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& E* e$ ?. y6 D) |/ d( p" k) w, ? i( Nhttp://www.matrixgames.com/forums/tm.asp?m=31850621 j* @% X9 u0 D, _" _6 @
0 D3 w8 s# T0 E5 j0 K- _4 S0 o已经共享到岛群QQ和本论坛置顶资源帖4 H& t" J/ |- c# n/ v
" i/ S# E2 k3 S {7 R大量更新,详见列表:
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' Y3 t* x) Y$ l0 ]$ Y2 W; z) a3 w! C* p- A3 t% V
Change History:
/ G9 Y) [& x% y% W `1 |V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) l: Z6 H* Y5 o5 t8 `0 q" a4 d! z, [$ ]
1. Seventh Update – This release is a comprehensive release updating all previous
8 e) D9 w. X3 hversions to v1.01.17 beta, z! t3 a" v0 q) _: S
2. Code Changes& x- L$ s% C! x6 n) Z. Q
Fixed% @& A) i/ p# \4 ]6 F! F: i
1. Display of AF/Port icon between player saves based on player's intel* {( j3 t6 `7 n9 K8 J
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ |) F: L* l% v2 ~0 l. [6 zweapon list updated5 e; @0 x( G$ J h
3. Reported cargo/troop safety values incorrect when no cargo/troop space
( H2 E, x, |& K6 F# |! M4. Allow smaller 'reserve' space for small groups on ships
$ d) c6 L }4 @( v6 e9 r5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 ]3 {2 Q( h3 b5 V/ e6. Correct attacking plane count before final post-air combat& _; k2 I$ S {+ K* N( l& U4 f
7. Pilot promotion may have occured in error sometimes: q) |4 Y! v" T h. @% l# V4 f' B2 P
8. Raid detect message sometimes dropped of the combat report( j( m+ L/ }/ O% H; f( m0 y$ l) Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: j: T T, [2 g: Y1 f8 {
generally, o+ x4 M W+ b1 H$ X
10. Some pilot-leader connections were being corrupted
, T5 r) b) S3 K( X1 A1 e1 r* t- b11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) j& {# O7 o0 \' D0 Dother move issues due to the incorrect indicator$ _5 u) s) ?: |8 P% e: A
12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 y% j3 z4 O0 M5 m" _8 r
damage
- G6 r0 d% a7 H& v13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ F, }% Q3 N- f m2 v6 H/ I
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the2 P* _; L+ w2 d2 `- \1 X! w7 W' l
date sort
5 i/ f# F( `4 n+ T- |15. ASW groups not allowed to attack sometimes
/ z, A5 @; V$ j5 {6 g7 I* m( b- K. c16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& S9 N* z g% THQ/LCU to jump to reinforcement queue
`: a! W2 Y" a! ^17. Bug in bomber intercept if too many rounds of fighter v fighter combat- v4 m6 E2 N+ {, H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 \) ^3 [( A, ?- Z! q) oat start of AE but crept back in sometime during updates
, U/ [* U, G+ h: H. o19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, j9 P2 P+ b$ Tfragment.
. G# a+ l+ ^3 S# Y20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 ^) s8 v6 K4 b' z" s9 r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. a' O% ?3 y) fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 V+ a0 S4 l% F! P" q' i" Iset
3 j8 f- b/ h1 E$ L22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# P, ], \" Z, `/ w2 U: `
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* ~6 \0 l0 d- S. i. Y24. Bug caused F/FB to sometimes bomb at low altitude4 Z6 I9 D: d/ z g
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. J$ _, {" L0 a8 j# C1 I: poccurring properly.
' P9 G2 p5 {* K6 D26. Bug in Industry 'failed' indication not showing properly sometimes
; H2 D5 k9 T* P# @27. Location check at scenario load to include small map sceanrios/ n+ ?! o5 p# i3 K e3 p8 G
28. Bug in air supply to fragments in a non-friendly base hex
: ~9 J* Y% R3 n: D: ?1 s29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& X- n' ]8 S* f4 d/ I h Wbeing set to homebase before execution of the mission – ie was returning to base
i" W3 y3 c# I3 eimmediately
! X2 u! w" q2 l3 w4 v9 b30. Error in Strategic map display( x% ~7 r& H3 h' Q3 L d
31. Additional and stockpile options were not turned off when base was captured
' T- _6 s. }3 T$ O( c8 K& H( T/ |32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on8 y; V0 T7 X6 g- F+ [: T
mouse over
! o& _3 f3 `9 Q) N) u k$ T33. Army experience being gained when not 100% prepared as per manual; changed to allow
) T" l7 u4 u) O+ E/ V" L" Pchance to gain experience if >75% prepare and < 50% national exp level
+ ~5 E! B' \! f9 C" F8 W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! C+ E2 j' s9 z5 galleviate the incorrect experience gaining happening while in reinforcement queue8 [! i6 G, E- C, v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 y6 C `1 L) F- g! k+ c
caused unit to jump “off-rail” and move overland2 E! g. N" c! {
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
# ?! M$ U& F6 S3 s8 o# a; d37. Excessive accident messages on unload from TF reported
; Z! v: B% n* G! f' Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' ^; Q7 k$ f- [4 M' Zmerged causing smaller size unit than expected! p6 `4 ~! H4 T2 E3 t# d, W
39. Corrected possible TOE error in scenario data load for inactive units
1 p, B; e t2 g# g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 d$ L; z( \/ O8 H* Chowever be allowed to do this.
- E& m" d9 Q0 Z, r3 \& K41. Possible CTD if sinking ship's load was a group
7 N5 Q, u2 W# I$ I: G42. Limit the number of devices built from resources per unit during LCU replacements; this
8 _2 A% L; w" Z/ B1 Nwas causing an over production for that turn) {' X7 `' D: n7 B
43. Retain day/night setting when creating group fragments
- [% y r7 j/ _44. Adjusted supply and fuel values in base list not to overrun the space: T( s# `) N" B$ W0 T/ t
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% P) M# a6 O8 p: Eadded YMS to Sweep TF in line with manual and code) `* I2 o" @/ d* J) D; k9 ^; k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* V, s: c& a, t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal5 J0 _2 K" {" B% K% h9 X1 A
rebuilding of destroyed units is not affected by this. G. t- W) ?; x+ j* Z
47. Carrier capable and trained text not showing together on Group screen
2 K; x" y: M5 d3 k48. Handle any blank re-name changes by ignoring them# }0 x5 m( y y, u6 g: R
49. Possible CTD when air fragments combine
) @+ \3 {" ~! W- q50. Unloading TF can freeze a LCU onto a ship under some conditions& ?( D% b& }- q" _
51. AI not behaving if main HQs missing (affects small map mainly)
) z& n( z- { K( E7 u& p9 e52. AI using AGC for normal land units – removed from TF if not needed
/ g8 w {$ W' s! T53. Soviet activation message not in Ops report
/ Z& W( _8 P6 Z; G! T54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 [( ]0 y5 k2 \55. Clear Soviet air balance if not activated. Possible incorrect base switching
" C0 y& U- Q8 \& B5 k6 d56. Sub attack against docked TF not happening for port size <3
- p3 D2 S0 T }% p57. Unit type changing unexpectantly) j" J k; M$ ~# D8 J
58. Torpedo replacement on plane sometimes is missed
1 e8 N5 a0 f+ Y# \59. Double handling of overstacked supply requirements: u% V7 ^, v% ]# F' D d4 Q" I, z9 I
60. Fixed alternate weapons for port attacks, a/ `3 v1 T+ ^. p& y- u% X
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 n1 n2 L7 [+ T, t# ?/ V0 M& U
sometimer in the ship repair cycle.3 T3 ?/ V+ n6 ^+ t0 L2 n
62. Ship tonnage over 32K could cause repairs to fail: H+ i5 Z. u* o! Z
New( y; t2 O$ B& C U! Z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 V! ]5 I9 h- ^* G/ _0 nport* w W) c m0 W3 Y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, L1 L" t; O$ J: jTenders not counted+ ^# F0 z: z& l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ G' U. W0 T, v3 R
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ A/ A0 ?3 @7 p* Z6 c) B( Ito remove damaged ships from TF/ n1 z4 _* M. d5 {$ L
5. New filter for “non-building” devices in Industry pool screen
& c2 |5 H# F- }$ e( i6 C& X6 M( a, i6. New filter for “non-building” aircraft in Air Replacement pool screen. j4 S. ~: U8 a
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; ~( O: o0 Z, J( T3 B% m3 g! |mines (^) detected4 m, e7 K3 ?3 j8 S: p$ @/ K
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the" v- d2 K1 N( W
‘button6..’ image files, then these will be shown. If not, by default there are shown as; P& Y: ?' ?" _# y
standard parachute unit icons, k3 W( ]; b; {+ n" [4 X' i: c
9. Air/port damage and building is shown in base mouse over
0 `& s% G3 z4 F O: k10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 o" D- B" o0 S* i4 x11. TF can be routed to stay within coastal hexes as much as possible
; i2 O6 k) R) D8 v) B! N12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ E- T/ u: K( J
13. Added option on group and LCU reinforcement screen to turn off replacements& |3 @$ a ~& c2 E7 y$ S" R+ ?7 p
14. Current base can get supply returned to it when reserve planes returned which were
( }3 L( z! U1 K' O+ r- joriginally supplied from another base
1 ?" r; o! D0 e% T/ @$ v2 D15. Unit type filter on Troop Loading screen+ k+ \# `2 l3 m, }0 n; `; s6 u7 t
16. Report killed ground units if not in combat report
3 O: o5 N/ t! n2 x$ j3 ~Changed
1 l" w) n' c% r! Y1. AF of 8+ have AV support doubled for purposes of determing support for air operations) n2 `7 i& t. ~( F! p
(complements fix 18 above)3 [; j$ @% k/ i- y
2. Permanently increased pilot array to 70K# b2 M* Z6 F1 A, y5 c; v
3. Increased number of air combat rounds are a factor of total aircraft involved
* U( u4 S- u* i9 k8 M4. Allowed submap to submap movement if land connected for land units. Should have been( K' c+ q% ]% |' l) E- \
so as per Andrew Brown1 \, r/ ]' y3 e. n
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ @" Z" C* e/ P$ X% e1 Sdelay toggle instead
* N& C8 ^) g' Q+ @7 D, o6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; p9 E$ o3 W' Q; {% Imaintenace a bit more/ Q& o: n' l- T( X2 d
7. Support device replacements won't decrease the overall experience of LCU units. This does
( l, x2 v8 o3 l+ x- mnot alter the overall EXP change due when any replacements are received.7 E Y) R7 ?! M9 d7 e
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 _1 c% S5 p* p+ @3 x/ T( H
between the two but could break current games.
, Y3 i6 ~; M. s3 p& j) U5 ?9. Some LCU Prep points may be retained if unit is experienced
) j v: b4 ]% G& `Notes4 c; v1 n( F/ u2 \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 ~2 d8 ~2 h. ?, n6 {
should not change player or HQ, even if not in play. These original HQs are used by the AI
! }8 a9 |0 ]6 f) k/ }: v3 \) Lroutines so changing or deleting them can put the AI off. Changing other elements should
: |" Q0 s' h) i! Qbe okay.
" G" z. n; e/ f. a/ m% X2. Clarification to weapon filters for aircraft:6 [' K }: Z$ A1 L5 e- k% I' m" y. \
PM_NAVAL_ATTACK 2 // used for naval attacks" n! n6 q5 V/ s; o3 f
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 `2 Y1 R2 b+ K
PM_LAND_ATTACK 8 // used for land (ground) attack
4 m8 c m/ ?5 APM_PORT_ATTACK 16 // used for port attack
2 c* [" K( J$ v+ pPM_AF_ATTACK 32 // used for AF attack
. @# a" x* f. o' P* K6 A9 ZDropped any reference to secondary values for land and AF as they served no special use.
2 `+ A6 X; T& r6 }Clarification changes
, v p# L, g6 v5 l' T1. Some clarification and changes in regard to use of the Soviet Motherland bases. These a; L1 l: v# y. V3 m8 K, p3 O5 H# \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 b' X4 e/ w# g# c8 s
MONGOLIA(91) or TANNU_TUVA(92).; O( M N9 H* R
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
$ [2 i4 u* k/ k0 q+ i1 i$ N& l* fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% J) T+ c) S$ a$ f; S4 j) pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; Q8 ^! W" e! a jafter Soviets are activated, but can’t move, m+ U! r4 S6 I. M2 f- S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( S" q0 P7 f3 i# I# @
disbanded in port.% H Y2 r0 d0 Y( r% z) X4 J
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' L4 K* C$ ]2 U" df. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |