具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062! }* f8 q1 E9 K
. i/ G5 a; O& O9 M0 j3 I& ]已经共享到岛群QQ和本论坛置顶资源帖/ b" C3 ~1 x5 N" e( B
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大量更新,详见列表:
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' I# {- u8 W9 E2 p# YChange History:3 D4 w( a0 Q `4 W* i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 o8 f0 M) D4 Y" c
1. Seventh Update – This release is a comprehensive release updating all previous6 H; k/ j; S. D5 H
versions to v1.01.17 beta
. z" c) m3 f0 K+ U2. Code Changes0 M7 o7 S0 e6 a$ [& Y9 E' x4 w
Fixed
5 U- K1 W# i$ c8 \; R1 x1. Display of AF/Port icon between player saves based on player's intel
8 r; a' J7 c4 z8 ^9 _ K2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when1 _& l, \+ y2 S) I- a
weapon list updated9 _8 d- o* k5 O. {: p5 Y
3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 t [6 U. N) B8 y4. Allow smaller 'reserve' space for small groups on ships
; n. {- E6 x9 P5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 u+ t9 P+ Y6 i/ R6. Correct attacking plane count before final post-air combat) E% |9 Q: G7 f2 A5 n2 E( d
7. Pilot promotion may have occured in error sometimes
+ R3 ]* i( e+ m' A# i v/ D+ `% v8. Raid detect message sometimes dropped of the combat report
1 S6 c% z( M! V0 M3 U( F: M9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted
8 ]$ u' k! c' S. j% k3 m11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 Q- }* ?' Q$ C$ l" Nother move issues due to the incorrect indicator
5 Q8 a9 O+ P0 Z% d/ c7 |12. Wrong ship sometimes reported in Ops report for TF movement which causes some1 ^3 M, \' k5 f. S' K! R
damage7 \( y T- U% t; P; c, {
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ g6 T; H" Z( b14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) p' K. q) C0 I$ u5 E) m6 {
date sort
4 r+ B# z7 g: @2 ]) v; s15. ASW groups not allowed to attack sometimes
; c0 N8 w/ o3 r/ x& E' d16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 E4 k& s, s$ G5 ]. yHQ/LCU to jump to reinforcement queue
, H0 M2 j$ p: e# U17. Bug in bomber intercept if too many rounds of fighter v fighter combat) A: M. ~ D; c0 \
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
- _8 z5 w( I5 d0 K: E6 hat start of AE but crept back in sometime during updates
) \0 l2 _% a0 \0 g19. Removed the fragment/parent swap during a TF unload as it could often orphan the* U# h3 w% j; N' r
fragment.
2 H/ e. x$ y; |4 Y* B* a- j; L20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 W/ [4 }4 a/ d- C: X5 ~$ H21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 c, j9 t) U( B+ n& l2 dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 ?# x! x4 J% u* f+ L3 ]5 u. s
set
5 F" v* N+ Q. W/ T0 n22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( R. E8 T/ M# v2 z+ q) p" D23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& N5 S) {( O6 y( ?24. Bug caused F/FB to sometimes bomb at low altitude+ M4 I( {4 B7 O g& E" p) Y$ J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ [6 ^. Z8 X9 A$ y, ~! X
occurring properly.
* M; o+ y8 v- M' i0 R, ]% P( X26. Bug in Industry 'failed' indication not showing properly sometimes
# I3 b/ b( C; u3 s0 Z+ i+ B27. Location check at scenario load to include small map sceanrios
% E& s0 V# V- d2 y% y; u9 f% K6 f* Y28. Bug in air supply to fragments in a non-friendly base hex
2 H; O0 J# w7 p2 f1 c29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 P* y7 D) t/ y8 m: E. ~: @being set to homebase before execution of the mission – ie was returning to base
4 }+ z0 ~5 Z6 C# s# x- himmediately0 l) E4 m& X9 k2 a
30. Error in Strategic map display
$ F3 b0 K8 Y8 a4 n, @# g31. Additional and stockpile options were not turned off when base was captured
% n! e/ p* ^9 J3 v& ]2 O32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 z7 }# C- d; W+ Hmouse over$ m# [8 m8 ^# Y1 J' ?7 [
33. Army experience being gained when not 100% prepared as per manual; changed to allow R# Y0 Q+ E& e
chance to gain experience if >75% prepare and < 50% national exp level" J5 J& G7 g7 H1 r h! D/ W
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 Y( `/ v8 [, qalleviate the incorrect experience gaining happening while in reinforcement queue( V1 A9 Z3 W$ R( F! n+ q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ D" X9 |% N3 ^: b4 Q% ?- Y( Y
caused unit to jump “off-rail” and move overland6 o1 s- ]& U. l+ u7 M- S" }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 e' M, e, l+ v7 |/ [5 {
37. Excessive accident messages on unload from TF reported5 o* b4 k+ ?7 N: q6 R8 d; x
38. Reworked editor sub-unit merging as some devices could drop off the unit list when% n! f- F" \, G* M
merged causing smaller size unit than expected
( u# i6 |* j8 f: V5 a39. Corrected possible TOE error in scenario data load for inactive units: z5 E0 V& e: q5 n1 {, r+ o5 w* R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# {, {) Y; z8 Mhowever be allowed to do this.. ]( d( }7 v4 t$ ? h' S0 }
41. Possible CTD if sinking ship's load was a group; |7 k8 T$ K# I+ U9 b, o
42. Limit the number of devices built from resources per unit during LCU replacements; this* r3 Y( C5 K+ K6 z( }" J! v
was causing an over production for that turn
4 ?; J! @( V; P) ~2 ^0 Y7 a9 p0 _43. Retain day/night setting when creating group fragments4 h I, _2 G" z+ u7 A0 I
44. Adjusted supply and fuel values in base list not to overrun the space
- `, s- u4 f" t45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" J7 ^8 K U ]0 m. P2 y7 j, eadded YMS to Sweep TF in line with manual and code
# o. x. H3 y( B9 F. M' \$ f2 n46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ n8 k1 Y' u9 D& {rule relates to the abundance of manpower and is not covered by replacement pool. Normal* g/ r9 O1 b9 b1 @
rebuilding of destroyed units is not affected by this.
; u1 k! O5 A2 @" D- Y47. Carrier capable and trained text not showing together on Group screen7 P, u/ h) {9 A: ^2 Z; W& j
48. Handle any blank re-name changes by ignoring them
* J& E: @* m: p4 S49. Possible CTD when air fragments combine1 E- V6 T4 ?# o6 A- } g, ~- X* K0 u
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 f5 u, u% d6 ]51. AI not behaving if main HQs missing (affects small map mainly)- W3 W, {. w) g
52. AI using AGC for normal land units – removed from TF if not needed
- j: M- l# R4 g8 _; V# k53. Soviet activation message not in Ops report6 r% v) ]( \: I+ L
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. k8 W; B8 M, V
55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 N6 @! N, Y% r& s; U56. Sub attack against docked TF not happening for port size <3
* V8 d, K7 K: r4 x) @4 q \57. Unit type changing unexpectantly) e& B {& d8 y( L
58. Torpedo replacement on plane sometimes is missed
' x4 i G! J4 a/ P& ?% R59. Double handling of overstacked supply requirements
7 z( Z2 E0 ~8 L$ s60. Fixed alternate weapons for port attacks3 ^ S' }# N* p' d1 r, `4 X
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 ?- O: p. O) X8 ~+ ~' ^% [! i% Ysometimer in the ship repair cycle.0 }, o' k( H2 I& x+ C
62. Ship tonnage over 32K could cause repairs to fail% a& l8 F; K' z9 F9 O- _ c
New8 T: y2 I& u; s0 A5 ?
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
o9 {2 m1 t3 Wport1 _* }; F* L, l' ^7 W. h( J& Q
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ @: V' k' N: M& G9 nTenders not counted
3 G! r7 w& s3 ~5 B3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 o2 j" o; s: t9 ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# ~; y3 f/ K2 _4 fto remove damaged ships from TF
+ m; W& c7 B+ }" W& H5. New filter for “non-building” devices in Industry pool screen
! s a8 O% m- O5 i2 v6. New filter for “non-building” aircraft in Air Replacement pool screen
# D8 `" \0 v- M( ] E! Q6 \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
* b3 D( f3 C L% L0 K4 hmines (^) detected
4 Z7 u3 e& I2 q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) G5 r, t8 \9 Z @, q6 a+ _
‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ X) `( L* M# h# F/ P9 N, Pstandard parachute unit icons; S4 J. z+ J/ K4 b/ d4 g1 `
9. Air/port damage and building is shown in base mouse over
! J+ i0 R* @/ T( a; {' G10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
, x4 y1 e( w3 _ ^) @% K4 d; h11. TF can be routed to stay within coastal hexes as much as possible
- J3 Z* Z* S2 @% ?* u12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 `% F2 Q* T' J5 r" [13. Added option on group and LCU reinforcement screen to turn off replacements4 }8 ^8 I+ r. Z% O4 L$ O3 \, Q1 {7 ^
14. Current base can get supply returned to it when reserve planes returned which were. i# l8 c& D- ~+ l
originally supplied from another base8 t/ z% G$ P! F" R8 v6 F4 F8 w2 A
15. Unit type filter on Troop Loading screen
0 B+ U" K/ L' G5 H/ x5 N" N* \16. Report killed ground units if not in combat report
4 T; K( @# w8 `7 u% L/ x! fChanged
7 J- G3 X' H6 z/ r- E# ?# k* N1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 `( q9 t" Y" R+ ?
(complements fix 18 above)
/ ~/ b6 m! X1 V( b% C! V2. Permanently increased pilot array to 70K
. ?5 l! N$ q7 W: g, d; i. P! r0 G$ S" {3. Increased number of air combat rounds are a factor of total aircraft involved% f6 {+ c' w" `% L
4. Allowed submap to submap movement if land connected for land units. Should have been" G! Q# L! C$ P m0 Q4 ~9 H
so as per Andrew Brown/ A5 p9 R) k6 \ r* H- N( p
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& w8 D# ` l+ e) l
delay toggle instead2 `; g/ O: \. z1 x6 r
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# ^4 l) h' L4 i' c2 \maintenace a bit more, C* @ h" o! _
7. Support device replacements won't decrease the overall experience of LCU units. This does
3 I& i* l. Z$ t5 D5 l/ Inot alter the overall EXP change due when any replacements are received.
% y: }& _" q- \/ o" w* U8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& q( ^0 D* O" e' Nbetween the two but could break current games.' p* J" L' a; O1 I0 M
9. Some LCU Prep points may be retained if unit is experienced
! R4 n% O% U2 F4 zNotes- V5 a* L' @; r" ~* B8 n; ~
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 V D& p9 S2 M/ y x ushould not change player or HQ, even if not in play. These original HQs are used by the AI- q+ W9 U: j" b+ F
routines so changing or deleting them can put the AI off. Changing other elements should0 d% g `. b, h+ q% a" `
be okay.3 H- r* q, U9 ~' }* j
2. Clarification to weapon filters for aircraft:, K& |! f3 u4 K- {: T2 m' X5 C
PM_NAVAL_ATTACK 2 // used for naval attacks& S0 z7 i4 ^+ o( ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* N4 i% a' Y' R. ^: t7 F5 K
PM_LAND_ATTACK 8 // used for land (ground) attack0 N7 I- ~4 s0 z9 z+ |
PM_PORT_ATTACK 16 // used for port attack4 p( `$ w' [6 l3 N2 ?3 r: I3 n. u
PM_AF_ATTACK 32 // used for AF attack
0 r+ d: P8 Y& f; o, P JDropped any reference to secondary values for land and AF as they served no special use.
( W7 |9 r0 D- H4 p4 ~3 B# [Clarification changes
4 M/ }5 o) J! W; U% r. V1 k% i1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ r5 ~2 o- A" }2 \! o/ I$ H+ k. T9 o7 l; Bbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 a" m- g3 Q: E- j$ E& C, @
MONGOLIA(91) or TANNU_TUVA(92)." U' x; l, t( b; E7 }9 P
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases E, S) ]2 J- D$ \) e) J
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ J4 [( j; j8 _7 ?0 G8 k1 m; _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% ~: r: {' A" V" rafter Soviets are activated, but can’t move; b8 J! @# I: k' l) m2 V
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
8 W" s. u6 Q/ q' V( U- Pdisbanded in port.
. ]: _5 n# h3 o, |$ I/ _% y; f& Ge. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- ~' R" Z+ U# C' L, }: X- }
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |