具体见
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4 J# i. i* c( | P A4 N3 Whttp://www.matrixgames.com/forums/tm.asp?m=31850627 F& M5 K( o' E, w7 s G- \
: O$ p6 x0 D) Z6 m! B已经共享到岛群QQ和本论坛置顶资源帖9 }& S# Y6 @5 A$ @' ?! h- U
2 J) O- ?7 l. G& ]大量更新,详见列表:
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Change History:
+ G' s. f6 U& \( \# y7 m4 H# bV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* y# p$ |1 Q0 z; U& f, h+ m. m: C1. Seventh Update – This release is a comprehensive release updating all previous) D5 ~. X6 x y0 P
versions to v1.01.17 beta: Q3 l5 b* r7 L5 a2 @) k$ W
2. Code Changes
2 ^" r L0 S" b6 F. {0 rFixed
$ B' T! N& C* R4 _9 y; L1. Display of AF/Port icon between player saves based on player's intel3 L# y3 M! [" D! z% ~; I
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
4 ~( k+ f; j S( z3 H; o$ u9 @weapon list updated1 p) o9 f/ J+ \7 n$ o% t( H7 ~
3. Reported cargo/troop safety values incorrect when no cargo/troop space# l- R+ K4 M( J4 l$ [
4. Allow smaller 'reserve' space for small groups on ships2 ]) i Q5 K% H
5. Preserve some more data when swapping fragment and parent to prevent lost of parent! L# u9 ?, c( y% v* t+ B' s# B
6. Correct attacking plane count before final post-air combat% L* p: G3 Z2 N
7. Pilot promotion may have occured in error sometimes6 p+ h1 \& _5 G) k8 d) p
8. Raid detect message sometimes dropped of the combat report( _* v* Z" F' l% e! e, Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 V8 n, F( k3 Q: l x# ?$ n# h: W6 B
generally2 S4 A* c, {' z. H6 f7 \2 ?
10. Some pilot-leader connections were being corrupted% Y& l' {+ @- g; F- P( H
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' e3 S( {# n) [: o( C/ w) [4 m
other move issues due to the incorrect indicator
; ~3 P" G) D2 m5 ?( u+ p) A12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 M7 h' U% [& i
damage
/ R% ~& r) \# m6 I13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool i# f/ p5 f0 X% A) W4 B4 _
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 {' B4 E, X8 Hdate sort! P- s1 B1 e) q% k8 O9 }9 a
15. ASW groups not allowed to attack sometimes+ S* M0 l+ I' j8 Y& f `
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; b, t& g- w. T4 THQ/LCU to jump to reinforcement queue5 c" U; N, B! s( Z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
) B% F" S. I! e& L2 m. @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 c* h5 u" |: G9 H0 W9 \3 yat start of AE but crept back in sometime during updates' h) D; \4 I- c( L9 k D0 e0 B
19. Removed the fragment/parent swap during a TF unload as it could often orphan the" }7 @6 d4 ^8 f7 s8 ^. [' }' `
fragment.
) u( h3 h+ P, Q# x' R( w# z; ~, V20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
3 Q3 J7 q$ {! Y4 |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' A- ]- I$ a6 n$ r3 v g U0 F1 ?short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# O4 ^! \ j0 Q: c7 w6 O
set
' ~, C1 l* e! ?) n22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base2 ^: N) I+ Q- d2 _# U
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 K$ y% M# _1 f) G
24. Bug caused F/FB to sometimes bomb at low altitude
* ~' P5 [# A# Z1 I( C! _25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 q) U: j$ {$ F5 t# N& goccurring properly., z3 x* z' @0 u: U8 O! X
26. Bug in Industry 'failed' indication not showing properly sometimes2 g& O! j9 A$ U! M% m, M
27. Location check at scenario load to include small map sceanrios( F7 ~/ R8 t1 F, p* C- ^7 A
28. Bug in air supply to fragments in a non-friendly base hex
* y7 o+ P. W' j% e8 c+ ~29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was) z9 ^- @3 G5 j9 _" m* C, `; g, C/ n
being set to homebase before execution of the mission – ie was returning to base
) W. }9 m, S1 i' [5 r" nimmediately
( S B2 M @3 i# x30. Error in Strategic map display' x. r2 a1 u+ T: E& K& H) `7 {
31. Additional and stockpile options were not turned off when base was captured+ ?5 r# G9 ]/ |, h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" M4 \2 z) J( E @
mouse over
" w L# _3 H; C9 {5 [33. Army experience being gained when not 100% prepared as per manual; changed to allow1 C5 H3 H$ Y# g8 N. ^: w, h; P4 ^' T6 B
chance to gain experience if >75% prepare and < 50% national exp level
: E: @* b* M' f! A. n# ]. L& O7 H34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 `0 e2 ?( P8 j6 @) v0 b) h5 c
alleviate the incorrect experience gaining happening while in reinforcement queue d, y# h& ~4 j, u9 ~) w
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 I5 ]$ m3 l6 }# J/ Bcaused unit to jump “off-rail” and move overland
/ Q% P+ b z7 @36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
$ O4 C' e: _$ L* W8 _2 n0 p37. Excessive accident messages on unload from TF reported
b* L4 { }6 S& [. k38. Reworked editor sub-unit merging as some devices could drop off the unit list when
7 `2 }- j; ?; n- bmerged causing smaller size unit than expected# w: D) c5 @. q* }7 W* u4 G! v/ x
39. Corrected possible TOE error in scenario data load for inactive units
9 t M1 @! I, u2 E0 c) H& a40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% G6 }2 V, D2 T% P6 c4 W7 D+ Xhowever be allowed to do this.3 q5 R4 O7 a# i$ Z
41. Possible CTD if sinking ship's load was a group( g% U5 W, O' [9 f+ i/ s
42. Limit the number of devices built from resources per unit during LCU replacements; this
! O( J9 {" _1 _- dwas causing an over production for that turn3 ~2 L1 q) `' p$ ^6 `) b! F4 X$ f) ^
43. Retain day/night setting when creating group fragments9 e ]* q# A& A3 o) l4 d
44. Adjusted supply and fuel values in base list not to overrun the space4 V4 y* @+ [/ O# p& ]) [* d
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 \6 A& p% W0 Iadded YMS to Sweep TF in line with manual and code! C% X" t2 ?6 |0 u4 ]1 E# A
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 z! `; h% I9 j0 d( h: z: a, T+ orule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 L0 `. K7 x- ^1 [6 a! c# `# A% Irebuilding of destroyed units is not affected by this." I% _1 V9 W$ D- y
47. Carrier capable and trained text not showing together on Group screen- t2 h; i: F* \- }. K" Z: S+ D) j
48. Handle any blank re-name changes by ignoring them
$ \7 a9 V, e- g! b9 s49. Possible CTD when air fragments combine# H2 ]) o% _. C E/ D
50. Unloading TF can freeze a LCU onto a ship under some conditions: x; @, C2 Y' g6 L8 K# U
51. AI not behaving if main HQs missing (affects small map mainly)& ~; X* O. V3 o( C
52. AI using AGC for normal land units – removed from TF if not needed) e! y$ b% r. }# X$ @2 f S
53. Soviet activation message not in Ops report
; R9 w. q& K! o# D& _$ |: h. x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. w) @5 R8 k5 ~; m+ ]! |" I4 d: {! K
55. Clear Soviet air balance if not activated. Possible incorrect base switching/ Q9 @ `6 z: a8 ^
56. Sub attack against docked TF not happening for port size <3$ x. C. t; v; d- C" }% ^! [7 \7 K# K
57. Unit type changing unexpectantly2 _: e# t% U" D9 R" j* y, t* }! I& [
58. Torpedo replacement on plane sometimes is missed! M1 f y* E' f4 I8 M
59. Double handling of overstacked supply requirements
; M( N$ u, K# d( `) Q- z$ O0 f2 }) k60. Fixed alternate weapons for port attacks
0 t1 e+ f1 V+ [7 ~( E4 Y61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 l# K* X4 j9 L* T+ gsometimer in the ship repair cycle.
- x9 ^! {$ B! ?% D: ^* G& ` J62. 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& e* Y- \2 T! L& k, J! [' B
port
8 j- `: W8 U! _& @4 N* t( o2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.: H" @% n3 ], F' j$ P
Tenders not counted$ Y% i: n* z( q& S) k
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 g6 @, _1 j% ~
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 p- L$ D0 M9 l( e2 F
to remove damaged ships from TF( _8 K+ m4 D% B9 [" H
5. New filter for “non-building” devices in Industry pool screen
. w* V2 E1 D0 n/ ~- }7 Z9 C3 C( ?! y6. New filter for “non-building” aircraft in Air Replacement pool screen# Z& a6 L, N1 a4 }4 o4 V
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
$ ` {5 f0 U' ^& Qmines (^) detected
/ L6 q5 E* V5 }5 a1 a4 W5 o8 c1 \9 O+ i& Q3 X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 k- b' Z; K% u! ~" i1 A" M‘button6..’ image files, then these will be shown. If not, by default there are shown as
; J" s$ U8 W" E6 }/ h6 Ystandard parachute unit icons- z' V3 N. t) {3 Y% \# U
9. Air/port damage and building is shown in base mouse over
8 w3 n+ M4 V# X; C) Y/ Z8 |4 g! g10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' z/ B9 [3 d& I7 n- Q; a6 [* C
11. TF can be routed to stay within coastal hexes as much as possible
! m: n% M# J% A& v: Q1 R/ c12. On Top Pilot screen show the 'ace' cut-off value if more than 1
. ]; w4 w" k! F% R$ l13. Added option on group and LCU reinforcement screen to turn off replacements
0 f4 ^3 ~7 H% p: N6 p8 N' `14. Current base can get supply returned to it when reserve planes returned which were
% x% P8 P& M: m2 _! f4 @originally supplied from another base
7 q) M: r) D0 _$ ]" x$ |15. Unit type filter on Troop Loading screen0 g+ b* q' O! r U0 B/ b. i8 ^
16. Report killed ground units if not in combat report- ]+ T$ ^4 q! B* e7 U* t/ t* b
Changed
9 |3 W+ h3 x# `1 a# S1 ~1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 Q" R; G+ e7 l% v" o
(complements fix 18 above)
! ?! g5 Y: n' i! K9 i( @% i2. Permanently increased pilot array to 70K! X3 d5 ^" ], I" z8 G$ M
3. Increased number of air combat rounds are a factor of total aircraft involved
3 I+ R6 @ L4 l! a. G( \" a9 t4. Allowed submap to submap movement if land connected for land units. Should have been
3 [( H8 N# H; A+ z6 |/ `. y% d' c0 `so as per Andrew Brown6 }$ \/ k0 F, I* ?1 g j% k
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 ?8 I8 T% e3 o' o( m! g0 c* g$ J
delay toggle instead
# v. o3 h2 z5 q r6 S& o6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( d2 }7 d! o. V+ V! N5 Jmaintenace a bit more
, ?& R+ K: K' j# n; E& I7. Support device replacements won't decrease the overall experience of LCU units. This does2 f% ]# E! M& `. d2 x: [
not alter the overall EXP change due when any replacements are received. G- X, e' Y2 f4 R4 L6 f+ j
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: Y, G3 T) ?& t9 W# Rbetween the two but could break current games.
( l- s' [" ]+ K& B% O' Z9. Some LCU Prep points may be retained if unit is experienced4 S0 c, W; }- \ z7 Z
Notes0 n+ g7 c4 M" g. g7 S, J& t! r
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario, [. @' [ p8 s& M4 }/ f
should not change player or HQ, even if not in play. These original HQs are used by the AI% `& f# x4 ^: G/ c2 M8 c
routines so changing or deleting them can put the AI off. Changing other elements should- F2 E. d5 P& ?$ G C. Q' N
be okay.( f+ N4 Q4 w( Y/ a3 O% v
2. Clarification to weapon filters for aircraft:
' s C6 f- r, m1 R+ D8 ~PM_NAVAL_ATTACK 2 // used for naval attacks! F& ^% f6 c& k: U! j# v
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* [. l# a) U S9 d2 u* cPM_LAND_ATTACK 8 // used for land (ground) attack
! d3 X& C5 K1 _7 G! rPM_PORT_ATTACK 16 // used for port attack9 x" ~' Z; Y1 U7 c
PM_AF_ATTACK 32 // used for AF attack6 Y, d4 P* Y, v! ~
Dropped any reference to secondary values for land and AF as they served no special use.
9 n" @1 b" ]& D) v, e$ Y0 o0 w) g& mClarification changes9 j2 s( k" V8 B; j, q8 I
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ X+ a& C( U! Z4 Hbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 _# l2 m+ T* [; `& gMONGOLIA(91) or TANNU_TUVA(92).
/ }% m4 d5 |0 q7 Q2 p8 sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 a9 K0 Q& i7 B: k0 g& F9 A
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 b. A8 L) t# e& o* y& O+ Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# Y$ h, D0 E+ [, j) {! F+ i
after Soviets are activated, but can’t move9 e8 G* ~4 ]1 H( \, M, X
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 ?, ~% r& Q+ O8 ~. C9 U" X/ H
disbanded in port.
6 ?) y+ }4 d& u. a) x( I4 me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 Q$ ?0 H% y% S- ?0 ^8 t
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |