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http://www.matrixgames.com/forums/tm.asp?m=3185062) y- f% N3 ~/ d+ [6 G1 O
6 c6 o9 |5 V+ q, d已经共享到岛群QQ和本论坛置顶资源帖3 G" f( h3 W' F+ S( g
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大量更新,详见列表:
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0 H8 z8 L6 ~2 m, _7 @1 A* nChange History:
8 f2 s+ M. V, A) H9 b& S/ tV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* p. H% C. k/ P6 }; h8 Y1. Seventh Update – This release is a comprehensive release updating all previous5 r# _; B+ l0 u$ s! L5 [, `
versions to v1.01.17 beta
5 P7 Y8 D, [5 x0 q- w' Z2. Code Changes
) D$ O; j; p, U- i! xFixed
8 ]2 F+ ~0 y' @6 p! m5 w1. Display of AF/Port icon between player saves based on player's intel; z; W# m$ }* x
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when+ P I; ?# m( N3 h Q
weapon list updated; |9 h1 a- D2 ?3 ?8 b
3. Reported cargo/troop safety values incorrect when no cargo/troop space8 ^& t* l1 u! m- U5 Q( x* r
4. Allow smaller 'reserve' space for small groups on ships
# B* w3 ]3 V3 q* T5. Preserve some more data when swapping fragment and parent to prevent lost of parent h+ n [* `) f2 ~! d
6. Correct attacking plane count before final post-air combat5 A' \8 N& E: Q- B7 }
7. Pilot promotion may have occured in error sometimes4 O9 x0 R, M2 A" x* C
8. Raid detect message sometimes dropped of the combat report
2 A5 v" G# s5 Z1 g. y% W9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 \. \$ B8 x6 ?0 egenerally+ g& _1 ^/ k9 I1 p" p
10. Some pilot-leader connections were being corrupted
8 S2 {( c2 d m2 {$ K7 }" b11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
+ {' u4 w0 _( `: t) o7 N- O& ]other move issues due to the incorrect indicator: G' F) R( v) Z# }) ~1 U- Y5 j4 P M
12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 D# b1 n( ^1 s t5 E6 H4 p" {
damage
" C6 s5 W( R9 a13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* A" O- E& `- W" O6 D5 H# q% c14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 D* y$ b- u" y% O* q7 Z
date sort7 h, o$ R( a1 k! n' l
15. ASW groups not allowed to attack sometimes9 X: Z& G( d6 J9 n- a7 p
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% _+ O' X! f4 Z0 N* ^' d
HQ/LCU to jump to reinforcement queue
* m' r8 k3 w. r/ N17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 y$ Y1 z! m4 o2 U% H4 Z1 {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 K6 N z0 o) l1 J: jat start of AE but crept back in sometime during updates6 O. M0 Y- n- p' I! o" ~5 Q8 n
19. Removed the fragment/parent swap during a TF unload as it could often orphan the k" ^( _1 m9 {$ w5 ?2 ?
fragment.$ B8 _4 x% D+ v; q! a
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade: \4 s3 v4 H' K) c
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; w$ i/ j& ?8 Z4 j* s1 }/ wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full n8 L3 z7 X+ S
set
: y) r' h; Y; }+ K$ x6 O" O, I8 D22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
! j k+ E' Q. k7 y0 j: v4 V23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: v4 o& ]- p+ L" v- i
24. Bug caused F/FB to sometimes bomb at low altitude
H3 G$ C) H2 V) ] H25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 Z( V4 u0 ^" { }7 ~
occurring properly." U+ _% l! J5 I$ \+ h! |9 `1 {
26. Bug in Industry 'failed' indication not showing properly sometimes
0 j! g( L+ _) X27. Location check at scenario load to include small map sceanrios4 C0 ?- O4 i8 ? T
28. Bug in air supply to fragments in a non-friendly base hex+ A3 Z( f5 b# I' r
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
f4 U, X7 b9 M/ R$ Sbeing set to homebase before execution of the mission – ie was returning to base
; U9 p0 a# ~( E# h6 Y6 ^) zimmediately
3 l- L) x# x$ U- h1 f30. Error in Strategic map display- X% v' G8 L* M
31. Additional and stockpile options were not turned off when base was captured1 x( Y( [4 c6 k8 v0 X" z$ _! z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
6 y6 o$ U! D9 i+ m2 zmouse over, D0 p6 I2 Z6 @5 a2 C
33. Army experience being gained when not 100% prepared as per manual; changed to allow3 k/ k. l! i2 T6 `
chance to gain experience if >75% prepare and < 50% national exp level
$ R1 d- j& @/ ^2 m34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to9 L' q- Z1 Q8 C6 A! {
alleviate the incorrect experience gaining happening while in reinforcement queue# x8 _/ f% {" B2 N
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 _8 i: Q: C0 t6 w* N( h! Ccaused unit to jump “off-rail” and move overland
# ?9 ~- f4 r6 [6 I6 H+ F [+ i36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, C1 h& }& R2 o* N# r
37. Excessive accident messages on unload from TF reported
+ y8 a2 T! K5 T38. Reworked editor sub-unit merging as some devices could drop off the unit list when. H& ]6 D8 |+ S4 v
merged causing smaller size unit than expected
: V& @9 k: `: g1 N2 Z5 B39. Corrected possible TOE error in scenario data load for inactive units
5 h; ]& k+ K) i& x/ o40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, G( ?/ q" @, }1 n: z" f
however be allowed to do this. V- ?: P5 d, J
41. Possible CTD if sinking ship's load was a group% C. l+ d6 g* j
42. Limit the number of devices built from resources per unit during LCU replacements; this I5 o I$ k6 t+ U
was causing an over production for that turn
( X# X' |& \0 e5 z1 h+ v, Z43. Retain day/night setting when creating group fragments
4 c% o4 S5 q2 h, A* l( [: c44. Adjusted supply and fuel values in base list not to overrun the space
7 U! H6 ~5 e$ w7 f @ c45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ h8 |3 r# Y7 y4 k1 \0 V3 ?
added YMS to Sweep TF in line with manual and code- ]! p; M9 n1 }2 a) \ B3 Q- l
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 H5 a9 q7 A) z8 O( B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
& a4 u m3 |2 a) [2 Xrebuilding of destroyed units is not affected by this.7 `3 u' E! S; P" ^( i5 \+ l- j* T
47. Carrier capable and trained text not showing together on Group screen! z- @) X. `2 p/ X" z a
48. Handle any blank re-name changes by ignoring them
" f8 m1 p( B' S" {8 q0 t49. Possible CTD when air fragments combine
6 Q+ e2 F* r$ e( t% {& y9 d50. Unloading TF can freeze a LCU onto a ship under some conditions
i% L- I% x; c+ k6 S$ u51. AI not behaving if main HQs missing (affects small map mainly)
4 A, f" ` T- b0 k7 u4 P52. AI using AGC for normal land units – removed from TF if not needed$ J+ I4 M `; U9 Z( C9 n2 d& A: a
53. Soviet activation message not in Ops report
0 i3 h$ o7 L5 s, @54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% @8 ?2 d8 C0 b9 \( A55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 H: {8 R5 \% s9 u) C1 m" g& `. G( s56. Sub attack against docked TF not happening for port size <3
1 y' r" g, u) y# v! u57. Unit type changing unexpectantly& v6 a- P) O1 u' e" c5 \1 x9 v
58. Torpedo replacement on plane sometimes is missed
8 N' M+ r* {7 w59. Double handling of overstacked supply requirements
. N) c2 z7 c" A60. Fixed alternate weapons for port attacks9 Z: [' a) [ {# d! I! V9 g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
7 V+ U9 s3 E+ B) F' j* ]sometimer in the ship repair cycle.
8 M- n3 s9 y/ ^/ D: ^* e62. Ship tonnage over 32K could cause repairs to fail* m& Q+ Y# a) Z# a% M
New
: L' n5 H, S2 w9 L( Z" |1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! O) L/ }, P& h' u1 r& X( y
port" X- V5 n& _3 G2 [" }' \4 w
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 r6 Y6 h- y# ^) P( Q' q
Tenders not counted- h, @+ r4 p5 J- v/ s& g
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base9 s: [/ \0 A% d1 K' p
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ I' D6 t8 b( q. V
to remove damaged ships from TF
. M" D) {; D8 j3 c1 h! L5. New filter for “non-building” devices in Industry pool screen0 e4 B: Z0 t9 E1 @" F
6. New filter for “non-building” aircraft in Air Replacement pool screen$ [4 i, j3 _. O
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- d" U7 u( ]+ A3 h3 G
mines (^) detected
* d6 d8 M. }# v0 \$ t. y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ r7 j5 g% w( N- y
‘button6..’ image files, then these will be shown. If not, by default there are shown as U3 M# b9 n5 f
standard parachute unit icons
7 H9 C+ m. R" |9. Air/port damage and building is shown in base mouse over
- I) `# M+ T- `7 ^. f5 W10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( T+ l( _; {% R4 }1 I s
11. TF can be routed to stay within coastal hexes as much as possible
& f. f9 N2 ?0 k1 a# _12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; }7 s$ t* A5 \5 n% ]; g13. Added option on group and LCU reinforcement screen to turn off replacements
# E& W7 `$ }1 z$ W; R14. Current base can get supply returned to it when reserve planes returned which were5 W3 [* O, M% I9 R2 g
originally supplied from another base+ _5 i% b& n/ h* @) P
15. Unit type filter on Troop Loading screen
7 Z* H' g# Q1 t9 ` ]16. Report killed ground units if not in combat report& |$ k) U! R/ ]6 S# U- O
Changed: t: x# O& F ^' y+ Z h, L
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: r9 r! p& j1 ]8 u: U4 W& }; ](complements fix 18 above)8 l8 o7 L7 f% T) Y9 D
2. Permanently increased pilot array to 70K$ M6 s( N* b3 `# m. T
3. Increased number of air combat rounds are a factor of total aircraft involved
3 ^. _, p: {0 t, K. l( q B6 {7 `, k4. Allowed submap to submap movement if land connected for land units. Should have been
, S9 {4 m6 _& O% s vso as per Andrew Brown* w8 l+ x) y- t: L1 b# l/ w
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 X: U2 l* h. V0 {* {
delay toggle instead
: L; `* z- i. E+ V. x) M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ A! u/ ~5 Z$ q y& imaintenace a bit more! d O9 k w# x% t
7. Support device replacements won't decrease the overall experience of LCU units. This does
2 i* f0 A; e' Xnot alter the overall EXP change due when any replacements are received.
0 j! L$ Q) A( q( a ^$ b# g8 a, N8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
3 t; s& | q+ f8 Q1 Qbetween the two but could break current games.
. p; a8 n. q/ P$ I9 F7 V9 |; M; l9. Some LCU Prep points may be retained if unit is experienced7 N& g, t( { L: {1 \/ V
Notes
: O8 {( z! K# Z! _% C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& a @, }, Z/ w; c6 rshould not change player or HQ, even if not in play. These original HQs are used by the AI5 F. d3 u: n2 S! o# [3 _ p
routines so changing or deleting them can put the AI off. Changing other elements should
- Z6 Q3 A4 ?" }1 I2 ~7 zbe okay.+ j) b. `1 M F% k
2. Clarification to weapon filters for aircraft:
' A6 R4 ]6 S" N1 sPM_NAVAL_ATTACK 2 // used for naval attacks
+ X; d0 k7 n- K) [! w$ gPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* F p6 Z1 Z' A- jPM_LAND_ATTACK 8 // used for land (ground) attack
9 Z9 B- b4 c2 o* b" B, G5 WPM_PORT_ATTACK 16 // used for port attack
! f( M' J. s4 j) Q1 n% J/ wPM_AF_ATTACK 32 // used for AF attack+ ~. {9 D' c8 T* G1 Q% {1 ~
Dropped any reference to secondary values for land and AF as they served no special use.
5 S( { o- n6 @0 _Clarification changes! d& A% w5 h6 d& P
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
4 b) G% [- R9 Mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),8 Y+ {, s- x; W
MONGOLIA(91) or TANNU_TUVA(92).
9 |& ~2 l% w) d( w# S( |a. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 `6 H* o# v' s. y8 o8 M; N" P8 @; b- F
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 X4 `; c. u. [1 P8 \6 h& a, ec. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- i2 w* w1 p, b2 Y* q2 m5 _
after Soviets are activated, but can’t move
5 o( |+ o; J( _d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 M( C: @* h- W% M$ v+ ?disbanded in port.. b/ u, Z3 E* Z+ U4 V; ^& n* B
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; k3 f( Y$ C+ \+ ]
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |