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http://www.matrixgames.com/forums/tm.asp?m=3185062
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+ I* J) G+ A$ Z已经共享到岛群QQ和本论坛置顶资源帖0 W9 }+ h& B* r) C% m, A
1 `$ Y" Q5 s3 _8 w, H5 N: g; p; c大量更新,详见列表:# b' r6 v4 |$ q; d. U# {0 |
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Change History:
( z/ k) w- e' k( Y9 ~# t- YV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! [4 ~2 Q% N. a- x
1. Seventh Update – This release is a comprehensive release updating all previous' }' Z8 B) e) l3 x
versions to v1.01.17 beta& U) c( w7 z$ y' L
2. Code Changes
0 O! O# N0 {- ~# b4 K8 B; jFixed
6 Q) R% x" A" P% ]0 ^. t1. Display of AF/Port icon between player saves based on player's intel
6 I) Q! f7 h% ~: P0 E2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# I: l/ ]" r E, `% y/ j( r
weapon list updated
- B3 b4 p. n3 W/ z- B3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 k* u3 ~( m1 M$ ?. \' A( n `4. Allow smaller 'reserve' space for small groups on ships# u! V7 ?% t, R4 H. d4 V, X
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ l5 q" p. F) `7 [1 f( j* b' Y6. Correct attacking plane count before final post-air combat) q" B* s* o! O! ^; s/ [
7. Pilot promotion may have occured in error sometimes, i6 }; e8 z2 a3 E* m2 M1 @
8. Raid detect message sometimes dropped of the combat report$ \" i) g% h8 c! D
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' O) n. h8 f8 }8 s1 M9 K/ c6 Jgenerally
1 U3 L( X5 l9 W10. Some pilot-leader connections were being corrupted
# t6 q' m0 h! z* Y, a11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- h/ I+ w$ C. j+ U8 j" ~
other move issues due to the incorrect indicator
R" o9 l( \/ _12. Wrong ship sometimes reported in Ops report for TF movement which causes some. S1 }$ l. `7 [. N
damage( P: H" Z+ r/ ^% e1 L8 F* L
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 P4 \# X& R, e/ K/ S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 ^. P2 j& }: {1 L' adate sort
4 Q2 X$ K8 G" K3 K; B7 U% z15. ASW groups not allowed to attack sometimes
+ b: ]0 A6 B$ ?+ B( u: K16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% x" @/ ?; k3 d+ V% U
HQ/LCU to jump to reinforcement queue
" Q! S0 R9 r2 B9 P. @1 z. x" L17. Bug in bomber intercept if too many rounds of fighter v fighter combat; z, P2 X3 q" ^0 l9 t* h/ m, }
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; N+ u- f5 {/ a A7 l& gat start of AE but crept back in sometime during updates
! y' Q: Q! l8 { o {+ R' A19. Removed the fragment/parent swap during a TF unload as it could often orphan the# p6 U! ^4 T* l1 E/ B8 m- {
fragment.- P6 k# h; t7 W! [
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 ~& k3 w7 N7 K E4 n5 a1 N$ M21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* u% x9 _; a: {% F
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 l5 v( a3 w, N/ \8 o4 X3 D& Bset: u, g( V! ]4 i
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ e5 N/ |/ H* e. X1 x
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ {: X' V/ R; n& f: c4 F% j5 \
24. Bug caused F/FB to sometimes bomb at low altitude/ E9 Q6 Q* |% m. e
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, K" C, a3 \8 `( c! U
occurring properly.
! z" w' J9 C* W26. Bug in Industry 'failed' indication not showing properly sometimes/ p! z/ K" b* b6 }$ C: W& N
27. Location check at scenario load to include small map sceanrios
, w4 \1 P, [: B9 R: r4 y28. Bug in air supply to fragments in a non-friendly base hex) i6 o3 ]! a5 ^$ C7 q
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* Y9 P% s4 V! h, Mbeing set to homebase before execution of the mission – ie was returning to base* _ I( k4 x2 u
immediately8 y) x! z8 Q1 i3 s" H
30. Error in Strategic map display
% P* Z7 k; A" k) P31. Additional and stockpile options were not turned off when base was captured
$ H& d6 v* a+ B32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 i2 G k' y5 ^! @5 D' ?' x
mouse over
1 ^; r U( }; r7 X3 e1 s. E! v; }33. Army experience being gained when not 100% prepared as per manual; changed to allow0 O% }8 q9 s/ h+ p; A
chance to gain experience if >75% prepare and < 50% national exp level
/ r6 x1 S) K1 c# |# P34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 T/ j* w" A) E* i5 K/ L" l+ ], Zalleviate the incorrect experience gaining happening while in reinforcement queue
8 @1 D4 q' Z# k. \7 |5 V3 z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& ~% k3 V" q* L. b( B! S
caused unit to jump “off-rail” and move overland4 Q# R9 e& n1 f/ P% b
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 F! E% D0 c, X7 z6 t% [' R" X
37. Excessive accident messages on unload from TF reported
4 t6 V( T3 O2 o38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 Q1 @- C+ u+ m4 }- O
merged causing smaller size unit than expected# N; l7 J0 c. K1 ^ S* T% s
39. Corrected possible TOE error in scenario data load for inactive units) I2 ?6 _% j" S8 y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# u+ m3 Y) N4 \$ @% e5 z3 Ohowever be allowed to do this.
9 X& k5 A; C: p% I- d! H/ I+ r41. Possible CTD if sinking ship's load was a group
+ z/ \# K% T) V, g42. Limit the number of devices built from resources per unit during LCU replacements; this- z/ M! R0 ]0 a' w% @
was causing an over production for that turn+ g6 U4 I% Q0 f7 ~
43. Retain day/night setting when creating group fragments
% C# ]+ w) O9 s) r6 N& _44. Adjusted supply and fuel values in base list not to overrun the space
0 t- D/ a2 ^0 p _& x! o9 C45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 ?$ f& M8 Q: O$ t8 T; H, t T5 [added YMS to Sweep TF in line with manual and code% X h. k4 W7 |$ k0 Z0 y0 X
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 d$ o' _& i5 D9 m3 }rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; B6 k" n5 G5 Y( t# s; R3 N4 krebuilding of destroyed units is not affected by this.
" K5 n: V% m$ c W% Y: {$ u47. Carrier capable and trained text not showing together on Group screen/ @. A4 k! a3 A, l; p
48. Handle any blank re-name changes by ignoring them
; e3 s! P% ?/ K49. Possible CTD when air fragments combine
6 a/ s6 D7 `0 K% M( v50. Unloading TF can freeze a LCU onto a ship under some conditions5 |9 N n+ u% O+ N" W* q& v
51. AI not behaving if main HQs missing (affects small map mainly)
5 P: G5 n; |: A/ I: P52. AI using AGC for normal land units – removed from TF if not needed/ K: a1 {- Z3 B$ j; [4 }2 F
53. Soviet activation message not in Ops report5 P, k6 [, u: C0 L) N% W: ]
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' d6 R$ I& P! [0 v6 K- W
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 r) Y$ w+ j3 r6 g' a2 v56. Sub attack against docked TF not happening for port size <3
; t9 `5 r# A$ K" B7 ]( l. t" {. {57. Unit type changing unexpectantly0 i) h) H4 J% t/ E( Y& N
58. Torpedo replacement on plane sometimes is missed
6 v. c1 ?$ K, i8 D" Q1 |9 p59. Double handling of overstacked supply requirements
$ M" v4 K4 f! X" B0 y60. Fixed alternate weapons for port attacks
* q5 N* f& S7 w8 R2 D$ h61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 R/ M/ q9 U) x% p
sometimer in the ship repair cycle.7 W0 \2 Q( y/ d& z: X2 q
62. 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
4 @; o) j) Y; C9 V: N+ ^* Cport
6 ]! X4 F5 c5 h6 Z2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& a/ a6 |6 e- B9 T4 t
Tenders not counted* `* k3 d2 ?" h
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 {7 @$ ]5 X( b- {
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( ^7 C9 c* W% G6 y: l+ [( d
to remove damaged ships from TF" }9 g* F$ f% _0 Z
5. New filter for “non-building” devices in Industry pool screen3 S: y1 a6 M4 o# b. ^
6. New filter for “non-building” aircraft in Air Replacement pool screen
) Y6 |- d" c [4 O. W+ t7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. m2 u% s* K+ j8 h6 p Ymines (^) detected
4 m4 i: K; ^: B8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* T4 E# b" R3 L* { w" V- _; t
‘button6..’ image files, then these will be shown. If not, by default there are shown as
9 a- Y4 g: ^2 w4 Q2 Ustandard parachute unit icons, g% _$ B$ t4 `# y; \" I, f
9. Air/port damage and building is shown in base mouse over% P# L. L U8 i# |3 c( ?, ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ F; I! ]+ j. Z- @5 k
11. TF can be routed to stay within coastal hexes as much as possible: D; C& Q* l( C% e2 d7 j
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 t/ A3 U) q+ c$ P! f! w2 Z( F13. Added option on group and LCU reinforcement screen to turn off replacements- Z ^- s1 N& N9 u8 D) a4 t4 u# D
14. Current base can get supply returned to it when reserve planes returned which were
/ \2 [. Z" {& loriginally supplied from another base
( T6 F2 z1 ]) W, z( N& ?9 J# u3 A15. Unit type filter on Troop Loading screen* b* v' J/ I; l s. g
16. Report killed ground units if not in combat report
J- R9 v( r8 T" uChanged
0 p' N ~; @4 m3 k1. AF of 8+ have AV support doubled for purposes of determing support for air operations' v& i9 _# [$ C8 `4 z' o$ ~
(complements fix 18 above)% g# {( x& _" ^ Q7 N( E) V8 @' o& |
2. Permanently increased pilot array to 70K
8 d( K5 M% y. h8 S3. Increased number of air combat rounds are a factor of total aircraft involved
+ e. S# b% k0 h5 }( j% M+ s$ X; M4. Allowed submap to submap movement if land connected for land units. Should have been
' C/ v5 ~ o. B9 `% h' fso as per Andrew Brown
2 j- `1 r& i+ S' S! Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% z# V/ f! C9 i
delay toggle instead
3 @ h# H# |5 Q& F7 K; t# g6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ e6 O) R* M: l2 L$ x* \" h; T
maintenace a bit more6 j( z \- ?. Q) a/ O
7. Support device replacements won't decrease the overall experience of LCU units. This does& s" d: f; ]+ q0 `, x
not alter the overall EXP change due when any replacements are received.4 ~& ^: q* V M9 T$ M9 a$ W
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
6 ? W6 ]/ v# |5 @- p& j) vbetween the two but could break current games.; n9 j% Z, t1 K( [5 ^3 d* ~+ X
9. Some LCU Prep points may be retained if unit is experienced' V& D. x2 _+ q
Notes: f4 Y1 n% j6 y
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 z# F, C: u' |7 ?1 f! Q6 T6 T: l
should not change player or HQ, even if not in play. These original HQs are used by the AI# u/ {0 ]7 K+ w# R3 ^ K
routines so changing or deleting them can put the AI off. Changing other elements should
8 P. H' F( @* R/ Pbe okay.6 R/ s9 e1 Q# C: X1 a
2. Clarification to weapon filters for aircraft:
3 b1 h, J. [( @PM_NAVAL_ATTACK 2 // used for naval attacks6 a. I0 X, X2 l( s+ x( O
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) m# r. P$ C3 [9 X( _5 @0 ~# m$ {0 ~0 L
PM_LAND_ATTACK 8 // used for land (ground) attack3 }, S: \* i( H( m& {- @% a( n- o; {
PM_PORT_ATTACK 16 // used for port attack
( l2 z+ a: C: APM_AF_ATTACK 32 // used for AF attack
/ P/ y6 N3 _6 Y$ BDropped any reference to secondary values for land and AF as they served no special use.6 f1 l( s9 S5 {* t: Y& c* {
Clarification changes7 C: x4 H! \; @" {8 n. t- Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These K' C$ H9 ~8 f4 E- o$ t% U
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 v0 K# p, ~# g$ n" O1 \ k
MONGOLIA(91) or TANNU_TUVA(92).
8 z& A) v' \, r" [a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( Y% u+ u; |% G& g9 b# W% i; l# G
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 `$ |4 B+ a* u& M: _ D( Q0 cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 O. I, K8 B/ ~- k$ {% iafter Soviets are activated, but can’t move; _8 j } Z" ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, W7 g* \( r0 z7 udisbanded in port." X9 Y1 Z9 ?) y. z' V2 t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
9 ]! h' v( L9 a9 }8 [f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |