具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062: t5 X7 Q2 }# A, V/ v
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已经共享到岛群QQ和本论坛置顶资源帖& Z" V9 m( e$ Q' [" C |$ Y0 L
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大量更新,详见列表:6 w6 J% s6 v5 F. l) ~% |4 v
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Change History:- G: H1 }- f0 T& D: t
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); c8 {9 ]7 M5 |* X& w8 z
1. Seventh Update – This release is a comprehensive release updating all previous
6 [# i2 ~- M5 g# f n/ i/ aversions to v1.01.17 beta; s" ~* W! s. y- M5 W7 g1 g
2. Code Changes
' k2 a! ^: s6 Y: l% u DFixed
. _" l: a4 S7 K5 ~& k1. Display of AF/Port icon between player saves based on player's intel
( q$ M! f! B. V! l2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 _% | o" l7 z& P$ C
weapon list updated! a/ u$ [# ~& \3 `
3. Reported cargo/troop safety values incorrect when no cargo/troop space2 h" V1 x+ W+ ]& O2 f
4. Allow smaller 'reserve' space for small groups on ships0 v2 ?) `' Q' | i" k1 ^- V. n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent. d0 P3 e# s2 [5 M) H/ E* O
6. Correct attacking plane count before final post-air combat
6 \# e. P9 A- W. d4 M7. Pilot promotion may have occured in error sometimes
7 `# @- r, t" [ ^, f; k8. Raid detect message sometimes dropped of the combat report
" z' ~( P0 q9 t6 q! ^. F- \9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ U' a2 o- a0 Egenerally" P2 F- Z5 Q( m- _+ N1 l F
10. Some pilot-leader connections were being corrupted
* w5 v! x% N' [9 C" F w7 }. N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 R+ E$ Q# N' C8 \other move issues due to the incorrect indicator
" d- H3 ?& o# K- c, }1 ?+ n12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; Q& g$ e$ F* w+ ^9 \damage
0 Q' r. F2 H Z13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; f; x; A- o0 Y, K+ p7 J
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 [" O# r) H- K; i) y
date sort# f3 \% l0 C+ R- u+ D1 n: u
15. ASW groups not allowed to attack sometimes5 ~ V! X1 m) u% i6 ] Y: U. X
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 ^: X- r L& r) A3 AHQ/LCU to jump to reinforcement queue
7 F, l; B/ ?" l& h17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% G( s, ]7 @: k& f! g# B# [18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 n& }% }3 M g: Q M( H; ]! t/ eat start of AE but crept back in sometime during updates
' J, B! I8 f% c19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ Q8 U6 } B3 `5 ] a3 f: Wfragment.; o! U/ T9 g$ _" b. \% k
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& S: n+ O. P; P/ x- Q! _# C, y3 w
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 a! j9 q: h3 C. y# c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
, B% R: z" i2 gset
' e. T2 j4 H0 p' |' X1 n' o: P22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 t9 J# N2 ?2 k5 m23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) Z. E2 e$ m% d; c' g
24. Bug caused F/FB to sometimes bomb at low altitude
t" }! i4 A. `; F# V1 N( G25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 u' _" A1 R6 q& T
occurring properly.* @7 }* E8 {. v
26. Bug in Industry 'failed' indication not showing properly sometimes
, d; v+ ^) D$ r27. Location check at scenario load to include small map sceanrios( s. R) m0 B7 D, U) V
28. Bug in air supply to fragments in a non-friendly base hex5 Q' c; A1 \! D) S- l# E* j3 m5 c
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( }! `4 E8 w" s1 M4 c# pbeing set to homebase before execution of the mission – ie was returning to base
: X+ P$ \( L: a- _7 Mimmediately! L6 h8 @' u+ x) }" w
30. Error in Strategic map display+ e* a" R8 p( w: y: c, Z
31. Additional and stockpile options were not turned off when base was captured
4 X8 U: o9 e4 e) J6 o32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 Z9 g2 u0 G7 M( v" [
mouse over) o$ Z% p7 g# A
33. Army experience being gained when not 100% prepared as per manual; changed to allow* ~5 i; y2 [: {8 m4 A
chance to gain experience if >75% prepare and < 50% national exp level
% F7 g& u$ D# R3 t34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# ^8 u1 I. B: U) F0 nalleviate the incorrect experience gaining happening while in reinforcement queue
a6 R; _2 n! T8 X+ X. F35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 `' T) M/ p& U! x/ H$ ?
caused unit to jump “off-rail” and move overland3 k8 P* l ?# E2 e' ?& h- ~. H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 n, e1 H& V% X" M L6 d37. Excessive accident messages on unload from TF reported
0 `; T5 W; n, R& z1 ^38. Reworked editor sub-unit merging as some devices could drop off the unit list when8 T7 w" X$ j/ R7 u. }
merged causing smaller size unit than expected
1 V$ ]% H# J6 ]39. Corrected possible TOE error in scenario data load for inactive units
1 O% f5 \5 @ x# n+ |40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 v, g0 f4 ^$ |) Z
however be allowed to do this.9 b( T9 ~0 [4 p
41. Possible CTD if sinking ship's load was a group
9 i! P. p* C6 {7 w/ e42. Limit the number of devices built from resources per unit during LCU replacements; this3 z* O* M, n; N& b+ d
was causing an over production for that turn
" v3 [2 [5 T- W- A( A" ? w43. Retain day/night setting when creating group fragments* G6 a3 o' r ^" P. i
44. Adjusted supply and fuel values in base list not to overrun the space
9 H# N' [/ _& b) O$ m/ ^" F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ \9 N* U F3 ~+ A) h1 g h; G3 Tadded YMS to Sweep TF in line with manual and code( N$ Z! [6 _& Y/ L& R) c$ r* y @
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the& b; W! ~0 s5 i3 b
rule relates to the abundance of manpower and is not covered by replacement pool. Normal( q8 _. x# w, T. u0 B; G8 M9 j
rebuilding of destroyed units is not affected by this.$ l0 X, h# y! e( R+ C- H
47. Carrier capable and trained text not showing together on Group screen
@: P- U7 X* q: N1 n48. Handle any blank re-name changes by ignoring them' U: U: D4 j+ o) K' |. x5 G) g) y
49. Possible CTD when air fragments combine# y# A/ G& O, d+ N- r
50. Unloading TF can freeze a LCU onto a ship under some conditions# n. {; f" p- |5 d0 |* d5 D1 ~- T+ ]% y6 ~
51. AI not behaving if main HQs missing (affects small map mainly)6 {, t1 z6 E6 ?9 ^- T" O
52. AI using AGC for normal land units – removed from TF if not needed
" S# `+ m" R2 Q5 u53. Soviet activation message not in Ops report
* b Y/ P% J B( }2 w4 _54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) G* f, a5 k9 x# V- K( Z55. Clear Soviet air balance if not activated. Possible incorrect base switching; L) e! s3 h S5 \0 l+ P
56. Sub attack against docked TF not happening for port size <3
/ B# y+ k/ H8 _/ @0 C57. Unit type changing unexpectantly0 \: @- V$ W6 w N5 J# v
58. Torpedo replacement on plane sometimes is missed$ k4 }' D8 C) X2 {- m! d. j9 t
59. Double handling of overstacked supply requirements5 ~2 J6 K$ R* H$ S8 C3 g9 b- O
60. Fixed alternate weapons for port attacks1 `/ S) m% y1 R' V" z# f3 w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. a3 l# O i) F8 D. Y7 L/ }+ U& S- S
sometimer in the ship repair cycle.+ O: u. h3 R& B5 e
62. Ship tonnage over 32K could cause repairs to fail: o2 d j+ S8 L
New9 X/ V& A* E/ Y L- ~7 W
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 q% A& p0 k+ \% I- Y1 _ W$ h1 }0 Rport0 s7 c7 r2 |3 L/ E+ l
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.5 s1 W6 `' X; ?
Tenders not counted
2 Z2 G; n6 s+ U% m3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 `/ l2 ~! l2 z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method, W/ S2 [$ N" I. V0 C. n5 ?
to remove damaged ships from TF
3 V" V6 l C: T5. New filter for “non-building” devices in Industry pool screen
+ W0 ]" t4 ]% o: G0 z) W7 |! [# f$ }6. New filter for “non-building” aircraft in Air Replacement pool screen
& Y/ [$ v: S& |3 s0 F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# m* H. K ~1 W" [' kmines (^) detected
1 L# S7 n) a4 p8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
; D8 R, s( P5 d$ q6 C+ z) K‘button6..’ image files, then these will be shown. If not, by default there are shown as0 |, f$ c/ T# j9 F4 R8 K3 m+ n
standard parachute unit icons
5 Q$ V9 U* Q0 |+ u# S: `9. Air/port damage and building is shown in base mouse over% b) B) }. D% S; e
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ ~ y6 D- j7 g2 k* @ k11. TF can be routed to stay within coastal hexes as much as possible+ V5 H1 ]9 }5 b' ?" H+ a
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: B* u7 n9 G2 Y
13. Added option on group and LCU reinforcement screen to turn off replacements4 k0 F8 j5 U6 H0 @" s
14. Current base can get supply returned to it when reserve planes returned which were" `8 p, d- A) y, c
originally supplied from another base i) ~# R. o+ a& U A- k/ a
15. Unit type filter on Troop Loading screen
: ~! m' F% c/ V8 A! x, g/ K16. Report killed ground units if not in combat report
6 W% \! E* E7 Z8 r9 lChanged
6 U8 a. }1 \$ f9 t0 o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 n7 F; g- H( L3 S) ^' U9 O. j1 D(complements fix 18 above)" m' u. D+ ~$ y: ^5 d
2. Permanently increased pilot array to 70K( w2 t3 w( e" F' n0 q
3. Increased number of air combat rounds are a factor of total aircraft involved; Q% x ~, c2 B2 {$ E
4. Allowed submap to submap movement if land connected for land units. Should have been5 N! L" U4 I& A& {. `# c) U5 P
so as per Andrew Brown
$ ~( s+ I1 O' ]1 w8 O5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! p" d0 ?3 _) p1 w6 V0 Zdelay toggle instead
+ h3 K+ H% I) u' w1 q% Y6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
$ P6 r9 }3 L. U- k X: g% k4 H/ \/ v: N7 Nmaintenace a bit more
9 y) J2 u" _" |5 t7. Support device replacements won't decrease the overall experience of LCU units. This does
, J( {# H; V4 E" ]8 n! cnot alter the overall EXP change due when any replacements are received.
. }6 I x9 i0 V8 S# g8 A8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
3 F& a% j/ d! R/ bbetween the two but could break current games.1 R$ J: V# v( s1 q7 S e+ \' L
9. Some LCU Prep points may be retained if unit is experienced
( ]" P8 ^( @& F Q3 TNotes
# }& g3 i. J( t# ~1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* b/ M3 x: I* Y4 W4 F
should not change player or HQ, even if not in play. These original HQs are used by the AI: u+ W9 |+ r4 e3 b
routines so changing or deleting them can put the AI off. Changing other elements should& u6 e; J2 ?) q7 n
be okay.
/ r: g+ o. p+ b* r' w- B4 [# m, e# [2. Clarification to weapon filters for aircraft:" Z8 |3 o1 I4 p1 i# K
PM_NAVAL_ATTACK 2 // used for naval attacks& Y# m6 k* q5 g+ a. f1 f7 H
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. Y$ _1 R6 Y. \# ]8 ?PM_LAND_ATTACK 8 // used for land (ground) attack* J; P: F% }; ^4 f
PM_PORT_ATTACK 16 // used for port attack4 S) V9 ~: t7 p; A( D) X
PM_AF_ATTACK 32 // used for AF attack
) B6 M6 O0 \: MDropped any reference to secondary values for land and AF as they served no special use.6 c) E1 o1 f$ q1 G) X
Clarification changes! c, y& m- n- n7 B5 p0 z- ^1 [
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
+ u. d* V- ?/ rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
! P7 {4 k- y% @$ R5 P$ J. a) Y6 n* YMONGOLIA(91) or TANNU_TUVA(92).' F5 I& W+ H% \8 z6 n3 P4 \- _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 ]: y8 v$ q7 E; Z; h. n( a9 s2 Lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! r: N( @! ]* A! t; L& Zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 c3 N. E [ x
after Soviets are activated, but can’t move
1 \1 p8 b" P& \/ }+ ^2 ad. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 M# t6 H" Y3 ^
disbanded in port.
( A" g. u8 q q! f6 N' de. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
, B7 M" J; c: m2 {; U0 @f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |