具体见( ^4 d: V% H2 _) ^! E. H
% v/ z- q' D* [9 b6 ^http://www.matrixgames.com/forums/tm.asp?m=3185062! U6 w6 D8 f" N2 S h
2 G4 q% x- T R6 w6 V# x; `
已经共享到岛群QQ和本论坛置顶资源帖
0 X7 t2 u4 F6 B# W) d1 q$ c' a0 C! F P: o) `) v/ p
大量更新,详见列表:' E1 g5 D$ S* M% [* M7 P
) f" { H5 I ?- e7 {: z
' f7 a0 k2 j, j' ^, ]Change History:' m" J/ v( D0 C6 k* [
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
7 f: r1 E) W% f1 l1. Seventh Update – This release is a comprehensive release updating all previous* g4 u6 R m; B6 y* c
versions to v1.01.17 beta
3 K! T% A4 T1 N( _2 y% E( }# @& L2. Code Changes
- S/ v4 i) \- F$ t9 y5 RFixed
7 k% L5 k) N; p+ P8 l& p1. Display of AF/Port icon between player saves based on player's intel
8 ?. {9 ]6 S- H! r0 Y2 L6 o* ~2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when& m2 R/ q, v8 B
weapon list updated0 [; z, x+ V( W- K1 w; j {2 ^/ C9 i
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. d* _: c1 t! [ L# J4. Allow smaller 'reserve' space for small groups on ships5 H& I t; L' W: c
5. Preserve some more data when swapping fragment and parent to prevent lost of parent5 Z! r4 T) I4 P2 T1 i7 z
6. Correct attacking plane count before final post-air combat$ n! a' R- W# C' Q2 U+ k& S
7. Pilot promotion may have occured in error sometimes
+ }2 B7 h$ x7 C' e! v8. Raid detect message sometimes dropped of the combat report5 D% b6 m( ~8 ^! L/ C/ w
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) J1 J+ b3 n& \9 q' c
generally
5 J5 ]" o5 Y4 n$ `! p6 J4 j" O$ Q10. Some pilot-leader connections were being corrupted. c! E( x+ _+ {$ y" X+ g
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few ^2 J: f& f0 E& w, p
other move issues due to the incorrect indicator
' X- b+ W8 k7 S. e) b! p/ N5 R12. Wrong ship sometimes reported in Ops report for TF movement which causes some! i0 t# k1 Z! U3 t4 e4 T7 X' A
damage
5 [: I& V; I# F6 h# d+ R% w13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 o9 G0 v& w# W6 c( ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 z4 L- H9 d& @3 Ydate sort" z8 Z7 P+ r- w4 U$ a, {" t
15. ASW groups not allowed to attack sometimes' X0 F K9 ~+ R2 m9 f1 c5 Y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" N- Z, V- U9 l" W
HQ/LCU to jump to reinforcement queue3 d) i# G$ l7 u: m+ P- ]
17. Bug in bomber intercept if too many rounds of fighter v fighter combat0 Y0 q3 K: y3 W. Q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 e3 G& A& W9 s/ h# g5 ~1 Y1 i; l
at start of AE but crept back in sometime during updates+ |: D" `$ i% w, s0 q6 P. @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 y9 B$ f* ~4 }) f3 B% ~1 f5 wfragment.4 P- h4 y9 z% d$ g
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
% I, m2 I9 t, ]21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) o* G# N4 ]2 v; \2 t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 D8 n2 n' ~4 b/ f8 H
set
4 }1 e' g7 F( O22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base n$ q5 k7 g( q: F$ V( o1 ^
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 b U. O! J. W( T24. Bug caused F/FB to sometimes bomb at low altitude) @# }9 k3 R) u, H
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& x7 M& G* P5 Y% |$ Ioccurring properly.4 y0 k+ V1 W' X7 s/ n
26. Bug in Industry 'failed' indication not showing properly sometimes
- Z. X" V0 E; f27. Location check at scenario load to include small map sceanrios
Y- j5 |; S+ K8 W9 X: ~% B n28. Bug in air supply to fragments in a non-friendly base hex0 s6 p) _/ F' {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 h0 I: T8 Z( {# ^6 \" |being set to homebase before execution of the mission – ie was returning to base: l$ H# ^ g( k" c* z. ?
immediately
) q5 t0 w( a9 T2 p$ `! `30. Error in Strategic map display* H: J0 y0 Z+ X" o
31. Additional and stockpile options were not turned off when base was captured
7 s7 |4 M' h3 w- E32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on/ \- F* w; l4 p7 v6 D
mouse over
+ {4 t% y8 m6 ^3 h. |33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 w; e, E3 I$ b0 @chance to gain experience if >75% prepare and < 50% national exp level
1 Z/ d3 }% _3 K34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: ], _% R8 d: O1 [/ [& k$ a) p
alleviate the incorrect experience gaining happening while in reinforcement queue
5 x! I: P# P( K- |3 S35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 B l4 u$ n" @' X% O0 D& b: L
caused unit to jump “off-rail” and move overland: G* E" [2 W A, |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 |' F' `( g7 J; M& v" o' B1 x# F5 O
37. Excessive accident messages on unload from TF reported
0 b1 ` L" U8 S4 V% ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when" P( P. m+ C& Z {
merged causing smaller size unit than expected, D; i, u% ?4 Y7 j& N" l
39. Corrected possible TOE error in scenario data load for inactive units6 Z+ ~9 B) G/ Z* w, V
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
$ A7 i1 f y/ O8 p3 T! G2 H% f+ Fhowever be allowed to do this.
+ m' [. m6 ~4 ~, H; A" T1 Y }41. Possible CTD if sinking ship's load was a group
& L$ o4 ^! \8 H9 _0 M42. Limit the number of devices built from resources per unit during LCU replacements; this R, W8 F4 r0 q& T9 t) c
was causing an over production for that turn2 Z% G9 I/ M7 k& E; s7 a/ R
43. Retain day/night setting when creating group fragments% @1 w5 P; `5 ~% O A o9 i6 E
44. Adjusted supply and fuel values in base list not to overrun the space% n4 L$ ?: J" p
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( b1 n, d$ ^; j- radded YMS to Sweep TF in line with manual and code1 c( X; a8 o2 c( `. ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# c* T6 q$ V1 [4 W% t/ T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
d: @" {3 l/ A! B' brebuilding of destroyed units is not affected by this.
( D: d" ^: G$ H- C) Y47. Carrier capable and trained text not showing together on Group screen
/ N0 e& C1 ?/ }+ R( |/ ?48. Handle any blank re-name changes by ignoring them' R* N( U. v" q6 j
49. Possible CTD when air fragments combine
8 L; B' a6 _& J9 v50. Unloading TF can freeze a LCU onto a ship under some conditions
( ^& g: U, |' T8 w! J" r7 F51. AI not behaving if main HQs missing (affects small map mainly)
0 J: c- E4 C, z \$ F# M2 }52. AI using AGC for normal land units – removed from TF if not needed
0 j" }$ I8 B! Z" }- w2 a/ n( `53. Soviet activation message not in Ops report* n. ^6 A( S7 l: a4 }
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 n0 }' s% A. Q& N6 @3 @
55. Clear Soviet air balance if not activated. Possible incorrect base switching9 r0 g! {8 x( S# O% n% m) h: f8 }
56. Sub attack against docked TF not happening for port size <3
/ q; d0 h+ f' d57. Unit type changing unexpectantly6 ]% X$ Z$ Y) G- ~6 A1 t
58. Torpedo replacement on plane sometimes is missed0 N- t& ^* T0 F: U2 S# ?! v
59. Double handling of overstacked supply requirements
/ o+ @4 P0 D! o q( E) @60. Fixed alternate weapons for port attacks
+ J1 p$ G' j# z* G9 c61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* ?5 x$ U8 z3 I6 X {' @sometimer in the ship repair cycle.& r# N& j) o- E3 b* N
62. Ship tonnage over 32K could cause repairs to fail9 o' s x( n: X
New4 m( G$ h1 b5 ~& p1 ]
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 U8 h ]2 q, i$ X- C4 F7 R6 ]5 ~, Z2 j6 _
port9 N; M' K1 x, M; g) c
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& `8 t; W% X* ?$ f$ X, v! x
Tenders not counted
7 ^- [6 u( c z+ v7 O! v3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" [7 k6 Q; g2 L3 E0 ~ @0 R
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" z: {1 F, P3 j; @2 _to remove damaged ships from TF
/ n, G. `; A5 v: n: ^- p( R" F5. New filter for “non-building” devices in Industry pool screen
$ z S, }+ y* ^2 w' E6. New filter for “non-building” aircraft in Air Replacement pool screen
* l! Q. N% t/ {# b) X4 }% |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. g3 D& Q6 ~4 N5 j2 O
mines (^) detected
) N& I, r6 n3 ^; ]9 \/ X" M% V$ g8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
) f v1 ]3 p* l. \" M# x& g2 d‘button6..’ image files, then these will be shown. If not, by default there are shown as/ f9 ^7 t/ ~9 Y& n; j0 v4 ^( ?
standard parachute unit icons
6 |' I* i3 p5 j/ b6 Y6 Q6 `* }5 t9. Air/port damage and building is shown in base mouse over' e* ]( v5 y4 l4 [6 B5 `" P, i( @! `$ R- u
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ ?0 [* ~9 O" L4 L7 T% q/ D9 O u( k11. TF can be routed to stay within coastal hexes as much as possible8 d" j$ ]* P4 L4 C: N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1# E% ?+ C, L1 v; i' g0 [* |& m3 G
13. Added option on group and LCU reinforcement screen to turn off replacements2 {: ?" o4 u, x
14. Current base can get supply returned to it when reserve planes returned which were
* m- Q6 z; E/ t' Horiginally supplied from another base
/ L" u5 S" N4 W) D3 r15. Unit type filter on Troop Loading screen
6 p- r( {- f3 t" j* `16. Report killed ground units if not in combat report8 x t1 ?3 r* a# L( S0 w; _' c/ W
Changed% A+ K7 _) f5 f- d. o" [
1. AF of 8+ have AV support doubled for purposes of determing support for air operations) C/ _5 d+ X8 d
(complements fix 18 above)8 i) w) _- `( g* Q& [% H
2. Permanently increased pilot array to 70K
c5 M& c$ I9 @3. Increased number of air combat rounds are a factor of total aircraft involved) Y! `: {; ]8 N: N% z; j4 Z6 j1 I) Y
4. Allowed submap to submap movement if land connected for land units. Should have been
$ V, \. W# B6 A) H: r( Eso as per Andrew Brown# u7 B/ L# Z. b2 g! e* F S+ C L
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message5 X7 D# p" ] z* w7 Z/ m! E
delay toggle instead2 S! i" P0 z: `
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' b1 K6 N, b: V* p1 x& ?maintenace a bit more
' d6 e7 y; U, Q5 r2 H8 T8 b7. Support device replacements won't decrease the overall experience of LCU units. This does6 {6 _" X9 b% }' {, F8 ~1 C
not alter the overall EXP change due when any replacements are received.
3 w% S: G% }- {& r' ?8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction+ j6 N( |9 r% p' e+ Q# J
between the two but could break current games.
% \( X p& V# y* e( [0 {9. Some LCU Prep points may be retained if unit is experienced
# R0 \# |3 |: A# Q8 [* o# i. iNotes. [9 e9 W3 k/ k3 T0 H& r7 ]3 K5 B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ o' @' G+ ]: \9 Hshould not change player or HQ, even if not in play. These original HQs are used by the AI2 a7 v3 t) n4 r! }
routines so changing or deleting them can put the AI off. Changing other elements should6 C" A8 u s% ^! S& m& R& ^
be okay.
( m! C3 M4 x+ I% f0 _2 t. \2. Clarification to weapon filters for aircraft:
& K6 O1 v( R k4 z: v* YPM_NAVAL_ATTACK 2 // used for naval attacks) ]2 b* W, @4 ^# D' r* v
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): Q( [+ N' ?6 C4 q" W6 T4 r$ [+ `# ?
PM_LAND_ATTACK 8 // used for land (ground) attack
7 h7 d/ o! W# c' Z- zPM_PORT_ATTACK 16 // used for port attack+ m! h3 ? Q! |, [' U2 k
PM_AF_ATTACK 32 // used for AF attack
3 S5 n- F2 L) P# S* {Dropped any reference to secondary values for land and AF as they served no special use.
* H- W; i; ?' @% [! ]$ [Clarification changes
% ?. J" i& m8 `9 R2 c8 n1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ E0 B* |* l* L$ q' d$ g* A, tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
! ^+ i5 s% h6 h( j+ A/ x8 tMONGOLIA(91) or TANNU_TUVA(92).
* n& S1 C+ E+ Q* H* b4 m4 z4 ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases! v. C, B% y2 H0 ` w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& Z8 i. H2 F6 y* ^/ u/ y3 x8 G6 N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# m* P' N. p0 oafter Soviets are activated, but can’t move% P% E4 z2 t) j5 G
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 F. o; _* O1 @" t) cdisbanded in port.
# f* W2 p# }. x' k; h/ ke. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# A4 h- t( B8 |* n8 m! ^4 t1 o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |