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, M/ J% f5 e+ i. ]http://www.matrixgames.com/forums/tm.asp?m=3185062
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# X8 {3 U1 v/ R( i8 f4 o: J大量更新,详见列表:* L c" |6 U$ x0 F
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, D0 ]( E+ ?9 S: t( |, ^* oChange History:
- [& a0 ?" H! _: rV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: f* Q; G" i$ d: d1. Seventh Update – This release is a comprehensive release updating all previous) Q1 a0 k' ^7 W) i1 W3 |
versions to v1.01.17 beta
, c1 u/ N0 `0 H# h- W* p+ B3 |2. Code Changes
6 n+ a$ c& n9 H" m5 AFixed
3 y0 @. Y6 m6 D. ]1. Display of AF/Port icon between player saves based on player's intel/ F5 L u6 k# Q* L- z5 y. S( P
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# Z5 ]' F" V- U6 Tweapon list updated
% r+ \( `4 j* A+ F" P$ g8 G3. Reported cargo/troop safety values incorrect when no cargo/troop space+ r7 A' O b$ Y. N1 l
4. Allow smaller 'reserve' space for small groups on ships
: {5 e; \4 _( j* y: g+ Q5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 ^0 \ `* D4 R5 q; K: b( U6. Correct attacking plane count before final post-air combat
6 n+ B$ d( G* X i3 U# ], v5 a" x: D7. Pilot promotion may have occured in error sometimes+ Q* z1 c+ \% f! ~- m0 t5 \
8. Raid detect message sometimes dropped of the combat report
! f# Y$ l- @2 [& f' h4 y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply h' o- x" I+ M8 G* ]
generally
+ M/ Q; i8 J- _" W4 T/ \7 `10. Some pilot-leader connections were being corrupted
) M, l. J7 |9 M+ W7 u5 ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) J% [8 @ ^$ q- k; k4 Sother move issues due to the incorrect indicator) p. C: h. `$ m
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, `& u- J. l8 Y" Z3 u+ e$ [
damage. u9 M/ ^; y9 q0 h5 Y( J, D3 v6 x' O
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( i4 t/ S4 S. Y& M6 Z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 W w0 b2 E+ j) @date sort
0 v+ `% q/ G3 p6 g15. ASW groups not allowed to attack sometimes8 X1 }, z# D5 \, w1 {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 {- F. | [0 w2 b. z$ M! ~* r4 G
HQ/LCU to jump to reinforcement queue
3 H: ~# q4 R4 h; H# j0 @17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! E( f3 G4 r# Z- ~9 K. A* f+ B# M18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! _5 B' j9 v8 h0 P {at start of AE but crept back in sometime during updates. i: d8 f1 S" g/ o
19. Removed the fragment/parent swap during a TF unload as it could often orphan the# v3 x" s" b3 r0 a
fragment.
- ]$ y: u3 J. t* [# `20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 d" W# }( u" Q! E9 b21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ q3 `6 c G+ _* jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) d H3 ^- Y) K; `( ]set! c G% }5 `. O2 r$ I
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 m, R4 E' A* v# \; T% @23. Enabled 'z' to speed up all animations; was commented out in a few animation replays8 o: z$ }5 _/ q4 h) d, L6 j9 ~
24. Bug caused F/FB to sometimes bomb at low altitude
" j7 g: b( b: c25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ Q/ N7 k ?; |8 P0 Boccurring properly.
! A% o4 O$ a6 L26. Bug in Industry 'failed' indication not showing properly sometimes
$ U5 Q! f, l) w3 P: j27. Location check at scenario load to include small map sceanrios: D, G8 a! Z) x' d
28. Bug in air supply to fragments in a non-friendly base hex% d- Q6 c6 E3 D% I# r+ i
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 t R4 Z$ T( Xbeing set to homebase before execution of the mission – ie was returning to base& v. |5 i: ^( K x3 f% E: q4 h0 l
immediately, ]# ~9 T7 l# U! [
30. Error in Strategic map display
: H& |- x* Q* x31. Additional and stockpile options were not turned off when base was captured
3 T' X/ V; {5 U2 l( j8 X32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: q% F/ p* Y. Y" w) S2 w- ?! \
mouse over* e4 Y8 W" l. u C$ x) P
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" a2 E& G6 G& \chance to gain experience if >75% prepare and < 50% national exp level% L* W) \3 A% k, N8 K+ u# F% p
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 ? x" g) q0 q3 Y5 P
alleviate the incorrect experience gaining happening while in reinforcement queue6 }' x1 o5 U8 A$ Z% b/ V/ p
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, r0 b( o" p7 g) C
caused unit to jump “off-rail” and move overland2 a/ D' t2 Q1 P+ b
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; S7 f) y7 s4 x) E9 H$ L$ T
37. Excessive accident messages on unload from TF reported# r, d4 f$ @( k$ B
38. Reworked editor sub-unit merging as some devices could drop off the unit list when2 u* N8 p) J' h7 [' H% [1 }7 V; b
merged causing smaller size unit than expected
8 Y1 X" W X+ s: Q39. Corrected possible TOE error in scenario data load for inactive units5 E4 ?( ?/ T% m! U' t
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) |( n, E. x. [1 z" }+ p8 Yhowever be allowed to do this.# P6 o* W0 Z8 r" e" h* M
41. Possible CTD if sinking ship's load was a group
+ i0 `6 S" F/ k7 `* s+ ^42. Limit the number of devices built from resources per unit during LCU replacements; this
& Y# H8 m- h6 z6 g% gwas causing an over production for that turn
5 j8 v% ~- J- A2 q0 v) `43. Retain day/night setting when creating group fragments
9 k: q+ {' a. ]$ C' H! B$ h44. Adjusted supply and fuel values in base list not to overrun the space
! U* u" I$ I" l8 c% j* J% X45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% v7 ~, p) s; \: M* ^" H9 ?$ [
added YMS to Sweep TF in line with manual and code2 [: T/ ^+ O- q5 f# T4 a
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" }9 M6 j' a$ M8 @4 y& n
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' f5 b& }1 R. k" A+ Qrebuilding of destroyed units is not affected by this.5 c) h0 A" \5 f: Y2 w" D% @% M
47. Carrier capable and trained text not showing together on Group screen
9 q# |, @4 j' S48. Handle any blank re-name changes by ignoring them2 L1 F- t' [6 @: _
49. Possible CTD when air fragments combine; `0 v5 l+ k3 N! ]& Q3 \- K ^
50. Unloading TF can freeze a LCU onto a ship under some conditions
% n+ E7 e4 Y. Q7 h6 h$ a* `' p51. AI not behaving if main HQs missing (affects small map mainly)$ Z- b9 r* f5 N& @3 [- v
52. AI using AGC for normal land units – removed from TF if not needed+ I- v* K$ J) F' c" s4 h3 }0 N* {
53. Soviet activation message not in Ops report1 n4 ~# a' q& s
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
& D+ d% g, q6 g/ N2 [. N) D55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 Z0 ^" F7 J- B7 R56. Sub attack against docked TF not happening for port size <3
: U$ q/ ~7 j& f57. Unit type changing unexpectantly4 W) }1 M5 X! m* A% @
58. Torpedo replacement on plane sometimes is missed0 ], m) j4 o1 i0 Y7 O& b& L( `1 d- ~
59. Double handling of overstacked supply requirements; a% X7 |- a) g
60. Fixed alternate weapons for port attacks
8 p, q$ d4 i3 `- f61. Corrected weapon system damage to show after combat on ships in port rather than wait till/ P3 }' |( T( ?9 a
sometimer in the ship repair cycle.# k! c9 G( i; l7 G/ a
62. Ship tonnage over 32K could cause repairs to fail
! k m4 z V9 h" o: _New
6 e. X8 N5 J" [1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the$ u/ X2 ~! C5 I& Y5 d
port
k- G0 m% l x/ L9 q2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. i- g# D7 |9 G# ~- g3 ?0 v; X7 T9 ?
Tenders not counted
, k# W8 K8 w+ l" C4 K3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( D0 m+ G3 B* r: j* X3 G4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; V1 `; g1 K# n; i$ A% _7 n
to remove damaged ships from TF
4 W! h8 m, X+ m. I; h) r5. New filter for “non-building” devices in Industry pool screen6 J6 }- J9 H& r+ ?# J: ^4 V
6. New filter for “non-building” aircraft in Air Replacement pool screen, Z6 b$ ^$ ]9 J/ {7 Z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% y# \ Z5 m& V6 R
mines (^) detected" c( u0 K1 Q$ e
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 U1 F0 ]: @( `5 c6 y8 A j
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ j3 f1 g6 s1 M, V9 X
standard parachute unit icons
. r5 H, \# B8 Y: k9. Air/port damage and building is shown in base mouse over0 ~& L) f) X" M7 [4 C6 G* x ?
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- r8 X& \- ~: b1 `) j
11. TF can be routed to stay within coastal hexes as much as possible
, V$ }' b4 ^5 u, g% T12. On Top Pilot screen show the 'ace' cut-off value if more than 16 f9 K! k$ I1 G# O0 |: B
13. Added option on group and LCU reinforcement screen to turn off replacements2 |! a' Y( P; G) o; U8 ~$ x1 ]
14. Current base can get supply returned to it when reserve planes returned which were
* r# \7 U6 U% J. koriginally supplied from another base! S) [# q/ ~8 ]0 x* ~
15. Unit type filter on Troop Loading screen
6 X! l# Y( G8 v+ p' k16. Report killed ground units if not in combat report" E' x- d! o/ b$ d: [9 T# u
Changed) M& G' r7 k7 V
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
9 J+ ]- V0 r0 F3 g3 E(complements fix 18 above)& y' L) L, b- P0 ^$ R& z6 X! K
2. Permanently increased pilot array to 70K, z) X3 b. g' |5 ^6 E" V3 C1 h
3. Increased number of air combat rounds are a factor of total aircraft involved# a, t8 A2 E" u: s& P; z/ `
4. Allowed submap to submap movement if land connected for land units. Should have been- D1 [# s/ q& N6 h5 f1 A" b
so as per Andrew Brown" A" B* R# O" R# U6 d! a, j
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 e: E9 P0 n) c& i/ _delay toggle instead! V# g! t9 k+ R1 A; p3 c* ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ r# z4 Z$ [! E t- \! m( {6 j! j
maintenace a bit more7 B% K3 P& U, Q9 Z9 A: J, |
7. Support device replacements won't decrease the overall experience of LCU units. This does
. S5 L9 P( I1 v8 ]. jnot alter the overall EXP change due when any replacements are received., x4 N- F% F. F4 X0 ~4 \; A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
! k+ {5 J- C) Vbetween the two but could break current games.9 J# B- }+ z" j8 j: G1 f" { X) V
9. Some LCU Prep points may be retained if unit is experienced
4 a# K8 f9 Z# W4 L7 tNotes) Z3 |; d8 J+ H
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. ^/ u9 C' G1 z v8 f
should not change player or HQ, even if not in play. These original HQs are used by the AI" S" _& z9 s6 L7 N/ t
routines so changing or deleting them can put the AI off. Changing other elements should% u. _ e. E! z" E( Q
be okay.$ _, ^; t+ G" q0 u1 R+ ^+ l
2. Clarification to weapon filters for aircraft:
# z( I7 [8 V3 e0 YPM_NAVAL_ATTACK 2 // used for naval attacks
* h1 J* E1 S' c- r- x3 cPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) Y5 y+ O2 d( q: {
PM_LAND_ATTACK 8 // used for land (ground) attack
6 V3 W8 g9 `6 e2 CPM_PORT_ATTACK 16 // used for port attack
! m/ b8 a! _# X) d7 zPM_AF_ATTACK 32 // used for AF attack
# Q6 K- J* {: }+ {- _! @, oDropped any reference to secondary values for land and AF as they served no special use.
: J' [' a4 I; l. J; bClarification changes( m1 g7 H% t6 t6 E; M
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
; _ d7 v; j7 n( m v* @bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# E, j3 P2 ]# u6 x. T' W' r1 F5 e
MONGOLIA(91) or TANNU_TUVA(92).
+ B- V* K- `3 Sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ a6 {3 n |# C, t- `/ P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ ^# r9 `6 ~' u5 o3 B, a) D: R; zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases u" [, O" `6 k8 {: m/ r) u
after Soviets are activated, but can’t move
: g: V* w- P' ]. Y! `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 {6 x9 S3 x3 W( cdisbanded in port.2 c/ g0 p5 q6 V( O$ Y
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 O" C1 Y7 f @# e$ b0 sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |