具体见
& L# H7 ]9 S7 L8 x( r. o
0 n5 z7 ~1 c7 ~( Ghttp://www.matrixgames.com/forums/tm.asp?m=31850624 |2 _5 `3 G% ]6 D
% ^: V0 ^7 ^ U6 c$ q# ?
已经共享到岛群QQ和本论坛置顶资源帖& o" j% |% f7 z, ~% S
+ F9 v, j$ N9 i大量更新,详见列表:
/ I) Y: Y% M" ~; b" H$ A1 z4 @# ]& n3 i8 z9 b. y4 V
& C; P$ G7 o% u* c- X; d; Y" `
Change History:
/ l, t X; M& p1 _V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): F( o* c: K `9 l! u
1. Seventh Update – This release is a comprehensive release updating all previous6 \; T" r( R' Y
versions to v1.01.17 beta
! g/ A0 { K$ `4 h: A2. Code Changes1 F, U/ U7 @, y `- E0 \/ U. z1 Y! u
Fixed3 a1 ~5 `7 W6 H& a( x
1. Display of AF/Port icon between player saves based on player's intel
& b2 s) Y& Y$ E! K% x: U' g- }" d2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, i# H# Q ?4 w5 `6 H V- C* Y Cweapon list updated; c7 `6 S# }" D/ \" I8 c
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ u7 D4 J" t7 h5 C8 S& q0 X
4. Allow smaller 'reserve' space for small groups on ships! ?3 f+ T v7 b( C5 c0 w' w8 O. J9 y
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ ^/ ]- D5 O1 J: o2 [6. Correct attacking plane count before final post-air combat
8 S2 S: p4 j2 ~* [7. Pilot promotion may have occured in error sometimes
# b1 o3 j, G( E! v( I! i8. Raid detect message sometimes dropped of the combat report
3 e( I+ `' ^2 A% o9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 u0 j! Q' b" O1 c6 z5 F0 Jgenerally1 p; l& a# O- h2 @ O
10. Some pilot-leader connections were being corrupted
" ?8 }# x N) n6 [# z) k11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) | M+ Z, k; F0 \& H2 oother move issues due to the incorrect indicator
/ \3 a) F- f1 h0 [. g8 ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some! q4 n" z* ^3 ?7 h; e
damage
. U+ i( A* H0 t( M- \$ |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! z' ~' X0 C) j O! ~14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 M7 a4 u8 s6 zdate sort; R5 v. W1 {4 R+ V' z
15. ASW groups not allowed to attack sometimes W2 B7 f; s2 b( b% W4 ]6 f# [$ \
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ t" Q& \1 @5 C. N) f
HQ/LCU to jump to reinforcement queue6 F- U+ V5 t1 C5 h$ D
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 {0 _2 f' d: V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 j; A1 J% B7 d, o* h
at start of AE but crept back in sometime during updates
( _1 b* F {& H2 r19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! U! m5 E i4 R u+ {fragment.
1 s; p; z7 D" p, s$ |0 L) I20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- }/ Y# t8 ^% w; K; w, m: D7 }" ~
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 G3 F& {% a: M2 V3 l+ e! W; G9 zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 j! b" u2 O ]set
4 D+ X+ y5 w1 ]$ g) y0 u4 a22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 U S6 }# l! u; b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% u. n5 ?/ A6 s# Q) e6 P; N' d24. Bug caused F/FB to sometimes bomb at low altitude0 n* }# s$ F5 ^2 i, }. g
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not! O; H0 m( ?/ J6 I; S# t. u% F+ t
occurring properly.: _; z$ C* `1 b- D# D5 S
26. Bug in Industry 'failed' indication not showing properly sometimes: J* g& O2 A& X* d
27. Location check at scenario load to include small map sceanrios
8 B; P8 I: d! Y x' z* u28. Bug in air supply to fragments in a non-friendly base hex
! Q1 b& M6 }- I- {6 P29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& r. @; C% S* L1 s& i( m
being set to homebase before execution of the mission – ie was returning to base
' K& y% z9 u, j8 E: Eimmediately0 f* s# v1 S) }* }, Q2 D) g: @
30. Error in Strategic map display
7 o2 f5 W- S! L. v31. Additional and stockpile options were not turned off when base was captured) b. \. L: B% ^, N8 e8 p
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on, ^7 A1 o, l& l- I) K" I
mouse over' |$ j* A1 f" ~9 H) Q
33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ p& W3 L. }( }chance to gain experience if >75% prepare and < 50% national exp level
7 u+ ^- s) U) }6 X34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
) e: _- A% m5 k0 U5 \) W( ualleviate the incorrect experience gaining happening while in reinforcement queue
: ?* U8 K6 S, l, x! B: o35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' A. ~7 Z: l) l, Y) Z- h
caused unit to jump “off-rail” and move overland
3 U" J, P3 o* o7 m36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ `$ Q( c7 W+ n' f2 o37. Excessive accident messages on unload from TF reported
: r& W# q; ~* ^, g6 Z0 P38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" _0 j$ ]" h' ^6 x2 O" F3 t" ~2 Gmerged causing smaller size unit than expected
! v: B1 O9 f( O! d39. Corrected possible TOE error in scenario data load for inactive units
. |% W# C# c9 o8 |) L v! I40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; g9 @9 Q; F6 ]: S9 G5 ihowever be allowed to do this. I, S7 r8 X. q
41. Possible CTD if sinking ship's load was a group
. \2 Z+ p% A) u' j+ u42. Limit the number of devices built from resources per unit during LCU replacements; this
7 b" w, o D' A4 u$ Q4 E; Q8 Dwas causing an over production for that turn( G1 {" T0 h1 J; h
43. Retain day/night setting when creating group fragments$ U! K R; g6 f# i4 u
44. Adjusted supply and fuel values in base list not to overrun the space J5 q, ]5 a) m( b% C" _1 w
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 i+ _- D6 z( J3 y3 M; [$ i2 n; G) L0 @added YMS to Sweep TF in line with manual and code' B+ C; M) T/ z8 S
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
8 b! y2 ?4 U9 o: G7 qrule relates to the abundance of manpower and is not covered by replacement pool. Normal! B P" H2 n0 z7 G- ~5 K
rebuilding of destroyed units is not affected by this. v3 C; j8 B2 ~
47. Carrier capable and trained text not showing together on Group screen
2 |+ L7 P V4 S% a5 D- ~48. Handle any blank re-name changes by ignoring them
/ R3 \- D. C9 }; v49. Possible CTD when air fragments combine
0 S8 r* e* h7 u2 E5 F50. Unloading TF can freeze a LCU onto a ship under some conditions3 y" m; o8 H% K- @ J% r- G
51. AI not behaving if main HQs missing (affects small map mainly)
+ s& e0 K, g0 i p" V52. AI using AGC for normal land units – removed from TF if not needed5 K/ M& f/ y" m! f& S
53. Soviet activation message not in Ops report& E) g$ F" A8 w! f* j2 N- p, L' C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ k [ o4 X% }7 N$ n, B8 w0 t: J8 Z: R' o
55. Clear Soviet air balance if not activated. Possible incorrect base switching
! j& u/ W; G# k0 g& B56. Sub attack against docked TF not happening for port size <3
7 C3 H7 t' G) K3 _* N1 H57. Unit type changing unexpectantly$ ^9 ?; v! H- `2 o/ w
58. Torpedo replacement on plane sometimes is missed+ A0 B9 i( V% J( @2 f: c( e
59. Double handling of overstacked supply requirements2 E0 m7 |! }& r7 x# K
60. Fixed alternate weapons for port attacks
% t# n$ J8 S1 Q1 n. u4 w* {9 J5 U4 b61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: f5 p3 x. p( P9 K9 a2 Esometimer in the ship repair cycle.
8 ^8 k0 N# C- V7 S) T4 C) d1 y) _8 x62. Ship tonnage over 32K could cause repairs to fail
% k0 l' U; B8 k/ d4 m1 n$ ANew1 V& e, C B4 u8 d* {
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 V+ ]3 N2 d) ]port
2 E5 F8 h3 h; X" H' ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ W" V. y) d4 I$ B( b3 e6 wTenders not counted
( P- |; K6 h4 u5 n( c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 y, o# H, d: K
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 h5 q( ~. r# p6 T, f% Nto remove damaged ships from TF1 v1 `9 E" }% w% q
5. New filter for “non-building” devices in Industry pool screen0 b( q$ V" u) e! O! p
6. New filter for “non-building” aircraft in Air Replacement pool screen. d# R' u7 i# u! \+ c3 ~8 ^7 _2 T
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 o$ h8 R2 u' e. {; [mines (^) detected, y6 J! P6 E9 a2 s# [; r& ]. W
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& V! F1 j6 X* e" J; ?* b
‘button6..’ image files, then these will be shown. If not, by default there are shown as
( V9 p1 @" H& J0 F1 c/ Vstandard parachute unit icons
6 d2 `( \6 `/ w6 P9. Air/port damage and building is shown in base mouse over& f/ w* f- Z- }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- h6 Y* Z: Z9 \$ L$ ?9 I5 K11. TF can be routed to stay within coastal hexes as much as possible4 _, b( k& o/ \9 [! J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ w: w9 P0 a9 F3 v6 D5 P13. Added option on group and LCU reinforcement screen to turn off replacements
$ \. K( v+ i4 ~0 z- q14. Current base can get supply returned to it when reserve planes returned which were; i- R2 n' \8 F
originally supplied from another base i& \) I- g3 X
15. Unit type filter on Troop Loading screen9 P8 W$ c2 |+ O, @# G1 U
16. Report killed ground units if not in combat report
' x5 {" P- F/ W- FChanged
! k; H- R- W, T' J0 M1 Y6 S1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ p) `' R% [0 ~$ K+ f7 C' J(complements fix 18 above) z" I' g8 U& [. f3 s
2. Permanently increased pilot array to 70K
+ G0 m( Q# [: C$ V3 n3. Increased number of air combat rounds are a factor of total aircraft involved
+ r" w0 J- E' L8 [! Z2 q4. Allowed submap to submap movement if land connected for land units. Should have been# [/ v0 C$ B* I5 J) M* |
so as per Andrew Brown1 p& _0 H$ l7 B9 M) u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message$ I5 j- Q0 R1 i3 z( D% V1 a3 G4 p
delay toggle instead0 R" L: v {+ [( j* v; _8 e& W
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' a5 z! O8 m% p' G3 V( A' ~( o
maintenace a bit more
# }4 k$ \# w! _4 V+ h4 k7. Support device replacements won't decrease the overall experience of LCU units. This does
# y Z* R! J! o* Z' B( b# J, _6 fnot alter the overall EXP change due when any replacements are received.: f7 b; g: z' x& v+ V+ ]
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
1 s' ]6 J; _3 _- N6 E) S( ]3 J& sbetween the two but could break current games./ t7 }: J: y" q0 Z# I$ f0 J" F
9. Some LCU Prep points may be retained if unit is experienced8 l5 L3 i$ L4 q. C7 g
Notes) a! r2 T+ [- r# B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 j& ], W* J' R5 g% \) m
should not change player or HQ, even if not in play. These original HQs are used by the AI
: L, P: k$ K: [# s' troutines so changing or deleting them can put the AI off. Changing other elements should! E8 ^8 ?% |' |; _/ u* Z: V+ N
be okay.
, i; G9 V* G8 |& h6 G3 J, u2. Clarification to weapon filters for aircraft:
% w3 c, f8 ~8 PPM_NAVAL_ATTACK 2 // used for naval attacks6 ^: C' m( X( F9 W! z
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). F V, x! }2 l4 z) {
PM_LAND_ATTACK 8 // used for land (ground) attack) e; K! P4 _' K( b, v! t9 m8 \" T" h% n
PM_PORT_ATTACK 16 // used for port attack
: d' _% i& _7 G: V8 `PM_AF_ATTACK 32 // used for AF attack$ b$ `% O) {% u5 ~$ t# l
Dropped any reference to secondary values for land and AF as they served no special use.' `) p% ]$ U, L$ l
Clarification changes
l& Y/ V; a2 Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These7 `; B- }: r, R" c9 S$ a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" b9 s; U5 m* u T8 B7 [/ y$ F% ?MONGOLIA(91) or TANNU_TUVA(92).' P; c. x. B1 z7 Z: F4 z
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 K) `$ Z4 I) W' _+ ~3 \1 j
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes u7 p) l: W, _; N4 I6 A* o/ J
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 ~1 V2 J ~! H1 R$ ]) Q
after Soviets are activated, but can’t move
5 \/ C/ _! O. Q! S( i+ zd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ L) h4 o. O+ z7 }) l8 Y' F( V+ }
disbanded in port.& Y, j" T& | v
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# ^/ U4 ]" x, m" R2 G9 D
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |