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1 X& ^( A7 S9 r/ ahttp://www.matrixgames.com/forums/tm.asp?m=31850626 r9 w) w5 B0 g" u
5 }; @+ ]1 ^( J2 Z5 J: g: X$ {已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:( X+ q6 ]! k: @$ j
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Change History:
1 o5 E; m2 z' l4 S% L, XV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
. j( L- o. d: n( S Z6 H+ h1. Seventh Update – This release is a comprehensive release updating all previous
8 d X2 q( |+ hversions to v1.01.17 beta
+ j) f3 x# B1 e' T3 x% w2. Code Changes0 H$ S' u- X% O" C6 V
Fixed
3 D2 p: Z; F P& x1. Display of AF/Port icon between player saves based on player's intel
6 y v) S2 {9 O0 D/ G% x0 n: d, W- [2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 y" e2 s. @2 a( t8 i2 H: _2 \weapon list updated
4 V7 ^' p, C7 o' F9 T) K3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 N, P. u W9 ^0 r) k& U4. Allow smaller 'reserve' space for small groups on ships
9 n- \" ^7 j( e* m' a/ l3 }% K5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: }6 v# D z. y8 Z6 m a0 ~; e6. Correct attacking plane count before final post-air combat- T+ T* o7 T) p7 l. g' f5 l& Z& i
7. Pilot promotion may have occured in error sometimes
/ q0 a0 x$ i, h- v# F' k1 I3 X8. Raid detect message sometimes dropped of the combat report% n! h, O) H* H h% w* G$ |
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 p& C. T& M( O7 j g0 ]
generally
! F9 s8 C7 n# G10. Some pilot-leader connections were being corrupted2 g3 ^$ R% [( [+ b& N7 C; a Y
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 _1 i5 `- Z3 mother move issues due to the incorrect indicator
6 Q" d6 ?+ b+ D8 }/ T) o12. Wrong ship sometimes reported in Ops report for TF movement which causes some( c0 k+ H* d" x- g% ?( W5 q
damage
) G q5 G/ F2 _0 E, T% }9 Q1 O13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( @$ G/ E3 t* v" T/ n' `( E
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; E( f$ u: T$ E5 _
date sort# D* c- W0 r! I* y
15. ASW groups not allowed to attack sometimes% h- _. o& F, Z! k
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ m5 y# H% b3 G6 E: f8 x6 t
HQ/LCU to jump to reinforcement queue
/ g1 u/ Y v0 n6 r% V. A4 V1 r17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 |; n- Q$ G6 v' y! o. E3 P* z5 _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
0 j% X) ?, c: E6 }4 mat start of AE but crept back in sometime during updates
- v9 _0 {" |/ I, n4 w; y19. Removed the fragment/parent swap during a TF unload as it could often orphan the1 G+ N3 y. _$ L- [9 j X" l8 D7 U
fragment.
, C1 v a& V; H; ?: z# M- M! H20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) B$ H R: J$ L a+ R8 z7 h
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
C9 q/ A# ?% |! N' O4 p" E0 @short scenario). This was fixed in a previous patch but only for one of the VCs, not the full; A- O/ \0 h; I2 ]
set
' P7 a9 g1 [" O9 t. @( q% r& ^22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 Z/ Q0 r4 ]9 [2 d# s! ~! Y, J2 U( h* I23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 K. ^5 N. O- ~ {5 k
24. Bug caused F/FB to sometimes bomb at low altitude
9 |& O. j4 N& j' E% t: s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! K4 Z6 ^+ q# r7 k3 f& aoccurring properly.
) n' m0 U& ^4 N8 z$ Y- B" _: I9 l26. Bug in Industry 'failed' indication not showing properly sometimes+ a+ I6 m* O6 v7 H2 @0 Y% @4 P
27. Location check at scenario load to include small map sceanrios
2 ` Y$ p4 Y/ b( `28. Bug in air supply to fragments in a non-friendly base hex
5 C- H+ i* `9 l) K( e* O4 `. O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 z% N! _0 {, C0 ybeing set to homebase before execution of the mission – ie was returning to base
! X+ Y1 P& H5 f: }. O, B7 n! kimmediately% n3 i3 V5 h0 p
30. Error in Strategic map display
' P4 B" f9 y) S8 q6 v v, }31. Additional and stockpile options were not turned off when base was captured/ p: N g2 r% k/ Q' b( K
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 `$ i( T$ P% U+ v) U8 D5 bmouse over+ v/ f3 H. s7 I8 z% y& Y
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" R; V' P% K9 E9 tchance to gain experience if >75% prepare and < 50% national exp level) ~7 ?5 Q" L8 m+ g! O& d$ [$ ~
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, S; ~% E" E% z- D2 V" f+ }
alleviate the incorrect experience gaining happening while in reinforcement queue* U( }% a$ ]- J- b* _! G1 m
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ _) V0 X" @ Ycaused unit to jump “off-rail” and move overland
& D) ~+ [* U* Y* v! E& C& w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 I0 y* @2 x! @9 Y5 }, u# M37. Excessive accident messages on unload from TF reported2 n7 w% h4 x T# k4 N
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& G I2 j4 O1 jmerged causing smaller size unit than expected* z4 ?" B9 |) Q0 V% v3 A3 n
39. Corrected possible TOE error in scenario data load for inactive units
+ F0 t7 S3 }1 q( O* T" l40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 ?9 W) l2 Z$ V8 Z- S
however be allowed to do this.7 h8 }# f4 V3 `# a# \
41. Possible CTD if sinking ship's load was a group
) v3 f+ G$ z; l+ x1 c42. Limit the number of devices built from resources per unit during LCU replacements; this
4 h2 X8 I) T+ y) Lwas causing an over production for that turn
5 y# p: e2 V. Y/ m1 {; e4 I' L43. Retain day/night setting when creating group fragments
1 ^: x9 c. w, e& B) ~44. Adjusted supply and fuel values in base list not to overrun the space T8 p' D/ U' o
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( N1 d" N4 ~+ T n8 I" J zadded YMS to Sweep TF in line with manual and code$ i+ I% l# U0 o( T6 j& ]3 }( {8 d& E
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, V# J1 J/ C1 k0 _: D* u" ]rule relates to the abundance of manpower and is not covered by replacement pool. Normal
, n h: P* F9 w" g) \$ ?rebuilding of destroyed units is not affected by this.
$ s# l# I# B2 s, Q/ G& q! V47. Carrier capable and trained text not showing together on Group screen
$ a9 r g; a! X* v48. Handle any blank re-name changes by ignoring them, B2 q* q0 v' J" Q5 R6 G
49. Possible CTD when air fragments combine
# r8 Y3 F3 W& B50. Unloading TF can freeze a LCU onto a ship under some conditions
6 q0 f' T _9 u$ i$ ~51. AI not behaving if main HQs missing (affects small map mainly)" S; i) A) M# K! N( d* \
52. AI using AGC for normal land units – removed from TF if not needed
; e; @, P+ e* ]; q53. Soviet activation message not in Ops report
* p2 Q: a, L, C8 d* g+ ]2 y7 ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 S) s3 C9 n9 h5 i- Y4 y55. Clear Soviet air balance if not activated. Possible incorrect base switching! x0 h, u1 f# P6 U( N
56. Sub attack against docked TF not happening for port size <3
9 z) e; O$ M. q5 C2 q9 u57. Unit type changing unexpectantly& W8 }0 M' o- J2 a e3 C# d
58. Torpedo replacement on plane sometimes is missed. d+ U! ]* f7 L+ H
59. Double handling of overstacked supply requirements
: x) }9 m' Y2 I$ R+ @9 r60. Fixed alternate weapons for port attacks* S- v9 r, n: O5 U. }7 E/ t
61. Corrected weapon system damage to show after combat on ships in port rather than wait till( T' d9 u( U' C j/ |
sometimer in the ship repair cycle.
& p* t3 G( f2 G3 G* C62. Ship tonnage over 32K could cause repairs to fail
! c8 H# I+ a! n5 i; }0 v4 @New. Q, H* z$ Y( M0 H+ {& l2 X. A
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! |# g5 G2 t8 c [2 H; A* l4 J9 n
port: D! b$ ^! b- J- O4 {& ]7 \
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
' K3 i2 c, R0 v) `Tenders not counted: X6 a/ S- I* B- ^ {
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 X$ A2 o) p5 j4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ z0 o2 A& P. v$ U* @
to remove damaged ships from TF2 l3 a5 T' [4 t/ m& b2 m& M- B# b& ^
5. New filter for “non-building” devices in Industry pool screen
2 V& t1 r, \/ i8 O6. New filter for “non-building” aircraft in Air Replacement pool screen/ w! _' @4 g" F1 y9 s; V9 z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy' Q3 Z \. x8 ?. ]
mines (^) detected5 ^/ x" S7 `5 [, v! R% Z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 n/ n7 o$ _) G) t; R2 X2 |$ i‘button6..’ image files, then these will be shown. If not, by default there are shown as# ^7 h8 ^$ i: d Q; ]" }: E9 T
standard parachute unit icons: Q! h/ f: w3 B# q
9. Air/port damage and building is shown in base mouse over; Z4 B/ f$ N+ z: n
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. [' I- w$ g3 A3 M. _% |3 B0 J3 h
11. TF can be routed to stay within coastal hexes as much as possible) v9 l7 W% R. x( N. d4 ?
12. On Top Pilot screen show the 'ace' cut-off value if more than 19 e' W* M7 p- v
13. Added option on group and LCU reinforcement screen to turn off replacements
* p/ K1 d6 S/ G' p3 t1 z H14. Current base can get supply returned to it when reserve planes returned which were
: p4 y* ]0 N) Noriginally supplied from another base3 |/ |; }( l" D8 n- `0 U
15. Unit type filter on Troop Loading screen
$ }# C3 t: w7 T7 J% t& `16. Report killed ground units if not in combat report
) C' [; V' L( L2 zChanged
/ P( B) w; S) Y) U6 _0 T1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 \6 m$ s4 c' A5 y( P3 @(complements fix 18 above)5 X% e; I6 |! j, P
2. Permanently increased pilot array to 70K' Y* |# l+ W' j# o. N. z
3. Increased number of air combat rounds are a factor of total aircraft involved i4 n! Q9 n% J4 w0 d
4. Allowed submap to submap movement if land connected for land units. Should have been' y1 _5 g8 I! M7 s; h; }* n5 ^& e
so as per Andrew Brown
% V2 b/ m" P8 n( V4 [) ~5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
h- j R& X# B3 D2 ?3 xdelay toggle instead
2 d5 I0 S: V! Q6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 H/ P# W1 g9 C2 E$ i& U- a. z
maintenace a bit more( j8 N! S+ u( Y, ~, p) h
7. Support device replacements won't decrease the overall experience of LCU units. This does
. X/ S9 _9 ]. |( `not alter the overall EXP change due when any replacements are received.
1 h" K3 l0 r& I6 Y! ~1 k5 Q' I8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( B$ C3 Z$ }7 q
between the two but could break current games.
- p, A4 j' I6 ]: t" ^7 w9. Some LCU Prep points may be retained if unit is experienced
3 _, D; G3 @1 L( W) ANotes5 c% o: u* g( ^+ Y+ L* L
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" p3 y: g5 a% z- ?
should not change player or HQ, even if not in play. These original HQs are used by the AI2 r& j- o4 [9 b" d! E
routines so changing or deleting them can put the AI off. Changing other elements should0 q& e: }6 e# S
be okay.8 x8 u3 B! A! Y3 I8 }% n' _
2. Clarification to weapon filters for aircraft:. \; _0 X! j( S# f4 D6 I- L
PM_NAVAL_ATTACK 2 // used for naval attacks
5 h8 ~5 }7 a! j3 |) G+ PPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 t1 |: m3 @1 k7 I2 h e
PM_LAND_ATTACK 8 // used for land (ground) attack/ r9 H9 b; t& a$ j
PM_PORT_ATTACK 16 // used for port attack& n& O! _( O/ y9 e4 U T# `
PM_AF_ATTACK 32 // used for AF attack
9 o Q! v. Z8 `, Y3 L! TDropped any reference to secondary values for land and AF as they served no special use.
0 K' o; {! M5 p0 F w, G$ LClarification changes
4 b% e2 f# e* F% E1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 v& V& R; d8 s2 Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," }8 s6 f( V! \' E; w
MONGOLIA(91) or TANNU_TUVA(92)." m$ E I( ?5 n7 }" b
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 p9 D) i& Z1 d' l. yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 `# G* j& @- E l6 yc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 C: ^' k. _1 c o4 {
after Soviets are activated, but can’t move8 ~$ O' [$ J4 }. F" c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, U) J' B4 [( `/ D6 J8 \- M5 I7 u" m
disbanded in port.
+ c6 W2 F# p, D5 ]. t+ E& ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
v B- s1 M8 E; _' q. _& Rf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |