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6 e# u" b9 e; V2 n! H+ _http://www.matrixgames.com/forums/tm.asp?m=3185062
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9 f: ~# s( l0 y! L; e5 k大量更新,详见列表:
: }0 @# _- D/ H# V, ^* Q2 \; |+ {- V4 ~: k9 g5 P: {
0 F! I' f( k' z3 b" QChange History:
$ p, c; W7 |5 O& z2 @, aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 o0 x: k% Q# ]7 f; f" z5 m3 |; G1. Seventh Update – This release is a comprehensive release updating all previous
) ^& ^' d$ w3 Q7 O9 Dversions to v1.01.17 beta" g- r1 h8 K6 }; f6 j' b
2. Code Changes* x6 ]% j/ y$ P$ ?% x! t. J
Fixed+ N" Y6 H6 O4 P* w, K
1. Display of AF/Port icon between player saves based on player's intel2 z( P2 z, l) a/ [/ f
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
( T+ K9 d/ _; D$ pweapon list updated( H; O" A8 [5 _; ~6 h+ n
3. Reported cargo/troop safety values incorrect when no cargo/troop space8 k" v4 F& h k" x, f
4. Allow smaller 'reserve' space for small groups on ships3 W7 p9 k+ y Y n% u2 @
5. Preserve some more data when swapping fragment and parent to prevent lost of parent* o. K: n @' N, O0 g6 K+ K5 j
6. Correct attacking plane count before final post-air combat, t( u! D0 n7 I' l0 j/ Y N) K
7. Pilot promotion may have occured in error sometimes/ S) n/ v( n# D
8. Raid detect message sometimes dropped of the combat report
. {! U5 L* a c% [0 f" e' L9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
; i/ Z' w1 L7 W Q; ggenerally
* G: C1 b" U) M, j7 f" ~+ @10. Some pilot-leader connections were being corrupted
$ z) M) v+ P0 w8 ^+ B; J11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 b3 g2 T+ g$ x5 ]; F. C Vother move issues due to the incorrect indicator$ G9 v. m/ J; h. s( R' S+ n- P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" o' V" @$ C2 @! C! R: F+ Gdamage* g0 R. T% F' L, a
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 r* w0 i6 K8 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
/ a7 h) l& Y' Pdate sort' O/ Z1 J5 \9 ?) f
15. ASW groups not allowed to attack sometimes
( K/ D2 Q1 w8 |4 G' B) ~2 y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
# X8 E; a1 w. T% V+ PHQ/LCU to jump to reinforcement queue
4 t. A) U% T$ E4 O17. Bug in bomber intercept if too many rounds of fighter v fighter combat* X8 J" P, a( v, d+ I: K7 {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: O$ D9 z& h. n4 |6 Fat start of AE but crept back in sometime during updates
+ _7 A' V$ y) ?! ?2 V- e9 E0 _19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 o' ]0 B* m6 ~ p
fragment.
Q* c$ \+ R# F8 [20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, d7 ^9 D E4 e4 V/ ^, Z U0 M
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- E9 e! h6 e) t' s2 c4 u$ T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
& M2 t. F8 |! o3 R9 S9 u- y1 s# B1 l [set' I' `/ h4 w+ E9 t
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 s G5 @7 b J! [$ K8 U+ T23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ N. N* C, r" V& [. p1 q4 U8 h9 s24. Bug caused F/FB to sometimes bomb at low altitude
( @/ i4 N6 |! A) ?! t" V: h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ E- E7 }: S j3 {$ \' _$ W
occurring properly.( N$ C# u. ]/ f/ _ s0 { m' A
26. Bug in Industry 'failed' indication not showing properly sometimes" D+ o% g: k8 b# `( u/ H& L- L
27. Location check at scenario load to include small map sceanrios
$ Z" y* j( @4 `% b0 W28. Bug in air supply to fragments in a non-friendly base hex
5 d( C& e, m9 {2 I" i# w7 `8 x29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 [! b7 _5 x5 I/ [( H
being set to homebase before execution of the mission – ie was returning to base# H) h6 y( O! I, s4 C
immediately1 D6 L/ c* R& N% w6 g, R" D `/ w
30. Error in Strategic map display
: |* e$ A c! ~% C- e+ M31. Additional and stockpile options were not turned off when base was captured* W- r3 C) Q( n$ _2 @9 Y( Q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ Q* C8 L3 C, T5 A
mouse over( H5 q+ X9 }# Q6 {- M" h1 b9 J& m
33. Army experience being gained when not 100% prepared as per manual; changed to allow
# I" A0 i# i( B: a. V' D9 ^& hchance to gain experience if >75% prepare and < 50% national exp level
) Z! W j9 O% x' x34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ Q% J! q- T$ p
alleviate the incorrect experience gaining happening while in reinforcement queue' n% y4 Q% p$ g2 T( \5 _% U, b; }5 V
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& x% z" j# i' G6 t4 O/ `9 C% Bcaused unit to jump “off-rail” and move overland
" F) S( M* E G' {( o* A; E6 l2 H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 i. v) K; w) m% i3 V+ P37. Excessive accident messages on unload from TF reported
# i) t/ _+ S7 x6 T' }# K38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 w6 j( }, W( I" M/ C$ Fmerged causing smaller size unit than expected& C$ Y0 J- k+ S! J6 {8 q
39. Corrected possible TOE error in scenario data load for inactive units
0 z3 [$ ^# P( v" V3 W7 ^40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; |! g2 J0 P, o4 J( S( b6 ~, C2 showever be allowed to do this.* s8 z8 P& c0 ~' T% Q
41. Possible CTD if sinking ship's load was a group
3 Q2 J6 t' H8 B/ @42. Limit the number of devices built from resources per unit during LCU replacements; this
1 j4 h2 B0 | J( \9 ]6 S! `was causing an over production for that turn
" @8 q3 S9 W0 d+ ^* n* v43. Retain day/night setting when creating group fragments/ n: l: E" b, Q# D0 [% @; }4 c% y
44. Adjusted supply and fuel values in base list not to overrun the space
T% @) g) i! c5 E+ }9 G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
8 G# j% n( u3 A/ h. h) @' ^% g madded YMS to Sweep TF in line with manual and code
& o. T4 H' m' J- A; z ~" F; e u46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" e1 L; J6 o) C! ^4 L+ U! ^
rule relates to the abundance of manpower and is not covered by replacement pool. Normal+ v, k0 j2 S) S7 s
rebuilding of destroyed units is not affected by this.) O2 F [* n2 g- {
47. Carrier capable and trained text not showing together on Group screen; \1 }5 Z, N' @4 y% @1 o
48. Handle any blank re-name changes by ignoring them" G% }2 H: T% f9 o$ }
49. Possible CTD when air fragments combine
S, X- e {6 c6 A8 z t50. Unloading TF can freeze a LCU onto a ship under some conditions! J" G2 ~, ^0 ]9 n: m, |$ o
51. AI not behaving if main HQs missing (affects small map mainly)7 c$ L1 z9 p" b! f0 E; b7 ]
52. AI using AGC for normal land units – removed from TF if not needed
* m) e, s) ?" _) U53. Soviet activation message not in Ops report
& E5 ?9 k" q# M2 F54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 m9 ^9 t5 o( I55. Clear Soviet air balance if not activated. Possible incorrect base switching
- E0 {) |2 I# l9 c/ ]. C e9 A56. Sub attack against docked TF not happening for port size <3. N& k) d" g( R
57. Unit type changing unexpectantly$ m1 w% J7 h$ H" V+ t- ^: l
58. Torpedo replacement on plane sometimes is missed, l! e! i: [( c6 ?, }
59. Double handling of overstacked supply requirements
: {6 W( e$ ]; T! ~60. Fixed alternate weapons for port attacks
# e) A$ X+ H& ]& |1 X. _61. Corrected weapon system damage to show after combat on ships in port rather than wait till# s( o, m9 {3 P' v" B
sometimer in the ship repair cycle.
. r& D y/ H ~% j+ f( p6 z& g62. Ship tonnage over 32K could cause repairs to fail
7 Z$ X/ x+ j3 _- uNew( O7 ~) C: \0 y0 V& {
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 v, r e: Y/ f; R
port
" x+ x- S7 W' E% j9 q8 p* S* o+ Q/ R2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# p9 s% `3 L, d+ k+ a1 Q: D- ~
Tenders not counted8 L. Z ?. u4 R: M6 l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 ?* b n) g% N. I: G7 x
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& F4 N( w- ]6 Q. x5 H4 ^# E6 X
to remove damaged ships from TF
/ e/ Z: J3 P& {$ @. c5. New filter for “non-building” devices in Industry pool screen
u; T" ^, U% a% s6. New filter for “non-building” aircraft in Air Replacement pool screen
3 `: i7 r& P5 W6 X" |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% u8 v% Q" B5 H2 b# R' S+ C
mines (^) detected" N, _1 d* S: }2 d- U
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 r/ e6 o7 y0 W/ R$ l‘button6..’ image files, then these will be shown. If not, by default there are shown as
$ u# Y1 M$ y' f4 A- B7 Qstandard parachute unit icons
- o2 y5 Q$ ~. Z: a- Q* p% r" ]9. Air/port damage and building is shown in base mouse over; z& x; c$ g$ a0 K% b% n' U1 |
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 V+ L- o. W) m7 l: v11. TF can be routed to stay within coastal hexes as much as possible4 V' Y9 M0 \$ X5 J, L
12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ u5 \1 b. m; |# Y( V; Q# O; |
13. Added option on group and LCU reinforcement screen to turn off replacements+ u l5 ?3 C7 k. `, t% H
14. Current base can get supply returned to it when reserve planes returned which were
; f; n0 i! H& s' g. Q2 I+ L8 noriginally supplied from another base. R6 Q }' B& ^. B5 ]
15. Unit type filter on Troop Loading screen
# C" v" y: l6 H! n" d$ B+ T0 c16. Report killed ground units if not in combat report3 I0 {. M0 N' W( X5 d
Changed a: b2 O- V1 z- o8 j4 T& l
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ c9 U- P" I1 ?! {(complements fix 18 above)
" I9 S: m$ {% \; ~0 \6 O; x2. Permanently increased pilot array to 70K
/ m2 E2 f6 p; ^5 n+ w/ u3. Increased number of air combat rounds are a factor of total aircraft involved
( G: R+ \3 k- B F7 Y! `* ?4. Allowed submap to submap movement if land connected for land units. Should have been
8 z( {0 u. F6 Lso as per Andrew Brown
- m8 O( S$ ~# r3 g( ]1 Y2 P7 X5 `( X5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: h7 @( a' v+ D4 a$ _
delay toggle instead/ N4 F4 b( v5 O& D& {; o& h
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
7 q- I( S: [$ k( nmaintenace a bit more; T; \+ Q0 o- ^! h. m
7. Support device replacements won't decrease the overall experience of LCU units. This does, z: j3 t. r( L7 U
not alter the overall EXP change due when any replacements are received.
# K4 o: B5 ~* F: d# z8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction/ K. _! K! b4 T5 I- B/ a
between the two but could break current games.9 C8 N9 J0 v4 A& E2 N& i1 Q$ w
9. Some LCU Prep points may be retained if unit is experienced
, o; v$ ^ [' y& c9 |2 }. }' UNotes
" h4 x( X0 r6 r* X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; z9 Y- ?. C6 Q4 K1 {% sshould not change player or HQ, even if not in play. These original HQs are used by the AI g+ I; X( b: i* ]6 b3 y: ?: }! a: W
routines so changing or deleting them can put the AI off. Changing other elements should
9 o S3 Q! p% Q6 L# r9 w0 @4 pbe okay.
3 \, j9 \0 @- e2. Clarification to weapon filters for aircraft:
: O3 I. s' X# |- A9 z: lPM_NAVAL_ATTACK 2 // used for naval attacks# @ l' f- J7 i- S; ~7 p+ g8 o
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" y) E; _$ Y/ v1 |
PM_LAND_ATTACK 8 // used for land (ground) attack8 b+ f" \2 _ r) p
PM_PORT_ATTACK 16 // used for port attack$ D! h, ~' O' G% i1 ^! Z. Y' [
PM_AF_ATTACK 32 // used for AF attack
7 P- G. F# N* d. d5 J) C0 _5 {Dropped any reference to secondary values for land and AF as they served no special use.2 U% j* Q: s' l
Clarification changes
; V$ ~7 v2 r: i1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' y* d# d; d, G6 Fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 a6 W. S" `, a- Z) W3 @# |8 F* z! |
MONGOLIA(91) or TANNU_TUVA(92).
v0 g& T3 m4 s; ^' ~9 c7 J$ A& {a. Allied non-Soviet groups can't transfer to Soviet Motherland bases' z3 Z* f9 E, `- ?" h: e
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! N: S! ^- b9 r7 e
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: u4 c2 o6 ]6 bafter Soviets are activated, but can’t move
, t0 R$ ^% t5 Y/ L- jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 U9 r! u/ r8 Y( E) @disbanded in port.9 i A6 ?7 d- [) z* \
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ I# U- K0 @) A1 _; k6 ^f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |