a ship under some conditions, B. n5 S& w% ^! v H, ?: u
51. AI not behaving if main HQs missing (affects small map mainly)
" {1 w5 }5 }$ F% ?; r: ^1 L5 f52. AI using AGC for normal land units – removed from TF if not needed4 O. ?2 J! x* O, {% |7 m- I
53. Soviet activation message not in Ops report
( n: E: T# T1 ~) K& Y& A9 |54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 k3 R6 v2 ^- v4 t- t$ a8 l
55. Clear Soviet air balance if not activated. Possible incorrect base switching
y/ a% n; m: E8 b( R* m56. Sub attack against docked TF not happening for port size <3
2 I Q1 I6 K1 f" A$ W57. Unit type changing unexpectantly& ]' u$ O7 Y6 q% J, k
58. Torpedo replacement on plane sometimes is missed }8 z+ j, g+ A/ l0 v' s
59. Double handling of overstacked supply requirements
/ Q4 O1 i' ? g$ Q) l; U- E# m60. Fixed alternate weapons for port attacks
) P; w- P1 i" G( T. Y% m5 D* D61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 B& a4 a- S1 A2 y
sometimer in the ship repair cycle.
, Y: u. G7 Z7 s( b7 m62. Ship tonnage over 32K could cause repairs to fail
( G( R: m+ E2 ~0 E* MNew9 u% _4 M ]5 ^. k v( U# A' z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' s6 Z0 H& w; Xport- ?+ u1 }2 G, t9 X: i/ k
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& N1 J; m8 A0 z, i2 jTenders not counted
. a3 e9 N) f6 z5 z D# z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: w# |# k3 \2 }& n3 ?5 d
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( c' ~0 W, D8 H9 p& F2 z4 |
to remove damaged ships from TF
4 L8 @) S! S5 k2 a5. New filter for “non-building” devices in Industry pool screen
2 r9 f! p5 {, {2 A& q6. New filter for “non-building” aircraft in Air Replacement pool screen
3 Y# S' }- U/ q) B7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 i5 }) C/ C& J0 mmines (^) detected
: u1 G+ a- d1 \3 m2 [- O/ D% q) y2 m8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 e h+ j% ?7 ?8 k5 W0 I/ I; p5 y7 a‘button6..’ image files, then these will be shown. If not, by default there are shown as
- U n% f- R) S# T% k) X7 a5 Kstandard parachute unit icons
6 Y4 A: A7 @* ^5 c4 L S1 ~9. Air/port damage and building is shown in base mouse over
& Q9 P! d* s3 E" J( Q9 Z' ~10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
k6 V# X, \3 U, G! ~& q7 ?) @: }: J11. TF can be routed to stay within coastal hexes as much as possible
B/ a8 N. I3 }7 m( e v12. On Top Pilot screen show the 'ace' cut-off value if more than 1. k3 X6 T+ V% |* ]
13. Added option on group and LCU reinforcement screen to turn off replacements
/ m- _, G: a" V8 @" ~14. Current base can get supply returned to it when reserve planes returned which were
# M0 }6 F6 M' l4 B0 Coriginally supplied from another base5 }( _7 @4 C8 }- r+ m k5 [
15. Unit type filter on Troop Loading screen
' I* [- T2 @) N6 ?- Q: b16. Report killed ground units if not in combat report1 ]! H- X$ r! U
Changed- c1 x/ k7 D& |3 y/ |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" [- ]: j* k) x(complements fix 18 above)
/ L, i. M5 u3 [ _2. Permanently increased pilot array to 70K, K9 @# O# c( O+ p, }9 o
3. Increased number of air combat rounds are a factor of total aircraft involved. _# G n) U& z7 x
4. Allowed submap to submap movement if land connected for land units. Should have been
8 q; N, M- j2 M1 x$ a; o9 P) oso as per Andrew Brown
' d1 J A" K8 X) p, K3 ~9 E5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 r F' D- V/ r# u0 Q
delay toggle instead
- F2 P" }% K' S- f8 W, y* z) R6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: J9 Z0 N x7 g9 M8 |0 |# H
maintenace a bit more6 h' T/ H1 R) G/ c# F1 b
7. Support device replacements won't decrease the overall experience of LCU units. This does
! U* `; K' O: o" }' |not alter the overall EXP change due when any replacements are received.0 J, `- i9 K! c* }3 h" X9 q
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" T7 F. C8 r8 Vbetween the two but could break current games.# S# W N" U* q) f
9. Some LCU Prep points may be retained if unit is experienced
7 ^5 r. ^6 G, r% I( B4 D; INotes
% I8 U; q! w ?0 m5 I1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* f. O) V& f: G# T! D# rshould not change player or HQ, even if not in play. These original HQs are used by the AI
* T0 w* y+ U( [routines so changing or deleting them can put the AI off. Changing other elements should: c. R9 A4 R: |' d8 t2 T& h8 F
be okay.
( t3 M( c# q6 a3 L3 ?, D2. Clarification to weapon filters for aircraft:
* C) W6 n7 Y* M" qPM_NAVAL_ATTACK 2 // used for naval attacks2 ]. ^ {" n( d7 W8 x! L
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* P Z; a8 H( mPM_LAND_ATTACK 8 // used for land (ground) attack, R6 y- C' |: [' ?
PM_PORT_ATTACK 16 // used for port attack7 \' Z' l$ v4 G# [
PM_AF_ATTACK 32 // used for AF attack
7 ^6 r1 `* y7 \: zDropped any reference to secondary values for land and AF as they served no special use.' B! X) [! s6 J, W5 }
Clarification changes1 O! L6 c3 I, B; K, t J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 d: B* t. c: Z! ~- lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
! _. R% h$ m5 PMONGOLIA(91) or TANNU_TUVA(92).3 ?8 D8 C( G3 M% M4 ~
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
I0 D4 ?1 o8 q% s; \) }0 i7 Bb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. N, \6 M3 s$ l8 qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases9 Z5 @) B8 p( ?# p, |7 v1 d+ M
after Soviets are activated, but can’t move
& Q$ d0 B& z, C9 ` ^d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- r* w5 {. s2 ?0 Q
disbanded in port./ w9 E/ w- s$ i! m* W' B/ M
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ y* x+ b8 X0 q& Kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |