具体见
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http://www.matrixgames.com/forums/tm.asp?m=31850627 f& c( L4 ?0 y
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已经共享到岛群QQ和本论坛置顶资源帖- B; f) l1 R' Z, B
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大量更新,详见列表:
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/ \1 U( e- `) lChange History:2 |1 Z7 q! i5 ^4 \1 {5 J
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)/ g0 B$ f; Y& z, d E1 K& m" a
1. Seventh Update – This release is a comprehensive release updating all previous
- B, p2 h! e8 m- Tversions to v1.01.17 beta
" }& i8 v7 j* |' g* S2. Code Changes6 q) b. K. |5 f* g. F$ Z1 Q
Fixed
6 i0 d. f8 Z2 h- i# p% b. v( S8 W1. Display of AF/Port icon between player saves based on player's intel( e k" w) Z1 Y7 H
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when; D' [$ D8 P: U, g
weapon list updated
- c4 A9 w5 D# J+ `# |0 P. O4 i3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 i! G$ |2 f. G( n( R4. Allow smaller 'reserve' space for small groups on ships
3 P3 v' g( m3 M, ?6 B5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& Q6 h1 w! Q2 C: Y2 v: M# V6. Correct attacking plane count before final post-air combat: Z4 L( i, R- T0 c- _1 x. i9 P
7. Pilot promotion may have occured in error sometimes
* K Z2 G3 d/ m# O- u0 P! n8. Raid detect message sometimes dropped of the combat report
2 s+ W" j" _4 d! z7 G# M/ A9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, \( Y/ q1 q! m
generally
5 r4 z) d2 y. \5 O9 R4 x10. Some pilot-leader connections were being corrupted
- {: F n& o$ E# W11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* t" \ F* x. Q, R# f! U" S8 N8 y' y) y2 Oother move issues due to the incorrect indicator# }2 ?+ r2 m" D2 T
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
1 A7 d; C2 h5 X6 a# o5 S- mdamage
& T- `. [1 d F) Z7 A/ v# l7 \13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
- N0 W2 {7 t; W0 y% r14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( N& Y, N2 l4 \
date sort
8 ]- Q. T6 l& T15. ASW groups not allowed to attack sometimes
3 E- Y5 X" J3 O16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 K+ Q% p2 X5 S0 x8 d. I
HQ/LCU to jump to reinforcement queue
( I4 N% O3 O1 M/ L3 p17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 \1 Z+ v8 b z- N" u6 ?5 F
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% g. B2 l- Q/ y, S* q' R% ^. Gat start of AE but crept back in sometime during updates8 i( Y0 U5 E; k: I" A7 a
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
2 r1 t. ~& {9 ]* Q! v! Pfragment.* b0 S$ n4 `% J! y, p& q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, e: w; K6 i& C) Q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; t0 A* p g$ C* A0 j# W) B. {, |
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full" P7 n% |5 {* Y! e! r. ]+ }
set2 s. ?9 O+ g0 e1 n3 Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
, W }2 B6 w& w- {/ O* V* v23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& r- [, R* p% q) T' n
24. Bug caused F/FB to sometimes bomb at low altitude
! Q \; o) e J. X/ E7 o8 u6 N8 ~25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% h# T# o& }$ w' @/ q+ m/ K% Toccurring properly.
2 o4 e( f8 m5 c- B2 _2 p$ C26. Bug in Industry 'failed' indication not showing properly sometimes
) A3 I0 g: y! M, n9 U27. Location check at scenario load to include small map sceanrios
+ z( v8 Z( e5 h! D9 ^" }& r28. Bug in air supply to fragments in a non-friendly base hex8 L& e$ }8 a5 M) [
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 ]/ t5 A$ z9 \# ]% m
being set to homebase before execution of the mission – ie was returning to base, X! w% x. W5 A6 N) ^$ T) ?
immediately
+ [1 [" \, Y- _& r7 Y0 U. f30. Error in Strategic map display
* a5 a2 _. k4 X e% I9 o31. Additional and stockpile options were not turned off when base was captured
4 d/ \2 _+ Y6 Q2 m* @6 {32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 N2 ?3 {$ ^0 zmouse over( U; Q4 f6 ]7 ^% B) s; H
33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 Y+ s" V8 a& f, T# ychance to gain experience if >75% prepare and < 50% national exp level9 R& l1 \0 I; L# ]5 r5 ^# y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' q% ]1 w5 t! Z) F: zalleviate the incorrect experience gaining happening while in reinforcement queue" O) {4 _0 p2 }. Z; P9 v+ W; \' m
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& _$ U5 O: f& s0 |$ w
caused unit to jump “off-rail” and move overland) z3 j) i0 ^! T4 c8 T
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 a5 c# t2 P! V5 _! z' R3 {
37. Excessive accident messages on unload from TF reported& n X# g, ^, v; r8 H
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 q( B7 \# M% K
merged causing smaller size unit than expected
2 D) u$ M! g* @ w+ p% L4 z: C39. Corrected possible TOE error in scenario data load for inactive units& @8 [& F8 T" @2 Q
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( F3 d. W0 }7 }& I% F$ c: J/ j
however be allowed to do this.& ?6 C8 O+ {$ G# M5 y, q
41. Possible CTD if sinking ship's load was a group. u% F/ ]( ?6 b5 y8 G
42. Limit the number of devices built from resources per unit during LCU replacements; this
V* ?( F. ^9 N* ?2 w Twas causing an over production for that turn* I. r' X5 _2 d$ c. X
43. Retain day/night setting when creating group fragments. \* R/ O6 Y u* i
44. Adjusted supply and fuel values in base list not to overrun the space; I8 Y3 J, W4 N; l' `3 e
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, }" p) z/ D( A$ s
added YMS to Sweep TF in line with manual and code- e0 b$ f) Y, ]( M6 T/ X
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 i7 x0 v' Q. o# _) S# X
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' O4 M F) M" m F! j! u$ \rebuilding of destroyed units is not affected by this.
; w' E9 x& G9 ^7 f2 h47. Carrier capable and trained text not showing together on Group screen
. B" a5 c' h" U& z48. Handle any blank re-name changes by ignoring them) [4 p9 {: P& I+ J) _, j
49. Possible CTD when air fragments combine) b8 C9 M6 F3 ?4 r2 X) B
50. Unloading TF can freeze a LCU onto a ship under some conditions
0 M; \* g; J0 d5 l$ m) P- A n51. AI not behaving if main HQs missing (affects small map mainly)
, m4 W* U9 R) I! k52. AI using AGC for normal land units – removed from TF if not needed
( Q6 ^2 ~; U# R' r c53. Soviet activation message not in Ops report
) A+ `5 i1 x; {0 A! R# ^! ?1 }4 }54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 A( N# d) W5 h4 X7 A
55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 g7 e& t1 m: p/ L* E Q56. Sub attack against docked TF not happening for port size <39 s' O/ w: B% c B; ?0 ?# A( f; ^' A
57. Unit type changing unexpectantly, w; Q W" M5 e$ i! B
58. Torpedo replacement on plane sometimes is missed
+ g5 V+ z2 _# {' [$ V" t# V$ r59. Double handling of overstacked supply requirements! Q |9 A( P: }8 w; B# R% N6 k- t Y; A
60. Fixed alternate weapons for port attacks
5 t/ J4 D/ J3 g( P, U3 m61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ P/ O, l' a! f" msometimer in the ship repair cycle.
* E2 ]+ P1 Z8 D6 A0 F; _5 v62. Ship tonnage over 32K could cause repairs to fail; u9 S: V& {% A, [+ ~2 w% R
New. V1 C5 \. Z% M( @. C! v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: _& O' h8 ]- t9 I# u
port) s, x3 c5 \/ K/ A' W* J5 @8 h+ S9 {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% c6 e* A: e6 t( M9 L: gTenders not counted
+ P* l6 A' _( d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; b5 R7 Q5 s+ O4 J+ c% [% E' w% S/ ^4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# F: i, G0 a7 c3 O) P
to remove damaged ships from TF( H- b" v- w" `% J- ]2 t
5. New filter for “non-building” devices in Industry pool screen
8 k/ Y& c+ b7 }# r, M# ~6. New filter for “non-building” aircraft in Air Replacement pool screen
; D; r$ C8 v9 G, B: F% k E7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ C5 _4 X1 @! g. U6 q, q
mines (^) detected; A6 M' W( F! b! l) n& J# w" I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 e" {* H1 \- Y‘button6..’ image files, then these will be shown. If not, by default there are shown as6 Z8 n& F. Z* k
standard parachute unit icons: v: v# T7 `: E, V4 G# W2 i& `
9. Air/port damage and building is shown in base mouse over @9 K( g% T! E1 Y5 J `8 I, X
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
4 t# o6 Y( H ]7 n2 b11. TF can be routed to stay within coastal hexes as much as possible
) l4 v7 E/ ^, c, m8 n) u12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- `. O$ E% ? o& Y2 [& X. q7 H5 E13. Added option on group and LCU reinforcement screen to turn off replacements7 b" d0 X6 g) s2 p: @
14. Current base can get supply returned to it when reserve planes returned which were$ D' _: X6 P! u
originally supplied from another base
% Z# ]3 P2 k( F8 H! X0 \. C15. Unit type filter on Troop Loading screen$ f. i) ]! V8 ~
16. Report killed ground units if not in combat report
0 h# A" s" ? gChanged) D% j9 W6 U7 }
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 Y3 Y, }+ u2 z% j(complements fix 18 above): J5 P9 U5 y7 y6 Z8 @* Q
2. Permanently increased pilot array to 70K" Z# m) e0 z$ m# E* Y' @
3. Increased number of air combat rounds are a factor of total aircraft involved5 D% i5 j& ~6 m' O7 \& y# Z, O
4. Allowed submap to submap movement if land connected for land units. Should have been
% a F( p T! j* @) A2 J1 Uso as per Andrew Brown$ Y6 j3 m _& O! C8 w: R# q0 f
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
& |: f1 j8 ^( M& D5 m% x! Jdelay toggle instead2 I2 T% a& ]$ g) K$ K- j
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 \, o3 a* m; Emaintenace a bit more
* W! S/ C/ W" L5 K o1 b7. Support device replacements won't decrease the overall experience of LCU units. This does
& y$ r- m0 e& u/ B. {/ }% `% V! P6 Jnot alter the overall EXP change due when any replacements are received.
3 z5 X) f( A( v' [" v$ G) a8 }8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" f. F* p7 w- Q: i5 ` Ybetween the two but could break current games.
$ ]( m0 w" `( ]! W- o; t: n- `9. Some LCU Prep points may be retained if unit is experienced7 }# c( M! ^6 b; R0 u7 M: ?/ ~; b4 ~
Notes
5 H- F5 h" o2 H1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ } x! P/ ~1 k/ q; Mshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 u7 ?( E2 \) ]8 `! X% n& Rroutines so changing or deleting them can put the AI off. Changing other elements should! O& m: P' _" u9 u1 x" h0 ]
be okay.
6 x8 b% v( C: n5 b. i2. Clarification to weapon filters for aircraft:
: y) R+ F' h9 V/ r e1 SPM_NAVAL_ATTACK 2 // used for naval attacks
; r" ?% f h' t# iPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. b( z3 |6 |! l4 bPM_LAND_ATTACK 8 // used for land (ground) attack. [- \0 y0 h7 F* O
PM_PORT_ATTACK 16 // used for port attack! T7 z( X( i# a3 p) {% B
PM_AF_ATTACK 32 // used for AF attack5 J# w0 |" F, j' L* w" z
Dropped any reference to secondary values for land and AF as they served no special use.1 A2 k* }$ l" e, p" R) r) {
Clarification changes
" A( S" w. v9 r1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 s3 D: I* K0 y' K& t
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( w5 w; s& b; |- L7 ^$ V
MONGOLIA(91) or TANNU_TUVA(92).
4 i! E5 b2 @1 c3 V' Y% B+ x; oa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 i1 @5 f- y+ @6 c& R8 [" O7 r7 `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ H7 b5 u) O y* S9 J
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, e V& G/ T0 U. K
after Soviets are activated, but can’t move
. a/ i' M$ {2 w, [9 K* P. ?% t$ Ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; Z; h" ^7 w4 F: h- x! M" r5 {
disbanded in port.
; H) {3 I6 Z/ f4 o* v8 i0 k) ]2 ^e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 ^# w# ]/ p" _0 c# h) R
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |