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- K, ~/ X: |1 m; R6 b" |5 yhttp://www.matrixgames.com/forums/tm.asp?m=3185062* m# \2 e# f+ `# k4 C+ S# F
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已经共享到岛群QQ和本论坛置顶资源帖. i4 r" M4 Y5 Q5 m
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大量更新,详见列表:. g4 R* h8 u: t
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Change History:
5 H& k; ?0 C0 G6 u# e% t( a( J5 tV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 y: b4 l! {& e1. Seventh Update – This release is a comprehensive release updating all previous
o! ]0 M; ^. d# `' rversions to v1.01.17 beta
% C( C g5 r& l; c2. Code Changes L9 J' ?' c6 O/ O2 j/ ?
Fixed+ e* z8 F! D& K( v6 y% X' y
1. Display of AF/Port icon between player saves based on player's intel F3 D3 }; E7 ?" o! y. _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
8 Q: d! X( q8 J- U' Wweapon list updated
- v" d% ?$ @' n. T. M: o3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 L% a" c2 C0 e9 ]4. Allow smaller 'reserve' space for small groups on ships
7 T E9 L* u& p" R3 k5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* z* i' X: S t3 V5 A5 E6. Correct attacking plane count before final post-air combat
. z9 H2 }6 N+ y' y% y7. Pilot promotion may have occured in error sometimes
2 ^1 G0 C! d. N8. Raid detect message sometimes dropped of the combat report* q7 y4 U9 c( N( B! T
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply+ H- V, D6 E% i, p
generally2 |; r$ _" j2 K
10. Some pilot-leader connections were being corrupted/ h. [$ {5 M& U
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: n" F! b# ?0 O. b0 {/ `other move issues due to the incorrect indicator
( \" n1 f. {( Y7 D$ i4 J3 l12. Wrong ship sometimes reported in Ops report for TF movement which causes some) e r, s; i6 Z$ q, X' [
damage v# f n6 F2 Y% _+ p P# e
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; c+ {, m7 Q8 F. W+ F8 X! A( t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 B7 ^% L+ p- [: O. |
date sort% K( f7 i l; r0 M8 @/ {# Q
15. ASW groups not allowed to attack sometimes
) o/ P# q$ s' O, [6 m" t8 o) B16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' C4 Q/ C* \; S, uHQ/LCU to jump to reinforcement queue7 R9 |3 `7 P) S# `1 t+ m
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 y3 L" @7 p# N; i' m4 L0 Y3 k ~$ d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) B# x' @' u- h) |at start of AE but crept back in sometime during updates/ k7 p! {) \. F9 P$ I( i2 U
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 _/ D3 \% T; Ofragment.
% a) l8 b; M8 L' x/ F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 b. x9 b) U# l# ?# x0 m3 S& d5 L21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
6 ]9 D# [2 _9 g0 l! {. |2 f7 cshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( r$ |& G2 p' S3 I$ X23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- T9 N3 `8 X4 ^/ s/ j3 ?24. Bug caused F/FB to sometimes bomb at low altitude0 ^- s$ x3 y0 b3 d' G6 T! P. ]
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" M" q) X5 @1 T' m: [occurring properly.
5 U5 A- W" j* C# Q6 t* L26. Bug in Industry 'failed' indication not showing properly sometimes
5 \1 U! w0 W9 ?27. Location check at scenario load to include small map sceanrios
& h) c. h3 ]& x8 u2 z1 ?28. Bug in air supply to fragments in a non-friendly base hex6 V& K% U, f0 V4 \: I/ g3 o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' W" L' Y% W+ F6 s
being set to homebase before execution of the mission – ie was returning to base7 _0 }0 f: [4 `- e
immediately
0 J6 ^1 c) C8 _' o8 |# }+ M$ u30. Error in Strategic map display) I9 x* o, d" V0 Y) D& g+ P( I" I: R
31. Additional and stockpile options were not turned off when base was captured
- J$ _! I6 C. ^3 A" G& i- r32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ I, s9 j# h3 F& z; J, J- c! c7 Q( T
mouse over
" c7 k2 {7 |- |! S, D5 ]( V33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 `- n+ J$ b2 [/ ?chance to gain experience if >75% prepare and < 50% national exp level
4 p9 o5 N2 K- _6 H$ m- p9 k7 ~3 J: D34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
( X7 m1 H2 C5 |+ v6 f- talleviate the incorrect experience gaining happening while in reinforcement queue
' j$ p1 [/ m6 Z: W; g35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –: P1 r+ C# b7 R* z6 g
caused unit to jump “off-rail” and move overland5 q$ u! r$ Y' A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 T/ [% k6 }8 H% d# D) a b
37. Excessive accident messages on unload from TF reported, f x" i4 h1 j9 x/ S( ?# E3 h" u
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
) R3 a( n; `9 Z/ ]merged causing smaller size unit than expected1 R2 \- |. Q$ G1 ]$ g
39. Corrected possible TOE error in scenario data load for inactive units2 ~; C2 s9 x9 R7 l
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 b9 |, h7 j; t; _% Khowever be allowed to do this.9 M- }4 c9 }% G0 [* `: K, M! r
41. Possible CTD if sinking ship's load was a group7 J6 b. `9 @6 w! k
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 D3 r+ B9 e/ r5 {4 @/ A' V# }was causing an over production for that turn8 l* u. Q$ e' v8 J; Q
43. Retain day/night setting when creating group fragments* ~- I; G$ p4 W9 a# M2 A
44. Adjusted supply and fuel values in base list not to overrun the space
$ a5 Z3 y1 G1 Y O8 \% N5 |45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 \7 h }" G; b( [! q
added YMS to Sweep TF in line with manual and code/ i( O& `; Z! u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the& x% q: H# `7 ^6 P. W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; A8 l' b6 |# i& c* Nrebuilding of destroyed units is not affected by this.
, B4 G) \' T) L3 z G9 l+ w" D47. Carrier capable and trained text not showing together on Group screen
5 b9 O# x. K5 I, ^48. Handle any blank re-name changes by ignoring them
4 ~" g! O& ?2 I1 G+ C/ V+ Y49. Possible CTD when air fragments combine
- i2 H% ?# p2 m4 Y6 K$ d9 U% F: W1 M50. Unloading TF can freeze a LCU onto a ship under some conditions
/ f7 f. \0 c* ^- `+ {$ v- \51. AI not behaving if main HQs missing (affects small map mainly)
+ t$ ^# J$ h& p: Q' z52. AI using AGC for normal land units – removed from TF if not needed
/ p- M, Q' A7 q53. Soviet activation message not in Ops report7 O0 T$ Z& k0 T( G) l* O9 F! J0 _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* V" o! P) l# o5 Y- t# |55. Clear Soviet air balance if not activated. Possible incorrect base switching! T; y; t% Z1 }! E5 Q! D7 P1 B1 Y5 X
56. Sub attack against docked TF not happening for port size <3
* b7 `# M3 y5 R/ Z* H+ q57. Unit type changing unexpectantly8 |: ^6 x- y3 B$ S: j4 v* C
58. Torpedo replacement on plane sometimes is missed
1 M0 T0 R8 W4 Q9 S" [59. Double handling of overstacked supply requirements
2 [. r6 r% n# |60. Fixed alternate weapons for port attacks
+ F/ g7 n+ L8 Y6 V1 M) p4 h7 r- R61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 i4 [% s* ?! w7 U
sometimer in the ship repair cycle.- I" @+ Y% M1 P9 K
62. 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
`2 q) C: E$ @- j2 Lport
1 Z. F Y4 Z2 M* a( f) Q2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ a S6 T" Z# N9 \# } c
Tenders not counted* S5 b9 h' R2 R7 M8 L
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 e( b+ h8 _! y" ^ q h- J4 Q4 ?
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method U2 P% X& Z2 }( E, w6 ?$ b
to remove damaged ships from TF
, S7 z- U0 O( j8 Y# U. W; g5. New filter for “non-building” devices in Industry pool screen. e& T& S, Q# ~, v; h+ A2 n! M
6. New filter for “non-building” aircraft in Air Replacement pool screen) A3 `- t. y" i" f$ x
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# H2 O" D9 X/ ^7 amines (^) detected- x0 R/ W0 k! A* Z3 u1 {
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% X q. s9 w$ R Y" ]2 G
‘button6..’ image files, then these will be shown. If not, by default there are shown as7 @: [; ?' o9 n% `7 }" \8 N8 u5 X: f
standard parachute unit icons* {* f$ s0 a- K, f0 D8 |8 F
9. Air/port damage and building is shown in base mouse over
/ X% P! M+ [/ i, c* O* c! Q0 ]% J4 ]10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 j; T' C, q& G3 r3 Y& F+ e- _11. TF can be routed to stay within coastal hexes as much as possible/ x2 Y1 J4 X5 R1 k7 H( e, q3 X
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; ?) T7 [7 Y% P13. Added option on group and LCU reinforcement screen to turn off replacements" R4 z9 W+ W' A8 E
14. Current base can get supply returned to it when reserve planes returned which were" J2 T" |8 \& _; d9 w) r$ v
originally supplied from another base5 @- m' {# T! S( |; c
15. Unit type filter on Troop Loading screen8 B& x% ~0 u9 n7 c2 ]
16. Report killed ground units if not in combat report" A. P" Q; p T6 E+ J9 W
Changed
$ W2 t2 @: O/ P+ ^8 o5 A4 Q1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 z* y' o6 e" R/ l' P
(complements fix 18 above)
9 V- d0 B& o1 C0 ~3 v2. Permanently increased pilot array to 70K9 U, ~7 z8 f3 q8 ~! H8 O
3. Increased number of air combat rounds are a factor of total aircraft involved% A5 M( K5 ]; A
4. Allowed submap to submap movement if land connected for land units. Should have been0 o, u9 e4 {: C7 z; A
so as per Andrew Brown
9 x, T3 D9 y- u2 T) q" |( z- S; \5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. R5 X7 h! W, s8 L, T
delay toggle instead
/ J2 i* {/ U% _9 j+ O6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 T) p; Y3 Y3 m, s i. dmaintenace a bit more
+ D2 i+ S+ [: B4 I) m8 R$ ?4 q7. Support device replacements won't decrease the overall experience of LCU units. This does2 J# D6 I1 n4 c, _4 R: T+ w
not alter the overall EXP change due when any replacements are received.
7 | ?- B( O) X, r/ J) A( A% Z: H8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. p' r/ @' S+ P9 O& d
between the two but could break current games.
( _ K6 T! b8 o/ b4 |* N9. Some LCU Prep points may be retained if unit is experienced
4 l9 Z! L+ J# ?" `9 \% ZNotes
. n. L# ?5 J$ A/ Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario5 G6 ]8 |1 [* Q6 b2 o9 t) [3 Y H
should not change player or HQ, even if not in play. These original HQs are used by the AI8 J! c8 }; [ a/ P
routines so changing or deleting them can put the AI off. Changing other elements should* L# e0 ^+ G# k3 B+ v/ W
be okay.+ r6 B5 X$ @6 O* e5 Q
2. Clarification to weapon filters for aircraft:
& V' e0 M% p! C: [PM_NAVAL_ATTACK 2 // used for naval attacks& e/ l8 f/ ?: j. V6 `& _
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) [% t9 `# c$ i6 w* dPM_LAND_ATTACK 8 // used for land (ground) attack& h$ E. n! N* D' q
PM_PORT_ATTACK 16 // used for port attack3 a& V# \4 u" \% B" h4 h% D
PM_AF_ATTACK 32 // used for AF attack9 G3 {5 s' v) Q6 _& F
Dropped any reference to secondary values for land and AF as they served no special use.
3 [" q! x- J3 k0 p+ P2 {Clarification changes
2 e1 [1 K& \9 C1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 K8 w% B- f; u; A
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ ~! r2 |( } |MONGOLIA(91) or TANNU_TUVA(92).$ T* e4 i( y4 R; L
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- `& X8 i F0 k# [" M( Zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: j) }: w/ z# q! b( ^
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ k N0 O) V3 r3 e: U, Zafter Soviets are activated, but can’t move
: `( n" n9 x5 q% i2 u: Pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; L% X+ D2 l* s4 l) ]disbanded in port.3 O# j* U w2 F. d U
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" J u! W7 @) Q4 \$ U% C
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |