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http://www.matrixgames.com/forums/tm.asp?m=3185062
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$ v+ Z& Y% b) a9 S0 q$ h已经共享到岛群QQ和本论坛置顶资源帖
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`( |$ z i. L8 G2 L& `; j8 d5 D- T大量更新,详见列表:
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Change History:
) X2 x0 r6 x( z+ E0 j/ I' J/ lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 B0 R1 k s8 h; S5 m4 J
1. Seventh Update – This release is a comprehensive release updating all previous3 o# ], G: { i( c
versions to v1.01.17 beta
" f: y; R" c) h7 P- Q0 l2. Code Changes
8 l, f2 z* X7 g- T0 P- L3 v' J( Z' _Fixed
4 i( Y- Y4 H4 G, |" Q1. Display of AF/Port icon between player saves based on player's intel6 Z. r4 U* \. l" r
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: J. d) z7 u m5 P) S8 Z/ y% bweapon list updated$ I" W. }9 q* n$ `
3. Reported cargo/troop safety values incorrect when no cargo/troop space3 X; Q! P8 J! `" c1 X
4. Allow smaller 'reserve' space for small groups on ships% I1 v. e" I S( d* w1 C- Y9 o
5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ l& m# ^, _2 `8 ]% S; f
6. Correct attacking plane count before final post-air combat; }" c, u' p8 u+ j9 k1 K$ {5 M1 x
7. Pilot promotion may have occured in error sometimes
, B# U7 c, ]1 r8 F' ^. W7 v; H8. Raid detect message sometimes dropped of the combat report
4 x/ Q. a2 t. W* ] T9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% B9 F6 d" X' e( } f
generally( z5 K% P( L: c; G2 @
10. Some pilot-leader connections were being corrupted9 } }$ g: ?/ \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% }4 n3 p1 b4 B' n
other move issues due to the incorrect indicator* ?$ A3 P& F2 `) k
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
N p' w. D- E* Q- H% M5 Bdamage+ D: j& L6 k9 r( V& X
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 _( l2 V* _0 M" u
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" G% \! l/ O2 ]- ^date sort
( f6 J+ c. H, M# u15. ASW groups not allowed to attack sometimes3 w7 Q0 u2 C0 O( Q( F$ v/ v# U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ P, u- R5 h/ K# N$ {
HQ/LCU to jump to reinforcement queue6 t9 Z& Z4 d4 y+ s8 B7 n
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 _6 S, ~3 f3 w! r$ {18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: n" s( A/ h4 }( I9 i: x2 m( p
at start of AE but crept back in sometime during updates: d% R' P: _7 b: t. t2 b& M3 _. L, ?
19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 ?+ e' o7 J3 z# p; V# n( H
fragment.
! Z/ [ ~- N, ^ v2 U9 j20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- h5 z3 t2 X8 }. p, N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; E' q8 l1 x% [6 y8 s/ {
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full7 Y8 v/ l. y! J4 d; ^* w. X/ e
set
; Y( q y5 q q4 P4 g! h {; U22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% ]5 a7 `# M$ }0 w# w0 }6 Q; M p
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 ?' T0 E O s% y8 T1 P$ f
24. Bug caused F/FB to sometimes bomb at low altitude
2 r# p# L+ \; q+ S. ~25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; ^( N; j& w7 ^3 C: \2 e4 g
occurring properly. M1 O, Y. x( D. k9 R) O
26. Bug in Industry 'failed' indication not showing properly sometimes
; w2 K7 }0 X* }' t( n1 ~27. Location check at scenario load to include small map sceanrios2 C0 d! `0 e+ c- l; E
28. Bug in air supply to fragments in a non-friendly base hex
: S. x2 m; Q4 }7 M" d29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
; ]2 Y' r; i+ V" b- u; x# tbeing set to homebase before execution of the mission – ie was returning to base
. y4 ~7 \$ A2 L; Gimmediately5 V/ y3 g% V9 `) X% f+ G! E/ s
30. Error in Strategic map display
0 V. Z! W/ ^& y- q0 O: A31. Additional and stockpile options were not turned off when base was captured
5 r. M$ I0 }2 O* }5 G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
- e0 K2 O" P+ m; t* emouse over7 n+ X" N7 Q9 L% b
33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 q9 }% h8 D: s7 U9 vchance to gain experience if >75% prepare and < 50% national exp level4 I! y6 T; y2 S; g' l q( g3 k! N
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 h1 ?2 n, z+ a% v: f* O
alleviate the incorrect experience gaining happening while in reinforcement queue
, G; Z- y) L5 z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# u9 }, H1 F9 ~4 B* Scaused unit to jump “off-rail” and move overland
+ w: Y+ C4 \, d* H, ?" Q" d8 f3 {36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' |1 I/ {: O, p+ S5 ]8 }+ V. E37. Excessive accident messages on unload from TF reported
; R2 ]6 j$ f2 A& u38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 n% }4 X0 N I4 Kmerged causing smaller size unit than expected1 Z% y! { A8 B+ v
39. Corrected possible TOE error in scenario data load for inactive units
3 J. y" N2 z$ X Y2 r) A* t# P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) a1 r% i J1 U7 J5 \" V8 v
however be allowed to do this.
' E4 ?4 N* J! K41. Possible CTD if sinking ship's load was a group. E% O3 K: S; e& }8 X
42. Limit the number of devices built from resources per unit during LCU replacements; this
5 U* O/ W; }( @$ Pwas causing an over production for that turn/ z- R4 w" G2 V
43. Retain day/night setting when creating group fragments
: r7 Q5 c9 R$ G9 ^44. Adjusted supply and fuel values in base list not to overrun the space+ I; F" _! X& ]5 `: t5 D' J( Y! {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 X( d- x L O9 e: wadded YMS to Sweep TF in line with manual and code5 I$ g' W i, A* X
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; y7 S' \ ~, L% H8 g; o
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 ~( J2 P" N2 ~rebuilding of destroyed units is not affected by this.
- q6 O, @2 L' s' O6 h47. Carrier capable and trained text not showing together on Group screen# E" T* ] g7 M* e9 i
48. Handle any blank re-name changes by ignoring them
5 N+ i9 l6 e, W" f! [& R49. Possible CTD when air fragments combine
2 M2 Z3 _! `* `4 f' x50. Unloading TF can freeze a LCU onto a ship under some conditions! r! b# \/ G6 o# F4 c2 I4 K
51. AI not behaving if main HQs missing (affects small map mainly)8 O3 M; r i, l6 _- ^8 {
52. AI using AGC for normal land units – removed from TF if not needed
3 E- W3 P2 c% H q53. Soviet activation message not in Ops report
2 q d5 Y1 o" x. t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( D) @0 ]/ C# b: I* Y6 Q7 b+ O; ]; b
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 u, Z. f( @9 j0 W8 Z; b
56. Sub attack against docked TF not happening for port size <3/ a z1 @& D6 j/ q* I5 }
57. Unit type changing unexpectantly1 y' e- b; z6 j" V
58. Torpedo replacement on plane sometimes is missed
4 q8 N a6 b$ G8 L4 O4 {" K3 m2 I59. Double handling of overstacked supply requirements& a% ]0 E9 O' ^
60. Fixed alternate weapons for port attacks5 A/ A0 D# X7 X! k
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
, h+ L0 s) Z0 j6 b. s; i) asometimer in the ship repair cycle.# ]: d/ X7 Y' [& l9 U! x
62. Ship tonnage over 32K could cause repairs to fail
8 q m! X9 u# H; `New
1 j: r, Y* z2 v; b! B; q! d1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 T p0 G( s7 G( s- l0 H" y5 p
port
4 {# r5 {7 m: D2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 {2 v4 w w/ y& ]
Tenders not counted3 i- n4 f7 ^2 ~
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! T; P$ A& K r# U" w* o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 ]1 b7 G0 s' p! D& rto remove damaged ships from TF
# I# w/ Q7 s. `0 k3 T F5 N, E5. New filter for “non-building” devices in Industry pool screen* j1 z' P z0 l i. W
6. New filter for “non-building” aircraft in Air Replacement pool screen
3 n( g- p1 L: {3 t7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) @& N, T( {& G4 H$ _
mines (^) detected4 i5 C7 K" x' H# e+ k; j) ]$ v
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, |* F# X( V( N1 F‘button6..’ image files, then these will be shown. If not, by default there are shown as1 I- A Y' p. a5 a7 S, ~
standard parachute unit icons! j @9 P7 `5 y2 l. M- b
9. Air/port damage and building is shown in base mouse over9 v9 q6 ?; d/ D# v
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) E& h- G; Z' j& e! q7 v5 C
11. TF can be routed to stay within coastal hexes as much as possible7 z0 R( B7 O$ e
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 ^& ~; h, c4 m, J13. Added option on group and LCU reinforcement screen to turn off replacements
& t/ f! |) p% {14. Current base can get supply returned to it when reserve planes returned which were
, s* s4 @' ]% ], y* r koriginally supplied from another base
: J( c" P0 y' x15. Unit type filter on Troop Loading screen
3 q! G7 q, r C* m2 r16. Report killed ground units if not in combat report
. S" h7 p- s; I7 m8 sChanged
. A9 w ?' x4 G$ @( `2 [1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. P: I3 k2 x, ^# G" Y# F(complements fix 18 above)
z+ z8 s% J( A& p4 K2. Permanently increased pilot array to 70K& C; C3 l5 |" @6 @4 H2 q0 F6 w; O, S: ^
3. Increased number of air combat rounds are a factor of total aircraft involved7 a3 b$ [4 x9 @6 e0 ?
4. Allowed submap to submap movement if land connected for land units. Should have been5 w2 F0 l& y6 ^& ~2 Q
so as per Andrew Brown
6 a5 @1 O- ~1 C5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message+ X3 c2 F* R( o, ^9 R
delay toggle instead
5 ^/ c7 X. Z. q( e* f6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; p' ^, i/ t" m: bmaintenace a bit more+ F7 Q! e' c0 j' f
7. Support device replacements won't decrease the overall experience of LCU units. This does2 ~5 j4 `% i# T1 X' ]) O7 M
not alter the overall EXP change due when any replacements are received.
( E4 f7 P: z, F! T8 u1 M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" Y# W7 z! r3 Ibetween the two but could break current games.; i, a. W) P& o) W9 K, q' L3 M
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario3 |) `$ N+ g) {- k+ j
should not change player or HQ, even if not in play. These original HQs are used by the AI3 ]/ Q: h8 o6 p- Z* T
routines so changing or deleting them can put the AI off. Changing other elements should
/ w+ k6 y! U6 q7 ], P! ~ T2 gbe okay.5 R, _) I5 p4 l+ N% z2 ~
2. Clarification to weapon filters for aircraft:, P# h$ U3 x3 g4 I2 Y% s
PM_NAVAL_ATTACK 2 // used for naval attacks! W! c& @9 b( S% f6 T- N9 `- T+ E
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 g$ o9 l0 e# U
PM_LAND_ATTACK 8 // used for land (ground) attack: }3 I2 A+ N& c; I) u
PM_PORT_ATTACK 16 // used for port attack
* A# u0 k' _: i( WPM_AF_ATTACK 32 // used for AF attack8 X( M* o1 X9 g: a! S i1 @
Dropped any reference to secondary values for land and AF as they served no special use.
8 ]7 I6 `; d% T6 ]0 ^. hClarification changes2 e9 l$ @9 q4 J, q' e
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ [' x u6 x/ ~8 i' Rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. d F) i- k/ K( Y% \( M8 R0 fMONGOLIA(91) or TANNU_TUVA(92).
. r5 n9 H! d9 E: o6 Xa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" n/ T1 y; S: D( Hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, X' ?: }* s$ u
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% G. E9 I; e4 T* O( C' J0 Cafter Soviets are activated, but can’t move
6 ^ c' B5 @- q, q% E( u; d: P8 g9 fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 d' d$ Q& l2 c, S; ]$ L
disbanded in port.' `# A; E7 s+ |/ e
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) J' k: N* d) m- A, m% Xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |