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+ i* _2 W4 x$ S* [; r# s2 l- h9 |http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:7 [$ p7 ^8 y9 h c9 r: l
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 J" X0 b1 H: ~8 g8 a5 n$ |1. Seventh Update – This release is a comprehensive release updating all previous
& ]4 W) U6 f+ Y8 jversions to v1.01.17 beta
+ r. [& h) V5 Z' Q( R' c2. Code Changes1 I/ o! O4 t, O }
Fixed; C9 B( t& ?5 W3 R0 x" |2 K3 H
1. Display of AF/Port icon between player saves based on player's intel
% s! e, \. c- `# ~: z6 k! e8 s2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% D% l0 f1 ]2 a$ d2 |% {, _( ]7 Zweapon list updated6 A: b" b3 B7 a$ ?) w
3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 t) z* h8 b4 g) V) p2 v4. Allow smaller 'reserve' space for small groups on ships
, e1 F! @2 t8 ~- Y; r6 }1 ^1 ]9 O5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% g2 t6 I% W I/ x; ^5 i+ L* s6. Correct attacking plane count before final post-air combat1 c( L( C7 S2 m1 t! A' q- k- [6 W
7. Pilot promotion may have occured in error sometimes; n( S1 U1 J" ~. R9 o2 {
8. Raid detect message sometimes dropped of the combat report
3 L& X8 M p" A8 ?9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 C- D' t7 P) A8 Ggenerally
6 J6 G( F+ P' z2 O8 k10. Some pilot-leader connections were being corrupted1 r* }$ N( y% x1 t- w2 u" R/ _$ j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ j8 }& K! ?7 d% v
other move issues due to the incorrect indicator% _" s D! O5 Z8 Q. p9 z! }
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- _* h1 L. x; B0 t# rdamage, d* p& B4 E/ U7 G' ~
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool2 T; v5 \0 n4 f- Q) V4 L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& _: x }8 i( l$ H3 H! Bdate sort0 k) W9 K# z2 `; D9 P, }
15. ASW groups not allowed to attack sometimes% i# E: m( _6 ^" ~9 R/ G
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: E! E! r# S+ M- J3 n) xHQ/LCU to jump to reinforcement queue
a Q! {( p; h8 R2 A* C3 [$ Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 r9 I1 [- I+ X1 ~' O/ l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' M* [% V) Q& B; }1 M& X* r7 t* X: Pat start of AE but crept back in sometime during updates9 B! ^# }! r8 W! o: s
19. Removed the fragment/parent swap during a TF unload as it could often orphan the% K [5 R$ [1 F& {
fragment.
. v4 ~2 \; ]) h5 i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. z: b1 o! N% D2 a; `( N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* x& O. I6 i8 l3 U2 o3 X
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ L; Y5 k8 S8 b, |set
$ T. E; }7 Q; w! z* \22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 t" @2 f+ w6 ]( K6 ^6 i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. z0 Y/ G/ F* e24. Bug caused F/FB to sometimes bomb at low altitude; d" A r& _* j( w
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ P+ \: |4 \' h" u' ^3 }1 Aoccurring properly.
9 y4 |8 v, {" ^4 s5 L8 s26. Bug in Industry 'failed' indication not showing properly sometimes
* z* [5 V/ |; [3 @, Z0 q27. Location check at scenario load to include small map sceanrios
$ h3 ~) p- T( ]5 C28. Bug in air supply to fragments in a non-friendly base hex$ O/ i4 O" K/ x" }( b, k7 |
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 A' x" s( F* o4 y" m2 i& N
being set to homebase before execution of the mission – ie was returning to base8 D# l c7 O/ ]
immediately0 G- G5 @7 ~0 I
30. Error in Strategic map display/ ~, G1 F7 N$ N8 a3 _; E9 H5 c# K
31. Additional and stockpile options were not turned off when base was captured
2 p% y/ y; _# \32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 t9 t X- g3 i6 n
mouse over
: f$ F8 N- I8 N5 Z$ s33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 I* Y" |" M( ?9 w, ~chance to gain experience if >75% prepare and < 50% national exp level
" v, T! M( Y3 ^$ s. V9 R/ U34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! x( R# y8 D4 \/ R$ e$ j! j2 m. C
alleviate the incorrect experience gaining happening while in reinforcement queue2 C: g( j8 i" X* V$ [! m( t7 J
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
6 }" w$ {$ g" e- ^, j9 H# c/ }caused unit to jump “off-rail” and move overland. h+ l5 D5 H: x8 P: S( R
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ* J) X6 u2 e( a( m& c
37. Excessive accident messages on unload from TF reported
. u x6 a, L3 U; z4 \38. Reworked editor sub-unit merging as some devices could drop off the unit list when
. \$ D# z" I$ q% Zmerged causing smaller size unit than expected
3 c* p& v# p' H. @1 m! G39. Corrected possible TOE error in scenario data load for inactive units% v" }3 z0 P z2 x o
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
, u* H% u/ U: U" p) F) T4 [however be allowed to do this.
9 I& M) v4 V8 v" j/ t) O, B, e/ [: t41. Possible CTD if sinking ship's load was a group
4 Q$ G# C, @$ v: [42. Limit the number of devices built from resources per unit during LCU replacements; this
$ V4 t1 j. \2 kwas causing an over production for that turn# x- A) o L; H, {$ G
43. Retain day/night setting when creating group fragments: U! J6 x& o2 X! N! [
44. Adjusted supply and fuel values in base list not to overrun the space
- Y8 a" l, {% {' c1 I3 m45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 m7 G7 }: o& n8 A8 G/ [
added YMS to Sweep TF in line with manual and code' {0 ~7 f$ q& _) o* S3 C* d
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& {2 I5 r3 n1 a; j" Arule relates to the abundance of manpower and is not covered by replacement pool. Normal% Q k2 X0 k' w
rebuilding of destroyed units is not affected by this.
& v- r7 I( K: a6 x47. Carrier capable and trained text not showing together on Group screen' _. y* m6 M/ ~' h3 E: r
48. Handle any blank re-name changes by ignoring them
/ j; [. `1 R% r9 m9 R: o49. Possible CTD when air fragments combine7 B3 X/ f! W! ^7 j
50. Unloading TF can freeze a LCU onto a ship under some conditions- ?- h" I1 z! P5 m1 X6 r
51. AI not behaving if main HQs missing (affects small map mainly)
& D5 z! }) J* Z0 h7 B" Q% N52. AI using AGC for normal land units – removed from TF if not needed
- b. I" T% i9 ]/ O! q53. Soviet activation message not in Ops report
$ a. m0 s' n3 z C2 q# B54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ X7 h+ x% X& s. h5 i
55. Clear Soviet air balance if not activated. Possible incorrect base switching, p: Q& x. x8 b5 K# n5 ]: I! z& E
56. Sub attack against docked TF not happening for port size <3 R# ^7 [) ? a7 o' m3 H* @6 M7 p
57. Unit type changing unexpectantly
2 H: w# r6 V4 I58. Torpedo replacement on plane sometimes is missed
; Z6 I. B6 i5 S8 j/ `# h59. Double handling of overstacked supply requirements$ | I; O& ^) T
60. Fixed alternate weapons for port attacks
r% u; F1 Y+ b3 R; k h$ r61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 K5 U+ G7 F6 y$ z g
sometimer in the ship repair cycle.
7 b3 d0 i5 A4 W8 {62. Ship tonnage over 32K could cause repairs to fail
* ]8 h8 @* X* L4 C% ^New
9 I- @+ H& j( U/ B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the) H" D' X1 |* f; A
port
8 f0 R$ G E. c8 w; h, b3 _2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
I1 B+ V' |( z R4 _Tenders not counted3 {* o; R! Y Y S* @' p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; R& t( P/ n+ I9 o4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
3 B( _2 z* v# _. p) q5 {2 Fto remove damaged ships from TF( C8 y/ V- n; f5 u$ ^' O$ w" L& v# h
5. New filter for “non-building” devices in Industry pool screen* Y9 [$ N6 }# F4 Q7 I
6. New filter for “non-building” aircraft in Air Replacement pool screen
- t: K* d' `! y7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: [( I, @% H1 ^% z' u5 F! {4 Nmines (^) detected) @9 T, f$ k2 j: g, U- P
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the9 |9 _ l; B: ]" u/ A
‘button6..’ image files, then these will be shown. If not, by default there are shown as
% u: U3 R5 U: o( g5 k! l9 k, zstandard parachute unit icons' a+ v' [! G6 |4 R/ I. Z2 s
9. Air/port damage and building is shown in base mouse over: w& i: H2 D+ k( n( o8 m0 i0 l5 k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) M+ v; l/ z% l4 B. Y( R11. TF can be routed to stay within coastal hexes as much as possible
" z O Q. F+ w, V7 P12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ t( {0 x; J, ^4 c- o& V13. Added option on group and LCU reinforcement screen to turn off replacements
& l8 {5 N. Q8 G" y14. Current base can get supply returned to it when reserve planes returned which were4 `7 _1 n- K# M- V. j1 C* z4 v9 \
originally supplied from another base
. Y9 g6 [% H" U8 @15. Unit type filter on Troop Loading screen5 A6 x8 |" B% Z
16. Report killed ground units if not in combat report- R/ e$ z* f+ v2 Q
Changed& V; j1 z( ?( H! v7 J" |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# S* W) e3 M% v- U# b7 J
(complements fix 18 above). ?- V9 y( S3 V9 a
2. Permanently increased pilot array to 70K
$ ?2 E: A4 {" ?4 v. n3 d/ m0 X3. Increased number of air combat rounds are a factor of total aircraft involved
% Z* }# x+ }5 s6 Q& T4. Allowed submap to submap movement if land connected for land units. Should have been' C8 U8 t: e) O# v0 l
so as per Andrew Brown
" ~, c8 L5 _- ~, d* I! P5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 x4 d( s7 X$ g* ^8 W8 f2 i# ~delay toggle instead
) O# N/ |- o) J4 H4 l, Q& I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, ]" [8 W; a& X3 H% m
maintenace a bit more
% H+ @& k: A- _! e7. Support device replacements won't decrease the overall experience of LCU units. This does/ K, I6 v7 G* W7 m7 P# F
not alter the overall EXP change due when any replacements are received.
( M% Z8 z5 Q7 I# a2 k8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 `+ o3 d: m8 V$ k8 gbetween the two but could break current games.5 O/ I7 u# K |* o/ W
9. Some LCU Prep points may be retained if unit is experienced
/ g* A, ~6 r* y4 t" ^' ONotes
, }# m6 n% a/ e2 ?1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario0 [/ u% r5 v1 a' M# H$ x' l; B9 ]" r6 u
should not change player or HQ, even if not in play. These original HQs are used by the AI
7 k: A. w; r. K5 F; d( r9 Nroutines so changing or deleting them can put the AI off. Changing other elements should
) G# m+ Y Z D& Ibe okay.. b# w: Q5 v% b$ H
2. Clarification to weapon filters for aircraft:, r, Q6 Y" u1 h- h' p
PM_NAVAL_ATTACK 2 // used for naval attacks5 S/ H5 q9 Q8 M4 _/ f! o5 {( E' g2 f$ F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ h0 j! `3 Q; R
PM_LAND_ATTACK 8 // used for land (ground) attack
8 P2 B+ e1 Q' p' W8 l# d/ IPM_PORT_ATTACK 16 // used for port attack, m5 G/ E2 i! o" k" @; X
PM_AF_ATTACK 32 // used for AF attack
) m5 X1 O) o6 qDropped any reference to secondary values for land and AF as they served no special use.
; B' B( N. J2 x2 \- ~. jClarification changes: K2 Q8 b `4 @
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These! y) {- b% A* X! U2 m% t8 o
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 A4 d r" x9 _+ ~MONGOLIA(91) or TANNU_TUVA(92).; l1 C. y& D" }5 |) N t9 l5 s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; n" {1 e9 f! g/ ^% i; X) Nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
X7 V4 h+ s* w! m D, gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 v/ b- _) h) j( ~7 Hafter Soviets are activated, but can’t move% i3 @& O* A, [+ n6 j+ O& E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if R, I: M7 c1 I5 Y2 S$ G* e
disbanded in port.' R5 Y' `8 h; J' P( c
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 V! N6 |5 G: S6 b9 l6 Z R0 Bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |