具体见
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e% ^8 Q0 o. mhttp://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. \/ ^& D/ h4 Y4 `0 G/ n& b* O8 P
9 U3 M* \4 B" w6 `' ]大量更新,详见列表:
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Change History:
, Q/ N) U, D0 H$ \0 ]9 e, L/ p8 ]V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" X$ n/ U" R2 G" Y9 q5 B- u3 w0 [1. Seventh Update – This release is a comprehensive release updating all previous, D! z/ l4 N! G& P2 l9 p6 T4 q
versions to v1.01.17 beta
/ \$ y3 x) E5 {5 |, C7 ^, s2. Code Changes% `8 C& u% ^. ^7 f" {( P7 ~
Fixed
- {8 n! n( g u8 \1. Display of AF/Port icon between player saves based on player's intel
$ ?7 I. {7 R3 X- Z1 z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 z4 e P" Z3 w1 B7 `! [
weapon list updated
7 ?2 N O: q* K/ c" a( a3. Reported cargo/troop safety values incorrect when no cargo/troop space
, j) d# x6 s* X. N1 i4. Allow smaller 'reserve' space for small groups on ships
" _ T2 J% }, H [, i5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 x: [1 \' |" L( G2 j3 ?6. Correct attacking plane count before final post-air combat! l3 }! B2 Q4 s- H5 e! l
7. Pilot promotion may have occured in error sometimes: C' \5 b' f [8 D( n
8. Raid detect message sometimes dropped of the combat report& C4 P9 ?- [ T* G2 V
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
8 s- ^* M1 V+ Q+ T6 j6 y3 ngenerally
1 F5 r/ U, j! b% Z' K9 G, b6 n) X" S10. Some pilot-leader connections were being corrupted+ k$ y, p9 l" ^. U6 x$ |. e
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 a' T L1 J$ w% v3 {& Bother move issues due to the incorrect indicator
" U" b1 ?1 ~2 x9 R+ y( A! \12. Wrong ship sometimes reported in Ops report for TF movement which causes some% d0 s0 o8 u; F1 f4 J
damage$ y( b0 x5 F1 i7 U+ ]
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* N. U# Z( K; J! g' G14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 q s+ o/ k3 H2 V) y/ X) l" Pdate sort+ r r( ^& h" ]! C. n
15. ASW groups not allowed to attack sometimes+ n0 c2 q, a2 x& U0 L; T
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' _& X- Q+ n8 ~% d9 `HQ/LCU to jump to reinforcement queue* P6 U2 @6 j) C4 C' q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
# I6 c% W. H! \1 G18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; Q0 Z j2 F- @5 H, a- k- d
at start of AE but crept back in sometime during updates
' S h* u7 H) b; t3 A0 e19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' y% Y* j- Y7 c( m [fragment.
/ t) p9 i( ]$ r20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# g/ D, q( R' C- U
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: k( m9 s2 s" u6 H- d. k6 zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 A( U$ w. Q. O& T' f3 w
set7 z. r" ]) H, K" ` I
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% d, w6 _/ ~ p* C k
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays/ a6 k% @% A% h% K
24. Bug caused F/FB to sometimes bomb at low altitude
# Y) ], \& O# q. j8 Z5 s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ S3 ^+ l% R" T1 \6 F4 X5 l
occurring properly./ ]/ c, ^5 t7 p4 n7 _) Z/ u* G
26. Bug in Industry 'failed' indication not showing properly sometimes
3 s. b$ |! @: {- z27. Location check at scenario load to include small map sceanrios
z! I8 u$ E' A28. Bug in air supply to fragments in a non-friendly base hex
6 l* y7 y4 T! U# `$ D$ r29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 w+ { C4 `" T# P e5 \. O; Dbeing set to homebase before execution of the mission – ie was returning to base) r9 a- a4 i- J1 r
immediately
$ @$ j" q% V5 e' [* g8 x30. Error in Strategic map display
( o/ `# E `# J5 J31. Additional and stockpile options were not turned off when base was captured
/ j% Q: B5 Q5 W0 I* @2 _+ u32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on8 c+ m: l- _, W$ o* i9 ^& E9 S
mouse over. }6 O& \/ T D! s. h/ ^# i) ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ j' m/ @2 m/ b2 Hchance to gain experience if >75% prepare and < 50% national exp level8 f1 t6 f( ?4 q: L T% C/ r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. x7 E: ~2 n- ]* T; Valleviate the incorrect experience gaining happening while in reinforcement queue
% Q. T9 u3 ?* {7 d- @% h* X/ D8 q* G35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – H) U& v2 o4 M
caused unit to jump “off-rail” and move overland
. t* a* r/ }- D1 n6 |36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
/ U3 a/ f9 R: N1 |# }37. Excessive accident messages on unload from TF reported8 G, v1 B# S7 A$ l% W
38. Reworked editor sub-unit merging as some devices could drop off the unit list when5 y- G7 a Y* P
merged causing smaller size unit than expected
* I% q* d* q" c! B1 M: F39. Corrected possible TOE error in scenario data load for inactive units* p2 [7 h; z# ^" P
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# S) Z' m" A* X: i0 z# ahowever be allowed to do this.
" j$ K1 n4 b4 m! ^- u41. Possible CTD if sinking ship's load was a group9 U3 K9 i7 ?; P8 ~: p) G
42. Limit the number of devices built from resources per unit during LCU replacements; this
# J' Q" A, Y8 [6 ewas causing an over production for that turn5 M$ a0 k& g5 E$ Q' e* f+ @: l* r2 d
43. Retain day/night setting when creating group fragments
; X9 V9 p+ H/ i- X* p t' S44. Adjusted supply and fuel values in base list not to overrun the space
' L: |0 e+ J9 R0 L7 I9 n45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. s$ N+ `+ g# d- ] Y
added YMS to Sweep TF in line with manual and code1 ]" s2 B' T K) p$ x3 [! r- q( d0 G
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# B/ {7 [2 W6 j) ^rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# N, n3 ]/ }% T& o$ Srebuilding of destroyed units is not affected by this.
0 d. c" W% Q8 U4 _& c47. Carrier capable and trained text not showing together on Group screen. Z! t% c: Q$ O
48. Handle any blank re-name changes by ignoring them
$ D( }4 y- j- U* t; J49. Possible CTD when air fragments combine
1 q9 t0 Y: k; _% a50. Unloading TF can freeze a LCU onto a ship under some conditions
! d! k4 |7 e+ g% I3 n5 A51. AI not behaving if main HQs missing (affects small map mainly)
: H, \7 Y' J# y4 H6 d52. AI using AGC for normal land units – removed from TF if not needed
+ S$ \4 B/ b; G: T3 G53. Soviet activation message not in Ops report: X ]/ b& Y% Z" U0 u5 e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& `0 w9 M) @! m g8 v3 |
55. Clear Soviet air balance if not activated. Possible incorrect base switching9 t& y# t0 W4 ]+ p9 {' f% Z6 c
56. Sub attack against docked TF not happening for port size <3
% B P- Y% {4 g8 i. J& ?57. Unit type changing unexpectantly
( ^/ J) _+ v4 \58. Torpedo replacement on plane sometimes is missed! K9 N* o$ C/ J) g( |) ?' i
59. Double handling of overstacked supply requirements
( _: x% N0 c: S3 K& G60. Fixed alternate weapons for port attacks
6 ^- b! A' T) i- [( T. b61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 }2 E1 ?( ^0 r X E8 zsometimer in the ship repair cycle.* q9 @1 C' j* F M' ^: q9 H
62. Ship tonnage over 32K could cause repairs to fail
8 k$ A1 B' u8 ~( x, x4 P) A# ^+ gNew
& O' r, m S9 Y# l n1 J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 e' _: {! n% }$ L. C0 g/ t
port; \4 D N! U6 y9 B u' o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base., M8 Q/ ?! v1 S
Tenders not counted. [- L# Z6 V$ y8 b4 c
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. C* Y, b, K9 `) \4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ A6 t$ X# Z3 b* Bto remove damaged ships from TF. o- E8 g( q" x9 D- ^
5. New filter for “non-building” devices in Industry pool screen
( t! U' o6 j2 s1 w, o6. New filter for “non-building” aircraft in Air Replacement pool screen0 ?" m& S: n2 M
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. X H* G* U: | Nmines (^) detected2 z4 _( t8 V3 S8 \
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 G: H$ D7 {1 B‘button6..’ image files, then these will be shown. If not, by default there are shown as: t# h% y+ Y' W- R" W2 b
standard parachute unit icons
5 r) U! F$ y I9. Air/port damage and building is shown in base mouse over4 U+ F5 B% f8 U; ]0 Q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
# [3 p) q) u' q) ~, }$ O11. TF can be routed to stay within coastal hexes as much as possible
& j9 m( t' B4 K! W M# F6 H12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 H' `- ^6 g% u4 I( K! J13. Added option on group and LCU reinforcement screen to turn off replacements
+ ]9 _' z/ }- a9 k14. Current base can get supply returned to it when reserve planes returned which were) t9 g; l7 ^2 c. B: v
originally supplied from another base
3 f5 d" X" o& t9 U* Y. Z15. Unit type filter on Troop Loading screen1 A) T, e0 w: o3 t4 X0 T7 }& L
16. Report killed ground units if not in combat report3 m6 I0 S; D9 S/ v/ d2 r" C
Changed
5 ^& S1 [# p' V, _6 k1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 B- I0 t/ h2 _, } c1 O(complements fix 18 above)
2 r7 h! k, g7 d! r) e, {2. Permanently increased pilot array to 70K
2 \6 }; w: o; m3. Increased number of air combat rounds are a factor of total aircraft involved
# c! t& {! X s. Y1 s4. Allowed submap to submap movement if land connected for land units. Should have been
7 h4 v; L4 u( n5 g+ H' xso as per Andrew Brown
( a' J: p0 c- k5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 c6 t6 j$ L. U4 R8 ]5 |5 q! {
delay toggle instead
% P! g* x4 J, f: o- x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 t" s/ p. S; q W& u8 w0 a9 a* x
maintenace a bit more T& Y' l# [( ?* S, H c* @
7. Support device replacements won't decrease the overall experience of LCU units. This does
# D4 l2 x$ h0 Y8 c' m: d) rnot alter the overall EXP change due when any replacements are received.5 l2 ~) T, A$ k& ^" [& J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% y B+ `# J; T+ P; f
between the two but could break current games.
) n) Q0 t2 H" {( W6 V9. Some LCU Prep points may be retained if unit is experienced4 K) g. e# k! l/ ^
Notes+ E9 A) @) ]% G. d5 l
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& Z; |3 _7 ?& O( @. y# \
should not change player or HQ, even if not in play. These original HQs are used by the AI
5 ?+ {, d$ O4 K$ g! K1 v* o1 o; \routines so changing or deleting them can put the AI off. Changing other elements should5 i8 k8 U1 m0 \# T
be okay.$ Y- v4 f' _2 Z: b! c0 V
2. Clarification to weapon filters for aircraft:
3 A# v% o& s. l# M* O( UPM_NAVAL_ATTACK 2 // used for naval attacks
9 @% y5 t: _, n, _1 m5 q4 FPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; H, s U% a/ p$ K+ ^PM_LAND_ATTACK 8 // used for land (ground) attack& I; c9 _# I4 q) |8 c7 n4 @
PM_PORT_ATTACK 16 // used for port attack
$ D0 `# i7 i8 L/ ~+ APM_AF_ATTACK 32 // used for AF attack
9 E5 ?) R' [' }& j7 F$ }) m% @Dropped any reference to secondary values for land and AF as they served no special use.
& j( |& m$ C( @& k/ LClarification changes
$ I2 q& e, X- t1 t+ A2 j: U1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
; r! \7 d4 Q$ l7 wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# `0 B Q4 O& q7 UMONGOLIA(91) or TANNU_TUVA(92).( G8 h; S% `/ S: ~' F- n0 V; Y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases j% p% ~( z& G( f, s }
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# _/ ^( U: r, E" v) _7 y: {
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; Q3 B5 Z" o& d) v# R# mafter Soviets are activated, but can’t move
) k- u! L( @* A1 f( ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 u Q) }" v) T7 D; ?4 ?3 X8 G
disbanded in port.$ Q( d8 c2 Z9 {( L8 p
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ F, l, P. }3 A# E/ f' Zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |