具体见3 j }% ?( k' v+ w, T' w( M
7 F A2 C+ R9 N ]4 T. @
http://www.matrixgames.com/forums/tm.asp?m=3185062
" W4 |, ]) W2 v |9 } M8 U3 e: w2 Y% M$ r: F# B
已经共享到岛群QQ和本论坛置顶资源帖
% r& }7 Y2 d2 u P
7 }' |& q* U; H; H/ B6 s6 G大量更新,详见列表:2 `% T" y3 y! r2 J
2 [) w2 W) H7 g6 b! V- ?* ^; h$ o
4 y* {5 g" e3 k7 ^Change History:/ y: L0 G# A1 C& R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 B5 M1 V# ?& H& R& d! H
1. Seventh Update – This release is a comprehensive release updating all previous/ m, l8 D# {! W% c4 t! ^- A5 M
versions to v1.01.17 beta& @+ f7 R( `, x1 F, g
2. Code Changes. q# u3 s+ s% {. h; o
Fixed, h1 u$ ]2 l! R
1. Display of AF/Port icon between player saves based on player's intel
8 _/ `$ y8 @* w2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 h; L$ L3 m$ G g/ Y0 R' |- ^- s
weapon list updated w7 p2 }2 G3 ], ?
3. Reported cargo/troop safety values incorrect when no cargo/troop space w, X1 K/ ` V y
4. Allow smaller 'reserve' space for small groups on ships0 z' U5 ?7 Z" v$ h1 L$ U- f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 Y9 S1 u) H0 v1 G. A1 a
6. Correct attacking plane count before final post-air combat
3 [ g7 {4 W( a1 W" B7. Pilot promotion may have occured in error sometimes# a+ p$ D p3 S k# W; c# }
8. Raid detect message sometimes dropped of the combat report3 y- M( j/ _5 O& f2 ~) h% T. \
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply' z7 w% j5 Y, j1 [; i( k
generally
5 ^& V P% }+ J# }7 H3 a10. Some pilot-leader connections were being corrupted2 [- b2 N7 C9 X
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: |. O, W! A/ D- { ^& Z4 \$ `2 _other move issues due to the incorrect indicator
9 |7 U; x# D! x$ D% v12. Wrong ship sometimes reported in Ops report for TF movement which causes some; p* _8 u- ~' J0 X
damage/ V0 ?7 k1 P! R7 {" Y5 W; P& g7 R0 R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 d9 j2 t- T2 k( U) ]# I14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( _6 _- J, I6 |6 g8 r6 T; [5 bdate sort1 e4 D( o* q: p8 K; y( H! w' p
15. ASW groups not allowed to attack sometimes: Q' ?, l+ ]7 V8 ~4 c
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: I9 e! K) D! K4 h1 F& oHQ/LCU to jump to reinforcement queue
, _3 G1 R9 F2 ]* o. F: U5 H17. Bug in bomber intercept if too many rounds of fighter v fighter combat
' Q) o; {. U% y% [2 b) P6 |6 X% f18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 ^- E+ c& `, F H, ^1 i
at start of AE but crept back in sometime during updates6 f% k3 z% B" Z9 z1 ]4 p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the. H* t% j! Z7 [
fragment.9 D0 P& ?$ C. G4 T) w8 ?7 C
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. X# @ T3 y( G$ _% S) a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; x5 L$ H* T5 P8 e: @# s
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' P8 `( ?; S! G k* W
set
4 X( D' @6 A6 l; d |22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 _; G1 s# E1 E$ l' O8 L
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ v7 {1 D$ V2 r. b0 o24. Bug caused F/FB to sometimes bomb at low altitude
" }6 @% H* V9 ]2 h- j$ L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 _8 J( H' F# q/ K/ coccurring properly.
: B1 o7 e4 P; X" D3 a1 @+ {6 ~6 Q26. Bug in Industry 'failed' indication not showing properly sometimes; C" O' A/ N1 W6 X O0 q3 B
27. Location check at scenario load to include small map sceanrios
& o* ^2 h6 y6 l) ?28. Bug in air supply to fragments in a non-friendly base hex1 d( _$ b0 ~1 l; Y) s
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 W/ I [9 i1 }. ybeing set to homebase before execution of the mission – ie was returning to base
7 D, Q& E9 o. i: _& g. aimmediately
" K5 j+ f; P3 X# |, |/ V30. Error in Strategic map display
6 W t q& h q1 C+ q( r& @31. Additional and stockpile options were not turned off when base was captured
: O+ L+ M5 n: x3 M, d6 ?' M# j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% g' `, \# u' \mouse over
6 L! n [, g! P O! R7 @33. Army experience being gained when not 100% prepared as per manual; changed to allow; G# M: S3 O1 K1 z- p0 L5 ~
chance to gain experience if >75% prepare and < 50% national exp level! Q) [/ R" m3 s4 s# {! B; g8 B7 e9 R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 I" t1 z1 E) y" L0 Zalleviate the incorrect experience gaining happening while in reinforcement queue# b+ u; C$ E2 f. _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" y* ~0 @6 K6 @# O0 L+ V5 Q+ b
caused unit to jump “off-rail” and move overland' L6 X1 `; m+ R, F+ f7 H8 t ?
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! w; B% T$ \: H A. F% j: W
37. Excessive accident messages on unload from TF reported
! t. m2 j8 U6 z) O1 }, R38. Reworked editor sub-unit merging as some devices could drop off the unit list when: a& d! I2 ^ d; u X- o& N1 {# Q7 _
merged causing smaller size unit than expected
: T5 |6 k- y( Y- w. C39. Corrected possible TOE error in scenario data load for inactive units. W* K1 x" U9 R ?1 v* k/ [7 x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# q6 x* g% |. E1 `& h- m+ X i
however be allowed to do this.+ e" P2 w, F# A6 E5 _
41. Possible CTD if sinking ship's load was a group
) X, N" Y" ^4 Q% u7 i42. Limit the number of devices built from resources per unit during LCU replacements; this- m9 J5 M% n& y( [" Q5 o
was causing an over production for that turn! {5 q! p" r+ t( v
43. Retain day/night setting when creating group fragments4 |4 s& k0 d$ Q- n' n
44. Adjusted supply and fuel values in base list not to overrun the space
2 }7 E. ]% d0 e3 F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& r) V! ?- K1 Z
added YMS to Sweep TF in line with manual and code
: U0 Q! r# M' V% F2 |/ u' U6 L% ]* t9 r46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 Z8 J& R) H) U4 {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 O& N; E# s1 w' }2 n2 ~
rebuilding of destroyed units is not affected by this.; h1 g% ?" s) b' X% @
47. Carrier capable and trained text not showing together on Group screen( I7 Z9 H7 Z6 p- V* j
48. Handle any blank re-name changes by ignoring them
8 F7 R6 d- Q2 ~- s% u9 k49. Possible CTD when air fragments combine+ E2 C. f* l0 w- q3 u
50. Unloading TF can freeze a LCU onto a ship under some conditions7 g( d$ `3 t/ B4 [
51. AI not behaving if main HQs missing (affects small map mainly)0 A8 D4 [6 X) l! h. Z
52. AI using AGC for normal land units – removed from TF if not needed
. `% k2 y. n! Q* M( L: A* t53. Soviet activation message not in Ops report
; _4 [( M0 x, Q8 ~4 z$ }$ W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ i/ A2 q4 W+ Z2 |55. Clear Soviet air balance if not activated. Possible incorrect base switching$ X) J! h2 r3 [7 @: ~/ f9 D3 P1 M( H
56. Sub attack against docked TF not happening for port size <3# i9 L( _- B$ f; E
57. Unit type changing unexpectantly8 Q L0 V; t* ? { ?# M6 y! q" O8 n
58. Torpedo replacement on plane sometimes is missed" Y7 D) n- b' l @ O9 h4 }9 M
59. Double handling of overstacked supply requirements
/ ^4 }* N1 A% A. a60. Fixed alternate weapons for port attacks
' G: _" G7 x" r0 V) Q61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 h4 @+ Q7 _9 Wsometimer in the ship repair cycle.1 z+ l6 r8 O, l; B
62. Ship tonnage over 32K could cause repairs to fail, U" O c6 c# e/ V) D2 {
New
1 _) k5 G4 F( W- w1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: w( N% O/ i$ D' D1 Lport
" r3 W: L) G, F* v. U3 K1 ~: j2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, d+ J8 M4 n5 C- a4 c2 LTenders not counted
- l( x- ^; a6 P7 W, U) r6 L; q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base. n2 x& a9 D& p- c( u6 r
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 R# F' M2 Y8 K, N% z& B+ `to remove damaged ships from TF8 W9 `5 g/ p- O# [5 V1 z
5. New filter for “non-building” devices in Industry pool screen. ^; D N8 \3 u9 f1 L! t9 N
6. New filter for “non-building” aircraft in Air Replacement pool screen
* V+ |' ~" l* t \. e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 z7 z o" l* @" y$ K& G; ~9 Smines (^) detected
7 d6 q1 R# t$ M0 V0 A) _8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 N" V7 _5 @9 o‘button6..’ image files, then these will be shown. If not, by default there are shown as
, n* N% g5 V8 {standard parachute unit icons6 j/ g0 E/ D" O! }$ k8 y
9. Air/port damage and building is shown in base mouse over' N. S0 L1 W" Z: n# }) u
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 D2 o- R; {1 ]& J" y
11. TF can be routed to stay within coastal hexes as much as possible3 Z; `* O" {+ O% r: u) S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1, Q5 H; w, s/ s. N2 c
13. Added option on group and LCU reinforcement screen to turn off replacements- k' E U- E3 |$ S
14. Current base can get supply returned to it when reserve planes returned which were7 K) S, z& I% L5 j/ Y
originally supplied from another base
5 y# S& M' r% _, o15. Unit type filter on Troop Loading screen
: v8 J. ]3 a& |: r* C9 d) c7 S; s16. Report killed ground units if not in combat report5 I0 @4 O" a& v/ p) s# P X
Changed t/ Q y2 w; V
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
; c4 x- e d# \! ^* S7 g(complements fix 18 above)( M/ A {& ?1 A# h$ W- L+ C
2. Permanently increased pilot array to 70K" Q) ~) b- s* B& d) A# C
3. Increased number of air combat rounds are a factor of total aircraft involved( a# M, y/ Q" a" G& ]
4. Allowed submap to submap movement if land connected for land units. Should have been5 y% |/ I6 Q; r$ n
so as per Andrew Brown
. Q, \' x, i# O+ w1 d5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message' c% W' s$ z8 {& D. a
delay toggle instead: U3 B5 x; l3 n% S4 _$ k
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; s" f8 l2 N. L5 n q+ m
maintenace a bit more' i; l3 H( c$ X9 J, V
7. Support device replacements won't decrease the overall experience of LCU units. This does
! r$ N7 K6 z, Onot alter the overall EXP change due when any replacements are received.8 j/ R& I% b' b+ T
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* o" M5 @! k$ S$ a/ W: a, e
between the two but could break current games.2 @+ X( c: j# z `! d2 w. T/ y
9. Some LCU Prep points may be retained if unit is experienced" @/ m" A0 D' m2 n4 `% h$ Y
Notes
+ i. ?; _- V' j- N% q( X s$ c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; t7 l5 p3 ^) Q& X7 B E+ Pshould not change player or HQ, even if not in play. These original HQs are used by the AI2 j( W8 h: Z% {$ s
routines so changing or deleting them can put the AI off. Changing other elements should
/ P+ @$ T1 x0 X' [* P, Xbe okay.9 r% Y) y' F; h3 v& g3 h
2. Clarification to weapon filters for aircraft:
* B* ?! O% o: y [PM_NAVAL_ATTACK 2 // used for naval attacks7 r0 j, a9 n8 J. C4 |0 f4 G {
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); R% H! `8 V6 j, X2 J
PM_LAND_ATTACK 8 // used for land (ground) attack3 O# ?* }9 L6 h8 b( u/ U
PM_PORT_ATTACK 16 // used for port attack
# U/ b1 s( m! i! t( D% ~" oPM_AF_ATTACK 32 // used for AF attack
; A+ ^$ M* M% d* Y4 M* `Dropped any reference to secondary values for land and AF as they served no special use.
4 e, r/ U. Q! P0 M( h4 V8 M3 dClarification changes; R2 p: T9 W- H) S. ^! f. L$ U
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
; O/ b( N3 m" sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ d: P7 }2 P" `: PMONGOLIA(91) or TANNU_TUVA(92).2 x& _8 A/ Y1 D- G) s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* v3 z3 @9 w6 }/ W* Hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ N- ?, ^, z' n! S$ w8 Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* G' r. M8 D' ^4 u9 \ h
after Soviets are activated, but can’t move
- `+ M Y) }' q4 p, ad. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 ` }; w' p5 q1 [disbanded in port.; @( U% Z* D+ ~4 f# f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' Z2 d6 X2 _" Rf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |