具体见
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' p) _% ~! D5 E$ {http://www.matrixgames.com/forums/tm.asp?m=3185062
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0 ]* U1 j8 N6 E9 N! s已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:' G% J: [8 r; `5 c/ u' Z
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Change History:
6 i& T& e8 o2 R MV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 f4 x$ B, t2 A, _# i; U& N1. Seventh Update – This release is a comprehensive release updating all previous' X5 y2 x' y) f2 p
versions to v1.01.17 beta1 A* p6 l4 `) x0 q x! x
2. Code Changes
2 A% z' F7 [7 b" x) q) w9 v1 L+ }Fixed E/ j' ^" Y) Y
1. Display of AF/Port icon between player saves based on player's intel
3 @* q7 k1 u( F2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 M& ^7 d3 n: ~( }weapon list updated
$ M8 m" J5 ^" n* k2 r! W: J3. Reported cargo/troop safety values incorrect when no cargo/troop space* v5 I, r6 I, }8 L: Z. l& A
4. Allow smaller 'reserve' space for small groups on ships
& N( n$ ~4 Q t; \1 d. F( v5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ m/ T9 [# I' H8 j6. Correct attacking plane count before final post-air combat
* @$ r6 I& u$ I' Z# B- e7. Pilot promotion may have occured in error sometimes
. }# c* Q( K: a8. Raid detect message sometimes dropped of the combat report/ R& \. e" s; L' E% a8 y$ y, p
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ Z# v# y1 m" a( ~ S
generally
4 g# P4 K# I3 c3 f& K10. Some pilot-leader connections were being corrupted
5 A9 j3 s! u3 z# P8 H$ ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 A1 B$ Q8 Q8 Y$ [9 H
other move issues due to the incorrect indicator- V+ d ~$ L0 L: b# F3 U3 J3 F8 t
12. Wrong ship sometimes reported in Ops report for TF movement which causes some! d' a; F5 c- w, M
damage4 A+ |4 S3 R9 b" Z
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- L' ~) W) w! \, S4 i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ R9 c% b- E7 e ]
date sort# }: K$ L z0 m# h2 M U. C- c# D& e
15. ASW groups not allowed to attack sometimes k7 @' e6 _( \- P* L6 Z3 K
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* k8 ~$ H5 j( L/ u
HQ/LCU to jump to reinforcement queue
2 l. l' c* S, C6 N# E7 D17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 D3 C1 s. t8 W. ^18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( J; ^6 ~/ P' _9 T7 m7 n1 j' A
at start of AE but crept back in sometime during updates
% G$ t8 d& l# L5 S# D% @19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! i1 Y a& l! x7 ufragment.& Z9 p7 Z- e4 Y, v# m* r) W
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, u: _- }$ J2 H! s: {' ~5 R
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 K; D' j1 \5 Y6 ^* sshort 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$ h' I: i7 a. b' X" ?
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& r( U, X: K& Z4 ?% I24. Bug caused F/FB to sometimes bomb at low altitude, b1 x, p/ Q/ K: j: K K/ L
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( V( a' D" f0 O1 z1 i0 @4 r
occurring properly.! S9 c3 R4 {% }! T, q
26. Bug in Industry 'failed' indication not showing properly sometimes1 D; h/ w; r. z
27. Location check at scenario load to include small map sceanrios
( H m5 H+ k9 ]( `) @( s! b28. Bug in air supply to fragments in a non-friendly base hex7 L+ f7 x5 I" r! M ^6 ?6 {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( \( v5 e6 @4 i5 g7 h' V
being set to homebase before execution of the mission – ie was returning to base
; r: c" ]2 z4 i0 R& Kimmediately
7 I: k. L: Q( q: K30. Error in Strategic map display& S6 L3 }3 t3 ]- I
31. Additional and stockpile options were not turned off when base was captured& v3 B, `0 f" T) B- h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 Z! x* Y3 j- ^: Dmouse over
; R0 f0 W* R$ t33. Army experience being gained when not 100% prepared as per manual; changed to allow
) V) Z0 J- q& r @+ k) K% l; Kchance to gain experience if >75% prepare and < 50% national exp level4 C* ~' y! o1 Z j/ r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
* F; M5 t+ o: h6 x! l: k, aalleviate the incorrect experience gaining happening while in reinforcement queue! C$ Q* J' k e" `9 t. _! y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ x0 p. z" k" A% ]) d, z# F
caused unit to jump “off-rail” and move overland; C* e0 X; W. J T$ N3 ]5 S
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ h6 Z: J$ c3 V% w7 m
37. Excessive accident messages on unload from TF reported
# ]% ~. M* C( i38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ F; c$ X8 c5 y5 b8 ^merged causing smaller size unit than expected
8 a" {, p( W" w# {6 N39. Corrected possible TOE error in scenario data load for inactive units
5 {" d: T4 x9 ?" n* D/ k40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( l) y1 B# p5 D9 uhowever be allowed to do this.1 `/ F$ W4 q) y/ Z7 d. r
41. Possible CTD if sinking ship's load was a group
( U8 ?' l) R+ T: g42. Limit the number of devices built from resources per unit during LCU replacements; this
# p; z. Q' n0 m j0 {% Iwas causing an over production for that turn" l9 J: h# |5 G& Z2 n) S, o/ h
43. Retain day/night setting when creating group fragments
7 {% j$ R0 A! o2 L/ @: D44. Adjusted supply and fuel values in base list not to overrun the space! I9 S7 e2 @ W9 k, n4 Z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 O2 g8 K+ S4 S2 [( @/ D) kadded YMS to Sweep TF in line with manual and code
1 D e% A; u( I46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" R6 N& K8 \* H& P: x$ q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal2 R) g4 W; M. ^! u5 T# W8 f
rebuilding of destroyed units is not affected by this.; Q8 E4 n2 b; m+ I
47. Carrier capable and trained text not showing together on Group screen9 x3 I) u! j7 r; E
48. Handle any blank re-name changes by ignoring them; b: D: k C7 A" G: S2 a3 l" m
49. Possible CTD when air fragments combine
% |' @" H3 @6 ?% W50. Unloading TF can freeze a LCU onto a ship under some conditions
% l' H7 I# D; I7 K( _: c- N51. AI not behaving if main HQs missing (affects small map mainly)& A) v1 e' y% G9 h
52. AI using AGC for normal land units – removed from TF if not needed2 G3 q- ^" O% J7 G% y; o
53. Soviet activation message not in Ops report; E% }# Q7 u% c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 n" ?' B0 W" S& _3 c8 j
55. Clear Soviet air balance if not activated. Possible incorrect base switching4 g5 ]1 r) C" f; L$ |
56. Sub attack against docked TF not happening for port size <3
/ A8 l3 t( G- _0 v57. Unit type changing unexpectantly
- F2 H4 A0 {1 Z; |; g& F( g9 v58. Torpedo replacement on plane sometimes is missed
7 v# Y2 j! S6 T+ @7 x3 v59. Double handling of overstacked supply requirements
6 }! ^$ B6 q7 S3 s60. Fixed alternate weapons for port attacks! c1 }$ f+ i# Y% n' C
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( q) p9 E9 b0 Y8 Esometimer in the ship repair cycle.
# C. W$ ?' p: R% p6 Z62. Ship tonnage over 32K could cause repairs to fail$ E$ U) N6 J$ i; @
New% ~2 _8 p b$ ~* x7 T7 ~) |- j
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. \, {1 A* ^4 X) B) z+ j5 ? [0 \port7 I4 X" }) W1 @- a- `( d# _
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.; M4 d- R: }$ e
Tenders not counted
$ D) F( }" L. J5 c4 C% }6 B3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 K1 x# P. A E
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 R9 X$ G7 e' ^7 |
to remove damaged ships from TF
. u- h) ]2 p. P! @! \. ~# h5. New filter for “non-building” devices in Industry pool screen
/ B# c$ A- c" d6. New filter for “non-building” aircraft in Air Replacement pool screen# x$ }8 ?. p6 P
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 F; p5 w; [. ]/ u( {7 b- }mines (^) detected
# X# n. S" p4 C8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
& ?1 {8 u+ R+ T2 v+ _/ e) W8 Z) O‘button6..’ image files, then these will be shown. If not, by default there are shown as8 e0 B8 m% Z. E4 o; Z
standard parachute unit icons1 U8 d4 F0 Q+ Z% F% s
9. Air/port damage and building is shown in base mouse over& v* n1 V j$ l0 }7 ~$ q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- ^8 C/ f# ^% y7 `7 j. k11. TF can be routed to stay within coastal hexes as much as possible
5 y/ N4 n" I2 y8 A" Y12. On Top Pilot screen show the 'ace' cut-off value if more than 1
# H: e: y0 G! o* [# g13. Added option on group and LCU reinforcement screen to turn off replacements
5 ~- C" ?8 Z& @0 T$ S% ?- [4 i14. Current base can get supply returned to it when reserve planes returned which were
6 [5 ^# q& b9 B- n+ b* goriginally supplied from another base. _: O7 n. R" M/ ]! n
15. Unit type filter on Troop Loading screen2 J. L9 X5 f9 S# }- N" U
16. Report killed ground units if not in combat report) w/ k6 i9 c0 L0 v+ {8 y6 _$ f: |
Changed; O6 x% D$ S8 ?' z3 C. |2 y& u; |; ]
1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 _2 T* W2 u: H7 \' d) r
(complements fix 18 above)3 z5 d. G' h/ P! @7 X
2. Permanently increased pilot array to 70K
' x* w- J4 |: ?8 a) m3. Increased number of air combat rounds are a factor of total aircraft involved* ^% g( @ Y' ^" W
4. Allowed submap to submap movement if land connected for land units. Should have been0 u; i2 R0 {! @" j, d2 O: g
so as per Andrew Brown
% V! C# g2 c& w% Y+ u5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! t* I; e5 \1 ^
delay toggle instead7 M9 D& k5 F2 r: X0 c' A5 h' p7 _
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 r+ q$ \3 Q$ Imaintenace a bit more& c' }' n6 X" w+ m3 ^9 f
7. Support device replacements won't decrease the overall experience of LCU units. This does, n8 W" D) P" u+ Q" S
not alter the overall EXP change due when any replacements are received.& @6 C9 P. J! Q) f
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
c% J9 A6 F1 G! Vbetween the two but could break current games.
- F- V. }' D) z3 U% w9. Some LCU Prep points may be retained if unit is experienced
/ M/ o/ f; f- }: v7 A8 BNotes- O( l8 \# K0 J/ e1 ` v
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' T0 }( {$ o8 B
should not change player or HQ, even if not in play. These original HQs are used by the AI( Y/ @9 h* E8 F) O' k4 Z
routines so changing or deleting them can put the AI off. Changing other elements should0 m# J, A, z5 E+ i& u' h
be okay.
( `. c3 v% m# @; m3 W ]6 M/ B" J9 U2. Clarification to weapon filters for aircraft:: v; {- r% U5 C9 e0 c+ Y8 ~
PM_NAVAL_ATTACK 2 // used for naval attacks
4 Z4 K$ g& k, g4 S+ @' ZPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; [: @8 J% F8 U3 GPM_LAND_ATTACK 8 // used for land (ground) attack$ h' {1 a1 Z. h) m5 B+ j
PM_PORT_ATTACK 16 // used for port attack: R8 o2 r' \) ~( v" n; P
PM_AF_ATTACK 32 // used for AF attack
2 C; Z* H. L% x4 s9 \- ^Dropped any reference to secondary values for land and AF as they served no special use.
9 g5 N* O! B) u4 D' {4 ~: GClarification changes
) H* y0 ^! }) e: z9 L1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- \; d4 i8 g; Z2 a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; t, ?3 J# f# `+ H1 hMONGOLIA(91) or TANNU_TUVA(92).2 s" j5 I4 F3 |, |9 C" p0 {5 F
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 r P1 X% I9 k' h6 G0 Q1 K
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
^% V% R4 x5 ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ T9 S( u" r5 u5 _* V4 safter Soviets are activated, but can’t move( z' n4 q( m/ g2 C. S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ d4 O) t$ S+ c- G! }# t% g7 ~- l& X( \( @disbanded in port.
B. @! Q& v" |6 \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 T& c+ ]8 h& Z( `3 u
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |