具体见2 f$ D- x z& p) t
' \5 {. e" C1 e- s Q1 }
http://www.matrixgames.com/forums/tm.asp?m=3185062
7 y ^* k' }) |( q2 o. ^6 V/ b9 e& a; q( d
已经共享到岛群QQ和本论坛置顶资源帖% _7 Q4 C5 L( @) t
0 L0 ~% w7 F7 F8 t% s* A
大量更新,详见列表:: W$ `6 u) p5 y2 V+ e. j
6 `& w: \, U6 o$ `8 A
5 I9 M2 V5 y' zChange History:
2 g& I0 j: g# A! G5 l& Z7 [- Z# sV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( q2 |8 D8 W+ r. s3 i/ G( r1. Seventh Update – This release is a comprehensive release updating all previous: ~) C. o& c6 w! F# |, q
versions to v1.01.17 beta
6 C! S. T- g& u# T$ Z( q# o2 k2. Code Changes$ h. D% q' P1 Z) g# ]2 _
Fixed, O/ s5 r) j+ W2 Y3 {, }4 \" `
1. Display of AF/Port icon between player saves based on player's intel5 E# I& Q& X- P9 B8 Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
X X- {9 n& ?/ u" r) cweapon list updated
' W8 [; E: H7 [ `3. Reported cargo/troop safety values incorrect when no cargo/troop space
, G: K6 K, o0 ^5 C; [ F4 T4. Allow smaller 'reserve' space for small groups on ships
3 C: W- q/ R+ ~: `2 \# D* f' Q2 r5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ x5 L9 W# D, w6 L9 |& `; u
6. Correct attacking plane count before final post-air combat) B: |' P+ F5 s- w% v- [
7. Pilot promotion may have occured in error sometimes
0 X- q) S+ [! I8. Raid detect message sometimes dropped of the combat report w2 `( t' l+ g* ]! y* R
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 |$ d. Z+ f; J/ x) k* Q% q9 R
generally
/ I) f: k/ ^& u0 q3 F10. Some pilot-leader connections were being corrupted0 N/ `- P9 i( R8 `6 l7 L, _/ r6 F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( n6 r2 X/ R/ G3 cother move issues due to the incorrect indicator& v( G0 b. T( S7 s$ M
12. Wrong ship sometimes reported in Ops report for TF movement which causes some) v8 g2 [+ h" E8 r
damage7 y' ~4 l# `. { E& T, X3 a* `
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 m0 \, V4 @4 A- e. n. I$ ^14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
' L1 f) ?6 v! \# rdate sort
2 H9 }) i3 D0 I' ?) c9 B3 }15. ASW groups not allowed to attack sometimes [% {7 g# j+ f! y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* O+ \ L, d) v9 V2 B$ SHQ/LCU to jump to reinforcement queue
: j5 \; T: t% E' q# ~( I17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 o2 N! J! p! M" U( x% d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 X! g8 w) m/ E, U
at start of AE but crept back in sometime during updates# g% O' U/ G) e# W) S. o9 r5 M% j
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. b+ U- G* h( j# x+ U& ~fragment.
. f, a3 |' ~2 w+ d k- X20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 C( g/ n g) g! T+ m% q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- U) J2 J# j* u+ O/ ?5 Z4 \$ v" Rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
, I" v7 [, P+ r2 C4 bset$ Y0 K5 d) j. u9 f7 Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 b5 |3 I3 S* U2 \8 X; ~
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays3 p; ^. g1 b R9 A0 l; _
24. Bug caused F/FB to sometimes bomb at low altitude' r# f/ Z) U& n9 u% q' Z( }# ?$ u
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( H# s) k: H5 @- P* p! ioccurring properly.
; e6 L0 p# q9 I3 v26. Bug in Industry 'failed' indication not showing properly sometimes; \ v9 `- G' y+ l- \+ j
27. Location check at scenario load to include small map sceanrios( j2 b" U% y2 ]0 j6 {# D- K
28. Bug in air supply to fragments in a non-friendly base hex
, B, s. P9 Y8 o, K3 \6 v: [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was) p0 c( v' J* {, O
being set to homebase before execution of the mission – ie was returning to base) E- C5 k7 y2 [6 D H
immediately
, F- y' S4 z3 A+ M. t9 }30. Error in Strategic map display
! `% Y' ^( L4 g b9 Y4 O1 |! d31. Additional and stockpile options were not turned off when base was captured5 A5 l/ Y7 f0 e
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 b, T; @" |& Y
mouse over
& \9 n% g2 q2 Q- o& ~; w33. Army experience being gained when not 100% prepared as per manual; changed to allow: r. W$ }* ~4 M& V9 i
chance to gain experience if >75% prepare and < 50% national exp level% P1 A3 U: |6 {$ K0 f
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- x9 |& p* l: H- ~ C/ ~
alleviate the incorrect experience gaining happening while in reinforcement queue) a. p$ g- E: U7 _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 l2 j- U; x8 W' ?; wcaused unit to jump “off-rail” and move overland: @0 y. M2 L ^/ `8 y' h# n
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 j2 g1 o4 Q3 r& S
37. Excessive accident messages on unload from TF reported
# \) Q% A5 Q" R0 E5 l5 n8 q38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 h6 C& D% D; {' W
merged causing smaller size unit than expected4 R: k ^% K; p' A- A3 M3 R2 Q5 j
39. Corrected possible TOE error in scenario data load for inactive units. ]8 Y* ?* W G: }2 M
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, [0 r5 _+ ?- o0 `$ R5 w( s
however be allowed to do this.
- n' h/ Z- v3 W2 O+ B& \" g41. Possible CTD if sinking ship's load was a group
, j4 I% n5 s" o! J( \3 O8 S42. Limit the number of devices built from resources per unit during LCU replacements; this, }) y* q9 ?. J! X. \
was causing an over production for that turn& t* Q8 `- n$ v* p- |
43. Retain day/night setting when creating group fragments
& j) R( o% c/ f0 q44. Adjusted supply and fuel values in base list not to overrun the space, j Q' ^0 o7 }6 p8 W |- V
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but1 P& l8 W' {; y& g7 }
added YMS to Sweep TF in line with manual and code
* `6 l' M! d7 Z) J F. N( w7 `46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# Q0 |0 L" S% N+ u! d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
" o4 R Z* {/ }2 `) {, ~rebuilding of destroyed units is not affected by this.1 r+ k/ q7 T. L* @, G ?! P7 U
47. Carrier capable and trained text not showing together on Group screen2 l& j# Z8 o5 K: x& R* Z; ~5 s
48. Handle any blank re-name changes by ignoring them% J6 I/ S; d. b7 H
49. Possible CTD when air fragments combine0 ^5 l V" b, x5 Z4 ?. A3 D* h
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 ^" F P* f: y51. AI not behaving if main HQs missing (affects small map mainly); l( ?; r8 \8 u3 X4 y# E
52. AI using AGC for normal land units – removed from TF if not needed
* b; e: w* K- X* M53. Soviet activation message not in Ops report6 Z$ L$ @# S# y9 L* q/ Z
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 C& f7 a6 o$ C+ k& F- h2 V! q55. Clear Soviet air balance if not activated. Possible incorrect base switching" ]7 i; S# S8 L f- y/ g/ r2 e- v* a
56. Sub attack against docked TF not happening for port size <32 q) D8 b2 ?/ P% q" A% [. ?% R
57. Unit type changing unexpectantly
( M# }& w/ V4 @: r+ G58. Torpedo replacement on plane sometimes is missed: a X L+ i' Q1 l2 O
59. Double handling of overstacked supply requirements% K1 |6 e b+ N$ A5 k
60. Fixed alternate weapons for port attacks
1 E) u- A/ y) h4 S61. Corrected weapon system damage to show after combat on ships in port rather than wait till; F# w1 b5 x# v* }9 m# S& b" g
sometimer in the ship repair cycle.) D/ i1 P# C( H4 Y7 o0 O
62. Ship tonnage over 32K could cause repairs to fail
& Z( b! x0 b2 I6 D' U& uNew6 Y8 `) x# z% C" ?7 l9 _: Q. n
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* D! R+ K* P, ]6 k G- B5 U4 m
port+ ]( D1 n6 u* A2 m
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" e9 \+ P+ o" v% a4 ~9 _Tenders not counted
( _, g' c/ W7 n' _3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 D: l) Z0 {, |+ ^
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ x% T% o9 J8 @' O7 Kto remove damaged ships from TF
% }: Z0 N$ Z1 L: T- H- Y$ ]# r& {5. New filter for “non-building” devices in Industry pool screen
6 M$ B+ U# S1 v0 R% x6. New filter for “non-building” aircraft in Air Replacement pool screen" i/ J; C Y- q3 j
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
, V) N4 }3 t) M# i' | [mines (^) detected" Z& ~8 s! s9 r
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ L7 x/ C% a1 w4 |) g
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 @$ s3 z4 p1 P% i/ \$ ?, p
standard parachute unit icons# q6 L0 @2 X* \, k# m
9. Air/port damage and building is shown in base mouse over
" C4 ]# ~- c: i, }/ J1 y2 h0 u/ C) W10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
}' I4 Y9 S9 m- w11. TF can be routed to stay within coastal hexes as much as possible9 W8 u7 ?* E+ i" w
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" ]6 M5 T6 u9 R) s* G- ?; Q% U- J- \13. Added option on group and LCU reinforcement screen to turn off replacements
8 `* B8 H5 [' V( y- e/ t$ w14. Current base can get supply returned to it when reserve planes returned which were8 A o8 f) _5 k7 W1 t
originally supplied from another base
6 x e$ t# J# F. r |# \7 L, }$ ^2 R15. Unit type filter on Troop Loading screen
$ ~8 Q- Q( l2 ?( k1 I% c& |. O16. Report killed ground units if not in combat report
! m3 S! C9 V: I/ r& c4 [9 l! w' QChanged, P V' P4 L' O& n3 z' z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( G+ c& B. m* }; ](complements fix 18 above)
3 R8 X; J. M4 O4 @1 k: G+ l' y( S( i8 [2. Permanently increased pilot array to 70K! Y- p; A# i. y* W
3. Increased number of air combat rounds are a factor of total aircraft involved* @$ T6 `$ t: X$ x! H
4. Allowed submap to submap movement if land connected for land units. Should have been) R" A, ?" B/ G; W! [4 _
so as per Andrew Brown2 a. O1 H' Z- T- j# m2 T7 u. ^
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ w6 ]- r* m% j) _delay toggle instead2 l+ z) G5 F6 P- C5 x6 z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
. E( b3 t+ I: I. h3 V* |maintenace a bit more
+ o0 ?0 r0 K9 Q' o7. Support device replacements won't decrease the overall experience of LCU units. This does7 k% V. D3 o' q, ?9 U. l
not alter the overall EXP change due when any replacements are received.
3 G) a0 S) S4 N8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 i# ]8 [! N, `( {! _between the two but could break current games.
* O3 d: W* M! E3 a) a+ V9. Some LCU Prep points may be retained if unit is experienced) b6 K) I* W1 a( a2 S5 I. Y* `. y/ l
Notes2 w) I# m$ ]$ O5 W6 T. `: P3 ]( y3 j
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 Z+ W, |6 W; a6 ~7 K" ishould not change player or HQ, even if not in play. These original HQs are used by the AI
' B" O+ s* p) L( c- V* }routines so changing or deleting them can put the AI off. Changing other elements should
' z8 ?6 K* l2 Z/ bbe okay.6 U5 F: K! k# E2 X% H
2. Clarification to weapon filters for aircraft:
1 N' v$ K6 n% Y. ?PM_NAVAL_ATTACK 2 // used for naval attacks- Y; ]7 [& q3 o/ k. W. [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). {5 A4 I L7 {4 M' U3 n6 I5 \
PM_LAND_ATTACK 8 // used for land (ground) attack1 P- N% l+ z ^) {( w( r
PM_PORT_ATTACK 16 // used for port attack
4 g7 G4 }9 J5 z1 F3 z) k; qPM_AF_ATTACK 32 // used for AF attack
% z+ M5 H# ~8 A* MDropped any reference to secondary values for land and AF as they served no special use.2 q8 t3 v8 A4 O( ?4 f( y5 K
Clarification changes
: `8 G% f" N5 g) _% e% |1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: `/ C: s2 l6 D3 |1 h! ?" [bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 R$ j* `5 v9 {" I
MONGOLIA(91) or TANNU_TUVA(92).
. M+ w& F: ], \ l- K: [ \a. Allied non-Soviet groups can't transfer to Soviet Motherland bases' D8 A2 D3 R9 `) b! n0 S' s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 U& x# X+ H8 r# h1 ]& k! v9 ]0 o
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% `6 u2 k0 j+ |6 b& H
after Soviets are activated, but can’t move7 J# k s0 w$ ?2 K' h- Q) `
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% G$ S# H2 H: Z/ P2 X1 n7 P
disbanded in port.
2 P; S L( N; c. c" p$ h: V0 je. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently5 x) B: S9 @3 e) h0 P
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |