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http://www.matrixgames.com/forums/tm.asp?m=3185062
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- H; A! W6 `+ L) A7 L* q大量更新,详见列表:4 z0 U! l% u% P
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# {2 `7 t- c1 c6 n0 YChange History:$ C) P( `; A z# l( m$ W {/ A
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 l+ f" D1 G: F7 q- U9 w1. Seventh Update – This release is a comprehensive release updating all previous
" d, v) y" o6 W, c( B& ]versions to v1.01.17 beta+ Q" @' p( ?- B0 P* \7 H. V
2. Code Changes4 j4 D, b6 ?* n" D8 s) _# L H
Fixed4 w1 r8 L' h2 y w4 e
1. Display of AF/Port icon between player saves based on player's intel
" Q$ Z; }7 G+ f1 g# L( U! H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! e C2 j2 k' g; R2 j+ B5 s& ?8 r
weapon list updated: j8 I* ?4 ^' c* Y7 B1 c
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ l# V3 H+ z+ H ?) w* t8 F
4. Allow smaller 'reserve' space for small groups on ships
" `2 \4 u1 u3 |; I# s& b0 \3 ?4 M5. Preserve some more data when swapping fragment and parent to prevent lost of parent
, I @3 {, j/ O2 c6. Correct attacking plane count before final post-air combat
& T+ u2 h5 a' L" T' r! l7. Pilot promotion may have occured in error sometimes) u# J# R7 T; B, p, g
8. Raid detect message sometimes dropped of the combat report
$ Z, s9 R; f" o T' r9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# [8 m' U4 Y8 [! Zgenerally( \# D9 m; K9 [) J5 U( Y. S
10. Some pilot-leader connections were being corrupted
7 x" X6 B9 K2 S$ w, D2 Z; t% F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 e2 X% G6 ^- {; b! c% M" O6 L* H" G
other move issues due to the incorrect indicator
1 h* {& l% _9 ]# ]% E% {12. Wrong ship sometimes reported in Ops report for TF movement which causes some
% k( C/ j+ Q7 idamage
6 }# x$ ?8 p- o0 U- O2 X13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" b8 T7 v7 H% m2 H5 G' L14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& M5 s5 Z4 O% J# d$ ^date sort
( C( i# l& |$ e: t2 ^4 D* u# p; T( {) L- a15. ASW groups not allowed to attack sometimes9 W, x7 o* V" Q. ~: O
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. b1 y: U, }, i! K- P1 q4 VHQ/LCU to jump to reinforcement queue$ H& `7 @1 W0 I6 _- w# |& N
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 g6 L$ j; q/ k" R, B9 X# M0 x6 l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 ~* V( {. B+ f
at start of AE but crept back in sometime during updates' X" L# H- |: F' T' [$ n
19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 \* g; \+ v+ {! \
fragment.
7 |! ^& J: R u3 H$ [( u20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade6 h* ]& d6 k. O- y8 d
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" @6 F% A. M0 D' a$ L6 j4 n
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. m' X+ L1 {. b- ^8 P
set
+ [ O( q' X# Y0 n7 W0 E1 i22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 V& z9 V0 _2 }: @- v! H% l23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
0 T/ a( e6 g" v3 {24. Bug caused F/FB to sometimes bomb at low altitude
9 J1 Q# ~! z) W9 t( V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; o1 F) t( K# poccurring properly.2 w* s; n$ W1 G' a* e/ h- q+ x: W
26. Bug in Industry 'failed' indication not showing properly sometimes
$ W8 W$ e/ {& d8 X+ d27. Location check at scenario load to include small map sceanrios5 i6 M" W& _8 | M: Q9 x9 M5 z
28. Bug in air supply to fragments in a non-friendly base hex8 V3 l6 K# a+ j( p
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 v C# N: S, j8 o. @being set to homebase before execution of the mission – ie was returning to base8 ]. L/ s# g, {/ b3 N) Z
immediately0 T, I( W1 G% V0 s
30. Error in Strategic map display
( O! k5 _1 A1 u" I' A31. Additional and stockpile options were not turned off when base was captured
/ A( w/ [ [* ` A32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' ]) \5 W" h' s$ nmouse over, q' J+ w# @0 d* n" n; U; d8 O
33. Army experience being gained when not 100% prepared as per manual; changed to allow( A& M! f! Z0 D$ a5 \! S$ l% T. R
chance to gain experience if >75% prepare and < 50% national exp level! S, Y! p( ] c/ O
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 k' [- j, T/ h+ Q+ h5 g
alleviate the incorrect experience gaining happening while in reinforcement queue
, c$ P/ t; C/ [% ]# h! a; C6 Y35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- F) k' S# w; scaused unit to jump “off-rail” and move overland
/ d0 s/ p0 @; ?' G8 O, ]2 o) M4 y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% ?9 R- z; `/ | s6 N4 Y2 M2 \2 V37. Excessive accident messages on unload from TF reported6 S0 k2 g+ A7 e' i/ M& g9 q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when q# b( J- }& J; V" @
merged causing smaller size unit than expected
/ Q4 E# G9 \. N9 L \. N: x39. Corrected possible TOE error in scenario data load for inactive units9 M$ k) {- P) V3 u
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! v8 x) l2 X8 I: g% Chowever be allowed to do this.
& `2 E- A- R _3 y: R4 R41. Possible CTD if sinking ship's load was a group1 R8 o0 b+ ?5 w8 h! a
42. Limit the number of devices built from resources per unit during LCU replacements; this
o# n. I6 C8 A/ ], `was causing an over production for that turn
$ e' v9 _. j' `+ K6 i5 S7 m+ V43. Retain day/night setting when creating group fragments" q& W0 h' }6 C( I, s7 ~& j1 e5 O( L! z
44. Adjusted supply and fuel values in base list not to overrun the space
, C2 s" X( a# A% I. \45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ b2 G0 r* B9 I' A$ |! f
added YMS to Sweep TF in line with manual and code" t1 e6 U& `2 f- s. w, Q% y w( T1 E3 u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, x+ D: W6 A" ~5 K% Z4 c! xrule relates to the abundance of manpower and is not covered by replacement pool. Normal
- [' u+ y5 Y) U- i" k4 \# Hrebuilding of destroyed units is not affected by this.( }' [& U) h+ L
47. Carrier capable and trained text not showing together on Group screen
$ A, y8 ~# D5 x: p* R+ @! g# l48. Handle any blank re-name changes by ignoring them
" J |" D) ~: \2 @8 V49. Possible CTD when air fragments combine8 ^( L# t& t, e& R( T3 q
50. Unloading TF can freeze a LCU onto a ship under some conditions$ u* g! i5 i6 `- d- i
51. AI not behaving if main HQs missing (affects small map mainly), s: P5 {0 M3 S1 N' \- t
52. AI using AGC for normal land units – removed from TF if not needed
; G; c# I5 ~- k; B- t$ R( q- V53. Soviet activation message not in Ops report
" E) S% [' I: Q$ M54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range6 a% a5 S F" c0 v O
55. Clear Soviet air balance if not activated. Possible incorrect base switching7 w5 }: B4 o3 m7 |0 Z
56. Sub attack against docked TF not happening for port size <3
2 H+ R9 e. G9 i8 o57. Unit type changing unexpectantly) @) ^: m4 r: H1 A
58. Torpedo replacement on plane sometimes is missed
}% e) Q) q. X0 m59. Double handling of overstacked supply requirements
: |' ?9 t/ d) b9 s9 {$ X8 m- L% `60. Fixed alternate weapons for port attacks
- G$ X( J5 M/ b; ]0 L61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 N' P# S' g6 P/ B+ F. f' b
sometimer in the ship repair cycle.
3 Y( A: U/ w( F2 s; X& j$ s62. Ship tonnage over 32K could cause repairs to fail: J5 \3 N! w) B; N
New( v( w1 W5 m7 |1 _2 V3 O
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: ^' X3 o0 K" h y! f, eport
5 h& Y, g9 `! p: I( Y: [; T2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; j0 |/ i, j8 F2 z3 i: XTenders not counted7 q0 ?/ o3 m; f6 `$ _& g: m3 k% F
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: {" u; u/ \6 Q4 |
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 a: l- }0 W7 Q! ato remove damaged ships from TF6 R) O/ r1 v2 p: P
5. New filter for “non-building” devices in Industry pool screen: i. U# l: c; e9 v8 B# ~
6. New filter for “non-building” aircraft in Air Replacement pool screen
' M% L$ q$ X3 ^; L: f6 Z+ N7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 \, G( d$ r- Kmines (^) detected! K/ P3 ^& Q* c: A1 o P$ Z9 x- _
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 }& f& R0 e7 ]$ p$ \1 m. T0 o1 K/ E
‘button6..’ image files, then these will be shown. If not, by default there are shown as$ g# g: ^, b; a- x# ~# ~
standard parachute unit icons
; d6 }5 S* ?2 b* k/ z9. Air/port damage and building is shown in base mouse over
9 E6 P* f( ]' Q1 p6 S3 n$ j10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& F) V- l& L n" ~- \1 ?6 A5 \; @) N11. TF can be routed to stay within coastal hexes as much as possible8 H3 k& k2 C% ]9 n5 ]% o
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
% q: d2 A6 a$ y( y: g' f13. Added option on group and LCU reinforcement screen to turn off replacements
! r7 I/ ~+ `+ a6 z; O& e3 i14. Current base can get supply returned to it when reserve planes returned which were
( |* s @. x7 v9 i% t& toriginally supplied from another base) H" |' G, s4 j6 ? |
15. Unit type filter on Troop Loading screen
2 z8 o( ^; o# n6 z* W# f0 q( u16. Report killed ground units if not in combat report$ F% W6 K% ~( E
Changed: Q+ z0 F- N' _- ?+ S: M
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& x0 Y+ S' V, N0 S(complements fix 18 above)
$ f6 _* a& l( Q/ Y; Q0 r9 d# N% U2. Permanently increased pilot array to 70K1 K/ | [6 N& z
3. Increased number of air combat rounds are a factor of total aircraft involved
1 `# [( t4 B3 @' E8 Z4. Allowed submap to submap movement if land connected for land units. Should have been
1 s. c, l% _. r; m# l! Y* Fso as per Andrew Brown
$ H! y4 a. Q4 B4 C+ p! g, Z( x5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 |8 [# d+ z) Z) r8 i
delay toggle instead
4 ?: M- _, G# n" V% H: f6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
* |1 H/ l* Z. y! p9 nmaintenace a bit more
W; u3 }, H: k" P, p" j7 z7. Support device replacements won't decrease the overall experience of LCU units. This does
$ K# E$ V" J! Y5 S* q; Nnot alter the overall EXP change due when any replacements are received., ]7 G {. j' Y8 ~# m z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 V" [6 I; d8 ?' o$ p( x
between the two but could break current games.% ^0 |2 B- p; T2 j$ ~) t1 E b
9. Some LCU Prep points may be retained if unit is experienced
* u j7 T& w# RNotes5 T& n! v, ~1 }5 J. t r) [
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. V0 [; D/ E; l* G% l( ?/ Dshould not change player or HQ, even if not in play. These original HQs are used by the AI0 a# V. v$ X n
routines so changing or deleting them can put the AI off. Changing other elements should# X3 k, l6 R& c
be okay.- _& k0 R y0 @6 w1 q
2. Clarification to weapon filters for aircraft:. j7 ^. L4 y5 U/ i& a- T( n% R* G
PM_NAVAL_ATTACK 2 // used for naval attacks
7 M- _$ M% e8 c6 H- FPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 S7 C$ Y6 Y* A4 ^
PM_LAND_ATTACK 8 // used for land (ground) attack+ {& ^; _- m9 P" f" w
PM_PORT_ATTACK 16 // used for port attack9 F% _- k% }" O& D. i" M) n, S; J$ Y
PM_AF_ATTACK 32 // used for AF attack( J- \, A+ L' w3 X% V9 t/ {
Dropped any reference to secondary values for land and AF as they served no special use.0 ?/ Y5 e- u+ x' x* l
Clarification changes7 w' w! {9 b. E6 P/ h- t8 ^3 O
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: G, F5 k7 T) M/ L Q) W. R3 M& Jbases are those defined as having an original Soviet hex ownership of SOV_UNION (90), K" x5 p Z6 w: j. L
MONGOLIA(91) or TANNU_TUVA(92)." R: C+ _+ w$ x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases* L$ V3 F3 l9 I# J' L z
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes5 T" d# o# F6 ] J
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( c* z) k% b* @: e* D
after Soviets are activated, but can’t move
2 j0 s0 [, f" P. }d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ L! Y; M; G d# s
disbanded in port.9 k7 P3 D; ?; S# N; X
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& B: k- n2 d# m, Nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |