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http://www.matrixgames.com/forums/tm.asp?m=3185062* ?9 a7 j6 X( q: |
0 T# G' y3 e0 t* K, P- z已经共享到岛群QQ和本论坛置顶资源帖
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1 b) {( @' D" K# K# u大量更新,详见列表:9 F( `& ^( [6 J" `9 ?" J; o
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Change History:' o/ x1 b" S6 |- d
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 |( W* ]) T! y+ a% I. m' K' V
1. Seventh Update – This release is a comprehensive release updating all previous
' b, A! m& j* L9 J2 vversions to v1.01.17 beta# B! f; O7 {/ z5 A, Z$ H
2. Code Changes
/ Y' J* g! V& Q" Z: C/ C2 ~' n# [Fixed
2 V2 S, f ?; y1. Display of AF/Port icon between player saves based on player's intel4 n$ w$ w' J% s5 D4 W" H& l1 l6 i
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' L; v: B! L9 s7 `8 g; I, U. N6 @/ k
weapon list updated
" u9 y4 ?- M E. ~) y, j2 r3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ g$ P4 R; Q- Y* `" a0 U4. Allow smaller 'reserve' space for small groups on ships
, C$ V' _- {' ^- t( X5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* H* R5 a" H. \. H; s& o6. Correct attacking plane count before final post-air combat
~& x/ M3 E9 L1 U' O, {7. Pilot promotion may have occured in error sometimes
4 c! B# ?8 C* C8. Raid detect message sometimes dropped of the combat report. K" r& e; J- e3 v- N# [( e1 v
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" U: h: Y; @, o8 K% d
generally4 a( l: f% g% R0 \# I
10. Some pilot-leader connections were being corrupted2 U& @% u7 r0 j, {0 \8 m
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: w( ]6 j9 @) A$ ]) o; ^" a
other move issues due to the incorrect indicator
$ T6 `( H/ l! A+ q7 b) l12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ U; m! }! O; `/ O9 ]% D( H# }damage
* d/ K% o5 `' [ H1 G- V$ e13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 }9 j& [0 v! M14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 h7 O9 Y# x l2 F. Z8 H: ]. w
date sort* i2 [, C) x# P) B( }
15. ASW groups not allowed to attack sometimes
' k6 ^: ?$ S! X* s& ^9 D& L16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" D) g- E: d8 g4 J* Z) S I3 b
HQ/LCU to jump to reinforcement queue
" f8 b+ n2 I' z. h! b6 |% [' }17. Bug in bomber intercept if too many rounds of fighter v fighter combat' y+ K, z2 M& \! @- N
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" x1 f% [* V$ ~at start of AE but crept back in sometime during updates
2 ~+ n% j: x; z" i' t: n @19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 C0 K1 c; U6 F& `+ B
fragment., k% E, ^. l3 s
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 U5 j' f4 I9 b
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) Q0 Q/ E* n7 d0 {7 B, Z P, K
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& p1 V2 |! P/ \4 V2 I7 U/ P ~5 z
set
8 p8 k x( P) p6 ~22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; f# q/ H2 ?0 }5 o! e& I23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% x8 |, X: \" f
24. Bug caused F/FB to sometimes bomb at low altitude+ L% ]5 g/ F. ^
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! S; P' p' L" N v( k9 aoccurring properly.% O/ N) @' Q4 \$ q' X# ^
26. Bug in Industry 'failed' indication not showing properly sometimes
& R9 c i8 h( b# `& ~. b27. Location check at scenario load to include small map sceanrios
2 |; `) U. B7 ^5 K) @. s28. Bug in air supply to fragments in a non-friendly base hex
, |6 W( {. c: `9 l- D29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 Y$ G* G& f6 O# x/ f: k4 |
being set to homebase before execution of the mission – ie was returning to base
" R8 r6 D* ^) V! u7 @immediately
" M, |* A( y! r5 p3 U8 ]30. Error in Strategic map display
( j+ U& E% k$ D& N% W) C y: i$ x% t31. Additional and stockpile options were not turned off when base was captured; r& ]7 X+ A, n8 i
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' m5 U) R; _* R- e7 A1 Gmouse over
" x5 u: l# E( y. D% v- t- F ]33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 b. g- Y5 K3 M# B3 Bchance to gain experience if >75% prepare and < 50% national exp level
) F+ X8 k& ]( ?+ W$ a }, u34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 ^% Z' ~) O* t- L3 y. W
alleviate the incorrect experience gaining happening while in reinforcement queue
5 w+ k/ F+ @! _35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 B k$ D7 x* j, Y
caused unit to jump “off-rail” and move overland
1 W' q- P9 W t. u7 U: k$ p) T36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) b- \1 R+ d4 \! q; P! L37. Excessive accident messages on unload from TF reported c" C1 N3 j6 M% [$ [+ G! y- H- ]4 i
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 w+ g7 D x3 p2 J4 G8 A; k( qmerged causing smaller size unit than expected% g# n3 u0 t9 h
39. Corrected possible TOE error in scenario data load for inactive units
7 C, [. |* p) j2 `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can* b& o* \) [& _
however be allowed to do this.
' U4 o$ b) { i2 d3 w! c- q41. Possible CTD if sinking ship's load was a group* ~1 _* W4 @# \5 _# L8 L) S
42. Limit the number of devices built from resources per unit during LCU replacements; this% r- Q# ~) @ E' M5 D
was causing an over production for that turn# x2 q0 `& A) c
43. Retain day/night setting when creating group fragments
0 V! k8 a4 w; T" P& z, b6 z. k44. Adjusted supply and fuel values in base list not to overrun the space# y1 S0 Z; o# A: Y" U' Q
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% S7 r0 H: d9 H* N9 Tadded YMS to Sweep TF in line with manual and code
3 G6 m; @ ]6 j3 J+ ~) ]% O2 Q7 r6 Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 L' g9 w# B; X5 u9 [# d# Y' N% I
rule relates to the abundance of manpower and is not covered by replacement pool. Normal3 G6 E7 n) B9 `( _/ N4 m6 f; G F% Y
rebuilding of destroyed units is not affected by this.
1 m# ^9 f1 |. O# s, k47. Carrier capable and trained text not showing together on Group screen, y3 }7 @7 R: n. o. k( o. g. G
48. Handle any blank re-name changes by ignoring them
9 H% ]3 z) R+ n7 m49. Possible CTD when air fragments combine4 `, M4 w: @1 v6 |
50. Unloading TF can freeze a LCU onto a ship under some conditions
- A% S, R* L+ w( P" Y7 u& H0 K51. AI not behaving if main HQs missing (affects small map mainly)$ a; I' H7 ]) \7 F/ J4 O) G6 ?
52. AI using AGC for normal land units – removed from TF if not needed
9 K) M# H+ _! X* ^/ H; y: }53. Soviet activation message not in Ops report
% b9 Y: x& e# i+ Y* x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( k; N) ?+ Y3 P' u$ u55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 C4 ?8 P% l2 T: P# v56. Sub attack against docked TF not happening for port size <3
7 ^5 R Q9 Z4 m9 [+ B* r57. Unit type changing unexpectantly* F. U. ^" `) Z$ ]6 d7 x
58. Torpedo replacement on plane sometimes is missed
V6 U7 e5 p- R( L% |, G( h59. Double handling of overstacked supply requirements
d0 p9 e: C: b/ Y8 n0 m4 Q60. Fixed alternate weapons for port attacks0 T# d3 [" K: R& X6 n& }' U
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
+ T( s$ Q& g/ i5 Csometimer in the ship repair cycle.7 `: E& {6 R$ v
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, v0 k# W0 w/ Y _* C4 `, v- |
port( T3 D! l! B6 C' K( k$ j3 o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
' n4 {' t2 e5 }/ z$ @Tenders not counted5 D" B( L. d% d# Q% F+ ^
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 t) R% U5 L& O; G4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 d: c; y2 m/ C- o4 \8 b8 V
to remove damaged ships from TF
, e4 y, H( z: O. V. Y5 J5. New filter for “non-building” devices in Industry pool screen
7 \8 d5 m: v, J. q6. New filter for “non-building” aircraft in Air Replacement pool screen
2 u1 ]% A, x+ g6 L: m" B7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: g6 x4 z* N" S- y7 emines (^) detected2 C9 F' i3 L1 m7 ~" m( [4 X' ]
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the" X: r$ t! U* a. u& ~
‘button6..’ image files, then these will be shown. If not, by default there are shown as2 O6 z$ S4 {% g4 h! Z; R
standard parachute unit icons
5 m/ w: W) e* g1 {1 k9. Air/port damage and building is shown in base mouse over
) \$ J7 I: `* z" M10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on0 U- z; X. }0 A2 w9 |9 g& m; y; F
11. TF can be routed to stay within coastal hexes as much as possible( e% }" h# Y% b$ F0 E6 K) r, Y; ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
' u' E. j' c. G/ v* k) }( o13. Added option on group and LCU reinforcement screen to turn off replacements
( |& y# P' ~- X14. Current base can get supply returned to it when reserve planes returned which were7 _$ ? ]% P7 h5 A5 g! m) S7 z$ L
originally supplied from another base
/ |, ] m) `- F$ l% ~15. Unit type filter on Troop Loading screen+ m5 v4 w) a3 F1 Z- L
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
; n9 c+ V" j5 d1 E/ Y+ f. c(complements fix 18 above): q' A! S4 q+ M& C6 V: A, y
2. Permanently increased pilot array to 70K) D$ ^ R7 m: U+ Y. x
3. Increased number of air combat rounds are a factor of total aircraft involved3 w* P" O% y; Z4 S0 E0 z# A
4. Allowed submap to submap movement if land connected for land units. Should have been- o y7 V# G: D* y- ~1 }
so as per Andrew Brown
- {7 w/ s: r5 [- W) C8 z2 B$ v) I% F5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
' [- V H/ H8 `; D9 \' _delay toggle instead
6 o* C- C6 \' r; F1 g6. Aircraft being grounded for maintenance factors in durability also. This will spread out the8 k( {" e" o) I- J1 \# d& j" e6 X
maintenace a bit more
' e% B% ^8 q, a4 X4 M7. Support device replacements won't decrease the overall experience of LCU units. This does8 w& ?! J- \& o0 ~
not alter the overall EXP change due when any replacements are received.
1 m* o. j, j) L {8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction; c8 c* _" i8 F# [
between the two but could break current games.7 W3 k% T; Y+ i8 @
9. Some LCU Prep points may be retained if unit is experienced' C+ M3 q0 z/ W8 q( a
Notes- r, Q1 `& j5 ~; J3 ]) s) r
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
W; u p7 f$ p7 Q \' C, Mshould not change player or HQ, even if not in play. These original HQs are used by the AI
' D0 w8 j- E" b3 w& M8 e" wroutines so changing or deleting them can put the AI off. Changing other elements should" @3 o) I7 R' ?, h' D3 Q( M$ y6 T
be okay.. \3 J+ b% U, n4 Q E$ N
2. Clarification to weapon filters for aircraft:; o+ F: y+ A$ [! a+ ]
PM_NAVAL_ATTACK 2 // used for naval attacks0 ~0 {$ j5 j+ x- I0 i/ m" R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 _- `/ L* a# I+ j
PM_LAND_ATTACK 8 // used for land (ground) attack
% G/ S- M9 Z: ?! A8 _. _6 K7 MPM_PORT_ATTACK 16 // used for port attack
* G V( C* Z* w, I2 v7 `& d) _PM_AF_ATTACK 32 // used for AF attack
! T+ |! ~8 b# Z d$ k) K3 q5 @5 MDropped any reference to secondary values for land and AF as they served no special use.
' B+ y5 s, m1 i1 `5 fClarification changes9 j) ~+ U7 d) b/ J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
* ~; G/ i8 O- v# m/ `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# |% k! e* \* y* O6 X/ t! x4 |MONGOLIA(91) or TANNU_TUVA(92).
4 U6 N0 A6 z: W4 F% Ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 i. Y# t* ^4 W. \* J- ^7 Ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ `% B7 j q1 A7 m1 j* p8 W
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases V% U, I! \2 ]. W" s8 z
after Soviets are activated, but can’t move$ ?5 h1 z# b4 D
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 @6 i6 U8 Q5 [/ ]7 h$ a3 Cdisbanded in port.
; Y$ f4 p3 E4 ke. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& \; ] g# \' N7 h2 a% E, p& _( T' q
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |