具体见' c5 D$ f% M. g1 H" E
. @0 _& x8 z$ S8 chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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+ M1 J2 ~+ Q- H已经共享到岛群QQ和本论坛置顶资源帖6 M* X1 A( {4 f0 b
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大量更新,详见列表:
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Change History:
. n/ f1 a z+ i N) [V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: R v7 q. A/ N! J O! k+ @1. Seventh Update – This release is a comprehensive release updating all previous
7 ^, ]. ~$ {; m8 Z% N1 Sversions to v1.01.17 beta* X- z8 {7 ^; w& }4 @3 z
2. Code Changes( C4 F7 s9 Z1 o) L
Fixed
! \, n; M* F& X* k- k/ q1. Display of AF/Port icon between player saves based on player's intel0 z% _! Y; n% `* D! Y" s
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! H* `" S2 ^ @' c! ?& v6 {
weapon list updated
6 \; M! v3 j3 h3 O3. Reported cargo/troop safety values incorrect when no cargo/troop space
) g9 |# Y' Z: Q! D7 K, r8 a& t4. Allow smaller 'reserve' space for small groups on ships5 `* | t/ E7 x% y
5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ ]* y7 ?5 |% @$ Z: |/ Z' Q
6. Correct attacking plane count before final post-air combat# ~ n& z+ Q: t- t
7. Pilot promotion may have occured in error sometimes0 U) h0 r" I! \# D. Q) i
8. Raid detect message sometimes dropped of the combat report
( y; U$ g9 |. p3 H f9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ j3 T* k/ Z1 X" @2 Vgenerally
( N5 v2 B: `& n' S6 H) M5 h7 a0 q; v$ P10. Some pilot-leader connections were being corrupted
: X% h5 B% }3 ^' v6 H2 G' @11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- I0 @, d9 ]% a* V# O) Bother move issues due to the incorrect indicator! H# }! m( k8 ^/ L# C, J
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, F6 B! `0 @! [7 ]$ ~, sdamage+ d2 L4 v' x6 G1 t- Z" U7 C
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# B& l) ?+ [, \/ f4 |* |
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
P' w5 Z/ i: o4 L& N% Edate sort2 u* [9 j, y/ B8 b1 j" f
15. ASW groups not allowed to attack sometimes4 a e' K. a, j; h) l* \
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' u: V. L1 t, W+ S9 q
HQ/LCU to jump to reinforcement queue1 f8 W; y1 R& Q' G7 q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat- g8 o7 p/ ]! K1 [. d4 _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 `& m, |7 h( O) s3 `; |0 {' B# Q
at start of AE but crept back in sometime during updates8 J6 F0 F4 c: q5 E6 D4 E8 Y
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% a. Y$ u" C0 z5 L, k3 A; Sfragment.
0 J" w2 L ?* u6 h z- S20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ h+ ?$ b& E; l! M
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' N! j1 n; y$ rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 L: A7 j% Y" f" I$ H2 O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 a/ }/ ~2 t) ~$ ?: o% b
24. Bug caused F/FB to sometimes bomb at low altitude: y- ], T4 `% b; t/ M& T
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 x9 \- Q' @# A; z$ ioccurring properly.
, x& l5 z, ]( F' P3 A4 u. J: b26. Bug in Industry 'failed' indication not showing properly sometimes
/ o8 R, X; b+ |! d27. Location check at scenario load to include small map sceanrios5 F8 |; ~# I" R; i8 E0 ]/ H1 x8 V* n2 w
28. Bug in air supply to fragments in a non-friendly base hex
- p$ K/ T9 ~; E; i4 M# X9 R- s29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was. |9 r5 V3 h5 B' ^
being set to homebase before execution of the mission – ie was returning to base0 F: [# U4 Y. e, J3 f* H
immediately5 l, X7 Z) ~1 i
30. Error in Strategic map display
' E! d6 w# p( ]2 U* h4 w b& Z31. Additional and stockpile options were not turned off when base was captured4 H; _4 ]. S0 N4 H: p* R1 h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 ~: v Z/ c2 U& \$ k
mouse over3 s8 b. p. U" y% V% k
33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 _; g0 |# o* o- z( F, ~; Uchance to gain experience if >75% prepare and < 50% national exp level$ @- T- I6 g {3 r* o7 b6 v
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, F6 q( T7 v1 a2 ~9 B6 R5 w/ `
alleviate the incorrect experience gaining happening while in reinforcement queue) @2 }: R( c! v# j o9 B& N: ]0 S
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 l0 N# g' D0 `+ Qcaused unit to jump “off-rail” and move overland* G( ^& @6 ~8 n
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 ~$ K5 _% s! B+ T0 ^) x4 ^37. Excessive accident messages on unload from TF reported
+ K/ w( h" g0 {; N$ d" X" W: U" i# L" Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, M1 R% Z3 f2 _* X0 omerged causing smaller size unit than expected
% B; X+ ~- W# u0 k. G# ~) G39. Corrected possible TOE error in scenario data load for inactive units
" Q- p. @- L' X8 Y8 d2 Q L: C7 C40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
l+ M& U; k2 A( |+ Thowever be allowed to do this.: K- N: ^6 d1 ?9 ~- a/ t
41. Possible CTD if sinking ship's load was a group
" ^( J$ n# k& S. a; \42. Limit the number of devices built from resources per unit during LCU replacements; this7 n# W; U5 } o/ H2 p
was causing an over production for that turn
2 ~! m& q& b2 Q0 x- ?- L0 U43. Retain day/night setting when creating group fragments5 a2 P) M& {# F, t6 n& z/ j: Y
44. Adjusted supply and fuel values in base list not to overrun the space. E* b# M# [" O0 K, f* c1 f( i9 \0 |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' `$ p, ?# N6 `! s5 w r: jadded YMS to Sweep TF in line with manual and code0 l7 y# U! y" ~" y, H$ `
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the z# c: k# P9 f' n$ l3 E: f
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 t/ A: f5 M' C! x9 vrebuilding of destroyed units is not affected by this.# T/ {) J4 f% h; l5 X2 R6 [1 a g
47. Carrier capable and trained text not showing together on Group screen
6 P% J% a5 D' M5 i48. Handle any blank re-name changes by ignoring them6 q$ d4 K; o) }: i! H3 S- A6 Q" X
49. Possible CTD when air fragments combine
Y8 ?% p$ J. O& A: }7 D" G6 Z4 |50. Unloading TF can freeze a LCU onto a ship under some conditions
" d( \9 D2 y. R# J: R, [3 d- G/ o51. AI not behaving if main HQs missing (affects small map mainly)$ t4 h8 V0 ]% w7 h
52. AI using AGC for normal land units – removed from TF if not needed
4 D! B) o$ t: M5 `! M9 A53. Soviet activation message not in Ops report
# P V& o5 r M" {! V$ z5 U54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 Q$ F+ \" F+ M" i: s+ x* R55. Clear Soviet air balance if not activated. Possible incorrect base switching! G5 g, c7 R( s/ w+ ]2 x
56. Sub attack against docked TF not happening for port size <3
( g* R# \( H, r j6 |9 N) F57. Unit type changing unexpectantly7 a0 r' e7 o" H! W; J, P+ P
58. Torpedo replacement on plane sometimes is missed
" d. ^- j& S' B59. Double handling of overstacked supply requirements( ^/ J* V" o% J8 B2 f
60. Fixed alternate weapons for port attacks9 g9 |1 x& U% G2 J* F& @9 v `
61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 Y1 i% Z5 V4 b! d( t
sometimer in the ship repair cycle.0 q9 r7 X( p$ s% U( ~7 m) f2 I, B5 G
62. Ship tonnage over 32K could cause repairs to fail
4 e* o& S. k$ @$ a/ cNew
" N' f# X k, f# ]* ~9 {8 Q6 H1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
8 X/ @6 s1 i% \& P3 C$ K8 V2 Fport
0 h# ?7 f. L. I8 | ^- K2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
6 s/ x, m) i- i* L. RTenders not counted7 A D4 Q D* ~
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 F7 `8 z* N/ M w/ ]4 r% L$ K
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' B& t$ T* s5 _) U7 Q, v A
to remove damaged ships from TF
6 B5 J5 \, h' o2 f5. New filter for “non-building” devices in Industry pool screen
+ g& f$ s3 f- E) T. \6 Q, T6. New filter for “non-building” aircraft in Air Replacement pool screen
, l/ G6 d0 a2 ^$ C+ V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ e: F& A. o* ^0 g6 ^$ `mines (^) detected
: A" L( p- K+ M1 l5 ?( T8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the. Q- N1 P$ D7 m g$ r/ X$ j
‘button6..’ image files, then these will be shown. If not, by default there are shown as% S/ H9 [2 w0 P u$ H
standard parachute unit icons
) p. ^& A- ]+ |: m9. Air/port damage and building is shown in base mouse over- q$ A4 y7 `/ N6 K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 F- o6 }# ~' L0 w/ X: o11. TF can be routed to stay within coastal hexes as much as possible
" n7 V: y6 Z& ~8 w12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ R! E# z- ~# P! L" I
13. Added option on group and LCU reinforcement screen to turn off replacements
. j5 r6 g1 X% R5 m! o( ]$ |14. Current base can get supply returned to it when reserve planes returned which were
3 S: ]$ \/ @. D5 x0 _originally supplied from another base
- O, P% F6 x4 F1 q/ d* i15. Unit type filter on Troop Loading screen$ G( h" c# N. a/ v! g+ L
16. Report killed ground units if not in combat report1 w/ O" y& A/ m: f! P6 O, o
Changed
# g9 \, R0 {- Y1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 e9 D9 V2 _0 N6 Z" C/ V
(complements fix 18 above)$ j. E/ Q+ E) Z* Z! e, G
2. Permanently increased pilot array to 70K- d4 w1 u; c( R) M' U
3. Increased number of air combat rounds are a factor of total aircraft involved. K7 |0 _% x2 c/ Z! F. J! P
4. Allowed submap to submap movement if land connected for land units. Should have been
7 N9 r0 s( K+ q* f2 U @so as per Andrew Brown; W8 Y- c' _) y9 M+ W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* ~$ E8 k3 f3 f9 d/ u' ]delay toggle instead" v+ [6 [/ D! N" s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 n2 l% a* R; E: a6 amaintenace a bit more
* V) y4 K% l" m. m' \' N7. Support device replacements won't decrease the overall experience of LCU units. This does
" O3 r( W$ p; enot alter the overall EXP change due when any replacements are received.* z2 g2 K$ {* ]( Q! v$ m8 w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 x& A& a+ n6 B4 D
between the two but could break current games.
6 }, P8 {& b# I: j) }# C9. Some LCU Prep points may be retained if unit is experienced
: `) k! C/ G/ h: b9 z8 M+ PNotes
% Q2 d, t7 w M: f' a' j \1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 L, \/ P& u" ]" L) ^
should not change player or HQ, even if not in play. These original HQs are used by the AI
# Q, `' Z3 p* e+ xroutines so changing or deleting them can put the AI off. Changing other elements should0 a0 h% M/ `. T2 i% i$ L9 e
be okay.9 ~( ~3 w* Q; {/ n6 i; l
2. Clarification to weapon filters for aircraft:) r3 M3 J7 l1 |% p U8 X7 M+ e% f
PM_NAVAL_ATTACK 2 // used for naval attacks
! o$ p7 y9 Z+ S8 o7 p" I* ^PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 d0 s3 _8 r4 H
PM_LAND_ATTACK 8 // used for land (ground) attack, F* M( H8 j, H# G
PM_PORT_ATTACK 16 // used for port attack
# x7 |# A1 {/ i. }2 q+ zPM_AF_ATTACK 32 // used for AF attack3 u! D n# r6 V6 c1 p! ?1 f1 J
Dropped any reference to secondary values for land and AF as they served no special use.
1 p7 s% v. M0 JClarification changes# m' k" o1 R8 D8 o0 f
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- c! b# r6 I; |# O$ {, T" e- Y$ W
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* ` T- X: L* O E
MONGOLIA(91) or TANNU_TUVA(92).
9 l2 M+ i" U" ^! g2 }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( W [& e- _# yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ M# m( v. ^" R& C. d# }c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: W1 |3 W4 O$ G$ l: w
after Soviets are activated, but can’t move- {4 Z0 n2 I% [ H$ k
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- T5 K/ |: F- q* E8 D! \
disbanded in port.
9 J q: q- A8 ?( x6 Ce. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ d) `* N4 z1 Z; z0 K: E
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |