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( X/ S7 a& R Y, l$ m5 _http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:
0 @: `' @ D+ B- X/ UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: C" q3 M; q# C s& U$ d2 I+ P1. Seventh Update – This release is a comprehensive release updating all previous6 y4 ~8 E" M. }, n* n: ^5 p
versions to v1.01.17 beta4 X7 ^0 r2 \ m- e
2. Code Changes ^2 N; r1 ?- X. s1 B- N$ W
Fixed
! o* @) W% L" r% h1 }+ c1. Display of AF/Port icon between player saves based on player's intel
( n5 d' n; b+ U* U3 i+ P2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# D: r" ]! H& @' r1 W: Y
weapon list updated( J. p3 Y" T# }- l4 ~8 k1 v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ F3 h0 A, C$ X% t6 a4. Allow smaller 'reserve' space for small groups on ships
x( M4 j# d2 i$ p5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 p4 u; D7 g- |' [
6. Correct attacking plane count before final post-air combat
0 M4 ^7 w4 l: I7. Pilot promotion may have occured in error sometimes3 A* |4 |8 x, z% a$ R
8. Raid detect message sometimes dropped of the combat report- e" S1 B! ], M$ c% \
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
; r0 S3 O& E" G1 Z! k; Hgenerally8 F4 A( X7 u4 G# W" s; ~
10. Some pilot-leader connections were being corrupted g3 p: b1 X9 H; z! j& }& W
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' [8 z( ~; v+ A7 J0 e
other move issues due to the incorrect indicator
( T! T) H- V5 h1 i- \2 V12. Wrong ship sometimes reported in Ops report for TF movement which causes some7 z, i! j, L' C+ B: H7 a. q
damage5 X+ _ d+ ?, k/ e1 r
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 } `4 s+ E9 I0 k# ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) k* F" ^ a2 a8 P7 @9 Sdate sort! F* j; Y. C, Y2 n
15. ASW groups not allowed to attack sometimes
8 P% I1 H8 E& f9 `16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& j1 v+ u/ b% o$ f1 ]1 Q( G6 WHQ/LCU to jump to reinforcement queue, U5 U4 o" ]/ R) s9 T; q9 Z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat, a! s, `8 X) \2 H, m3 k& s' p+ q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 Q$ H; {8 @8 zat start of AE but crept back in sometime during updates0 P3 N H3 ~ B9 i F1 J
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! g' e1 f4 t/ k6 P! e e" P5 \
fragment.
8 W8 r5 v! i$ l% {, \" g20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 I6 N- R' Z( c5 _" t* _# K7 C: J21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' }% J5 @- _" Sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ N; ]! P- A$ M8 Y; m6 \set
$ j5 g9 Z2 I& N$ a22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ n- u/ Q4 W( L F- U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, r' K: F. y, T. c% x5 ?
24. Bug caused F/FB to sometimes bomb at low altitude( ~' {9 Y) Y9 X1 C0 ?, ~
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 l o4 `9 b; ^! V
occurring properly.' O3 {" t3 e g) z2 }0 h
26. Bug in Industry 'failed' indication not showing properly sometimes+ B. F" v9 C* _' L1 h7 U
27. Location check at scenario load to include small map sceanrios! d3 K0 G$ [! M5 x( N8 \5 N W" v
28. Bug in air supply to fragments in a non-friendly base hex
9 J7 w+ Z5 N- A; s2 T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' U% F* P9 R0 e. N( j5 _
being set to homebase before execution of the mission – ie was returning to base6 L8 X; X. w+ W' J2 D0 p2 ^+ R0 D3 G# r
immediately. [7 ^$ N C# N- Z9 w3 ?) a
30. Error in Strategic map display
# r$ m. ^* U) l) f; Q- y# R' m, D31. Additional and stockpile options were not turned off when base was captured0 o+ i! D3 ^' J+ h# z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, S! v/ ?- {+ emouse over
4 c" \! @; f- @1 m33. Army experience being gained when not 100% prepared as per manual; changed to allow& M& ], ^2 a) Q9 w) G3 o
chance to gain experience if >75% prepare and < 50% national exp level! q& S, n: C6 x& \% G! a J
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 j$ W `% Z: p# q. f' u
alleviate the incorrect experience gaining happening while in reinforcement queue5 s1 b: V% m& s( K
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
. T; R# N, ?' k: A7 n2 Vcaused unit to jump “off-rail” and move overland
5 r2 @/ U; T# S u6 @5 w# w: U36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ5 d$ r' I! m6 I* H1 `! [: I: ^
37. Excessive accident messages on unload from TF reported
# M" u2 N5 P0 j& w& J( N38. Reworked editor sub-unit merging as some devices could drop off the unit list when& T9 t0 e; X) a' A/ d% ]. C" y
merged causing smaller size unit than expected
0 D, k3 W: m" L+ H+ @ n; Z6 m39. Corrected possible TOE error in scenario data load for inactive units
$ J5 Z6 p" ^0 ]3 `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 E. X4 z& i" R) W, l1 q j7 I8 i. w
however be allowed to do this.
" L8 R2 F/ }+ T8 w41. Possible CTD if sinking ship's load was a group
, a; ` B* h% i+ b# |42. Limit the number of devices built from resources per unit during LCU replacements; this
! n* M5 S( m& \1 C* C# ewas causing an over production for that turn: ]6 G1 x: ?# j P5 S7 f$ Y
43. Retain day/night setting when creating group fragments
2 y4 i; B$ i3 K8 `* @" c44. Adjusted supply and fuel values in base list not to overrun the space1 F" s$ w4 u8 O9 G5 {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' {' r' ?7 [+ @# e$ h" e4 uadded YMS to Sweep TF in line with manual and code% a* p8 `% r* e" {; G" G) P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. Z1 T$ j; G# |# d! Crule relates to the abundance of manpower and is not covered by replacement pool. Normal
+ ?! P2 Q) R% prebuilding of destroyed units is not affected by this.
8 t6 Q3 ^) z' R2 x) g4 y/ Z7 j47. Carrier capable and trained text not showing together on Group screen
: S2 q2 n1 I; M48. Handle any blank re-name changes by ignoring them
, x- _, d- W& B: o a9 }4 n49. Possible CTD when air fragments combine. l( }) J1 h" _8 H. V6 G
50. Unloading TF can freeze a LCU onto a ship under some conditions% w4 o/ C8 Z* a5 q3 T2 p4 g# F$ c
51. AI not behaving if main HQs missing (affects small map mainly): @% r* @% I, X$ ?( S
52. AI using AGC for normal land units – removed from TF if not needed
3 o. F( f7 y$ r# I' I53. Soviet activation message not in Ops report
- V+ ^6 f. t8 w& z1 d! G- i8 w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: Y8 v I; D) i# J55. Clear Soviet air balance if not activated. Possible incorrect base switching+ r+ x; m+ C' W/ L4 t: V. R* d
56. Sub attack against docked TF not happening for port size <33 x6 t2 ^* N% {$ A& s
57. Unit type changing unexpectantly
% g! }% Y; D9 ^/ e9 h58. Torpedo replacement on plane sometimes is missed6 N6 H; i( q% O+ |; v2 ~
59. Double handling of overstacked supply requirements
& t" w5 j, ^' \9 s6 V; A z+ L: }5 ^4 E60. Fixed alternate weapons for port attacks
0 I5 g3 z% z( H61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 J; G5 j# l$ N# c' V! @
sometimer in the ship repair cycle.1 N- s6 r, q* N5 A) J' a
62. Ship tonnage over 32K could cause repairs to fail! m3 k' r9 I; G$ G# V( |
New+ p8 |" Z7 A' }6 t8 Q( {8 } y
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# m9 L& D7 s# R; f
port
; Z! ]; q! X( I2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) p8 K1 g4 s6 b3 Q8 _% F1 M- fTenders not counted: L* _ n5 B+ ?) _: T& a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- ?% v: v$ N! d! Q
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, B) h* J8 F( ]0 Q6 Mto remove damaged ships from TF- b8 ]* u$ x+ D
5. New filter for “non-building” devices in Industry pool screen
! [# s2 F, ^" O0 k- T) T& L; i9 h6. New filter for “non-building” aircraft in Air Replacement pool screen
( ^( a2 J& E" m% v! L7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 G8 s- A9 w8 [% C( u2 A2 ]& b8 i- q8 mmines (^) detected
; ?! {7 w8 B: p3 L* {6 p8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 B& ]2 z; F0 O0 k/ P& h‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 m9 v5 ? y3 Z% f8 q6 p- M! V) ystandard parachute unit icons
: E- ~ a4 k D: S# T' ~5 Q9. Air/port damage and building is shown in base mouse over
& q; c4 r! m0 [1 N+ p# E1 p3 ~10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' C7 s V8 A# z) K. O9 s2 ~11. TF can be routed to stay within coastal hexes as much as possible1 \3 U+ P1 h9 a" F
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 ~- S! `% W( G7 p- Z3 X9 V$ u
13. Added option on group and LCU reinforcement screen to turn off replacements9 J( T- N+ z9 I: B' e
14. Current base can get supply returned to it when reserve planes returned which were- m1 ?$ U$ `5 t, S' ]( |
originally supplied from another base% R# E, r# \) G9 \0 a
15. Unit type filter on Troop Loading screen
& X" P5 a5 P: ^6 Q16. Report killed ground units if not in combat report
% n9 |1 c6 ^- Q' rChanged' @# U( _- J$ O% {- }7 c
1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 W. P5 h% y9 L; J- `( k# I8 H
(complements fix 18 above)
( p! ]* A! G2 o2. Permanently increased pilot array to 70K
) E9 y1 n% S* C' \& ?3. Increased number of air combat rounds are a factor of total aircraft involved
2 L1 ]0 r2 Y1 y2 C4. Allowed submap to submap movement if land connected for land units. Should have been
* W% w! P6 U9 t7 b( bso as per Andrew Brown
/ \6 L& D/ V! l5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 W& Q6 R0 N; n: m& i
delay toggle instead
5 F$ l- L: N8 {: H, k6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! ^- g# h. j& B1 Fmaintenace a bit more! F9 }' K, x* M! g
7. Support device replacements won't decrease the overall experience of LCU units. This does
% |9 | g. t" u6 k+ m5 ~8 Enot alter the overall EXP change due when any replacements are received.% F+ E& M/ B+ _2 m7 {$ D( k! O5 q; n
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 q& ^$ D e4 d0 V0 ^5 i0 i0 P. K
between the two but could break current games./ ~6 n9 w0 m: P8 u* o
9. Some LCU Prep points may be retained if unit is experienced
5 D$ W+ y' @6 R. s3 A/ \% c. P* JNotes
, Q7 y; J) J6 Q" O( z8 x1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario8 k1 m+ o0 z( z; x
should not change player or HQ, even if not in play. These original HQs are used by the AI
1 t- x7 V- b, W3 f6 `& N' x+ Groutines so changing or deleting them can put the AI off. Changing other elements should
/ a4 h- {- w; W9 A! ~2 {1 qbe okay.7 ?" m9 K6 \( p) l0 x. p8 t5 n
2. Clarification to weapon filters for aircraft:: g. ~$ j6 r6 Z/ {$ F0 {" `
PM_NAVAL_ATTACK 2 // used for naval attacks$ }* r8 e6 U+ U+ Q; b9 r0 h
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" n8 H S% R* T; e5 SPM_LAND_ATTACK 8 // used for land (ground) attack
p0 C1 e5 |/ ]% [% Q k/ L$ i+ IPM_PORT_ATTACK 16 // used for port attack b6 @- @6 k' T* F
PM_AF_ATTACK 32 // used for AF attack6 B1 Q, z& G% q% b) B( _6 t# |/ s/ |! X7 ?
Dropped any reference to secondary values for land and AF as they served no special use.
/ M7 e y* I9 l! h5 pClarification changes
! ^& Z" a+ { S" c* V3 s, D5 Z5 c4 M" z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: V! L; ], m8 {' v; \bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ P. G( U- t. }3 Y$ K
MONGOLIA(91) or TANNU_TUVA(92).0 c# z$ E4 w3 o- z. F( |
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
, s: p6 x6 o( Q \: Y' s" kb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) s5 x* E& ~( D2 N- n
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
Q' l3 U' ]( iafter Soviets are activated, but can’t move1 i1 V3 n# N' O: x+ i/ k
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* L5 w, y4 s. d* |% u! b" k
disbanded in port.% e3 H/ D/ M' B, r
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: p+ G: B/ w. T1 Q" e! j k% p! ~$ a
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |