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http://www.matrixgames.com/forums/tm.asp?m=3185062
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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:" `2 N N9 g u l/ Z' y+ d( a" `/ |
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0 i2 S0 C. }) g8 \, ^) \3 Y& K, RChange History:
9 R& t# L2 d+ Z! O' K' g' R& c7 yV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! G& h- s+ R4 F) h# j/ O1. Seventh Update – This release is a comprehensive release updating all previous. L/ b" v: i* Q$ q
versions to v1.01.17 beta9 q2 ~0 ~, ^: x3 }) R7 M
2. Code Changes
; Y/ i' {. O/ J* B9 [Fixed
( v9 x/ O0 x( S& t1. Display of AF/Port icon between player saves based on player's intel$ e( a8 u1 l$ M' z5 z' P& @. A
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 R3 D' l! |8 Q" L* Q
weapon list updated
1 o- @5 Z! Y6 p6 S, J3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 d* f; E p6 a0 |# j4. Allow smaller 'reserve' space for small groups on ships3 O3 j2 T9 Q% X% D9 } U4 i/ e# Q/ S
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
$ `5 O3 K+ q& V. s# U; f0 T6. Correct attacking plane count before final post-air combat0 ~! A4 m5 B$ K9 b$ _' e
7. Pilot promotion may have occured in error sometimes! W; m/ X% S" e
8. Raid detect message sometimes dropped of the combat report
/ z! D" W J* y( g* t4 R) J1 y9. 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
6 J$ y( y# f9 c1 l3 z1 S7 B4 p1 w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 \9 z) P) A" J7 ~" j }other move issues due to the incorrect indicator. c4 I- A& A( K5 t( B
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) e8 U- I( T8 E& j' X5 m/ E1 f+ ydamage9 o/ M. U/ b: z* r2 M c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool @2 L& J* ~# u! w0 O
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* f0 `) U0 n7 k" s3 e) _date sort/ x/ O( z9 J" m& ]4 J: ~$ Z7 X
15. ASW groups not allowed to attack sometimes
$ X8 m- e! J% j16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. L- z7 Q( N, ~# q! wHQ/LCU to jump to reinforcement queue
+ K5 _, E J4 P* H$ T" I7 @17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 R2 G2 K T& V3 b$ Z2 J18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 b, d$ g# U) }: d( Oat start of AE but crept back in sometime during updates
9 \3 Y1 ?! u0 U- x* g0 Z& s19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 |% y' z. E7 W& M+ H* g0 e
fragment.& ]0 v; x+ k+ A4 M
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 V3 [; D6 |) W3 x# |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not1 o$ H# p K0 T9 `6 [
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 d( g- O# A) A$ _$ ?* b8 Eset
4 ^* w3 Y" s7 I" D22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- R1 R4 j* U9 L& F3 X% w7 ^% a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays/ Z9 k5 w( m# N5 h/ g% h5 V ?1 M
24. Bug caused F/FB to sometimes bomb at low altitude
. ]8 H2 E( ]2 ?: p; m0 c% H1 I" T* T25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 C( I; @4 ?: F
occurring properly.9 G: J0 ~. T! _. l3 n* l% y8 Z
26. Bug in Industry 'failed' indication not showing properly sometimes
- V% V; s% t9 v, L8 A: l7 V3 z27. Location check at scenario load to include small map sceanrios$ Z& i2 D2 y" o) c5 y) A
28. Bug in air supply to fragments in a non-friendly base hex! v$ R7 @' a4 D# \0 m
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was$ g2 G! Z# s- W, o
being set to homebase before execution of the mission – ie was returning to base
0 c9 ]8 Y1 l4 ~4 g3 f* ?9 @immediately
0 y$ s7 O! q" [- k0 D30. Error in Strategic map display; d, m O. Y$ V! _+ O
31. Additional and stockpile options were not turned off when base was captured
+ \' i) ~1 G% v+ f. k# \9 n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 w+ }2 @& K! m: W% ?3 O
mouse over
2 D! f1 E7 Z, i2 n4 z1 J- m33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 `) A# H3 Y4 @) Y: echance to gain experience if >75% prepare and < 50% national exp level
8 i7 B7 ]. p0 h! o0 X0 Q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to S8 n$ o- _; `
alleviate the incorrect experience gaining happening while in reinforcement queue
6 d7 I& ^. ~- F35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* }. @$ t0 Q3 m
caused unit to jump “off-rail” and move overland
( l; D) }8 a, N1 @' B36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! N5 U& z2 f# Y4 v9 S H37. Excessive accident messages on unload from TF reported
' g* c: i3 ?$ q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- h( s: N" d7 M! Gmerged causing smaller size unit than expected' J& @1 }+ ]( z/ H
39. Corrected possible TOE error in scenario data load for inactive units+ p4 }1 y! j% @' ]
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can4 T: l: I9 m+ x$ T% J& @, s3 d4 w
however be allowed to do this.& I, W: \: C4 A/ K4 Z4 w3 o Q
41. Possible CTD if sinking ship's load was a group
) o7 w. x5 B7 ~9 ~% u; o42. Limit the number of devices built from resources per unit during LCU replacements; this( J# [3 s/ }' y. E
was causing an over production for that turn
: k$ Q) z. K6 F8 J43. Retain day/night setting when creating group fragments* V. ^* o/ b. w+ W' [
44. Adjusted supply and fuel values in base list not to overrun the space
0 z% ~6 W* {7 N. W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but4 q! y; e' G1 s6 x# B; a
added YMS to Sweep TF in line with manual and code+ f" I4 V6 c% U2 ~" p
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ A- e/ M8 \- ^9 qrule relates to the abundance of manpower and is not covered by replacement pool. Normal' I6 s) U3 S' }' O
rebuilding of destroyed units is not affected by this.
5 Z9 s, w5 Z0 c/ Z3 q b47. Carrier capable and trained text not showing together on Group screen4 o U0 E9 Z# N4 s$ H
48. Handle any blank re-name changes by ignoring them
+ v/ M) {& l7 E: R' d5 W6 B49. Possible CTD when air fragments combine
$ |! ~4 O% g& W50. Unloading TF can freeze a LCU onto a ship under some conditions, S8 n- B8 y2 R" {9 F! d; z
51. AI not behaving if main HQs missing (affects small map mainly)
! W) I+ a6 s/ q1 d& v52. AI using AGC for normal land units – removed from TF if not needed
% _5 u6 I4 _3 P; T9 P5 Z53. Soviet activation message not in Ops report
- {9 S& G# N ~5 u9 e( Z54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( r- }1 l- F" C
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( \9 M0 X# k* E% G7 T: X. P m56. Sub attack against docked TF not happening for port size <3
4 ]; Z( F/ b* W6 m+ A" D57. Unit type changing unexpectantly
* e P& w5 f# T2 ~58. Torpedo replacement on plane sometimes is missed0 g. |. H( V+ Z3 _0 b
59. Double handling of overstacked supply requirements4 E$ U0 l2 v8 W$ ^8 v
60. Fixed alternate weapons for port attacks$ j7 W3 M* F$ f G. G5 ]7 q( i
61. Corrected weapon system damage to show after combat on ships in port rather than wait till; z0 Z) q: c) _2 x1 b
sometimer in the ship repair cycle.
6 G& T6 [. P# O8 w% c62. Ship tonnage over 32K could cause repairs to fail
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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.6 z9 k* t# K& f+ Y1 Y5 k: }! Z* Z
Tenders not counted3 q; O) o% y- n9 B$ p' G Z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 J( Z1 M5 B0 R$ c6 ^* A( i! M4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* T: U' j. \4 A& Z" q- ^" z0 `
to remove damaged ships from TF( O. j* ?9 A; Y
5. New filter for “non-building” devices in Industry pool screen$ [- O. ~ r# z3 o/ @
6. New filter for “non-building” aircraft in Air Replacement pool screen: ]; `; E5 Q0 C1 r- a8 G5 O
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% \# K# L, u4 v+ c8 {" \mines (^) detected
& R3 q% y) F+ u, L, d8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the0 \7 E9 U5 X. ^. r3 L& S
‘button6..’ image files, then these will be shown. If not, by default there are shown as
- ]. o. e3 _8 ?standard parachute unit icons E6 g5 m1 H) ?* b
9. Air/port damage and building is shown in base mouse over
/ \5 t: J! C* c. K: f10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% D' p% d' W: J3 a# G! t. a+ P11. TF can be routed to stay within coastal hexes as much as possible: D% p" X0 f7 R- d& P1 B& L! J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. m! i M7 C/ D: ~# E
13. Added option on group and LCU reinforcement screen to turn off replacements
; O, h+ z( D3 q5 U+ c: E14. Current base can get supply returned to it when reserve planes returned which were% \$ d( D& q f- U0 \; O& V
originally supplied from another base
: E/ R" m; O4 M0 I% E15. Unit type filter on Troop Loading screen
3 j& @, D' h/ @16. Report killed ground units if not in combat report
& p! U; @( R" j' I- A5 GChanged c* M- R# {1 {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% |% ^3 {0 A# U/ o# b' n(complements fix 18 above)
9 U, R) {/ I6 U7 _' p2. Permanently increased pilot array to 70K1 W3 Y: q- Q9 n1 s8 S) P6 K7 I
3. Increased number of air combat rounds are a factor of total aircraft involved
' l& L# |3 P6 H9 S4. Allowed submap to submap movement if land connected for land units. Should have been# K9 Y$ k4 Q( o3 p/ Y
so as per Andrew Brown
; @: z* Y. M+ Z- Z; P: y* I5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* \8 R O0 a, H+ r/ @delay toggle instead
) J' a1 p! `( W6 r8 ?0 V9 f6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ R3 U7 T) g, {3 ~, I- o, J, i
maintenace a bit more
" Y, P( @- v( j+ [+ j* t7. Support device replacements won't decrease the overall experience of LCU units. This does
, k$ N1 U }9 c/ u7 a( b ynot alter the overall EXP change due when any replacements are received.* i/ |) u6 ^' B% Z/ |! S
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 u6 h$ u4 A$ y) _, N
between the two but could break current games.
( v: V$ f m0 u6 P9. Some LCU Prep points may be retained if unit is experienced& E) j6 ]) g1 N( K
Notes
7 ^7 i9 ?/ S$ J6 n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! v9 e/ ~) V9 |" D
should not change player or HQ, even if not in play. These original HQs are used by the AI
! A1 d B3 Y4 f/ Y2 j; i) Croutines so changing or deleting them can put the AI off. Changing other elements should
8 E; G: [3 b) I' N2 m) C, kbe okay.
; D {3 X4 }3 X5 f2 s2. Clarification to weapon filters for aircraft:2 Q, L# {& a; p0 C' `& M
PM_NAVAL_ATTACK 2 // used for naval attacks8 H$ z: ?4 f# z& n
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
2 N8 ]. j8 E/ lPM_LAND_ATTACK 8 // used for land (ground) attack
; z$ {7 E) O+ h$ IPM_PORT_ATTACK 16 // used for port attack2 ^, P/ K9 h- X
PM_AF_ATTACK 32 // used for AF attack3 O5 ]; h4 m7 _' ~( _, B n
Dropped any reference to secondary values for land and AF as they served no special use.
$ K: ?6 ]+ e& bClarification changes4 V+ J) h- B& g* }" n4 ~
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 H9 L0 I' @: i8 I6 g- y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: A c! V }1 R7 D& w( i
MONGOLIA(91) or TANNU_TUVA(92).
3 |7 B2 I0 A9 b2 v, Xa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 d7 D* V! T: `& M" cb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 k f, T4 w+ |! s. }( F
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
& Q: A2 ]1 B! safter Soviets are activated, but can’t move
9 {: X% c$ T1 o g rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 j' w: T" b1 E* K i
disbanded in port.% y$ D- b8 |, n3 }# o
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# {% Z# v j4 L' H) Xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |