具体见0 C* _& I Q9 Q# s
0 P9 H2 P1 p- Z9 P6 Z
http://www.matrixgames.com/forums/tm.asp?m=3185062( a4 x7 l5 X' M" k7 q* S
+ b- l6 s; k! l; i. W- P0 p) V
已经共享到岛群QQ和本论坛置顶资源帖
3 ?3 [' I+ r) E
" F7 K1 r! U; M* {2 s1 j* C; I大量更新,详见列表:
* ^) E2 F& @% B7 x
6 K# H/ U8 x3 {8 p, t. Q) R3 v1 J0 j3 i" u: E: O
Change History:- R% Z: J, R8 m1 j; u K
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 @7 [: x' I' c! k+ v1 Q
1. Seventh Update – This release is a comprehensive release updating all previous4 ~# _4 c0 o$ E& p* _9 F
versions to v1.01.17 beta
+ k- c9 e5 t9 B8 F8 o; X2. Code Changes1 Q; o# e7 O2 h* A2 I0 |# \) F
Fixed7 R% D1 L1 w- F" s( n: `5 V
1. Display of AF/Port icon between player saves based on player's intel
, n! x/ T1 D+ Y7 @( d6 ~7 j4 @2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 O. P+ H# E* u/ e$ @2 M
weapon list updated# [4 N; u( n; x8 Y, `
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ d! q; e7 H4 D- {6 @! b. B) S4. Allow smaller 'reserve' space for small groups on ships
* C8 a9 f7 Y5 a# S5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 b) K, j* I. M9 F( t
6. Correct attacking plane count before final post-air combat* P+ I. H2 [$ @2 t0 d. v5 |, V
7. Pilot promotion may have occured in error sometimes9 U) e/ S, o8 d% q( B' k* O
8. Raid detect message sometimes dropped of the combat report+ e( z$ I) f' a% d: A
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply# ?4 x" V6 }, n+ a
generally
6 B% t5 L; p% M" @10. Some pilot-leader connections were being corrupted
/ V4 t5 @8 `! m11. Movement bug with following units due to incorrect move indicator. Seems to fix a few! R5 a- i% L' X! J
other move issues due to the incorrect indicator6 [$ z y$ C: s) I, Z7 V h* W
12. Wrong ship sometimes reported in Ops report for TF movement which causes some" N; F- K' {. f" c! M
damage0 j' d$ y% w& f7 N9 T7 f
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool) ?: P5 z6 X* O9 `$ @/ |% r
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ K0 `- l; m6 l, [. ?. c
date sort) z1 V! k3 \; ?
15. ASW groups not allowed to attack sometimes5 O* b2 w& u$ t* @" ]; m9 u
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ z \1 J) @# c, X \8 LHQ/LCU to jump to reinforcement queue
1 a7 S8 A8 K$ G7 S- |17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 j* M5 ^) l0 x6 ~9 X9 {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 b6 ^# f1 ]8 |; ^$ U* f
at start of AE but crept back in sometime during updates
7 J1 `: i5 ]6 h1 ] z19. Removed the fragment/parent swap during a TF unload as it could often orphan the
6 K. n" z7 \3 L( O7 z: K' f# @fragment.0 A, Y$ r; |: q' }- t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 x$ P9 |9 x% Z) m) }" v/ E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. p% B) x* h8 l7 w8 p& @
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
, u- I) O! d# t% {3 lset
" f8 z8 B" r/ l3 r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 f, s. p0 W6 a" x: Q% T+ I23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- n' q T; }( X+ ?6 d- Q
24. Bug caused F/FB to sometimes bomb at low altitude
6 i* [' y' J( n" @# Q4 s0 k25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' n0 B" }) y" D6 @/ w0 ^# `
occurring properly.6 G) I' Z2 [( _
26. Bug in Industry 'failed' indication not showing properly sometimes
6 E7 z, t; K' k- q- {* I& U27. Location check at scenario load to include small map sceanrios3 u. k: Z* u6 E" q( ^
28. Bug in air supply to fragments in a non-friendly base hex: l4 r s% {. H- |: _$ m B0 ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 _& H9 \3 q9 F/ Pbeing set to homebase before execution of the mission – ie was returning to base3 B. N+ n" \4 z+ K# @* @5 x, L
immediately" q) [; S: K+ y' Z- L* y
30. Error in Strategic map display
% ]' W, D) F( q4 j31. Additional and stockpile options were not turned off when base was captured- _0 I% m+ m. }
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on Z: a' a/ j. O: S: i
mouse over
( p; n. I: N! J! [) F- Z# ?; o$ x5 r33. Army experience being gained when not 100% prepared as per manual; changed to allow0 z+ `9 w# y8 ?! g% S0 v f, M
chance to gain experience if >75% prepare and < 50% national exp level9 Y% m0 d( M2 b4 t7 T9 r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' ~; Z: t$ ~7 U- x1 Q- Y- Malleviate the incorrect experience gaining happening while in reinforcement queue# u/ \- q4 a2 ~( _) E
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' v# `8 u8 g7 z9 X8 bcaused unit to jump “off-rail” and move overland' z5 R/ ]: L; e2 m [
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ h/ O0 J. ^8 t0 q
37. Excessive accident messages on unload from TF reported; L. u" f; R5 t: x# V X) ?
38. Reworked editor sub-unit merging as some devices could drop off the unit list when. H+ ^# M) r, M- Q2 [
merged causing smaller size unit than expected( g: H# Y( k/ t W1 U
39. Corrected possible TOE error in scenario data load for inactive units H/ h; G* Z: A6 T
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 D5 M. O2 }4 D
however be allowed to do this.
; w( O' A; b- m |2 I9 E41. Possible CTD if sinking ship's load was a group
6 ^& z2 V$ d- L- D7 o s5 b- h42. Limit the number of devices built from resources per unit during LCU replacements; this8 @9 T$ R4 b9 D# e
was causing an over production for that turn
( \0 M3 w+ t4 q& P43. Retain day/night setting when creating group fragments# T: @: E/ E. L
44. Adjusted supply and fuel values in base list not to overrun the space
8 z( {& A5 y# s' P" a45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 H- ]* f! Q( R) p" X. Oadded YMS to Sweep TF in line with manual and code+ D- j. Y' \8 C4 w
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ ~7 J% S A9 s: H7 p$ K# Y ^7 Crule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 m! R0 @( Q0 j- K! Y* o; Zrebuilding of destroyed units is not affected by this.1 S! t! F X, {' J) g1 {6 Q2 j
47. Carrier capable and trained text not showing together on Group screen
* X8 {, [* |0 M+ f% m48. Handle any blank re-name changes by ignoring them6 a9 V# E) G0 s
49. Possible CTD when air fragments combine
- ~& Q2 b6 l: W2 K50. Unloading TF can freeze a LCU onto a ship under some conditions# { T) r2 l% e& W6 f
51. AI not behaving if main HQs missing (affects small map mainly)3 O9 k; Y! a: F0 E4 c/ }
52. AI using AGC for normal land units – removed from TF if not needed
* c& w2 X1 D( m9 \1 q( a+ V53. Soviet activation message not in Ops report& o& W9 V6 W9 j' j" v
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
+ A, n$ ?; X! u H, j( c55. Clear Soviet air balance if not activated. Possible incorrect base switching
: {1 Y5 f; S. U" P56. Sub attack against docked TF not happening for port size <3
" ~! {0 B) q: j$ W$ f$ X57. Unit type changing unexpectantly
2 l3 M1 d9 j. C& L4 h; y58. Torpedo replacement on plane sometimes is missed
7 R5 P, o% b+ R/ t1 i; Z- e5 `59. Double handling of overstacked supply requirements3 C6 e T' K$ D% C. D! l3 a
60. Fixed alternate weapons for port attacks$ T9 h* K `$ {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till0 j- g7 q* W$ a% v5 o3 P; n8 M
sometimer in the ship repair cycle.$ D, g# |* P3 m/ b4 ~0 A
62. Ship tonnage over 32K could cause repairs to fail
% Y( K! h' E |/ w6 nNew+ z% E, u- w$ s8 O/ l
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' } p0 o) @5 W8 ?+ {1 F' Zport
! a- J3 G8 b9 o) b) I: V0 [2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.8 {9 f4 A; `' i/ L; r7 B
Tenders not counted
7 W$ Z! ~1 l# V8 q$ s: p7 W3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' W& f+ e2 e; Q! @4 _
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
' |2 p: B$ B! o# `to remove damaged ships from TF
4 T; I' u2 R( B1 V: m8 V0 j* C$ s F5. New filter for “non-building” devices in Industry pool screen# \* r9 c* _. Q9 h
6. New filter for “non-building” aircraft in Air Replacement pool screen, C, K2 h& H/ u
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) X' Y: H# ]+ Z
mines (^) detected
) i$ Z, O, b2 h8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 M. b* ^0 Y8 @+ l3 {‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 a% _5 a3 e" Fstandard parachute unit icons* X9 Y+ e& t5 O: P4 g- J
9. Air/port damage and building is shown in base mouse over
# O4 C& h+ _8 \10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
: |( J; |, \1 M+ z11. TF can be routed to stay within coastal hexes as much as possible# z) e4 R7 I+ Y6 C, |0 x% @: H
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 o: b& z, E. \* l4 [13. Added option on group and LCU reinforcement screen to turn off replacements; x A$ ]+ r, d* O
14. Current base can get supply returned to it when reserve planes returned which were
% F* Z3 x# W) J% d% woriginally supplied from another base
, s8 `2 K* r+ o1 ~2 X! F15. Unit type filter on Troop Loading screen0 _6 e! q+ e0 B+ O: k$ x: a9 Y* \
16. Report killed ground units if not in combat report2 S# d7 u' K4 y$ m( M& \; U4 @
Changed
: V k9 O8 {5 Y0 @5 k1. AF of 8+ have AV support doubled for purposes of determing support for air operations# ~# K# W' k+ P- b ~$ u6 s
(complements fix 18 above)% j6 E' q0 [( h- Q+ i2 S2 H
2. Permanently increased pilot array to 70K
& b2 G6 W5 J' W* L3. Increased number of air combat rounds are a factor of total aircraft involved
F. `$ m3 E& [ r- L5 b4. Allowed submap to submap movement if land connected for land units. Should have been
8 A) E7 o% S( \5 fso as per Andrew Brown
: o" O$ A5 U# F, k/ h5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message( W% v' c5 q* w$ I0 j
delay toggle instead7 t: p9 M0 j: V& U% T0 `
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: D: p1 v# S5 G3 W1 |1 m; H; T
maintenace a bit more; ~: f" j1 n% j( q: m
7. Support device replacements won't decrease the overall experience of LCU units. This does' |" W; b( s$ n6 t# a' ^
not alter the overall EXP change due when any replacements are received.* i p: r6 z2 N
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
+ E$ _ N& N* e# r0 hbetween the two but could break current games.
4 a2 r4 ]' V0 `7 g% x% v* q( l9. Some LCU Prep points may be retained if unit is experienced) E& t1 \( T U; | M
Notes
|- W, i. } i$ [) `. O0 `1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
U7 n0 C: o$ G. }! p! tshould not change player or HQ, even if not in play. These original HQs are used by the AI5 P( Y* f* s* h: \. }8 ]' s
routines so changing or deleting them can put the AI off. Changing other elements should
m. @, t+ p$ S3 ]be okay.- h) v9 V9 ?# u% s
2. Clarification to weapon filters for aircraft:
3 k8 n/ s$ P( |- p8 tPM_NAVAL_ATTACK 2 // used for naval attacks
2 Z* @/ T2 B2 A% w4 l! G( jPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" Y7 N T9 ?$ f1 vPM_LAND_ATTACK 8 // used for land (ground) attack: [5 a& ^; e( c9 W3 a( e2 |3 ^ F
PM_PORT_ATTACK 16 // used for port attack
6 W, H/ b7 ?# ?1 g' ^PM_AF_ATTACK 32 // used for AF attack
8 R5 j+ y- {7 JDropped any reference to secondary values for land and AF as they served no special use.& J: b6 W7 ]/ g3 K6 `" E
Clarification changes$ d' o& |2 m) }9 ` R$ w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 v: j4 t2 K& ^+ d7 L. K8 X
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- z9 n0 U: j& b5 u/ i* }
MONGOLIA(91) or TANNU_TUVA(92).& F- r' Z5 L* a* j9 s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. d4 F" g, T" zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: T& g( P1 X9 Zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 b8 D H$ h C# i* Q
after Soviets are activated, but can’t move
: d- M4 P n3 [3 f8 Od. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# v/ x; P( ?5 }, h/ q
disbanded in port.
' O; m' o7 k* d2 O1 g) ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# d- l& {3 i5 b/ K: Z
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |