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+ f! X$ k. ^$ a! chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:& f8 v; P) g5 ?0 j q% i" d
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& Q0 E/ o. D1 x" r1 j+ ^1. Seventh Update – This release is a comprehensive release updating all previous$ j- t o% |5 O( o( x
versions to v1.01.17 beta8 J, m) L' C7 k6 A. u
2. Code Changes7 S, @- X* L4 \4 O7 A
Fixed6 b0 y$ _7 N n6 y# Y1 j) M8 c; ~
1. Display of AF/Port icon between player saves based on player's intel8 k3 m; H7 W( s5 ?3 `
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# U2 l9 w; t% \5 Q( k
weapon list updated
9 l8 Q! N0 w! E$ C- `3. Reported cargo/troop safety values incorrect when no cargo/troop space
. W9 m7 ^: i! |4. Allow smaller 'reserve' space for small groups on ships
5 p' [3 I* \( O; x1 x5 y5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 X7 ^/ l4 k4 R1 a$ H
6. Correct attacking plane count before final post-air combat3 O+ L& K, G& g2 t0 p
7. Pilot promotion may have occured in error sometimes
, n5 d& o8 r5 [) g4 B ?8. Raid detect message sometimes dropped of the combat report
" Q7 O6 ^1 t/ ^$ n$ F v& q9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
; W- F: `- G1 i7 qgenerally3 Y3 v4 l9 b1 }. q8 Y4 z) {: V
10. Some pilot-leader connections were being corrupted
4 k. \' d* f/ g9 _11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
! \# G, l# E- |* s2 nother move issues due to the incorrect indicator
~3 f( {# b1 L2 X12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 ]% W6 C) ^& H' L3 V) C& V; k
damage
! o R e+ [9 P0 v; G. P: W13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
2 B4 Z Z+ K: [+ k" w% J, e) J14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; Y& `/ b+ `- m4 }/ W- J+ K& y) bdate sort
9 T/ u# |3 y& ^* H1 r, B }3 J- U15. ASW groups not allowed to attack sometimes
: V2 T" p, H4 h# Q4 Q8 h! g+ k16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing4 L3 N9 Q3 {9 z8 g" q
HQ/LCU to jump to reinforcement queue: {- o' _1 k+ I5 U& q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" a7 q2 ]/ _) G18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% _ l0 c5 q7 {) l# t) P1 `2 r8 x
at start of AE but crept back in sometime during updates* e( S8 d) ~. B3 t: {2 E9 W
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 `, \7 i5 o8 c0 C; Nfragment.$ m+ S* C- P6 i9 D- |0 G |
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ P* ]- ~( J8 N0 c4 f; K21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
% n* ]& m& \& g* E9 @6 pshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 V( Y5 v3 S, m2 \7 Gset
9 A; D; P/ b5 d22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 b( V s6 _; E9 ]" H
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ p5 Y( y% J% `5 T4 g: Y" d6 U24. Bug caused F/FB to sometimes bomb at low altitude6 k" f( J; o3 i; M4 ]1 n" X3 k
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- V3 X! e* E& I3 U# G
occurring properly./ Z9 w, \/ O. j
26. Bug in Industry 'failed' indication not showing properly sometimes
' R) w, c# g7 |! B; r/ z- M9 e, }# ?27. Location check at scenario load to include small map sceanrios
& V' k3 T# ^/ E0 s+ w28. Bug in air supply to fragments in a non-friendly base hex) J) D6 y3 f1 i7 t( p
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 e; A/ }1 V3 _' V$ V7 e% K1 H
being set to homebase before execution of the mission – ie was returning to base8 }# p, G, G% U
immediately7 D y$ T j9 _& [* z& y6 D
30. Error in Strategic map display$ d' w+ Q6 y" I5 Q9 d
31. Additional and stockpile options were not turned off when base was captured2 E/ k: s2 P8 B0 e3 z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, r) z, O3 l1 D5 f6 Fmouse over$ P: s* g% @0 ]" ]6 P- h; \2 K! m/ E
33. Army experience being gained when not 100% prepared as per manual; changed to allow" v& b) m* ?( o# q; p: p
chance to gain experience if >75% prepare and < 50% national exp level
: v9 U$ r2 L4 b0 W6 z) C. X34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: G) E! p% X0 ~9 {, w3 s
alleviate the incorrect experience gaining happening while in reinforcement queue/ p5 s7 o$ J3 L; N" s, u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* }1 [/ b. z7 n: M( X! }2 c; Kcaused unit to jump “off-rail” and move overland9 m3 ~3 K7 f& N5 j6 s
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( M8 [6 O6 z% [* Y) H9 x37. Excessive accident messages on unload from TF reported
4 _! p2 f! i$ H# x6 x- U& I38. Reworked editor sub-unit merging as some devices could drop off the unit list when
# T4 M7 u5 ~! t/ L1 t% tmerged causing smaller size unit than expected% ]9 S6 p1 r$ a, F0 t) I) J
39. Corrected possible TOE error in scenario data load for inactive units4 g: Z% E; q3 j& a4 b, j
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 \9 Z. e, y7 B, i
however be allowed to do this.6 m7 Q. E( w% E- }! @
41. Possible CTD if sinking ship's load was a group
2 |& v% J+ a& ?" e v42. Limit the number of devices built from resources per unit during LCU replacements; this6 W: ^) k$ W" F5 O3 t
was causing an over production for that turn
7 h$ W0 p& b9 p/ {; }43. Retain day/night setting when creating group fragments
9 Z, m- q3 v0 e4 ^5 s+ z) W44. Adjusted supply and fuel values in base list not to overrun the space
+ ~* G N* j S: g5 X# y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: Z1 b% g+ X/ a) h% ^8 k/ N
added YMS to Sweep TF in line with manual and code1 s/ L' ?4 v- _' b, [( {! V
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 I+ l- f/ s' ^: _) _; V. h
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; N( r+ M$ T2 d( n- g& o6 trebuilding of destroyed units is not affected by this.
. |, u6 V8 a/ \7 F+ h& l47. Carrier capable and trained text not showing together on Group screen- c. v6 O5 ~+ y. v) H
48. Handle any blank re-name changes by ignoring them
/ F8 k6 t6 S1 K9 t* P& }- p$ M3 x49. Possible CTD when air fragments combine- P; Z# b, Z& N$ Y( I1 f+ g) U0 m* S4 n
50. Unloading TF can freeze a LCU onto a ship under some conditions
( B/ f6 M4 y7 H# O51. AI not behaving if main HQs missing (affects small map mainly)4 u0 g" R) w6 W2 r( j, @# J$ {# w: \
52. AI using AGC for normal land units – removed from TF if not needed/ F& I8 t2 W" U4 y( O- M
53. Soviet activation message not in Ops report
# @+ u! q' [+ x0 U; Y0 p54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* S+ T! o ~+ h5 k55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 H: }- n+ x/ M56. Sub attack against docked TF not happening for port size <3
7 d5 z" K7 W2 P; M57. Unit type changing unexpectantly$ T7 V: G b! h- ]; U
58. Torpedo replacement on plane sometimes is missed9 ?. I* c. E2 f; q6 H7 e- {
59. Double handling of overstacked supply requirements
. T- G- v+ f3 R( t) w60. Fixed alternate weapons for port attacks
0 J: p- b; ?' h8 t. G+ f61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 O; Y: r2 S7 d& }
sometimer in the ship repair cycle.
. e! c0 ?: h! h62. Ship tonnage over 32K could cause repairs to fail8 A: L. t" h, z
New3 Q$ ?7 J/ Q+ d3 N
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 ~9 @0 e; g% n7 a# Q
port% R/ a8 }5 S$ `* K9 Z f7 P
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ z* _. Q1 d5 yTenders not counted
# Q# ?9 }9 R" o/ U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 j7 m+ X% D9 ^& R4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ O" s/ Z5 Q* }( C
to remove damaged ships from TF( j4 `) [0 [0 e1 _
5. New filter for “non-building” devices in Industry pool screen' T1 l7 t4 s6 h+ |" Q2 M6 b( U
6. New filter for “non-building” aircraft in Air Replacement pool screen5 Z& {9 X! V. K; n! |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 R1 X% e' `3 x' R& `$ {mines (^) detected
& B' ^- C, J+ L! c8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 O: m# _2 ?/ X8 L0 k+ y
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 r& q4 U% ~! C& cstandard parachute unit icons* f+ G- v* ]% Z0 ]. u9 a1 r
9. Air/port damage and building is shown in base mouse over8 N/ b( o- s4 i/ V& [ j2 [
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; l# r M$ u# } d
11. TF can be routed to stay within coastal hexes as much as possible
* w8 d W& w3 X4 p6 j12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ l& B% X8 }# s
13. Added option on group and LCU reinforcement screen to turn off replacements
+ b1 N- Q+ K7 q# V) m14. Current base can get supply returned to it when reserve planes returned which were x/ A9 e$ Z6 ~5 V" L* w
originally supplied from another base
# _1 U7 @/ D4 Y8 M4 m) n5 `8 p! q+ ~15. Unit type filter on Troop Loading screen( @. P% f/ s" Z& l% c
16. Report killed ground units if not in combat report; G" u# n" R3 v5 C; q/ n7 t5 r
Changed
, }2 Y4 J' W. D* Z$ f* V+ o$ u1. AF of 8+ have AV support doubled for purposes of determing support for air operations
; `- R3 `' n0 R8 r4 [(complements fix 18 above)
& j- z, Y% V/ ^. e5 M2. Permanently increased pilot array to 70K
( s t' I, S, M% x. u8 t$ s2 Z3. Increased number of air combat rounds are a factor of total aircraft involved( a% K* J( [, h' ]* Q! x1 f, ~
4. Allowed submap to submap movement if land connected for land units. Should have been
- N/ a9 Y+ {, J2 j# Aso as per Andrew Brown
9 g" \# ~5 I1 d5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* V4 e/ }# T4 b- P
delay toggle instead6 L$ M. w+ E, w* i5 d
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 W S& {5 m# w! r. @8 ?6 m
maintenace a bit more
$ r) k; y. G' e% i7. Support device replacements won't decrease the overall experience of LCU units. This does* Z8 `7 w+ @/ K" g0 e
not alter the overall EXP change due when any replacements are received.9 J) G! m1 g: j$ B d# m
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction; I+ i% E3 Z5 g2 K ~ \) {. J
between the two but could break current games.
+ M$ K, F8 `/ D- K7 k: F9. Some LCU Prep points may be retained if unit is experienced
0 m+ \8 @( t9 q, `" wNotes
6 f6 E) H/ _; D+ ~4 Y+ U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. R- _8 J' y. [9 N7 O
should not change player or HQ, even if not in play. These original HQs are used by the AI+ X' ^5 r: r- o j1 Z
routines so changing or deleting them can put the AI off. Changing other elements should
" d6 o8 Z; V# Hbe okay.9 X) Y; V5 h! H! C* ?+ j2 O& Y% l
2. Clarification to weapon filters for aircraft:& G" v- P( Z+ r5 g* Q
PM_NAVAL_ATTACK 2 // used for naval attacks; K% _( |7 B; T0 ]* ~, `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), f, s, J0 j. D6 u
PM_LAND_ATTACK 8 // used for land (ground) attack
. H3 ?9 f* G+ pPM_PORT_ATTACK 16 // used for port attack
0 m4 [9 L3 O: Z' wPM_AF_ATTACK 32 // used for AF attack
$ K I; W! I3 b9 u# IDropped any reference to secondary values for land and AF as they served no special use.3 ~4 W% \- l1 ^ J
Clarification changes0 S' {4 g3 e! _3 }! e
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( a9 P, o" f6 J, b d
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: D0 j0 w2 N' L/ e4 u8 s: z
MONGOLIA(91) or TANNU_TUVA(92).
0 }3 f8 c9 g: X- b& x. `a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 j4 \9 f u! s$ b8 a, x/ [8 W# Wb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! S. z$ W7 ~1 f2 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. `* s' z9 O# d
after Soviets are activated, but can’t move( {; Z% r' R( S4 _
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) k% z w9 ^7 L: F3 P4 l7 T: r* Jdisbanded in port.. ?( z9 I. @; q. r, U. o& f3 x
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 K/ l1 ~1 _4 h @$ h9 o; {) |f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |