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$ M$ t5 _- N) [/ o# B8 Ahttp://www.matrixgames.com/forums/tm.asp?m=3185062
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: m9 N( L1 @ H( `已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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3 Q; |. N+ l% i* h: LChange History:* |' d! v ~) d1 v
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 A6 N8 i0 N8 G) @2 L1. Seventh Update – This release is a comprehensive release updating all previous# D: R- r# R/ Z. c
versions to v1.01.17 beta" W0 A: ~4 {0 v* T. h9 ]6 W8 q
2. Code Changes6 Y( g3 S: g8 ^
Fixed" E/ ?# M. D _" g
1. Display of AF/Port icon between player saves based on player's intel
4 e8 S6 ^. N' O# J( ~" V1 Y2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 L; ^) l) c# |' V. H
weapon list updated
; M( }9 l3 p1 V' t3. Reported cargo/troop safety values incorrect when no cargo/troop space2 Q; w) i" r+ |# j1 _2 ?' A
4. Allow smaller 'reserve' space for small groups on ships
9 m$ E: k: v2 C$ h5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" @# T) z( g) x8 R6. Correct attacking plane count before final post-air combat
! S6 A9 e1 @% e% g; c* v) M7. Pilot promotion may have occured in error sometimes" y# f) t) s1 {- M! ~4 I
8. Raid detect message sometimes dropped of the combat report& l3 t4 Q, ~. R. ~1 r! a/ G
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" O1 `1 ^& f8 _ y. |
generally
; \6 k1 @/ {' X, d4 C1 |$ U V T0 x10. Some pilot-leader connections were being corrupted
3 A/ m# E, ]) k- I5 X6 e11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: c5 I) B; C5 h" J/ h9 Gother move issues due to the incorrect indicator
- B b3 p- X5 i6 o$ ]* G. a12. Wrong ship sometimes reported in Ops report for TF movement which causes some
1 ~; E% {; P6 ~9 i1 ndamage7 J0 B3 m1 |5 f/ j4 e$ a' j1 z
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 r; E( ~- D0 Q, ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the L- G( b# d. z. ~
date sort; u5 \2 l0 v B1 i" u
15. ASW groups not allowed to attack sometimes
i! x* D7 g; b9 }16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ a7 z4 g6 U; B5 n0 Q' gHQ/LCU to jump to reinforcement queue9 e6 G" p9 h7 P1 d
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
+ ^2 r4 p9 i. E6 a! u1 [18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 x; }# p: Z6 T( j( Qat start of AE but crept back in sometime during updates& n& Z0 X, _& _1 ~6 D
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
5 Z. b/ ^0 X4 [* J8 G4 U3 j& ffragment.
1 t5 h( W! C/ D. G& \* y' @* v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& y# N7 Z% e* U0 a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 C; S& @' u* L: w& A* k# V
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full" ]# f& \% z% q" Y, a; g' X
set# I/ s" Q5 m7 Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 x4 J* R0 M0 d" g1 l, S5 k4 P. V23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ F5 T. G% q% w9 W24. Bug caused F/FB to sometimes bomb at low altitude5 T$ s. M0 B* ]) T
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 j! q* K- x! u
occurring properly.
3 A6 B- m" u7 k26. Bug in Industry 'failed' indication not showing properly sometimes+ j1 T! ]; w5 o n
27. Location check at scenario load to include small map sceanrios
0 b; s5 b1 z8 {+ j1 c8 s2 H4 ^4 b28. Bug in air supply to fragments in a non-friendly base hex% {2 v- x8 e' G5 Q; d8 {" D" b
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was* {1 p% k2 h2 a0 t4 _! M$ z$ m
being set to homebase before execution of the mission – ie was returning to base' |3 m# R. V; F% K
immediately3 C) h/ |& g- X
30. Error in Strategic map display2 O2 {0 ~. q! {* f( G
31. Additional and stockpile options were not turned off when base was captured" |+ e$ n" G5 Z8 ]1 b& g
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 A( ?: e: k1 J) J2 R/ T9 |- | p! B% A
mouse over
% x$ ?/ y6 N' B, ?5 q* e2 }33. Army experience being gained when not 100% prepared as per manual; changed to allow
" A6 ?! \0 ?: rchance to gain experience if >75% prepare and < 50% national exp level- u: x% a6 F+ F0 D) E1 `9 K
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 r3 @$ \+ y+ b% w: g: B) z
alleviate the incorrect experience gaining happening while in reinforcement queue
, Q' }) R$ L# T; l3 l$ i) P3 L( g35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 e& J; w6 ^* m ~5 x O( a: _
caused unit to jump “off-rail” and move overland
" Y) I/ I( h. a36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* |6 N+ B, A& |37. Excessive accident messages on unload from TF reported
/ X8 l6 V# }, u* m. ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 q1 L; A3 N7 W. `
merged causing smaller size unit than expected
- b3 S6 J7 l1 u# _5 u39. Corrected possible TOE error in scenario data load for inactive units* V! l# y6 ^- Y/ y5 R0 ^( o
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, K) y) ~. E; k. `" Z9 `6 Q. n
however be allowed to do this.6 N# _0 {+ B& X- q1 i) r8 w% B7 \
41. Possible CTD if sinking ship's load was a group
1 g6 H: E# {7 ]8 ?5 p42. Limit the number of devices built from resources per unit during LCU replacements; this- G& [. e/ K+ w0 T: ]
was causing an over production for that turn5 N! M I, ?. Z$ c
43. Retain day/night setting when creating group fragments
7 ?7 H5 l$ k& N2 s$ K. N# n/ D44. Adjusted supply and fuel values in base list not to overrun the space! z% A+ {5 G+ v% U4 H6 }* p' u6 P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 D B( d8 M+ s; s# ]4 }
added YMS to Sweep TF in line with manual and code
# Z( _! [1 v+ J46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 d8 J# G: R, T2 I* w7 [5 c
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: M$ t6 {: ~% g: O7 {rebuilding of destroyed units is not affected by this.
2 J& s$ B+ o* A6 ?# t47. Carrier capable and trained text not showing together on Group screen* t5 A2 n" ^* U4 x
48. Handle any blank re-name changes by ignoring them
- g/ k% Q5 b& Z7 I! W49. Possible CTD when air fragments combine# A, N/ p# N# e" }" V, a* z
50. Unloading TF can freeze a LCU onto a ship under some conditions
, h, Z3 }1 i4 Y9 @6 v9 m51. AI not behaving if main HQs missing (affects small map mainly)
6 b* R+ @& v/ J ?2 f52. AI using AGC for normal land units – removed from TF if not needed' r# s4 T& v- {: T* u: H
53. Soviet activation message not in Ops report1 g7 [+ V2 n& o6 g4 h
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 h- z q9 y) O& P! P) s3 j5 I
55. Clear Soviet air balance if not activated. Possible incorrect base switching! P1 j7 l! @( w
56. Sub attack against docked TF not happening for port size <3
0 s. n7 |) h, e6 X7 w3 ?8 g57. Unit type changing unexpectantly0 x# A3 E J* F9 R
58. Torpedo replacement on plane sometimes is missed
3 i+ x0 m# g6 L) r2 |' i59. Double handling of overstacked supply requirements
/ d$ F% u S6 I8 Y' ]60. Fixed alternate weapons for port attacks
- E2 ?" B, W8 G' X: I61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. i3 f. x0 z. z0 _5 ?( d+ |0 osometimer in the ship repair cycle.5 n1 A: `0 M0 q1 w& Q ]6 Z
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
1 p2 Y4 U& @$ ?port
, j: L* c0 C" T* t2 M" y& o2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ f7 h- W/ N; y2 o* [( S* v7 iTenders not counted e, X: [7 i5 N: Z% R5 } |
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 u- {2 Y- L8 \. R( @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# X7 w& g$ p3 q6 }( ?
to remove damaged ships from TF6 V: M8 C+ e" A" ?$ g
5. New filter for “non-building” devices in Industry pool screen4 F, u* ^( }2 q
6. New filter for “non-building” aircraft in Air Replacement pool screen% M) l' n# H3 S7 U* m1 O
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' G- l# P5 `4 D& U+ Omines (^) detected
! I5 F7 ?' _1 S4 q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 f' R: {" V$ a9 }‘button6..’ image files, then these will be shown. If not, by default there are shown as1 E9 s4 i) i: A! A4 t/ W
standard parachute unit icons( @3 |0 x$ ~; k( @3 n. h, o
9. Air/port damage and building is shown in base mouse over
: _& t; Q5 d7 x3 Y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
; [! g# i' \1 W& z11. TF can be routed to stay within coastal hexes as much as possible$ W$ I' g; j& X
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
# ~. G: r# q4 }3 w8 Y8 P! S13. Added option on group and LCU reinforcement screen to turn off replacements4 j$ t( i- o2 O2 w; u- h
14. Current base can get supply returned to it when reserve planes returned which were
# a$ V6 v* O5 L/ Soriginally supplied from another base
* i' I3 z F1 n15. Unit type filter on Troop Loading screen
- ]/ w+ m5 s% d1 b2 ]; S16. Report killed ground units if not in combat report' ]7 Q" ~, g. ^; v
Changed; s8 c. Z$ V5 W
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 l9 s3 @0 D9 ]' A- y) }( h# G(complements fix 18 above)0 [, q& R+ V( @1 p
2. Permanently increased pilot array to 70K
. O6 d( Y7 y% g1 p4 V, ]4 D3. Increased number of air combat rounds are a factor of total aircraft involved9 `1 b3 u. ?8 A' v E' w" O/ P$ a
4. Allowed submap to submap movement if land connected for land units. Should have been
* @' X' ]+ d5 d5 G( i) sso as per Andrew Brown
9 j& \* Q9 i/ k3 L/ k) p2 B5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" j' v% G* S8 x/ udelay toggle instead6 n( w/ n8 N# A
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 D3 _/ W! L# {
maintenace a bit more$ p0 x( K; C: U
7. Support device replacements won't decrease the overall experience of LCU units. This does7 {7 h; a, l) _# {4 |& Y
not alter the overall EXP change due when any replacements are received.
) m- x4 S% z8 ]8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# A8 D) Z2 S, X" o' _between the two but could break current games.# s5 ]) ?; ^: E
9. Some LCU Prep points may be retained if unit is experienced& N$ |7 P) q/ ]3 c5 Q* Y
Notes
3 g9 H; B9 \5 X+ m1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# t# s3 C5 ~& |( v
should not change player or HQ, even if not in play. These original HQs are used by the AI
, w+ D5 I3 V! b3 Zroutines so changing or deleting them can put the AI off. Changing other elements should
" s9 b0 i2 D/ y- B) C% V* fbe okay.
; ?; Z" ?6 n0 V' X2. Clarification to weapon filters for aircraft:) `& i* D$ v' L. B
PM_NAVAL_ATTACK 2 // used for naval attacks
4 Z4 [ I3 n* w1 }8 i Y) X0 U' H+ xPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), Q z+ K' S: u3 @% c4 r
PM_LAND_ATTACK 8 // used for land (ground) attack5 V; r* p! D" \7 @0 @6 @
PM_PORT_ATTACK 16 // used for port attack
6 E' H0 x% O0 @- N% I7 TPM_AF_ATTACK 32 // used for AF attack+ T( F1 y I. ]7 N' }
Dropped any reference to secondary values for land and AF as they served no special use.* {$ ~4 k6 i) }: b- m3 ^9 E
Clarification changes
1 S+ U; R( s) \" s5 s1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 G6 k" V6 s# O; Z' V$ C0 [bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
: a/ M+ I; i9 C' u1 _5 bMONGOLIA(91) or TANNU_TUVA(92).
0 T( E! B/ z1 k. T8 U+ ca. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 D+ X; E x" @9 bb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 u) \; T+ I7 y$ Q% h! S
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" k) c5 [# Y. C* k" [! S
after Soviets are activated, but can’t move* p3 `3 I' F' k! ?# \! b& ]
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, s6 R0 p& P! _; W! a3 ^( zdisbanded in port.
1 _: i4 {: s' w9 B0 ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 t; `: o# ?, o. N7 w) e4 o; vf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |