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! G+ z7 [- V1 e- ahttp://www.matrixgames.com/forums/tm.asp?m=3185062
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$ Q0 T, l0 p; t大量更新,详见列表:0 m5 m& c- @% l
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Change History:" ?; R2 ?& Z; @5 [) ~5 n& @' K
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)' l7 E. M6 M: t$ E3 D
1. Seventh Update – This release is a comprehensive release updating all previous
+ I: o5 v* s0 B/ h9 l$ d* Tversions to v1.01.17 beta
* M% g" Z8 r) ?- i6 q: ]- ]2. Code Changes8 W5 a0 ?& P# ?
Fixed/ ]6 D; q- S6 r6 ~8 Z# G9 h
1. Display of AF/Port icon between player saves based on player's intel
! k0 F5 J6 b6 S3 A8 i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 r8 S* t0 V2 b; Mweapon list updated
$ Z! j- B2 v3 V1 T0 F! l1 y3. Reported cargo/troop safety values incorrect when no cargo/troop space5 s! y7 Z/ l' s, c% u! T
4. Allow smaller 'reserve' space for small groups on ships* r: q- G4 V# B7 y. }8 a
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( @ t5 I' y& ^( ?# c) o6. Correct attacking plane count before final post-air combat
6 z! Q" p4 C- L# R1 j9 `7. Pilot promotion may have occured in error sometimes1 u6 A9 x# I# _, T( {, o0 K( [( ]3 D
8. Raid detect message sometimes dropped of the combat report
) P A, t$ g0 k. K) l) a9. 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
1 @! ~( Z( l9 L1 C7 N7 Z3 p11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) i# q- q: s. @7 E2 Q/ @
other move issues due to the incorrect indicator
) W$ p' b: L! G0 q1 k X12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ g; R" ~8 s! s9 y% V: H' T- \damage; _4 } I' I8 k0 B7 r3 k
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 C5 k/ D6 Y2 U9 b0 a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* O& B& L, v4 X) rdate sort
" I! i, ?1 q" y* p15. ASW groups not allowed to attack sometimes
' m$ `# n0 J9 N+ k- h6 T) H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 O" e# T: r2 I4 E
HQ/LCU to jump to reinforcement queue! b9 g8 H) m( h; o' D
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 F8 ` A6 ~% r) h18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" Z) R$ S& i' x0 z* a1 fat start of AE but crept back in sometime during updates
: Q6 l9 h' R' @7 @! C, }19. Removed the fragment/parent swap during a TF unload as it could often orphan the* O: t- @: p/ f7 D
fragment.) x4 |- ]2 \7 \( P+ N" i1 Q- v1 @
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 `) q! }- L' Z. {/ Y- w1 @6 |
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) p2 J: ^; f Ishort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: r8 |% }5 y9 O' p' C' @5 |set
+ @( Z8 l% T/ k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 Y% L; K8 O1 ~# }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* X! L) w' G/ s
24. Bug caused F/FB to sometimes bomb at low altitude* V" n S6 y7 D
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' L$ K8 a- W( p' o0 {' {
occurring properly." a8 Z% ^+ A2 G2 G
26. Bug in Industry 'failed' indication not showing properly sometimes. ^0 R$ m3 g4 z& [
27. Location check at scenario load to include small map sceanrios2 G& m7 T- o# b) P$ P8 _
28. Bug in air supply to fragments in a non-friendly base hex, `* y4 T6 T; ^6 M
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& M+ b5 F8 n4 u
being set to homebase before execution of the mission – ie was returning to base" H0 e; @8 [9 l. h
immediately% H) o' }$ Q, S! ?
30. Error in Strategic map display
- B. m6 }8 U0 U& c4 n [8 s( Z31. Additional and stockpile options were not turned off when base was captured
. _! r2 G8 y$ b8 H8 N' t/ C" Y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on# r. O! I5 ^) Z5 o
mouse over M, i) i. L! ?& _
33. Army experience being gained when not 100% prepared as per manual; changed to allow9 k2 `# R; V% M( \* q2 O
chance to gain experience if >75% prepare and < 50% national exp level
1 r" E; t* p T) v34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ S' R1 [' F; R8 y% Valleviate the incorrect experience gaining happening while in reinforcement queue9 v5 F" X& O1 V: p/ Q2 @
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ `# \6 b3 y' _$ B7 g O- N
caused unit to jump “off-rail” and move overland
8 c. x1 M: F% d6 E/ g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 t; c. e, C8 A- ]9 `) b
37. Excessive accident messages on unload from TF reported
" {# V) D2 @( d+ _; k8 w38. Reworked editor sub-unit merging as some devices could drop off the unit list when
7 U2 A7 ^- g6 u4 Tmerged causing smaller size unit than expected0 h+ r/ I: a% c4 }- n( Y1 B
39. Corrected possible TOE error in scenario data load for inactive units
# f, T3 k& H% ~9 Z- D( Q5 D5 K40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can/ Q* ~* R$ g7 s3 H H- [
however be allowed to do this.
7 S0 \7 X% j" ?& ?/ P% v$ j41. Possible CTD if sinking ship's load was a group+ V& n N7 r. I6 K5 ~2 }3 }6 D
42. Limit the number of devices built from resources per unit during LCU replacements; this8 e! _9 [' J! V3 r( o
was causing an over production for that turn
" h' h$ {8 u8 W% `# C$ g43. Retain day/night setting when creating group fragments
: E4 n0 h/ S1 I3 i. ?44. Adjusted supply and fuel values in base list not to overrun the space4 I" C# p* j7 d/ f6 ?
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
|: o3 ^$ G& h3 Xadded YMS to Sweep TF in line with manual and code! ?6 r0 O0 I5 L( z
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 d: @: V; r! B* |5 T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; }; I G' k1 _. M0 Qrebuilding of destroyed units is not affected by this.
7 v- ^$ R u+ s! F5 n" O0 ]9 l47. Carrier capable and trained text not showing together on Group screen+ W7 G4 O$ d2 i& }2 b& R/ C) u
48. Handle any blank re-name changes by ignoring them
% ^; [' j( N6 W4 j& o7 g' Y9 A49. Possible CTD when air fragments combine
% ]8 G% J: z: J0 P! R' a3 j+ A50. Unloading TF can freeze a LCU onto a ship under some conditions
# w3 g3 g5 V2 Z, U' \51. AI not behaving if main HQs missing (affects small map mainly)
& h0 X: T' `; J$ c5 r: E) n; A52. AI using AGC for normal land units – removed from TF if not needed* x& p- q! e' b& z* ^" s' h( Y
53. Soviet activation message not in Ops report; k( {4 u3 h% R" e4 J
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 [% s" h3 K+ _( x! E55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 v. N6 Y" s# B4 N4 W3 \56. Sub attack against docked TF not happening for port size <3
* U/ u9 K# K, V( {57. Unit type changing unexpectantly; P: j% g& S$ k1 J3 `
58. Torpedo replacement on plane sometimes is missed
; G( U: r! z9 A+ ^# L# a! W. [59. Double handling of overstacked supply requirements
( \: M0 n* p9 i" H8 H) [, k! J60. Fixed alternate weapons for port attacks
3 x- D) b J4 _' J2 B& u) v61. Corrected weapon system damage to show after combat on ships in port rather than wait till, @6 l ?' F+ H( F% j( n) [. n
sometimer in the ship repair cycle.
1 A/ J/ l2 E$ A: \9 S62. Ship tonnage over 32K could cause repairs to fail) F& s% N* V( N4 g, d& s
New
. J* c+ T% u; _" ` a1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( B! B6 j- u3 d+ `& s& P0 V6 Eport' R+ w! {* B6 U" n4 p% e
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( y0 J% z" A( Q5 o- CTenders not counted$ F% N0 ?) {# S( L# \" O' a" R1 }+ R2 B
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- x& e" E0 p8 S0 q& m( Z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- u7 j% u% K& e! j0 f
to remove damaged ships from TF6 [; Y# s5 \/ f; R; R) ?+ b) \
5. New filter for “non-building” devices in Industry pool screen/ @+ R+ }. e4 G; G
6. New filter for “non-building” aircraft in Air Replacement pool screen
3 K& _* ?/ E0 C% q& v0 o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, K0 T0 {& h! Y1 y- O
mines (^) detected
3 N+ [6 s+ W5 t4 X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 ]! u6 G! C) f& K9 f3 H( O‘button6..’ image files, then these will be shown. If not, by default there are shown as( L( c& t' f7 C. Y% ~, m1 ?& ?
standard parachute unit icons# n% d; D4 v0 S4 m
9. Air/port damage and building is shown in base mouse over
' ]. K% F7 Q4 V/ h z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# |: D7 }1 S$ u* H
11. TF can be routed to stay within coastal hexes as much as possible
$ I2 U* r' K9 w6 r) J& A3 x; X12. On Top Pilot screen show the 'ace' cut-off value if more than 10 @$ ?' ~$ t0 G+ n
13. Added option on group and LCU reinforcement screen to turn off replacements
. s$ A* W' w. f, A4 b14. Current base can get supply returned to it when reserve planes returned which were
+ j: D' M2 A0 v$ Q, l5 r/ U! ?originally supplied from another base
; G2 K. x; Q$ |- d; B( m- x' @15. Unit type filter on Troop Loading screen
, I9 O! E) M: ^: @5 o16. Report killed ground units if not in combat report
5 j+ d/ B+ i1 Y8 h: [4 s( N) P3 FChanged" `/ }/ k, A3 f; E. ^- E% h
1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 a8 _3 q! `* C& \' R. ~; V/ c
(complements fix 18 above)
O) s* }+ U7 y3 m( P5 k: p2. Permanently increased pilot array to 70K- c7 n# @8 I* Z6 M& n3 k g; A" w
3. Increased number of air combat rounds are a factor of total aircraft involved! z3 r. R) g8 O' Q8 [! I5 n4 L4 q' L
4. Allowed submap to submap movement if land connected for land units. Should have been* G+ v, B: y; E5 \0 {, t# n
so as per Andrew Brown
% }' O2 j+ w* k f5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 a9 \0 T z9 j( C7 k
delay toggle instead
' n4 s! W' g0 X7 K# k4 i, X6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 r9 C- S$ A! z! E. V& ~7 o" Q( h- e8 t
maintenace a bit more
- n# C) F d: w3 f/ f4 ~7. Support device replacements won't decrease the overall experience of LCU units. This does
* C' A% l" g4 ynot alter the overall EXP change due when any replacements are received.# L% m3 Z3 ~- ]. ?- q1 g; W, f8 M
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# C1 O. Y+ L9 h/ G3 k
between the two but could break current games.) f/ y5 H$ \3 E- h9 i. e
9. Some LCU Prep points may be retained if unit is experienced9 i1 Y/ b) J& t! E
Notes
; y4 W8 z H1 U$ {. t# u4 [) L1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) p& H2 B7 H; g! j+ W3 eshould not change player or HQ, even if not in play. These original HQs are used by the AI+ i2 w) |% U! b
routines so changing or deleting them can put the AI off. Changing other elements should
7 O& ^' C" K a2 L4 }# ]be okay.4 Z: f }" }$ [1 f i9 {' i0 j# S" ]
2. Clarification to weapon filters for aircraft:
9 B7 O: O! q Z# CPM_NAVAL_ATTACK 2 // used for naval attacks
/ o w. \4 k4 _+ T- V2 T1 ZPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' ]: y ]) j) G
PM_LAND_ATTACK 8 // used for land (ground) attack
- z8 _$ `8 }# U& [" vPM_PORT_ATTACK 16 // used for port attack
$ t4 U/ N' C9 c# v8 q3 [PM_AF_ATTACK 32 // used for AF attack Y! g; u6 R% R0 d o) t) V8 \
Dropped any reference to secondary values for land and AF as they served no special use.
" T9 }* k6 B7 }/ k" m( u/ yClarification changes
6 y7 r: a7 l. Z: X2 H1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 h% ?7 L* X3 I+ W
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ \1 p* s% k' E8 C2 ~
MONGOLIA(91) or TANNU_TUVA(92).
* ?& ^2 ]8 Z. W5 za. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 R% p; }0 e0 l% p) ?
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 K) M9 c2 p9 T0 t, Uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) h8 X9 O: c# Y, c& {* m. x2 Nafter Soviets are activated, but can’t move
s% G6 E& V2 V$ M kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ q, ^5 E/ q' s+ a
disbanded in port.( I2 b; |/ R# Q. P
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: y @8 U- s+ \
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |