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2 V+ h5 Y# G5 P; ]# F, P3 z4 }http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖
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3 v+ r" d) i5 _) l) q/ b( T大量更新,详见列表:0 [1 i& R4 ^" a. M/ j
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3 ?7 n% W5 W5 a$ b F8 VChange History:
6 a; w# ]% w0 [' L: Q- e9 I9 [' hV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 [) X) r: h) b4 E1. Seventh Update – This release is a comprehensive release updating all previous n* [4 {7 e& }$ K( s
versions to v1.01.17 beta
/ b9 A. }/ d, { Q( x5 N7 G" u2. Code Changes
" h1 P" d; z$ T" h( h7 P4 XFixed
6 h n k7 J6 F2 u/ C% p! I# v& v1. Display of AF/Port icon between player saves based on player's intel
$ ~/ M. F8 A8 h Q3 s2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
|1 H/ R$ n5 \& [ [: x/ y# s, aweapon list updated1 e' N- z5 b8 l% j# d1 j' w: w
3. Reported cargo/troop safety values incorrect when no cargo/troop space1 z* y: A1 D/ J6 f5 g1 C1 [
4. Allow smaller 'reserve' space for small groups on ships
2 P8 s0 }& f+ e8 \* ^! Y v0 k- I$ I4 K5. Preserve some more data when swapping fragment and parent to prevent lost of parent( z0 |- ]- c A6 K9 }6 y
6. Correct attacking plane count before final post-air combat" k" I' k' z5 K
7. Pilot promotion may have occured in error sometimes
; I" Q, E( ~. m( L8. Raid detect message sometimes dropped of the combat report2 @: Y; }6 w% h9 D$ _9 K( R
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 q& I4 l1 @% ^- ?4 O. bgenerally
4 P O5 F- W8 Z3 U10. Some pilot-leader connections were being corrupted
, r" ?- q8 r v+ a7 t11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% c3 q2 Z: i3 ~other move issues due to the incorrect indicator
" x/ e% k. w+ @+ w) I: _12. Wrong ship sometimes reported in Ops report for TF movement which causes some
% }8 \- B) [/ }/ J! [0 o/ zdamage+ W0 l& d1 H/ _1 Q8 A: P
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( |" ` Z+ W1 ^14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 c$ ~5 T% d7 o0 w' ]- }1 l& N5 m& V
date sort
1 w6 i: t- F: n, e$ E1 s+ R15. ASW groups not allowed to attack sometimes
# `2 X. Y+ |, {9 @( i/ G, J16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: _* A: ~ _) G7 |$ `+ ]HQ/LCU to jump to reinforcement queue/ e4 C: t& H+ E: |# U! n
17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ c5 |: J8 [6 z6 ?1 [. g3 g
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( E! m/ V, F @at start of AE but crept back in sometime during updates" G3 F6 V' d$ h. ?% U" F
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
V* r$ b5 i/ ufragment.
6 Q+ |& L4 J6 W20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 B n x, s; v' g! F9 d/ U
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 i: m* D( J6 }: c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 w5 ]1 A7 e7 g( }0 _set' B$ d8 ~. O: `2 G. r8 h- V8 @
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& l2 u: ~7 [0 v% g1 D; T4 |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& \- a; B( V }2 ?" q
24. Bug caused F/FB to sometimes bomb at low altitude
2 j4 \- |+ i7 Y! k! v# h- ^4 R25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ H) t$ W5 W1 W# j. Joccurring properly." y" @7 q3 f, K2 c" u" t3 P8 D
26. Bug in Industry 'failed' indication not showing properly sometimes+ X! G" P! r" u/ a% ?4 q* S
27. Location check at scenario load to include small map sceanrios
# M1 W2 R7 r, U( q28. Bug in air supply to fragments in a non-friendly base hex
1 n- v9 s0 e2 m7 N- Q. c) o29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( I# ^6 o1 Q: E6 H/ r4 Zbeing set to homebase before execution of the mission – ie was returning to base. M! p& l a& T
immediately1 A" n3 P/ @/ e; {: W" T& D
30. Error in Strategic map display
8 e( }0 d5 v1 [31. Additional and stockpile options were not turned off when base was captured
, u$ I7 w, s* J6 L* ?32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on' S* P; u" R2 {2 l. Q7 C/ T
mouse over- i- L# X" C* ~9 E" c- U
33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 q+ D# V# s0 B: K" Fchance to gain experience if >75% prepare and < 50% national exp level& G/ P$ g L- W9 Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' V5 S4 I Y0 f0 q, V6 s( \
alleviate the incorrect experience gaining happening while in reinforcement queue
; K) @ D+ u% P1 K3 M5 r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* l5 i# T1 ?' |7 D: A3 k2 {caused unit to jump “off-rail” and move overland
7 S4 k; U' ?9 Q, ]' x" ]6 K36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 F& p% h7 B3 ^2 F37. Excessive accident messages on unload from TF reported/ z0 M0 C3 ? |' p1 f5 B) v" F
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' V5 g, k: X8 J, `merged causing smaller size unit than expected5 n. }# \* M! O2 V( b* R; h
39. Corrected possible TOE error in scenario data load for inactive units- G) W) `. D, R3 a
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& ?9 n7 ~3 u2 G J2 _however be allowed to do this.
2 n% ?9 e. ?; E4 U4 _7 P/ E1 ^1 @1 ~41. Possible CTD if sinking ship's load was a group
" ^7 v1 I: |; c7 e42. Limit the number of devices built from resources per unit during LCU replacements; this
! v2 R2 [4 m4 H; t) L* r+ f& L* ~was causing an over production for that turn7 I3 p$ \5 I9 W8 K( X' h
43. Retain day/night setting when creating group fragments
' |7 Y1 Z7 r- Q6 g* c44. Adjusted supply and fuel values in base list not to overrun the space
# C- ~# a6 m+ R; j \45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" d. |. W x- \3 |8 N, F6 z
added YMS to Sweep TF in line with manual and code
) N6 R( y6 Q- G# m" b( U46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& ^+ [- K a4 Q* D& xrule relates to the abundance of manpower and is not covered by replacement pool. Normal
- ]* s- m0 t) W7 J( N% F" l0 T3 u. F% |rebuilding of destroyed units is not affected by this.3 O# H2 l$ H k' a
47. Carrier capable and trained text not showing together on Group screen
- P5 Q2 P" l. M; ?1 e48. Handle any blank re-name changes by ignoring them- M7 \" I5 X9 h
49. Possible CTD when air fragments combine9 G7 i3 ?0 N: \ ^0 c
50. Unloading TF can freeze a LCU onto a ship under some conditions9 A# V+ V. [2 k5 _6 n
51. AI not behaving if main HQs missing (affects small map mainly)! ]1 `- }* q; z% [
52. AI using AGC for normal land units – removed from TF if not needed
! J' E6 B' _. u7 G. E53. Soviet activation message not in Ops report. [( ?/ S! s' D7 `3 p4 |/ A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range" R! g) Q6 F$ J# f* Z8 q: E
55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 y7 W6 f) Q2 S+ Q- Q56. Sub attack against docked TF not happening for port size <3. `, p2 D2 Q/ h. e- O8 D' L+ q
57. Unit type changing unexpectantly7 o8 M4 C; g" _' i* Q
58. Torpedo replacement on plane sometimes is missed
7 R1 O- I! T& B/ q59. Double handling of overstacked supply requirements6 u0 p: F+ |9 g3 k* \3 e
60. Fixed alternate weapons for port attacks
9 ]% v. D% t @/ x( {6 O61. Corrected weapon system damage to show after combat on ships in port rather than wait till
/ R1 d/ Q' z. lsometimer in the ship repair cycle.
$ {/ i+ f% j( l6 W' R, J62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 ]9 F2 f3 r2 }$ Rport: L& j0 \$ l/ A( k& z7 c
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 Z2 ?7 ?" p' d
Tenders not counted/ F* h/ V' H6 h9 n
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( E) g9 w" e/ |4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* h h+ Y5 U; Eto remove damaged ships from TF8 C7 F7 o0 A1 H# K7 D0 ?
5. New filter for “non-building” devices in Industry pool screen9 E3 y2 h4 f* ~& F. u: D, e
6. New filter for “non-building” aircraft in Air Replacement pool screen
+ v$ a+ t6 b) V' o) `7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
$ f2 I- m* G. p% y t' emines (^) detected) c% M N* c2 J' F1 @8 D W
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; g; O1 J! P! d. u: E2 J7 N
‘button6..’ image files, then these will be shown. If not, by default there are shown as) D: d9 ~/ a/ e# ]& l. ~- B
standard parachute unit icons
% m: n6 N* O6 x4 e9. Air/port damage and building is shown in base mouse over' n- `/ R+ v3 }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) f+ z ^) c' D2 u
11. TF can be routed to stay within coastal hexes as much as possible! B( m1 P2 A0 t/ a% E
12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ n) \$ k0 v1 P1 S( a+ b. U
13. Added option on group and LCU reinforcement screen to turn off replacements
4 z m8 s# ?0 i0 ^" n% ?3 n14. Current base can get supply returned to it when reserve planes returned which were
% s0 S6 }, F$ {$ moriginally supplied from another base' f1 K( K# K" h5 {, f% s
15. Unit type filter on Troop Loading screen
/ }. _& k9 O" V: ~4 X16. Report killed ground units if not in combat report
3 K* |+ j* n3 J# A0 H& ]Changed
O# t& \3 k J; ~( V2 d; S1. AF of 8+ have AV support doubled for purposes of determing support for air operations
7 S7 F2 g9 X* l& L+ n+ Y(complements fix 18 above)
7 t5 u) C+ R; i/ _2. Permanently increased pilot array to 70K8 c# C5 ?9 `' T3 O- [7 f( U
3. Increased number of air combat rounds are a factor of total aircraft involved0 s. `6 L& s2 M, x9 a! H" n
4. Allowed submap to submap movement if land connected for land units. Should have been
* E' B' F# x2 s: X9 v5 d1 Gso as per Andrew Brown
8 @- n7 k" t/ C' [5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 Z1 O0 _, e+ a4 z7 V- y1 h
delay toggle instead# h2 v3 h7 Y0 L- Y3 I% I
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
7 _+ [5 F+ H" J R+ umaintenace a bit more' T# {' U v- [
7. Support device replacements won't decrease the overall experience of LCU units. This does
( y/ E: z8 J, B2 q$ c$ n0 y9 S1 h0 o* Tnot alter the overall EXP change due when any replacements are received.0 _% `) A* H9 o6 C
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
1 N9 n# i2 r% d/ p* Ubetween the two but could break current games.. A9 {" h1 T; @1 F. u
9. Some LCU Prep points may be retained if unit is experienced% }( S& d6 I; y: x, _/ {3 p
Notes
, r, \+ u/ H" g2 z3 g1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" }; K- ^% M- H9 w4 ?- k- z
should not change player or HQ, even if not in play. These original HQs are used by the AI }; T" C1 e' C9 o' d' A- G) O: u
routines so changing or deleting them can put the AI off. Changing other elements should; ~0 q3 g9 K* M8 y5 Y
be okay.) h1 E3 G/ O! e1 T
2. Clarification to weapon filters for aircraft:
) u! {- w0 z" Q* E: @8 jPM_NAVAL_ATTACK 2 // used for naval attacks! z. E5 W( m! `5 d9 w* ?
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 f/ X9 E1 F# h$ `; C3 y
PM_LAND_ATTACK 8 // used for land (ground) attack9 M; |- v. `+ `# g0 o: A" } Y
PM_PORT_ATTACK 16 // used for port attack
4 |: g( t( Q9 k+ G' w: ^ G; u) ]PM_AF_ATTACK 32 // used for AF attack
$ m( ~: ~: ~' R) j1 YDropped any reference to secondary values for land and AF as they served no special use.
. A, E# @: h5 m6 G3 ]4 v8 C6 [Clarification changes
1 I' B% b4 S! K0 |/ a- Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 a# y8 o, e1 ^* ^& b( Cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 E P" u: T% FMONGOLIA(91) or TANNU_TUVA(92).& o$ c. U& O% U# H E# q& q( t
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases! M5 H$ u7 y T% M: c* B/ H
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 b# H2 Z! k. n+ f8 tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 u; e0 H; F% G: e- ]( F
after Soviets are activated, but can’t move1 H, ]3 _/ P# H$ \1 o
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 l- b& T. n" z0 xdisbanded in port.* y2 p( M4 e2 W! B( }! J! B; S$ U
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' R$ E* A# T# Q6 N0 _f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |