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1 h' U7 K1 y- Jhttp://www.matrixgames.com/forums/tm.asp?m=3185062' o: _4 M% ^3 ~; v1 w' Y
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大量更新,详见列表:4 w# }8 @) i) j1 k9 T# Y# e- ^
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/ L! y3 l* M& X. h7 UChange History:( D3 s5 \( N+ _) b
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# W3 J( K( @0 e' I! }
1. Seventh Update – This release is a comprehensive release updating all previous% Q% @# a( s, \+ ~
versions to v1.01.17 beta: s! Z6 n, V" ^3 _* g
2. Code Changes
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1. Display of AF/Port icon between player saves based on player's intel
9 |8 ^& M0 q9 D! Z9 F6 D7 \' ^0 ~$ S2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. J) p+ U3 l) s k
weapon list updated* o2 U4 o0 R) s0 r
3. Reported cargo/troop safety values incorrect when no cargo/troop space# I* m- d& m1 Z( ]3 Z {. b: V
4. Allow smaller 'reserve' space for small groups on ships
/ K5 M# |; B0 P! a5. Preserve some more data when swapping fragment and parent to prevent lost of parent% @7 E R6 c/ i8 o( ~& W o
6. Correct attacking plane count before final post-air combat9 a* Y" ?' e m/ [
7. Pilot promotion may have occured in error sometimes" L8 R4 d ~5 i, {& b
8. Raid detect message sometimes dropped of the combat report+ x* u/ s, Z7 W4 r# Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: W, K* V7 b8 Z: H# v: p4 Q, M4 R9 q
generally6 A; {1 S& s. H0 D4 F
10. Some pilot-leader connections were being corrupted6 s2 D( @) a2 ^% l' N- D" j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 M5 _# ~" q' y; h& U+ ^other move issues due to the incorrect indicator
9 |2 V2 J2 F, ~' ~0 ~2 q12. Wrong ship sometimes reported in Ops report for TF movement which causes some
1 G( r* `/ u: S# {1 b& Zdamage- o5 U' a& M( s- Y+ a' B- B
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ l; x& m. A$ t( }5 G% l, G
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" U5 M+ b7 t+ ^6 n" L& [/ k
date sort
/ C$ Y' H B/ y- I- i6 e15. ASW groups not allowed to attack sometimes3 G [0 e9 [( r2 v: _' H2 F, d( u% w
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ }, y. x* Y# t$ z, ~
HQ/LCU to jump to reinforcement queue
0 H8 {! M' w) i' S& D: N* I8 z) M8 B9 t17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% ]6 {% f D: d, d% C- o18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed* t8 H, u9 K `8 u! J
at start of AE but crept back in sometime during updates
9 n, A/ Y- x0 @! S6 e9 @5 l1 Y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
& L- Q5 V) W/ Q# _# z, pfragment.
2 a0 V1 o" e4 W9 \) T/ z, r* k `% T20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- n: g+ ^# D% D& E7 \. h; w21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not1 I& p% Y3 h% x2 ?; [" [! M
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; T5 u! [. t/ H/ ?4 _set
" J% b. k6 X/ K# ?$ V8 S+ z; K22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base. Y6 c6 z7 k, y- l, g4 v
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
7 T7 N3 t. r6 u! M+ c' [24. Bug caused F/FB to sometimes bomb at low altitude3 u8 }; |; o# R7 j& t" L
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- ` @# ~8 J5 I7 `+ m- ^! f
occurring properly.3 J% `. [ q$ a! x
26. Bug in Industry 'failed' indication not showing properly sometimes4 x8 c& i1 ?0 ?6 V5 \- O
27. Location check at scenario load to include small map sceanrios
) n1 V* |# c. c, A5 F1 o: |+ [$ R28. Bug in air supply to fragments in a non-friendly base hex/ v" s0 M3 @( V9 t- d- |' A
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" x) u, p5 C2 W
being set to homebase before execution of the mission – ie was returning to base
y4 H% c/ _2 ~; F& H+ X, C; Q7 @2 Kimmediately
0 d8 f5 l, O( ~6 O$ q; B30. Error in Strategic map display, h- E, Z$ y( w5 U
31. Additional and stockpile options were not turned off when base was captured
. U; U- L+ I7 b' V32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on# l8 g& T( j3 T. m% c3 L
mouse over" U# `: _, k: l5 r$ X6 S
33. Army experience being gained when not 100% prepared as per manual; changed to allow. T' k7 g1 a4 _$ j0 l4 ~
chance to gain experience if >75% prepare and < 50% national exp level
/ P; y; E/ @% b i# V) ^" b& X34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( d2 ~3 s' R# Z! [, v
alleviate the incorrect experience gaining happening while in reinforcement queue# S5 F7 H" X" s$ ^# O8 o
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 o' F$ Y# Y% r `+ ~8 A
caused unit to jump “off-rail” and move overland
& \- ~$ p. e: n+ o. W5 }1 l I8 T. D! f36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 v" N2 S O. g
37. Excessive accident messages on unload from TF reported
/ T( E b8 _( C* z2 V# ^. b: Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when. I$ E# \! I$ w( @ f! K& D
merged causing smaller size unit than expected" @& r, P- C9 L9 Z
39. Corrected possible TOE error in scenario data load for inactive units) O) I7 O) l! D( |
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can4 E$ U' Q6 s2 `0 u/ p
however be allowed to do this.
- p8 Z8 r, ^9 M4 s. K4 {" p3 T41. Possible CTD if sinking ship's load was a group
1 n; z3 \ W1 G; D) t2 f/ L42. Limit the number of devices built from resources per unit during LCU replacements; this* Y8 ^+ J- d' t' h6 B3 s; R3 x1 G8 |" y
was causing an over production for that turn
L0 G O' w( \3 D1 s# M6 I7 S43. Retain day/night setting when creating group fragments7 u' W8 C) e) \( A% s, {
44. Adjusted supply and fuel values in base list not to overrun the space
0 l8 u/ a4 u+ N45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: A: f: W. |5 p i! d) ?
added YMS to Sweep TF in line with manual and code
# L* f2 S6 V3 F4 T4 B9 y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: B8 Z1 A$ _/ [" l- Z# L
rule relates to the abundance of manpower and is not covered by replacement pool. Normal$ Z" A+ \! M. R, @/ ^* ~* B
rebuilding of destroyed units is not affected by this.
0 z, \" ], z# T" ~5 [2 P, R47. Carrier capable and trained text not showing together on Group screen
- w! Q5 M" ]4 k3 ~4 F n% D48. Handle any blank re-name changes by ignoring them
( @+ @) N" r3 Y1 |% m49. Possible CTD when air fragments combine6 T {( x! e6 }" }$ l
50. Unloading TF can freeze a LCU onto a ship under some conditions) p5 l/ R/ o( @3 k) m
51. AI not behaving if main HQs missing (affects small map mainly)3 T/ S5 ^% K7 J6 B9 q8 G
52. AI using AGC for normal land units – removed from TF if not needed
. H% k% W6 M d$ G1 r/ H0 ?- ^53. Soviet activation message not in Ops report
) S- F2 F& R- Y3 S# R5 k5 ^6 W, R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 F# o4 u0 u' Z55. Clear Soviet air balance if not activated. Possible incorrect base switching& y" V+ S# I' }7 m' k
56. Sub attack against docked TF not happening for port size <3
8 q9 i3 d+ Z* M3 B! h57. Unit type changing unexpectantly" i" K! h& t5 W6 \ P* J: c# o/ z+ f
58. Torpedo replacement on plane sometimes is missed
3 C8 `" |5 h5 p, a$ h; O59. Double handling of overstacked supply requirements
+ s% G3 a3 J. G- v/ I: y60. Fixed alternate weapons for port attacks
2 `7 m' ?7 W0 \61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 g( r, j( s1 R! f( vsometimer in the ship repair cycle., U2 F* k/ ~1 }5 `
62. Ship tonnage over 32K could cause repairs to fail, d' ~0 z3 y3 r9 Y* ]# ^
New: l ]/ [' X1 S: q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- e; }7 s5 j$ l- Z8 b! CTenders not counted
: h& {1 P# f3 i1 F: h5 h6 \1 L" b3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 p' e& G2 J, R U! t4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) n6 f8 \+ v( b) A
to remove damaged ships from TF+ P. F. L" Y9 z9 k3 Z
5. New filter for “non-building” devices in Industry pool screen
+ u$ E0 j, ]7 m' S' u6. New filter for “non-building” aircraft in Air Replacement pool screen9 N0 v4 [4 a% ?# d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
* t& X, E& ]. A- P, ymines (^) detected
* Y+ v) C! r; k9 \5 m8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 N; a2 `3 p. s1 i+ U, b0 k‘button6..’ image files, then these will be shown. If not, by default there are shown as
: g# X2 I4 ^8 j6 n: B5 ^' Dstandard parachute unit icons$ L8 H" g# H( b2 P& ?
9. Air/port damage and building is shown in base mouse over
8 T5 e0 W5 }. }9 `. F9 Q10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ W! p8 G! Z6 T- c11. TF can be routed to stay within coastal hexes as much as possible
! B6 k ~0 s6 F7 {* j12. On Top Pilot screen show the 'ace' cut-off value if more than 1
% ~, }8 u& D0 z13. Added option on group and LCU reinforcement screen to turn off replacements
4 |' o# ?% }; ^% _9 J: \14. Current base can get supply returned to it when reserve planes returned which were Z+ b7 `7 n0 t p5 r/ f
originally supplied from another base, q7 m/ j% I: {* ]! Q4 A h4 [! I
15. Unit type filter on Troop Loading screen! _0 y9 e* \- n# L
16. Report killed ground units if not in combat report7 r8 i5 q! p: c5 p
Changed
6 Y P2 b/ I H1 I. \+ r1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ t9 }9 K4 }' n8 n. d+ i
(complements fix 18 above): e& w% Q2 ]& q4 z7 \
2. Permanently increased pilot array to 70K. q1 n0 c' C4 d* Y0 C0 {% R
3. Increased number of air combat rounds are a factor of total aircraft involved' D- C" k7 P8 m$ Q
4. Allowed submap to submap movement if land connected for land units. Should have been
5 B. m" T- h' D I: [so as per Andrew Brown
7 }1 y5 a4 X0 |2 `6 N5 U5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. j/ d5 J' Y5 V: M2 Z
delay toggle instead
# a' h, Q6 O. H# S; T6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 F/ q! A6 o0 N% v4 gmaintenace a bit more6 C, A( {3 [3 O
7. Support device replacements won't decrease the overall experience of LCU units. This does
$ ~+ [ C& ?# enot alter the overall EXP change due when any replacements are received.0 l# V+ B0 C+ D$ O5 I% {5 ^
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& u+ T+ C6 B$ v6 [( @4 X" Y! _
between the two but could break current games.
# C$ o% L5 f8 u4 u- E0 F9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" f3 u& `) {: C3 S: r$ Lshould not change player or HQ, even if not in play. These original HQs are used by the AI( P1 w" K1 W' T6 W! |! S6 M
routines so changing or deleting them can put the AI off. Changing other elements should j. P7 S3 w- x" e
be okay.
6 w5 `; P! O3 g6 `# y8 z3 L2. Clarification to weapon filters for aircraft:
/ T- m- j! A5 U) x \4 D7 vPM_NAVAL_ATTACK 2 // used for naval attacks/ M( w' d$ |1 W' U+ o5 @
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) E/ \! ~/ N0 C9 jPM_LAND_ATTACK 8 // used for land (ground) attack& d6 I- Y3 U& i1 [
PM_PORT_ATTACK 16 // used for port attack; i1 [' u8 U1 I* }
PM_AF_ATTACK 32 // used for AF attack' h" F& V! _" g1 m/ c& g
Dropped any reference to secondary values for land and AF as they served no special use. [5 B8 Y# y/ D
Clarification changes
5 T/ [+ Q2 s& q/ A9 y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 G7 F- G! A+ L- {2 |) H
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," v# F7 K+ ~# e- G* W4 V+ W' O
MONGOLIA(91) or TANNU_TUVA(92).! @, \0 r/ Y/ A( c6 F
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 [) h" T0 j3 Y# lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes3 l6 ~2 ^- t; T
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 s7 `+ v: r0 W* d% e- i, \; gafter Soviets are activated, but can’t move
# }' E& K( b O$ v' U7 L, N! X/ Ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 J3 N" g" d; j4 W$ Q
disbanded in port.% K% q. H$ [1 b
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: B- t: o0 v, ~+ [* T6 n# H
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |