具体见
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! V2 q3 T) i! Y4 Ghttp://www.matrixgames.com/forums/tm.asp?m=3185062
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8 w0 H" Y" Y$ `$ |% ~( S$ i H已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:, F, _( i$ _& L. D' p: P$ G
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Change History:
A$ `+ \8 T$ ?" Y; wV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
6 x# s) ]/ O; v! S2 `1. Seventh Update – This release is a comprehensive release updating all previous" g: V4 r' m" @1 S4 V8 y, C
versions to v1.01.17 beta
/ U; ?: y9 r* D! d2. Code Changes) \$ f1 y' F/ ^" J+ ^) c# E
Fixed
& _! z4 ~1 k$ [& M1. Display of AF/Port icon between player saves based on player's intel& `$ x: \1 A! G; T
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 |7 B: y( k& P, Q+ R& M
weapon list updated0 h: F& p' {# R! ?' I) I- R
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 j' ]& ^2 N1 u4. Allow smaller 'reserve' space for small groups on ships
. k( `: v8 }. m1 T" r! `( R; S5. Preserve some more data when swapping fragment and parent to prevent lost of parent# W0 G# Y {" O6 n* Q/ a6 z
6. Correct attacking plane count before final post-air combat8 s! I( L8 `8 A/ W/ p
7. Pilot promotion may have occured in error sometimes6 k- \. J& G) j, O! K; w
8. Raid detect message sometimes dropped of the combat report K- d6 r# q4 c" j: o) F2 j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 l, g% I" }" {7 y3 |0 i
generally; M4 h3 i8 ?) \8 N
10. Some pilot-leader connections were being corrupted! [' s. c5 E% l& a3 N- S9 `
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" U9 _6 W: Z$ N4 l; F6 o1 jother move issues due to the incorrect indicator
+ `0 G* l& g6 G0 y) G, I12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 M( }4 V9 y; S' _/ g% S+ x) v7 Vdamage
9 O( }; C* A8 ~+ c$ B. K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% o/ B# B0 A! X8 X A14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: m% k) {4 H2 Y% X i: N. z, ?; h9 F+ J
date sort. A Y; \4 S% g9 C( N
15. ASW groups not allowed to attack sometimes" @3 O/ j% k1 X1 |9 ?' _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* H# {) ?4 I$ Z4 K1 m9 [
HQ/LCU to jump to reinforcement queue- c8 y8 T; V) Y8 U5 t/ r% X
17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 ?9 Q8 l" }8 ^4 ]% A. K1 r) a' Q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 H1 L4 o# l! U1 Lat start of AE but crept back in sometime during updates3 [( I, E B* @: g
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 E2 ]5 E" f. C' g, D/ P7 ifragment.
' y0 f3 x4 W8 c/ b20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
# M$ i" M7 i( s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
7 l! F6 k' h. Xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 Z* n Y. q+ \! p3 _! mset
% w. i% I) g6 ]22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, L0 @+ ]4 w3 T8 f
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 y$ h+ Z# n; ~/ @24. Bug caused F/FB to sometimes bomb at low altitude
" L# Z- O$ ?( W$ O25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 P% ~7 }$ R3 v8 T0 h
occurring properly.# D1 `4 ]; M* {0 v8 z
26. Bug in Industry 'failed' indication not showing properly sometimes3 L4 {: r" x& s/ O( L7 `/ i2 p
27. Location check at scenario load to include small map sceanrios
9 p5 {; D' b4 a" `' m" l* h$ k" g' R28. Bug in air supply to fragments in a non-friendly base hex+ S: J4 k( m: \$ J
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* G* b9 d- j. M! }7 ibeing set to homebase before execution of the mission – ie was returning to base* O' ~: y+ K4 a
immediately3 a- v+ X3 ^( H+ w ~ X) a
30. Error in Strategic map display
( j; Q f3 K' s6 v9 j31. Additional and stockpile options were not turned off when base was captured7 N V6 r( j9 K; v! y; c
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 Q0 B- V3 \ ]3 L* i' _mouse over; z( ^% t! r3 [! o' w+ c/ C
33. Army experience being gained when not 100% prepared as per manual; changed to allow
% `$ g/ Y$ w* B+ \# g. Mchance to gain experience if >75% prepare and < 50% national exp level
9 c+ Z$ U6 s, Q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ m, T X7 ?8 r) O7 I; f) T( u- ealleviate the incorrect experience gaining happening while in reinforcement queue6 _. t: ^$ a: B/ k
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! z6 e& |5 v3 B
caused unit to jump “off-rail” and move overland# M/ _( [" y! ]7 R9 u
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' [ Q5 M0 y' D/ [. C% J37. Excessive accident messages on unload from TF reported4 c% ~' \. R; N7 P. \' ]( S. h: z+ Y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 v: Q5 a& }$ a' v% w& Smerged causing smaller size unit than expected4 @# q% e/ o- B" D" T- A/ f
39. Corrected possible TOE error in scenario data load for inactive units% g% j& i, `$ s7 S% M
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ l: W/ _2 `( W6 O* ~% a* C9 ~however be allowed to do this.# p* ]/ ?5 \/ ]0 V
41. Possible CTD if sinking ship's load was a group( g: e! p3 O$ A3 ]0 a7 w
42. Limit the number of devices built from resources per unit during LCU replacements; this
- e4 j. X$ x2 g3 i Dwas causing an over production for that turn* L Z2 n' I3 u% A
43. Retain day/night setting when creating group fragments
" t( `9 W' q2 e2 T+ ^6 K44. Adjusted supply and fuel values in base list not to overrun the space4 e1 g, _% i& @* w
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" a! @8 S/ y" fadded YMS to Sweep TF in line with manual and code
4 X9 |, o d- _+ n X# J4 {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% R; B/ ~4 s, \9 r8 r/ N0 C
rule relates to the abundance of manpower and is not covered by replacement pool. Normal# y$ r M8 i9 O/ }
rebuilding of destroyed units is not affected by this.
6 h5 z9 ^, ~1 X5 l; V, k! ^' q47. Carrier capable and trained text not showing together on Group screen
$ V# V! u) F, A" d# k48. Handle any blank re-name changes by ignoring them0 T& W X6 w" ` R6 a- [5 l
49. Possible CTD when air fragments combine
( J0 c1 U" n5 Y* A( v50. Unloading TF can freeze a LCU onto a ship under some conditions ^/ N! a5 K) U4 }/ R9 P
51. AI not behaving if main HQs missing (affects small map mainly)
7 ?3 j& w* C2 \# ]5 A' X2 ^) `/ e; q4 C52. AI using AGC for normal land units – removed from TF if not needed
: d5 e! B' I9 s6 B Y" c53. Soviet activation message not in Ops report
' m" W* K" G# w$ V: v6 Q# x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ @! Q8 _; R3 I0 `- B4 }
55. Clear Soviet air balance if not activated. Possible incorrect base switching) d3 r" {3 J9 L" S1 T! i0 i
56. Sub attack against docked TF not happening for port size <3/ n& ]( c- J% r- d: Q6 u- |" g
57. Unit type changing unexpectantly" O' Q% }- w4 |- e1 b
58. Torpedo replacement on plane sometimes is missed
! q2 u4 ]9 e& |. l9 Y59. Double handling of overstacked supply requirements8 H# O$ T* e0 ^8 C4 y l
60. Fixed alternate weapons for port attacks" N. Y+ H% ]. F' e+ ?! {7 i7 K
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( F5 h9 w7 b- s! i% zsometimer in the ship repair cycle.5 u: Z ~, J8 H
62. Ship tonnage over 32K could cause repairs to fail
4 |0 X! }& ?; m. b- p) q% yNew. M V) X2 T( O" \5 u1 L: ^1 N
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the" y7 t0 b0 j( Y
port
1 ]( V3 E- ? F2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 Q) g& x, K5 T6 rTenders not counted$ ] D2 [! `+ t6 }
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& t3 N7 a( R+ I! D3 g/ v+ k6 O/ {5 M
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
; `& n+ L- k. G( d. J4 zto remove damaged ships from TF
6 D: J8 _( `* |: _5. New filter for “non-building” devices in Industry pool screen
/ z5 C8 X+ ]# B& O" O; x6. New filter for “non-building” aircraft in Air Replacement pool screen' q- X7 @2 N2 S( @8 k' z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; v1 K# s6 u3 \mines (^) detected4 F7 T$ y) I G( |, S+ d& U
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the N; U B. C. }1 j1 t) n" P
‘button6..’ image files, then these will be shown. If not, by default there are shown as! S" a G- Y2 W. c4 G* P
standard parachute unit icons
# |9 m$ `7 e: J% s( q9. Air/port damage and building is shown in base mouse over
5 }& f. v7 F' l3 ~% r10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
6 L. K, T5 K5 `1 c11. TF can be routed to stay within coastal hexes as much as possible
+ S3 g/ }. x: P, V12. On Top Pilot screen show the 'ace' cut-off value if more than 1
# X0 t2 \: ~, `& d13. Added option on group and LCU reinforcement screen to turn off replacements
; g- q+ X1 y4 w# ^, I3 J9 Y0 b5 o# b14. Current base can get supply returned to it when reserve planes returned which were
) y. w J. o9 ?$ w8 W, S! [originally supplied from another base
7 Y; Y: _7 c# f6 ?, J" J( A4 I15. Unit type filter on Troop Loading screen
5 {) {( u& Y7 n0 v- o3 Z9 @16. Report killed ground units if not in combat report
6 S$ r$ {+ r" }) uChanged
+ c$ b! K/ r |( c" }1. AF of 8+ have AV support doubled for purposes of determing support for air operations
# }) @" Q- f& H(complements fix 18 above)9 ~. ^, U4 W7 I$ ]1 @$ Z: l% U
2. Permanently increased pilot array to 70K' C7 P. ~' p% d6 r0 u A
3. Increased number of air combat rounds are a factor of total aircraft involved
& [# Q7 r. z$ i4 C+ r& H8 Q4. Allowed submap to submap movement if land connected for land units. Should have been
. f% W3 R J: [ l& @6 kso as per Andrew Brown' j7 L# t0 ^$ X4 _. V, M1 v6 e
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) C) U, d6 u& X, A# S. n' {, gdelay toggle instead
( r5 i9 B$ n0 ]6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- i7 E6 x' r* X' [" W
maintenace a bit more, p, h+ Y9 |7 _1 |; S# Z' E
7. Support device replacements won't decrease the overall experience of LCU units. This does
5 V8 C9 v6 E! ~# B6 l N; Pnot alter the overall EXP change due when any replacements are received.8 ?$ v( o l. e+ L$ w* E( c
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& F: R" V' L& y q$ z6 j* A, V5 L# V
between the two but could break current games.
3 e% ]% R/ ]9 m' m9 Y) H( v. I9. Some LCU Prep points may be retained if unit is experienced
9 p3 u8 k% T, K8 {1 a, N& ^+ W" YNotes6 ]9 B7 R5 s3 H: q2 k( K8 K: z" C
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" h8 _6 w0 D; f* s* i
should not change player or HQ, even if not in play. These original HQs are used by the AI2 z- {3 R- C5 w! O
routines so changing or deleting them can put the AI off. Changing other elements should
( W( ?$ m6 F$ I9 Y+ W* Xbe okay.3 ^" m1 T: O# v8 e+ j+ Q+ H
2. Clarification to weapon filters for aircraft:
+ `* t6 ^) }) r; A; J1 i( X' j, S0 ~. tPM_NAVAL_ATTACK 2 // used for naval attacks
, ]! R& p8 v @6 f! }PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: g( R. c V# b) Q! b9 ~- dPM_LAND_ATTACK 8 // used for land (ground) attack5 @3 y" y1 D7 `
PM_PORT_ATTACK 16 // used for port attack8 a' t; H p2 `. p" {9 U6 z
PM_AF_ATTACK 32 // used for AF attack* K% m$ b- u0 }; q' s
Dropped any reference to secondary values for land and AF as they served no special use.
4 ]1 F7 }) d& m8 }. v! L# XClarification changes% Z: m; K8 d6 j2 g3 q- L7 m$ F
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These$ c- ]9 z1 s0 x
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),8 c) ~5 h2 B8 k" z! \5 g. [
MONGOLIA(91) or TANNU_TUVA(92).
6 m$ p6 U( I; u' Q# m2 U4 S0 Ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases f: a+ D( l y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
) {) S) ~9 B: V1 sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 ` r: ^8 r% @2 L) N* w
after Soviets are activated, but can’t move# r1 K# j2 [- R7 F# g5 f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 D' }+ a |% ]" Q: r6 H
disbanded in port.
% B0 t; h3 W8 r9 W& ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently( x' h3 j/ s" A( I
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |