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9 }. \2 U1 c0 i( khttp://www.matrixgames.com/forums/tm.asp?m=3185062. X" b+ n: @$ R% V4 [
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已经共享到岛群QQ和本论坛置顶资源帖" S6 U% a/ W8 V8 D, O1 J( _
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大量更新,详见列表: d. ~ ?. [9 E9 q6 d1 n7 K" X0 {
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! U3 N5 J8 }; E& x9 _Change History:" s# g8 @+ H* L1 }$ p8 G
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 E k* ^7 z8 M# P3 H) E
1. Seventh Update – This release is a comprehensive release updating all previous
: j# w3 v# y% q" _9 k( i! B M) bversions to v1.01.17 beta
! w' M3 u( s1 ^' l7 q1 N' N2. Code Changes
/ J3 S0 |) B( O4 |Fixed1 ?& X3 c! n: E
1. Display of AF/Port icon between player saves based on player's intel+ U; i5 q' E0 S/ A$ }! b" N7 k
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# T0 y9 ]3 U5 w5 p V0 H
weapon list updated
+ \. n8 J2 W7 |0 J, d3. Reported cargo/troop safety values incorrect when no cargo/troop space. q5 B# H! ~$ F3 b
4. Allow smaller 'reserve' space for small groups on ships
+ i- \3 y$ Z4 `+ O+ T7 q: s) t5. Preserve some more data when swapping fragment and parent to prevent lost of parent: w/ ~. N0 F0 ~$ W5 C& R" z1 v' w
6. Correct attacking plane count before final post-air combat
* s; K: ^ W. G- {: E7. Pilot promotion may have occured in error sometimes6 z' z( q3 M+ e2 W6 [/ @
8. Raid detect message sometimes dropped of the combat report; A7 D+ o: t( J/ l7 I. [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& d$ A4 y$ `! Q
generally2 h5 G# R+ F, g1 x
10. Some pilot-leader connections were being corrupted
B! [" |1 {; [6 Z* O) L11. Movement bug with following units due to incorrect move indicator. Seems to fix a few, S5 b+ L; f" i/ }- g5 `8 M; k
other move issues due to the incorrect indicator
) \6 E5 z* f3 i+ w$ \1 x12. Wrong ship sometimes reported in Ops report for TF movement which causes some
% \, j; I+ J/ u, @damage
+ @& I6 D- z& |) B13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: X6 y- `% F$ O- x+ n. e9 G3 v0 m
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) C4 v6 @2 D$ f; P
date sort3 |4 Q3 O0 \% [; B; v# o
15. ASW groups not allowed to attack sometimes
; J4 {' b) `" i16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 X6 s/ E( K8 r# m6 mHQ/LCU to jump to reinforcement queue
# P8 ~, u$ k. P2 k9 k. E17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ S# n a2 E8 K( y- F
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! e4 ~( L0 H/ zat start of AE but crept back in sometime during updates4 N, c. \) l% h6 t0 e
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% y* y& p' C; {' y0 bfragment., y; l) c4 Q* c9 \' O7 C
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. |# J! X5 U. g21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" X0 ~- d/ J/ W# y
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# _. n7 C' Y& i' S" c9 n0 q1 u
set" m7 m( O" F9 L t0 w, O
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, q5 D2 V1 a/ g2 Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" p2 Z/ ]8 g* K& [9 ]
24. Bug caused F/FB to sometimes bomb at low altitude
+ O& J2 u6 T9 N' J, D; l6 r! K25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
, {7 H8 g8 e" H5 b4 K4 ?! foccurring properly.2 L& E7 B8 u' j8 u3 p
26. Bug in Industry 'failed' indication not showing properly sometimes
" Y: |+ B# O6 [$ f27. Location check at scenario load to include small map sceanrios& K q: l8 \4 ]1 A4 S: ]# `9 t# _
28. Bug in air supply to fragments in a non-friendly base hex
" e6 p+ p7 {! ^0 i) T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ ], ?. R- Y0 H
being set to homebase before execution of the mission – ie was returning to base
7 G, y$ {( I8 H% o+ C2 ?+ cimmediately
$ y" T' y2 N: n2 x$ x7 g30. Error in Strategic map display# C c3 e2 Z5 |
31. Additional and stockpile options were not turned off when base was captured! N9 P2 C( M% W9 v
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
; c# D& \, s0 c& J3 i, r3 p# bmouse over3 d/ h4 O& c( A4 ]( ]* a6 D
33. Army experience being gained when not 100% prepared as per manual; changed to allow
( e) Q" N; j/ s- N# Jchance to gain experience if >75% prepare and < 50% national exp level
5 E6 g ~& G/ I( O7 Y' F( `- [34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
& G; D o7 g, ^. }alleviate the incorrect experience gaining happening while in reinforcement queue
$ K6 ]. n' K7 z3 r5 v2 _5 t35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* m( `7 q v" [( M+ t" y {
caused unit to jump “off-rail” and move overland
) O: o" j* N: N; h) r$ x9 s36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ( ?& i$ A' \$ C& |
37. Excessive accident messages on unload from TF reported
! z3 W1 G9 S; |4 Y. k38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 e; E( F' J) G( @6 H$ k; q3 dmerged causing smaller size unit than expected; ?( ~0 {) @+ u* a+ O4 Y" Q) t
39. Corrected possible TOE error in scenario data load for inactive units v' ~* _' d( j$ Z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 Q( _7 k2 p9 M; Nhowever be allowed to do this.
7 K" E. v- w5 P* \6 W6 W" d, y41. Possible CTD if sinking ship's load was a group
( K5 }+ I0 f- Q1 o4 P- h42. Limit the number of devices built from resources per unit during LCU replacements; this% u; L+ h" c3 e- q% d# W
was causing an over production for that turn3 [0 T, V, D% {$ p& ]5 O- ?7 S ~) Z
43. Retain day/night setting when creating group fragments/ ^. `- p: ?; G# y3 x) ^# Z2 H6 N) E0 h
44. Adjusted supply and fuel values in base list not to overrun the space- I* j4 M+ Y \( ]; x
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& a8 `4 E( |/ h1 _added YMS to Sweep TF in line with manual and code: w5 O" p* Z% [
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
% g# I* A8 r3 Crule relates to the abundance of manpower and is not covered by replacement pool. Normal
) y3 B# G$ R, {+ E6 I5 A8 k: |, H0 ?rebuilding of destroyed units is not affected by this.& |, \" |$ O$ \- y3 Z
47. Carrier capable and trained text not showing together on Group screen5 x' ]/ a( Z' |- h
48. Handle any blank re-name changes by ignoring them
% T/ x; I3 K) Y1 f49. Possible CTD when air fragments combine
1 O% s9 g3 F. Y& e50. Unloading TF can freeze a LCU onto a ship under some conditions* X: y) ~: a9 c: o5 i6 J+ J
51. AI not behaving if main HQs missing (affects small map mainly)/ R, \7 e& U' E: e
52. AI using AGC for normal land units – removed from TF if not needed
- ?' D8 n$ I# @% ?# `53. Soviet activation message not in Ops report T# l5 x: X2 A) D& H
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- F7 `2 Q$ S# X" }
55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 K! ?7 v3 {$ c& |0 v: W56. Sub attack against docked TF not happening for port size <3
4 u6 x& l! a U7 _2 g( p4 d6 B57. Unit type changing unexpectantly' D7 F2 A5 l2 N! T) j( C# R
58. Torpedo replacement on plane sometimes is missed
2 z" w+ T- H0 y+ y8 T59. Double handling of overstacked supply requirements" e! U' O- Q& J( F# d" z
60. Fixed alternate weapons for port attacks* C2 v6 d$ t* r
61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 V0 y. u3 G7 `5 \; d
sometimer in the ship repair cycle.
7 Q, n4 O7 h1 e7 u6 r. P62. Ship tonnage over 32K could cause repairs to fail4 a# d5 q" z& S7 b }9 F$ o
New
" e; J: J$ C: W: L0 g: i4 X2 t9 Y: _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' [3 @- J9 ?% K V8 s) B. C3 Qport
. B6 |! A {% K/ e3 M2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." a0 D: c% \+ X. w! r
Tenders not counted
* H! _- M5 T. ?! L3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" g; k# S4 \1 p# z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* x) R1 p. ]5 p( g% N
to remove damaged ships from TF! ?/ v2 `: f# o+ k# e u# S$ B2 D
5. New filter for “non-building” devices in Industry pool screen
8 ?3 C+ G9 I7 i! K6. New filter for “non-building” aircraft in Air Replacement pool screen
; U* O$ w8 ]( K* S) S5 J V( ]7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy6 t' a" W$ _/ a9 G* ^- `/ f, R( ?+ n$ A
mines (^) detected
& S* ~8 v9 G0 q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ ^* q9 l9 C+ ^) h1 `. A7 Y
‘button6..’ image files, then these will be shown. If not, by default there are shown as
5 f6 y5 B4 _& ~0 I( Ostandard parachute unit icons
! S! V n1 c& Y% V9. Air/port damage and building is shown in base mouse over7 I# p6 C% |% \2 Q: q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& W, n' m& s$ w% f7 O8 t7 B& |9 v11. TF can be routed to stay within coastal hexes as much as possible
$ `% r% c/ q. N/ C D, @8 ?12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! q3 x* Z: b; K1 R2 S2 {& _1 k13. Added option on group and LCU reinforcement screen to turn off replacements
1 [ i6 n3 H' N( w( |14. Current base can get supply returned to it when reserve planes returned which were1 k+ |. a6 F* U( B
originally supplied from another base
4 W; _5 c$ i' M2 ~0 G V- Z15. Unit type filter on Troop Loading screen) s( f3 {" p2 J+ x! K
16. Report killed ground units if not in combat report5 H- M: s$ x3 Y2 \( x5 `0 X E
Changed
% f3 a6 S* e% C% ]$ O) o1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 o: h6 ~- o) n: U, s
(complements fix 18 above)
7 c- B0 V0 I' y0 s: D/ a1 D; W2. Permanently increased pilot array to 70K* K- ^5 r- X! f+ i; q6 v% U2 H% G
3. Increased number of air combat rounds are a factor of total aircraft involved
* U7 i$ D0 V5 B0 ]4. Allowed submap to submap movement if land connected for land units. Should have been* y1 S" {* O- x4 t6 F
so as per Andrew Brown; V: w$ z/ Z |; j/ f2 ^
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 ^: q7 c; T* V
delay toggle instead: Y, _1 @5 F0 ^7 |) C2 z7 `
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 k. ~& e' R F! d
maintenace a bit more+ o7 T* o3 u' S
7. Support device replacements won't decrease the overall experience of LCU units. This does V8 P. ?, x5 u7 r$ `* A3 {
not alter the overall EXP change due when any replacements are received.% P* X B2 t8 Y% e: k6 @
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
9 R2 Y$ l$ H* G) `$ Y5 j* N9 m0 T( @between the two but could break current games.
! g8 f( Z5 \; P8 R+ y9. Some LCU Prep points may be retained if unit is experienced
% D# ]# A U6 S( ?8 ?# oNotes
D/ e& |2 } C* w; b! h/ n/ x1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ k8 R) _* t- U5 ~; W/ J7 Fshould not change player or HQ, even if not in play. These original HQs are used by the AI. X$ j4 ~; V1 q* }4 f( y2 W: i) k
routines so changing or deleting them can put the AI off. Changing other elements should8 [& ]! E& i3 d# e# C: O& K0 }
be okay.3 H5 \# p' q. s8 A
2. Clarification to weapon filters for aircraft:* {1 @. W: C) Y" p0 f% L
PM_NAVAL_ATTACK 2 // used for naval attacks
/ c, m# c2 n p& ~: ]8 |PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)2 }$ S2 ^$ y$ B1 w
PM_LAND_ATTACK 8 // used for land (ground) attack
! u7 _8 L+ P* G5 Q4 ]: F+ i) @PM_PORT_ATTACK 16 // used for port attack) |5 P3 L3 X: T9 ~1 _
PM_AF_ATTACK 32 // used for AF attack
1 D. l( g$ M. J3 VDropped any reference to secondary values for land and AF as they served no special use.
! X$ ^$ S9 ~6 V* s. r+ ]+ l( T$ qClarification changes+ b" Q( A$ a% d6 a; S! J$ U
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ y- R& k0 \% q' k! x- p, Q0 H2 J
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" S1 }/ [ U) r1 f8 J# PMONGOLIA(91) or TANNU_TUVA(92).$ ]- W9 z" q+ r# Q$ F' X
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ C( u% R- X; m# q3 D' V C# T; ]
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* O! E8 ~1 N2 n/ C; S: U( d5 lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* D* D, \1 [# V7 K. x; q
after Soviets are activated, but can’t move
: O0 O+ p3 U6 Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. L( W7 T5 y* edisbanded in port.) F- C( Q* P) y" O
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% }1 ]2 Q B4 v! Uf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |