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8 P. z9 e+ M+ l2 M4 Ihttp://www.matrixgames.com/forums/tm.asp?m=3185062
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9 ~6 W- N* q( E U& N" C大量更新,详见列表:
( D5 T! t' I* V& A! q$ ^1 T; J3 o& M
3 W' ^2 N# a- a. i9 _- v0 gChange History:4 F/ i+ i; Q' m( R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! ?/ C; t- f5 N. [
1. Seventh Update – This release is a comprehensive release updating all previous
6 s+ q! w) d. ^, h' z6 Dversions to v1.01.17 beta0 X* ~& I1 x( q- g# ^
2. Code Changes, K; B# U N3 r4 v, t4 F
Fixed
% d, f: w& \. s0 q4 u1. Display of AF/Port icon between player saves based on player's intel( M6 c4 H( y4 Q2 Q3 C2 A6 j
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when }) f. d8 N' z6 e; Q
weapon list updated
' i$ e* C# v2 r! t4 r3. Reported cargo/troop safety values incorrect when no cargo/troop space6 a" J, O' E W% y9 t/ F
4. Allow smaller 'reserve' space for small groups on ships9 V7 N3 P0 d1 @1 p! g6 K3 H
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" X5 T2 E. x- M* u% j6. Correct attacking plane count before final post-air combat- Q- m) v0 _ `1 Z |! G2 ^: @
7. Pilot promotion may have occured in error sometimes
- P" l3 k3 M+ Q5 ~8. Raid detect message sometimes dropped of the combat report
- t6 R- i$ ]5 Q) q4 ?5 l' u. w9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* }- ]! o8 q- m# m
generally- l8 k3 ^- l8 J
10. Some pilot-leader connections were being corrupted+ ?1 @8 Z2 c5 P: F4 ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
, }9 p& f0 ?7 I( H3 @other move issues due to the incorrect indicator
6 R+ S2 u# I3 p12. Wrong ship sometimes reported in Ops report for TF movement which causes some
W; c& ]2 y; t# @$ Pdamage
" O/ a' H/ J" ~1 [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: C) f1 K9 n/ S! a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: G/ l* n3 r# }
date sort
. V& I4 h$ |' w) U) i+ x15. ASW groups not allowed to attack sometimes7 L- b2 ]2 I& r b* ]
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. N* t: f. l9 N1 s# i+ {9 r2 N
HQ/LCU to jump to reinforcement queue4 E! A2 @- B: b4 W
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
* |" G" a8 M0 V5 z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 |; P1 c# V1 i) m1 h9 Gat start of AE but crept back in sometime during updates4 V6 ?& r# @' L: j3 p3 s
19. Removed the fragment/parent swap during a TF unload as it could often orphan the: J7 {6 g6 Y) n2 n, [1 w+ b
fragment.
# ?0 T) U" M5 \$ u20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 N1 j+ d: C8 e. y4 L2 Y1 I$ p
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 C" ^; v! b0 C" {+ f
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) P) {0 i7 C* E1 p* T. m2 lset) J% Z' Z4 d, f9 t
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ e e4 O5 b0 O9 z* b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 k: j9 n. V3 x0 p. [" d24. Bug caused F/FB to sometimes bomb at low altitude
( @5 Y7 e: @6 n B8 @ ]25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ }5 ?$ w2 `( V M; L6 a- p
occurring properly.3 w9 |& [& x, S/ I) K: ~
26. Bug in Industry 'failed' indication not showing properly sometimes
( X/ j1 d/ P" H% y- E% r( v( `27. Location check at scenario load to include small map sceanrios3 O/ H. N+ b9 E. k
28. Bug in air supply to fragments in a non-friendly base hex
$ U1 E9 [4 A2 H1 o H9 I29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was* f3 t4 W$ y/ W6 s
being set to homebase before execution of the mission – ie was returning to base
+ d/ y8 y6 J. R( R' Jimmediately
+ [5 T: K" K; t5 C& k, O30. Error in Strategic map display
3 Z1 |& I1 d7 }' ^( s: i31. Additional and stockpile options were not turned off when base was captured1 S0 T+ k) S4 \1 R v8 p2 y) ]
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* Z4 M! z7 J( A4 _
mouse over
2 {! {# \- m; G [! D33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 K# q [2 @# u1 Q! p" gchance to gain experience if >75% prepare and < 50% national exp level6 P/ q" X/ s' s/ g( @9 U
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 l+ Y0 n$ Y- G& b# z1 ?! n
alleviate the incorrect experience gaining happening while in reinforcement queue
' p; n# p: j+ i) w35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* i8 G1 v$ H7 V+ m$ O- \6 K
caused unit to jump “off-rail” and move overland+ `5 y5 i/ w& A' x" W- A' m/ U
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' P+ N) o: {7 b4 l; y
37. Excessive accident messages on unload from TF reported* b8 Q O& \6 q8 |8 `" q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% g1 @, ^! a9 @! A4 t& l4 vmerged causing smaller size unit than expected
; c, R% Y8 t9 B& ] `39. Corrected possible TOE error in scenario data load for inactive units# h* V4 I; n8 i# D
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! L) \) z' |, ]2 s+ f! ~
however be allowed to do this.- F' y; ~0 J$ j) V
41. Possible CTD if sinking ship's load was a group* H. F9 B- Y, h6 c
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ X# M) z% ~2 L: s8 Z5 Dwas causing an over production for that turn. j( y3 A+ q6 ~( U1 }- R- S# S
43. Retain day/night setting when creating group fragments
/ t9 w5 \/ M/ f/ P6 j44. Adjusted supply and fuel values in base list not to overrun the space
5 c( c" }. _' U. N. O9 S8 _' V45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% O% R* M% w1 l9 p; G, F. ladded YMS to Sweep TF in line with manual and code
& y" ?& \& c h+ a& y7 @46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 }; h1 X/ o+ p: T5 u. E+ `6 I% nrule relates to the abundance of manpower and is not covered by replacement pool. Normal K6 |+ q" L' n. e- ?) v
rebuilding of destroyed units is not affected by this.. R8 o: j& q! @0 j ~% D* ~% @
47. Carrier capable and trained text not showing together on Group screen
/ t7 ]3 M! }0 j48. Handle any blank re-name changes by ignoring them
3 L5 w2 k2 j A% @0 B" R49. Possible CTD when air fragments combine
$ Z" ^$ i( C4 t$ \' m7 ^7 T5 G50. Unloading TF can freeze a LCU onto a ship under some conditions
# I6 B" K0 K- s. z$ d3 H. f51. AI not behaving if main HQs missing (affects small map mainly)
2 {8 v( I- r0 {5 R0 i7 O52. AI using AGC for normal land units – removed from TF if not needed
0 `6 H7 o) C; q53. Soviet activation message not in Ops report2 O; [; `5 ]8 {1 q/ x
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ }! _0 p9 i0 A3 f; K, o: R55. Clear Soviet air balance if not activated. Possible incorrect base switching
# o% J# ]: f( L: a- w. A1 Y( [56. Sub attack against docked TF not happening for port size <3! q& [8 V! E7 ]. @0 j/ [
57. Unit type changing unexpectantly
' \# F& b; g' z2 y: j) K x$ L58. Torpedo replacement on plane sometimes is missed- `, {; p+ _) q% x
59. Double handling of overstacked supply requirements
5 A; ^, @' a" U60. Fixed alternate weapons for port attacks
6 \) Z6 k Q: ? _61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 s. }3 t" V; d
sometimer in the ship repair cycle.
# f# n6 _" D$ S. f e: J62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 ~7 m) b9 R( a( U+ lport
0 G6 i7 \9 y5 {7 _+ d* x2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( x( w: Q- [# l C* T- o; }* {
Tenders not counted# X5 E# F: D% J2 F; U: N
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. h% u$ s3 E7 o1 e* R7 A! X4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 i, O- C$ I+ C6 K
to remove damaged ships from TF! D% k R" P- }2 n. ` j( i
5. New filter for “non-building” devices in Industry pool screen
# G- R+ w- w- A" A9 g+ w# \6. New filter for “non-building” aircraft in Air Replacement pool screen
0 M, i& M6 V* \( Y" I+ b' _9 d7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! V! Q9 ]7 E' l1 {. k8 S
mines (^) detected$ `+ }; c! Z: C# `8 F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& V: S5 D |; z
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ H6 M: r8 r! D7 lstandard parachute unit icons" @- ?# O( f' W( h
9. Air/port damage and building is shown in base mouse over) f0 n/ A0 h2 T/ T' F3 ?! |
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( j4 F0 k1 W( i: t! F
11. TF can be routed to stay within coastal hexes as much as possible
3 P, w! V/ L4 g4 ]12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: N2 [4 t2 s9 l. x+ R6 ~9 D13. Added option on group and LCU reinforcement screen to turn off replacements
$ }! n. o8 r& a- W3 V; {14. Current base can get supply returned to it when reserve planes returned which were/ t e3 ^; l1 G$ z6 t5 V, @ v0 t
originally supplied from another base. M: o: L& @' L( S' f$ c. z$ k/ r
15. Unit type filter on Troop Loading screen' X. F: N1 Z9 o" c* a
16. Report killed ground units if not in combat report
* |/ ~8 C+ d v' i! I0 H2 [; KChanged
+ a# H$ T) M& M$ h1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 T, u; h. B1 G6 h1 o' _, i: P(complements fix 18 above)
- d( [7 z# X6 |9 b2. Permanently increased pilot array to 70K
5 Q$ I( u8 ^ J, y3. Increased number of air combat rounds are a factor of total aircraft involved8 h* b2 l1 a }. A+ s6 w$ @( m
4. Allowed submap to submap movement if land connected for land units. Should have been
- P; n" [8 V2 I, zso as per Andrew Brown
+ @, I: n4 M0 h- d% ~" n Y& ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
/ S' e& s( M' Q7 Sdelay toggle instead/ R* F* R5 t( `8 u( M9 |7 J
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 j/ ^ [7 g' `. [0 f. zmaintenace a bit more3 v/ t- p! n+ I
7. Support device replacements won't decrease the overall experience of LCU units. This does
! c5 T+ Y& j! L! a vnot alter the overall EXP change due when any replacements are received.
# U. v* J/ }( e v: a# h4 g2 _+ X8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 t( @/ @! E( s$ F1 r; h
between the two but could break current games.% z# _' H% R( O( q b
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* w, h$ u+ \7 i2 o1 O* y: fshould not change player or HQ, even if not in play. These original HQs are used by the AI- K d; y d1 T# M: \4 d. T
routines so changing or deleting them can put the AI off. Changing other elements should
7 y2 Y& x' c! w& K E: j' wbe okay.
5 Q5 E N% Y. ~" v# ]9 e1 i; v2. Clarification to weapon filters for aircraft:6 W8 X8 J7 i e. l
PM_NAVAL_ATTACK 2 // used for naval attacks. B1 [3 q0 I3 K6 w# N* c
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ V% Z9 L' T3 e. H4 |
PM_LAND_ATTACK 8 // used for land (ground) attack4 u. g& W! t8 ?* ~
PM_PORT_ATTACK 16 // used for port attack
/ F+ b8 K* M8 d: G$ t, @3 _, tPM_AF_ATTACK 32 // used for AF attack
3 G2 C( R7 I1 c2 \# fDropped any reference to secondary values for land and AF as they served no special use.* w$ c/ e, d3 q5 S3 L/ ^2 u7 @
Clarification changes$ d' d/ |+ U) G1 |& h* J0 r, H
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: V9 V6 x9 w) F+ B' {2 A1 S* _bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
, M5 c% w4 m& d5 W @' sMONGOLIA(91) or TANNU_TUVA(92).
* M8 G p [" L2 Q4 A, h6 ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ [, J h, e/ h: x3 I! f; X) `
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ V" l- ^1 {: |4 s- X$ e8 q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 c W6 X. H7 k& |+ E5 V0 O' N
after Soviets are activated, but can’t move
4 a. m% U3 L: a' Zd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 r3 e; T2 P% E/ k- U1 Z$ T
disbanded in port.: _' V, D; R- V; x
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ T" A: a: s1 F& Z# {1 ?1 s. ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |