具体见
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http://www.matrixgames.com/forums/tm.asp?m=31850623 Y, h( J! w; c; k& ?9 @' N
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已经共享到岛群QQ和本论坛置顶资源帖' ^3 W ^- R% T8 v0 H
9 h% `' T+ [$ K0 T大量更新,详见列表:6 E% W: @3 J; Y# o; F* `
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4 K; b! w. Y+ Q6 pChange History:
: a i5 R$ V& ~- `4 ?V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 J, x# H1 a' m8 m8 e" i
1. Seventh Update – This release is a comprehensive release updating all previous
; [& D9 j$ {9 z, o& s0 @versions to v1.01.17 beta% O; F# [' O( l$ L) ]! Q
2. Code Changes4 F4 q t* C8 V
Fixed9 V: g1 o' I2 |% P7 y
1. Display of AF/Port icon between player saves based on player's intel
. z+ | x3 P# }& O2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when9 ]+ J1 G/ U4 L" O9 D) |
weapon list updated) |5 v3 n0 o- |3 f/ J; D2 D
3. Reported cargo/troop safety values incorrect when no cargo/troop space! I( u# k: x' _& N
4. Allow smaller 'reserve' space for small groups on ships
Q' w1 W. @. e- O! O9 ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 Z( A6 q$ I0 \0 P9 e R6. Correct attacking plane count before final post-air combat3 Y. }4 o/ i6 z) E5 G; @* r% \
7. Pilot promotion may have occured in error sometimes
2 h# y/ k2 f& v) Q- e8. Raid detect message sometimes dropped of the combat report
9 _7 S$ q& z9 t8 p9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
1 g/ k. }8 D, Vgenerally, S( {/ j2 e6 ]8 r( @- |* _1 x
10. Some pilot-leader connections were being corrupted( F) i( \: t) w h9 J8 m) y0 f
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( y) L! E+ c3 {& o# lother move issues due to the incorrect indicator' u- N: j4 ~# I+ @6 h6 P1 J
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 h x- r" Z, [& U$ Hdamage
2 X& T, x+ [+ x* i7 t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 ]9 n, j) `2 l' {- k- |14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the2 t9 y* f8 _. Q
date sort
7 i( C: o) b4 I- O- _6 T, h H0 q15. ASW groups not allowed to attack sometimes6 C5 X' o* ~+ R6 ]0 F7 z4 _! g
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 K: g: C9 d z7 z" g6 C/ ~. i
HQ/LCU to jump to reinforcement queue! H7 \$ I' S: G
17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 K8 b( _& T# o8 T& P5 q9 ~
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 g. Q( H7 ]# q- K3 i9 R! h
at start of AE but crept back in sometime during updates% W, r% }" E7 j2 {( A7 v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the ~% o" a! t$ B$ _5 c, B! J
fragment.5 I! \/ f9 [1 ~
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( P4 c5 c- l& R9 j- d& q0 Q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 {" M4 n2 U) Y0 U2 A5 L
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 O3 h: g9 S( Y W$ m0 A2 L
set9 }% k0 \& e, [: k) K+ c1 \
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 m$ v" U- ^( h/ |- s* c, O' b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# T5 A0 H3 D& @24. Bug caused F/FB to sometimes bomb at low altitude4 X" Y$ n$ W1 ~ K
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 y5 L& c& K: B: B' Foccurring properly.$ K$ t/ ^- c8 {0 U; a- U2 C
26. Bug in Industry 'failed' indication not showing properly sometimes% B; p8 S) q$ n# W, S" V0 O7 J
27. Location check at scenario load to include small map sceanrios9 W: w2 G2 A9 }9 q- d
28. Bug in air supply to fragments in a non-friendly base hex: F' ]( q6 x' `3 ~- V
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 A i, o# L8 ^4 H
being set to homebase before execution of the mission – ie was returning to base
0 n B8 \: M5 I6 D( eimmediately
1 H( R9 O4 J- W4 G7 a30. Error in Strategic map display3 n( o6 X+ J6 ~1 c/ h, Y: X
31. Additional and stockpile options were not turned off when base was captured- r5 Y8 J1 x7 r( R# t
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* Z5 o! J$ m# Z1 p' l( d6 ^/ u
mouse over
( {0 z( }7 \4 P0 N" g33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 Q3 K4 S1 s5 `7 v2 q9 e' ?chance to gain experience if >75% prepare and < 50% national exp level5 S$ e3 g/ \4 C6 u: d% I
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 t+ a: f3 B* T6 }alleviate the incorrect experience gaining happening while in reinforcement queue
0 l4 Q3 R! d6 C35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –# U1 L# n1 W' e# V
caused unit to jump “off-rail” and move overland
, w# d0 ^/ @" w( J: A( i36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% e8 r3 z4 N+ Q* } O+ m2 M+ w, z37. Excessive accident messages on unload from TF reported' `8 R7 D k6 Y- p. z3 f& w9 d
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' M$ c0 M Y4 omerged causing smaller size unit than expected7 ~8 w' S, Q/ o, w
39. Corrected possible TOE error in scenario data load for inactive units" \, W, z# e1 i7 a( O
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! W* m) d1 o! U' H9 o, Khowever be allowed to do this./ h' y2 t/ t8 C6 ?
41. Possible CTD if sinking ship's load was a group" `2 N9 d0 q# q& h
42. Limit the number of devices built from resources per unit during LCU replacements; this
4 L* p, R( l+ V/ k3 ~6 Owas causing an over production for that turn0 V. c* V; Y" O+ M6 L
43. Retain day/night setting when creating group fragments
4 l2 p4 f. x, O44. Adjusted supply and fuel values in base list not to overrun the space$ k# h1 ~4 B6 j; E8 f5 @# M( L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 a, P6 x9 X7 i- Y5 g
added YMS to Sweep TF in line with manual and code5 Y# b& ~8 V$ L8 s( u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the R& ^# L4 W% D7 R- ]% n
rule relates to the abundance of manpower and is not covered by replacement pool. Normal. X' i* s3 \4 C# J" z
rebuilding of destroyed units is not affected by this.
9 G3 m- J2 H% \+ c: p) \6 E47. Carrier capable and trained text not showing together on Group screen
" U3 J' m0 C/ c M u48. Handle any blank re-name changes by ignoring them
c( V+ u- z- B i- q6 l- T, D49. Possible CTD when air fragments combine
: l3 j: ~2 t8 v7 N50. Unloading TF can freeze a LCU onto a ship under some conditions
3 ?; k9 o2 `* ?, p' Z) E/ H51. AI not behaving if main HQs missing (affects small map mainly). J2 g" I p+ _8 b: f n* F* K
52. AI using AGC for normal land units – removed from TF if not needed3 V( D' X4 M) x% e' S. j
53. Soviet activation message not in Ops report2 R" l1 ` J+ u" Z1 ^$ i, _/ |% @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% i! H ]% s& \+ Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching
- `8 f+ ?4 l8 v- q" m56. Sub attack against docked TF not happening for port size <3
6 L0 U0 J* }$ ~* [& ?# @57. Unit type changing unexpectantly9 p9 |# T4 a$ J* |
58. Torpedo replacement on plane sometimes is missed+ N1 [* }' O0 n6 Q/ J3 }
59. Double handling of overstacked supply requirements
# U6 f8 e& }8 V60. Fixed alternate weapons for port attacks
; x7 S% v3 G z' `9 S. E+ p61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 ]5 S; z/ W+ U: c$ q2 t4 Gsometimer in the ship repair cycle.
. f, Y3 }; r5 Y' a3 E7 ^3 E j62. Ship tonnage over 32K could cause repairs to fail
3 P2 q$ d0 u. Q* J; hNew
6 N6 _9 l, F% y9 N$ P t1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: e, J& d! p3 X8 w8 H! v
port
/ U4 d! r# O/ Y2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." L8 D2 p) a% r) K- s. U& V
Tenders not counted9 b& e, L" z, g+ [5 g$ G
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! q9 D Q. q, z$ ]( K4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 p9 h( q2 ] }to remove damaged ships from TF" k; M, P, r# Y9 H. a$ [4 u, I
5. New filter for “non-building” devices in Industry pool screen
2 t4 |0 Z+ l1 x- J5 e* m" x6. New filter for “non-building” aircraft in Air Replacement pool screen
5 t" F6 Z1 n/ {5 P) G7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy0 l" }4 p7 F D
mines (^) detected8 ~# e* \; M' b! R9 Z' x
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( d0 _. u, @, N8 I& @- Q- Z8 w9 j
‘button6..’ image files, then these will be shown. If not, by default there are shown as8 Z5 n& a; B" |$ G2 [; p8 o
standard parachute unit icons
: E+ {4 \6 r; v% m5 {; |$ ?1 T9. Air/port damage and building is shown in base mouse over, _* @! }* a$ C8 r' D. _
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. v) r) h7 M1 L, r! z! C& \- C11. TF can be routed to stay within coastal hexes as much as possible
1 G2 H5 K! i$ v12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 j7 J/ ~( g( |& G13. Added option on group and LCU reinforcement screen to turn off replacements
6 j- n; I% Q/ F5 y3 Z7 K; T14. Current base can get supply returned to it when reserve planes returned which were
9 f9 I' w0 c% u. z; j" g* Qoriginally supplied from another base: ^+ M! I* C. C$ M! q$ _) a3 V2 N
15. Unit type filter on Troop Loading screen0 q) G1 H8 N' w
16. Report killed ground units if not in combat report: C8 H$ e$ Y; t7 A2 Z3 `$ m6 ]$ r
Changed
2 N% j. ?4 i; l$ x. g$ \9 A! l1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ U) `3 Q# T. {) h- d5 F(complements fix 18 above)" g. E; U& C2 ]2 Y+ \
2. Permanently increased pilot array to 70K7 {7 K. k/ Y/ v1 x% x
3. Increased number of air combat rounds are a factor of total aircraft involved
. p5 [% W0 s7 M1 x# ^4. Allowed submap to submap movement if land connected for land units. Should have been
/ r/ F. d( O4 f5 m8 a- ^5 [so as per Andrew Brown
7 X m1 ?* D1 S2 S6 \5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( R9 ~4 l7 u R" ?- o$ P+ F; Xdelay toggle instead
+ K2 Y( B( }+ J/ X6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- o. l" E8 U- j3 U
maintenace a bit more
* y% E8 R& H3 Z' O- g- m5 E: x9 e7. Support device replacements won't decrease the overall experience of LCU units. This does. x `% {5 R& _5 b4 \6 E
not alter the overall EXP change due when any replacements are received.
, T3 {' }& f1 D) b7 V! I4 Y5 I8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' \8 N: Y7 n( u bbetween the two but could break current games.
6 U- B3 ~, ^) P' q3 P9. Some LCU Prep points may be retained if unit is experienced1 d- x# F! i8 Y3 J2 |
Notes# t$ Z; d' X" b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. p/ @8 {5 Y4 M6 i& [should not change player or HQ, even if not in play. These original HQs are used by the AI
! d1 Q; f$ Y+ e o# ^) Lroutines so changing or deleting them can put the AI off. Changing other elements should
* c' R6 p' z: ] {# ^. K' pbe okay.5 B# P( _7 W& l ?% K0 l! c
2. Clarification to weapon filters for aircraft:
0 c& M% ^: S% W' F: X! J+ _PM_NAVAL_ATTACK 2 // used for naval attacks
' l- x2 O# K1 O% W4 jPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- g3 u5 [' W/ o# _# s( ^
PM_LAND_ATTACK 8 // used for land (ground) attack
3 Y' ^! k- o$ u: |) `PM_PORT_ATTACK 16 // used for port attack, h. J& ], d) i: p$ j( k; k# m- o
PM_AF_ATTACK 32 // used for AF attack& G* F a7 Y: R0 N8 _) d/ S8 P
Dropped any reference to secondary values for land and AF as they served no special use.( a3 m4 p) I9 v3 i. G' w7 h
Clarification changes. [" F, C/ q3 Z" o) w; w5 {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 T2 Z+ f8 k% V% @bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 I0 U- _' R" s: i$ E+ ]
MONGOLIA(91) or TANNU_TUVA(92).. Y5 O3 W3 [% q& B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 K B2 N; V [* g; z3 U
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 T% U- m* i, |* }( D- O0 y0 T. \" [c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. ?: T3 Z# \: eafter Soviets are activated, but can’t move
" R9 Z% ]4 A7 l4 ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ d- M: R6 P" g8 f$ v
disbanded in port.! ?5 T& H" ]5 P! J2 h* l
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 v F V0 W7 w2 Cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |