具体见* [# v+ F# P. b, L# i T" |
4 I! c* h2 R8 f! J; T3 ]( k+ c
http://www.matrixgames.com/forums/tm.asp?m=3185062
& M$ j, w8 X8 C2 l8 _" x& I3 N6 Z# K8 I- F- F, m" `
已经共享到岛群QQ和本论坛置顶资源帖
1 B# B8 A6 v8 w8 }$ _, S3 m/ {9 @9 k9 d: l/ X; J
大量更新,详见列表:
B% n' t- G- I
. W4 f. W5 |1 A3 d- ]0 Z- I0 @3 ~! @ M. T
Change History:
6 x; ?3 Q' U( x) ?1 rV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17), x0 e+ J; Q) N t* Q9 K. Q
1. Seventh Update – This release is a comprehensive release updating all previous
6 p& W* k) B$ N' r# c6 Wversions to v1.01.17 beta
! S. l4 z0 d/ s- o0 F4 r2. Code Changes# p, [! C( _8 b4 f, N& T7 I* |
Fixed
- ?. Q: a/ q2 D& I, J% _1. Display of AF/Port icon between player saves based on player's intel1 a1 s( r( X1 t, A- e: }8 a
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when9 t' V8 Q9 c. S. `. D, ?/ g/ A
weapon list updated
3 L) o, D* H% J% L3. Reported cargo/troop safety values incorrect when no cargo/troop space/ N% g; A* Q" i8 n, [7 w/ ^: h' _
4. Allow smaller 'reserve' space for small groups on ships3 u" g' J, a0 `" Y
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 B) I. i$ k+ C* p* f1 i6. Correct attacking plane count before final post-air combat
: k2 I$ }2 \/ C. a: ^7. Pilot promotion may have occured in error sometimes2 N# G0 g. `" Q) s. L1 |. B: A
8. Raid detect message sometimes dropped of the combat report3 I4 D4 a X, q' J* U6 X
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. b4 t w/ f. Y- q* @1 |
generally
) R: C6 H% P2 A7 g10. Some pilot-leader connections were being corrupted. |0 V' U9 B& Y; s; _3 b
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few; @$ M* E% c8 Q. x& y
other move issues due to the incorrect indicator
: I/ _9 m2 t- K) ^* t2 ]12. Wrong ship sometimes reported in Ops report for TF movement which causes some- ~4 `! q, |0 i# F8 j
damage7 p0 e& ?& @5 F7 u! F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 G# j6 [5 Y5 ]+ N6 d6 o
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the, W0 A# g; @3 Q0 i' L- O" L
date sort
& J% c0 \% B0 k5 L15. ASW groups not allowed to attack sometimes4 _+ Y& R0 u& S' X Z+ {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. e8 H" K1 u* |( L
HQ/LCU to jump to reinforcement queue8 |+ w2 v! G6 p& `$ f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
( s' |# ?) p2 D s- A( f7 m5 V18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed7 `; y9 _- | p' Y
at start of AE but crept back in sometime during updates( L, L5 j! L' L
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
4 G) f9 B" H; k* s& r. Q% Sfragment.) {# j2 W3 O- L; }. S
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( x1 Y% }$ {* H7 N3 R5 J
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. w ]0 f8 b; s: Z. ~* `
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ ?3 u6 M4 Z9 K- t
set2 h7 e9 h, c( k& U1 g; ^% F
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
% k h4 t4 s7 I% X& s2 K23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; X& \2 r1 [8 V$ r: u24. Bug caused F/FB to sometimes bomb at low altitude
5 ?( l0 L* X k6 V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 O- M/ }" l; {' y1 voccurring properly.
- W) Z- a8 g' L26. Bug in Industry 'failed' indication not showing properly sometimes
1 {- X# L$ d, g5 J/ d0 n27. Location check at scenario load to include small map sceanrios
' m9 {& e, G1 h: ?28. Bug in air supply to fragments in a non-friendly base hex9 t. D2 X [/ s/ e. u
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ ]& K) v/ k% ~0 _2 u9 r, \# Obeing set to homebase before execution of the mission – ie was returning to base
( w# A: e7 {6 T$ X/ I/ }# |immediately
& W0 k8 ^6 h, Z30. Error in Strategic map display
; o, ], m! i! k$ L31. Additional and stockpile options were not turned off when base was captured" f& J6 T* Z& J4 ?
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ C0 [( A& ?# J4 X8 R
mouse over
& D5 y" G% ^2 X$ Z! F F0 R33. Army experience being gained when not 100% prepared as per manual; changed to allow" T6 v. I p& f+ C
chance to gain experience if >75% prepare and < 50% national exp level
& |* n1 E4 j# l/ M7 m1 f34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
7 Z6 E! l, X2 G8 C+ {. aalleviate the incorrect experience gaining happening while in reinforcement queue
/ D3 O( A. O( J! X. \# {: e% s35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' Z0 m @! ?" Q, @9 L- Bcaused unit to jump “off-rail” and move overland
- N6 j0 `7 ?! j) A9 H5 F3 e# X# b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 Y% g8 s) ?7 |: t1 H37. Excessive accident messages on unload from TF reported
2 r J* C6 @, W38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 ~* N1 Z; E4 u6 w+ B3 e
merged causing smaller size unit than expected
4 J* D/ _1 `7 ?" T( G, R) y ?, N39. Corrected possible TOE error in scenario data load for inactive units' r# g7 t+ v# q& z9 }* w8 ~% E
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; C" J5 s% }# D6 E9 n+ U4 w* d4 ~" Yhowever be allowed to do this.1 B7 d& X9 k7 H X b/ \
41. Possible CTD if sinking ship's load was a group
& Z) ^( Z6 K Z" B# F7 t! Y! N42. Limit the number of devices built from resources per unit during LCU replacements; this' R5 W& r# M* O6 _) K ^
was causing an over production for that turn, Y. D, f$ z# y, B) k
43. Retain day/night setting when creating group fragments. P3 u# G; h& L; T; o6 G; S: x
44. Adjusted supply and fuel values in base list not to overrun the space+ u1 d( R& U' E) H) }
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 a; p& ]! ^7 F: C$ d
added YMS to Sweep TF in line with manual and code2 I! c! u$ `# B/ I- A( u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the/ r1 W2 J; S. Z$ J
rule relates to the abundance of manpower and is not covered by replacement pool. Normal/ P% _) J! K$ b& @1 J& i( C# h; W
rebuilding of destroyed units is not affected by this.' j- J# d3 B4 A: f1 Z
47. Carrier capable and trained text not showing together on Group screen4 c4 z/ v- ^* R! S" b9 d! q
48. Handle any blank re-name changes by ignoring them
9 Q5 W! M, G# F; a2 B49. Possible CTD when air fragments combine
6 l/ s: b/ j# @0 ?( l' `, t50. Unloading TF can freeze a LCU onto a ship under some conditions
) e/ c- D& Z# p" }51. AI not behaving if main HQs missing (affects small map mainly)
% |1 Q2 ]- m3 i# T! B2 j, o52. AI using AGC for normal land units – removed from TF if not needed
! S7 l% p% ^# |7 x4 O3 d53. Soviet activation message not in Ops report
/ v& D4 R3 Q5 \$ S$ R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( }: A/ I' n" `1 \55. Clear Soviet air balance if not activated. Possible incorrect base switching+ x! I' O& o4 u$ ?; v( {: B5 t2 Q
56. Sub attack against docked TF not happening for port size <34 D, Y- f( ]$ f( Z$ \5 |7 m) z- L
57. Unit type changing unexpectantly5 M$ G! X( I$ o) j* r% L
58. Torpedo replacement on plane sometimes is missed
9 y( q: H* N# M; o1 k" J h59. Double handling of overstacked supply requirements4 X( u8 `8 P3 ?9 Z" t( y
60. Fixed alternate weapons for port attacks
- J4 q; b: ?1 h {; a# V( |4 t' m' H61. Corrected weapon system damage to show after combat on ships in port rather than wait till- e' k% |2 `% P
sometimer in the ship repair cycle.' F6 p0 D$ M0 r# l3 J) T/ h( u
62. Ship tonnage over 32K could cause repairs to fail' @. d6 F) ~3 I& Q) O* h D& E
New0 y. f& k1 x2 b, R7 b% p) v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' @2 G6 d7 C% c: w( Y6 W$ ^
port
' a3 C# A0 W; z- U% P2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.0 `2 q0 r' x! j k7 H% [
Tenders not counted; F! z+ p" y" E$ I1 |2 ?; |0 D g
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 c% B/ b& g- K3 _6 z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 r# H; Z1 L3 x0 v) A; q! hto remove damaged ships from TF
, ?+ m1 @7 ~5 f; w) f( Y5. New filter for “non-building” devices in Industry pool screen
% f# n3 Y0 F0 ]: i7 J& V' @6. New filter for “non-building” aircraft in Air Replacement pool screen
/ |* {" b- J1 q$ j/ `% ~5 S2 o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# `, U) q& ?# P( Imines (^) detected
; V/ i' Z& X) \6 Q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( h% P3 a' T+ }5 D0 K
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 G: ^0 q# i$ x/ Gstandard parachute unit icons
5 p3 T: F0 F9 j" R1 i9. Air/port damage and building is shown in base mouse over
* J; s, V# r4 X' ~% m10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; P0 R. |9 |! H7 y8 G
11. TF can be routed to stay within coastal hexes as much as possible' J K/ K& ]7 C, a4 E: E+ G6 S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1! x- |' O; K2 s2 a+ T) l, n
13. Added option on group and LCU reinforcement screen to turn off replacements
/ x% W. [& @" } i14. Current base can get supply returned to it when reserve planes returned which were
8 C5 f5 H8 T4 D% E$ [originally supplied from another base
2 u* M& P7 G+ t: s/ X15. Unit type filter on Troop Loading screen
% v6 [" X- `& }2 d5 n6 I16. Report killed ground units if not in combat report% o$ y5 @. E* p: U0 z! ?$ j
Changed P% U! v3 v3 q) F" I& w
1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ \5 z* y6 l5 q. S. z
(complements fix 18 above)
! M7 Q( R/ Y% }2. Permanently increased pilot array to 70K+ I8 r0 T6 ^2 I' g
3. Increased number of air combat rounds are a factor of total aircraft involved( ~9 ?7 }. ^& z4 j1 i
4. Allowed submap to submap movement if land connected for land units. Should have been
" N+ m9 H7 j! J! z/ `8 mso as per Andrew Brown
- ]3 u4 L8 \ W% O# W! E, F5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message0 p, \# ]" N" c- G {4 k8 w {7 k
delay toggle instead
$ T7 I- ?- y# _( |/ x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 }; C' I. Q$ G0 V I
maintenace a bit more
+ V8 g( a s# k5 L7. Support device replacements won't decrease the overall experience of LCU units. This does
4 a& T/ F: D7 M+ l. dnot alter the overall EXP change due when any replacements are received.
) ? m3 v+ w( N+ J, X8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# @" r8 t- V6 @8 A# bbetween the two but could break current games.
3 u" I$ K! q( r3 X% u0 L9. Some LCU Prep points may be retained if unit is experienced" _& M" [, R$ _2 g: u
Notes1 r# K! Q- l, O8 o$ O
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 ?; z7 g* n- P0 c0 Ushould not change player or HQ, even if not in play. These original HQs are used by the AI* O/ H( ?( ~6 B4 J. ]
routines so changing or deleting them can put the AI off. Changing other elements should8 M) M6 I' B' x- A; N. C; [# j* A
be okay.
0 _9 D/ P+ r/ Z' Z. \+ ~2. Clarification to weapon filters for aircraft:% H, v( {2 s [! u
PM_NAVAL_ATTACK 2 // used for naval attacks
! i" W! ]2 R7 ]) fPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 d1 i/ P! y8 bPM_LAND_ATTACK 8 // used for land (ground) attack
" k6 O7 X7 F F3 Z. ZPM_PORT_ATTACK 16 // used for port attack
/ t5 Q) z, U' g. e) IPM_AF_ATTACK 32 // used for AF attack* M" S X3 z: @. W. v2 j7 j
Dropped any reference to secondary values for land and AF as they served no special use.
h% M& L+ l) ~- k) }7 sClarification changes# g9 C. \* m& g, H/ L/ a' x
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
+ v- W2 h# t! r5 z; v: r' b/ x/ t3 pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90), \9 ]9 a2 N2 l$ K6 ~5 z2 ]& p
MONGOLIA(91) or TANNU_TUVA(92).5 Y& `4 y0 h0 m' d" `) t; c$ v4 @
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* i0 C% d2 R/ {b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) e' N3 B% Y7 l4 y9 K( d
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 G# a7 w4 u/ a8 ~. Q8 @after Soviets are activated, but can’t move* Y& C. b/ a& M9 [( m
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 Q# }+ S" G B$ P* C# b2 ~disbanded in port.
, W% c, Y* Q A4 q8 Le. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 c5 N5 s* l( O$ o5 v( wf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |