具体见4 B e! R @( A* Z2 Z" G7 \
4 {; X- R7 `/ U( _$ lhttp://www.matrixgames.com/forums/tm.asp?m=3185062
# k. Z9 R* g- a% f+ y+ `2 T7 e+ u7 J+ }, O! }$ m E' p4 @, a8 e
已经共享到岛群QQ和本论坛置顶资源帖, T, g$ o; l4 k+ H$ M) m; U! W( H
( f% g, T: I o* P6 Q3 @: k% q5 i
大量更新,详见列表:# U9 x( Y A& }
. q' l- c1 {% D, m$ u0 d
* |1 f* |- }5 }) C5 x
Change History:3 Q! X* `; T$ v+ k
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 `; \2 H! H3 T" m1. Seventh Update – This release is a comprehensive release updating all previous3 y, A) \/ k4 g6 y: _% s1 M
versions to v1.01.17 beta
1 ~. c+ {) }3 X2. Code Changes
$ j% o+ w: S. w$ F4 x" JFixed
( M% ?2 o% v, U1. Display of AF/Port icon between player saves based on player's intel
. D1 [2 c5 z" T. p: z# ? o2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* @) h9 k+ k+ W; q7 ~4 F8 X
weapon list updated
& Q: x+ G: ~. A3. Reported cargo/troop safety values incorrect when no cargo/troop space) V% \( a) R1 E5 {/ c
4. Allow smaller 'reserve' space for small groups on ships0 _/ T! a- G& E$ e Z+ b' J
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ z6 |: X, L) r7 W6. Correct attacking plane count before final post-air combat& u( T' z2 ~! v+ H/ b9 i! ~
7. Pilot promotion may have occured in error sometimes
* O) _; Q1 e; S9 G% O: i; \8. Raid detect message sometimes dropped of the combat report8 F [7 ~' c. \1 G. [8 k% l$ Q* b* ` I
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' x" d# g1 K* A: _* L) {generally
/ u6 C2 n, C' n( [; Z6 N! E0 q1 J10. Some pilot-leader connections were being corrupted- a$ z7 }- ~5 g, k/ |
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- A+ o1 S2 F$ ~- \ L3 Gother move issues due to the incorrect indicator
: M" ?; C6 F/ f, ~/ k8 A& \4 y. D12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! }& ?& [4 g* A1 E4 s8 b# vdamage
# Y, t' h8 d: I1 m ?7 w13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ H9 x3 `9 @0 R1 n9 b) ?
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the [* e0 G. ?5 d4 l* B6 m% f
date sort2 e# ?' x7 x7 E; q
15. ASW groups not allowed to attack sometimes% C/ L( F+ d- r, \! K
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" q# l4 H1 F& l( zHQ/LCU to jump to reinforcement queue" ]+ Y" Z$ B$ u7 ^$ Y R9 p F7 O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# K. [: o* O& a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* x: |# h( @: h9 n9 Dat start of AE but crept back in sometime during updates
4 _6 N5 l. U- Q19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ y8 f; y; H& Y u2 N Mfragment.- r/ O1 p+ V: q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ c+ v9 P+ j9 d* p; _+ a0 {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# e, E9 n( l( O! V& L; _- _
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 W; C* _. X8 P K) s, i9 x
set
6 f! x" w' I7 x9 a' K22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ q1 B3 ~/ ]2 M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays8 z+ @& F/ o0 `1 k1 _- S
24. Bug caused F/FB to sometimes bomb at low altitude* W6 p# M4 O) i; v( N# m
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; i" y8 V* j) ]; Q' W; \0 q& zoccurring properly./ s0 k$ v. @5 J5 G. a
26. Bug in Industry 'failed' indication not showing properly sometimes* ]( S2 s+ l' A& z3 s6 z o2 P
27. Location check at scenario load to include small map sceanrios3 }( l' b: B3 i/ w) }
28. Bug in air supply to fragments in a non-friendly base hex
) ~' ?4 K; a1 F3 G, l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% L3 X' F, E% t& k7 Lbeing set to homebase before execution of the mission – ie was returning to base0 g1 D) }$ X) Q5 p% l; H$ G% S
immediately' q% O% r$ }/ N \* z1 Q* n8 _
30. Error in Strategic map display
! J# s w; L7 [0 r: I31. Additional and stockpile options were not turned off when base was captured
: M$ V6 y5 Y" b: n4 W32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
; u! P! Z& o. j( o; Gmouse over
: W1 o; w# [5 b! a3 f3 W- c0 }33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 T' ^4 O, r, c: Pchance to gain experience if >75% prepare and < 50% national exp level% S9 n. X7 G0 X5 H9 f0 D+ }6 D' y6 S
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 A9 f! L* a" |, h; f3 P) Q. x# d( h3 talleviate the incorrect experience gaining happening while in reinforcement queue n2 ]0 t- t6 j: R: m" @6 u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
; k5 I- a) n9 g3 T* B8 N! `caused unit to jump “off-rail” and move overland2 E7 p- J' A; q1 |" F$ L! s8 V; V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' f: c5 d! t$ v( s0 W5 a7 z
37. Excessive accident messages on unload from TF reported) ^ H* j5 D! s$ H* O. I) E
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ c: v9 M( v: ?0 K3 [8 s( vmerged causing smaller size unit than expected% y! p; u$ F* v; H# [
39. Corrected possible TOE error in scenario data load for inactive units
& O5 q. U, _: B+ c40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% w5 R# A( {) z& O5 N% N' y3 ohowever be allowed to do this.
0 Q+ Y/ l9 {5 \' y8 }& X) v41. Possible CTD if sinking ship's load was a group
1 @+ z/ b. }0 }1 d9 \6 m! }42. Limit the number of devices built from resources per unit during LCU replacements; this) ~" G, O; h6 _$ b e' T$ a+ L
was causing an over production for that turn
3 |! k- V# j. Z3 v43. Retain day/night setting when creating group fragments; o) m9 l8 R. P
44. Adjusted supply and fuel values in base list not to overrun the space
Y+ l, B& [ `! y0 i" V7 h45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% p3 P" z7 J/ O- {( Z7 x. \/ n; Q
added YMS to Sweep TF in line with manual and code
# p" B4 c! W$ h5 m D$ r, R* g46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 @9 w# s" [8 l4 B7 Irule relates to the abundance of manpower and is not covered by replacement pool. Normal
) [; h9 u0 g4 B1 hrebuilding of destroyed units is not affected by this.7 N& F* H& f+ a) C( u7 ~7 g
47. Carrier capable and trained text not showing together on Group screen
; s7 [6 H- y A48. Handle any blank re-name changes by ignoring them
/ {/ K% ]& n7 u7 i9 |49. Possible CTD when air fragments combine
5 z5 q$ [# u6 g& J50. Unloading TF can freeze a LCU onto a ship under some conditions" L- Q- D7 E. s7 T
51. AI not behaving if main HQs missing (affects small map mainly)
3 \4 e( o: J# `5 T- W |52. AI using AGC for normal land units – removed from TF if not needed
& ]; |% V0 Z8 x$ L' F5 H2 H- I53. Soviet activation message not in Ops report. ?, ~1 B8 `) |* n; M; Y
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 J. k- B+ q$ d( t# J3 m
55. Clear Soviet air balance if not activated. Possible incorrect base switching* x/ I7 \/ f0 C
56. Sub attack against docked TF not happening for port size <3
* f9 |: Q5 d* F" f3 q d2 ^57. Unit type changing unexpectantly
) Z8 y2 l' E% U4 L, V0 y58. Torpedo replacement on plane sometimes is missed
. B1 e( o; T8 |59. Double handling of overstacked supply requirements
3 z- a) Z y2 L60. Fixed alternate weapons for port attacks8 B. t* G" T* V0 Q+ U; D9 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! e/ } ]$ a: v+ fsometimer in the ship repair cycle.- i$ s; U- {& i- \7 f1 D3 A N! C
62. Ship tonnage over 32K could cause repairs to fail
+ t9 j) w* z. i0 e3 T: Q& JNew( w" ?- p! a( s0 Z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 F5 T% F6 z( ?6 ]
port7 G% M+ l% q! X. _! _
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, e, g- k. D [Tenders not counted
' C! \: g% g% U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 B: s/ l8 Z6 ^& L, N* k2 u4 j7 x# c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
+ ?3 o2 Y! j2 R h7 k9 Vto remove damaged ships from TF
, `5 o* E7 A2 Z2 n% O0 G5. New filter for “non-building” devices in Industry pool screen3 [" C) O! n- |
6. New filter for “non-building” aircraft in Air Replacement pool screen
0 r. Y5 A6 f4 W8 L2 A/ T4 {: Z( e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" c6 ^ M) P& N9 Y7 |mines (^) detected. d5 d0 h' d& x8 v h( \+ @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 ~0 m B) A; V6 a* X# X5 ?5 U
‘button6..’ image files, then these will be shown. If not, by default there are shown as
, d. j9 ]0 A2 @( @' x" Z& pstandard parachute unit icons
1 Y- I- d6 u1 s8 \3 I9. Air/port damage and building is shown in base mouse over+ b# X0 f6 u x7 M1 q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 H( x2 j) q6 x K11. TF can be routed to stay within coastal hexes as much as possible
& F/ [# p$ x0 D2 b8 B- n3 b12. On Top Pilot screen show the 'ace' cut-off value if more than 1! |, ]2 g% R: m+ o3 f* A
13. Added option on group and LCU reinforcement screen to turn off replacements$ P% J" R# j) A2 x- s
14. Current base can get supply returned to it when reserve planes returned which were/ |) I! ~) j5 n- d% V8 }" w
originally supplied from another base* ~4 e' P/ F! i
15. Unit type filter on Troop Loading screen
% Q; F2 [; `6 H7 d, ~5 D; g16. Report killed ground units if not in combat report
' |8 O: F( F! R/ NChanged
, j4 W2 A4 G' V, ~$ O( I8 c1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ E/ v. P% u( p, Y: h; C0 Q+ r(complements fix 18 above)
7 o. m5 t! o* n7 F2. Permanently increased pilot array to 70K2 k. p! X0 M- s% L; r+ I" Y
3. Increased number of air combat rounds are a factor of total aircraft involved
! J- U2 o( e2 M$ x c. V' U) B4. Allowed submap to submap movement if land connected for land units. Should have been
9 G* B/ I) ~+ _* \9 J! o4 s7 n" |so as per Andrew Brown
$ j5 ?$ L* D$ l, g; G: u6 S5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: B% Y9 E0 u9 J/ Z1 c
delay toggle instead% H8 D) [2 o# {6 [
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' A' d" b2 {0 l/ o2 C& o' I
maintenace a bit more
1 G! q6 _. N* Z: G x1 T7. Support device replacements won't decrease the overall experience of LCU units. This does
1 }* ^+ K5 c7 Tnot alter the overall EXP change due when any replacements are received.
. G4 t: O7 I& s, W# \8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 o$ ~9 Z m- g& h! s
between the two but could break current games.( r' o/ \, U) H3 A4 P; u
9. Some LCU Prep points may be retained if unit is experienced
# ^. W0 ^0 m; q F9 W7 E3 _Notes) u: g5 T$ f. g8 x5 l- S) m! @$ A
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" o& g, r8 `8 F$ B6 `/ R/ qshould not change player or HQ, even if not in play. These original HQs are used by the AI
8 Z9 ~/ A1 \/ iroutines so changing or deleting them can put the AI off. Changing other elements should
, F4 c6 f* X( {: T$ M4 |4 G) mbe okay.
8 v) |# C! J8 S7 { Q( Q9 O- ]* h8 X2. Clarification to weapon filters for aircraft:5 G7 {! u( X" z% F& r- x% z }
PM_NAVAL_ATTACK 2 // used for naval attacks: C, U9 W% J( b2 F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# p/ \4 D, q2 r9 R) X8 w5 D5 h
PM_LAND_ATTACK 8 // used for land (ground) attack! U1 r. h. M9 Y- m$ K
PM_PORT_ATTACK 16 // used for port attack
6 {7 F1 t1 ?* e1 E& NPM_AF_ATTACK 32 // used for AF attack
- \$ H7 F3 t0 B* \/ L! B5 pDropped any reference to secondary values for land and AF as they served no special use.
5 A* o8 ^% h* \ }4 m; Y! NClarification changes
( P0 n: P: T$ Y7 A* C1. Some clarification and changes in regard to use of the Soviet Motherland bases. These" g: e) S& A8 S q9 i
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),/ ]" v7 R0 Q% N, x
MONGOLIA(91) or TANNU_TUVA(92)./ J7 E4 J0 L/ o: q! M1 F- G3 W
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( u; [1 C+ Z( y# p" C0 Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 Q4 m2 H4 Z Fc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 V/ Z; D# E/ R9 Cafter Soviets are activated, but can’t move
' @" B; B- x* q( o! ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( A; i. m4 V$ g* B% u
disbanded in port.
+ V9 P5 R. y% ]! ?- R7 p3 f# pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% l/ o9 F) u( \7 nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |