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4 g: \7 f5 n/ P9 q9 ^3 e7 t+ thttp://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 c1 v8 X9 y* u3 t. p q
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) y- F8 i; B: J8 E% P
1. Seventh Update – This release is a comprehensive release updating all previous
1 n: N6 B$ |" y L" A2 Xversions to v1.01.17 beta
6 J% M- P$ b, u& E, f2. Code Changes! Y0 G- L; K# c" i. V
Fixed$ `; F/ \3 e a. X# N6 C" ^
1. Display of AF/Port icon between player saves based on player's intel
, p4 b+ c n' Y5 }+ u. x2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when; d) T [1 i, X6 c
weapon list updated
3 g' K; d: Q3 @0 a3. Reported cargo/troop safety values incorrect when no cargo/troop space
( |7 S& B& s( `0 ^- G) O! R4. Allow smaller 'reserve' space for small groups on ships
; ^! Z# U! h$ s: P) S3 C! \9 k1 @( ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) P5 k: L% f# W8 [! t0 j' }0 ]6. Correct attacking plane count before final post-air combat8 }( R0 q. D' x' w: i" R
7. Pilot promotion may have occured in error sometimes) u* f n, |. ]4 I; i: c' v1 F$ a/ O9 E
8. Raid detect message sometimes dropped of the combat report+ i4 |8 H. ?; M- \' k8 N
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 f" M: U- d# \% G6 Pgenerally8 g, t H/ P* M N* [# ]- |3 i, y! x N: t
10. Some pilot-leader connections were being corrupted+ B* G" L6 N5 S$ t
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 r* R, ~ }( s% [. {8 m8 |/ cother move issues due to the incorrect indicator2 q( k) c3 _, y& F
12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 Q" U, L" {/ k
damage
3 B( H) h+ Z" r2 g+ n$ ~) N1 V% \, F13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. T, B0 r( W5 b5 F# y( c
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 c! x; m5 H% D4 }7 v9 y4 bdate sort: u1 W3 s3 d$ u3 s& y& D
15. ASW groups not allowed to attack sometimes
# X' g, l2 u: l7 o4 m5 K3 f- H/ J16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, G, ?# P$ ]! H! S+ i" XHQ/LCU to jump to reinforcement queue
0 I! L( r3 G( D7 V9 j$ |! X6 D" }) u17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 |% w% N' w% l9 P& i18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: O2 B" n7 S4 T" m, x* d c
at start of AE but crept back in sometime during updates
0 w- ~9 S, g6 c' a19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 V1 }* \2 S; o5 o% m
fragment.
) p* v4 O3 _# d& ]3 o" B, H3 M20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ d- L/ r! P0 `
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ G$ E5 \& L% h/ l8 b% {; jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ W/ m9 E, M" G& `
set. B& e# k# s2 j; d1 C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base7 L6 |$ o# r; H" j/ F) {. O) b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
! s! k/ B1 a8 i; T! `8 k! H24. Bug caused F/FB to sometimes bomb at low altitude
* d8 r& V u }25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% r' H% ~ A/ k3 o/ ], H: d
occurring properly.! @! V5 o( |! Y( u3 n1 [' n
26. Bug in Industry 'failed' indication not showing properly sometimes& P& d) Y/ P0 \, q# N
27. Location check at scenario load to include small map sceanrios+ v: c, ^& [( j+ y" e4 R
28. Bug in air supply to fragments in a non-friendly base hex, ~& h, O8 ^; w* z2 w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was# c4 J% [0 X$ a! H0 g9 M
being set to homebase before execution of the mission – ie was returning to base, v R. x7 D0 }0 j9 Z# R
immediately+ f2 \5 f* I ]
30. Error in Strategic map display' D9 z, h; p1 `. G, B
31. Additional and stockpile options were not turned off when base was captured: S# O9 I" q3 p; `0 u& ?" e" F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
& `" T! O4 W7 S- _, q2 i- W5 fmouse over! _- [5 {! ^# ^5 _( m- p* g% a
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 ]0 u& b6 V8 J2 R. s: }
chance to gain experience if >75% prepare and < 50% national exp level
1 \2 J. U5 ]. D q. L! P8 O34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 J8 P8 a8 y( Y0 |
alleviate the incorrect experience gaining happening while in reinforcement queue8 T8 O4 u# f* v4 [- {# C7 B& c2 v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
. R( n% ?1 Z# I7 F+ V. H+ Ucaused unit to jump “off-rail” and move overland5 z8 L. t/ q$ D3 z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% E/ P! F( j- `+ w3 V' {* U/ |37. Excessive accident messages on unload from TF reported2 Q7 W" I; C7 X P+ P) c
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ K& `: \( |4 K# Fmerged causing smaller size unit than expected$ o4 a, o+ ~( C: f
39. Corrected possible TOE error in scenario data load for inactive units* B1 f; @5 u7 D
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# Q# Y8 p2 z' y1 p) khowever be allowed to do this.% h) r: z1 H- E; h7 q L3 O V
41. Possible CTD if sinking ship's load was a group
& h+ A2 v* h" c( r8 c7 y6 T42. Limit the number of devices built from resources per unit during LCU replacements; this2 _0 r( N# f9 T# I7 K# |( A4 q$ L) G0 z
was causing an over production for that turn
5 Q( w, {7 v w6 a& c- }! H1 X43. Retain day/night setting when creating group fragments
, |+ f1 y( t' A9 p6 t44. Adjusted supply and fuel values in base list not to overrun the space' S k. U/ B* {0 h0 N
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 D: {" l% ~' Xadded YMS to Sweep TF in line with manual and code. O& s/ `; r4 `8 P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* G: @/ W9 u+ } h. k+ jrule relates to the abundance of manpower and is not covered by replacement pool. Normal/ E$ B: R4 S5 J" S5 X- j; M
rebuilding of destroyed units is not affected by this.
/ P# S# a4 T5 e8 v q6 [ i/ T47. Carrier capable and trained text not showing together on Group screen8 H3 `' [' y4 \0 |
48. Handle any blank re-name changes by ignoring them* v. n% l: `/ n \$ o* j* p
49. Possible CTD when air fragments combine0 H7 e5 J2 c: m% o; [5 Y
50. Unloading TF can freeze a LCU onto a ship under some conditions8 T; q: ]3 Q& ?& m$ w9 P
51. AI not behaving if main HQs missing (affects small map mainly)
+ W+ j; y6 ]4 N0 f$ j52. AI using AGC for normal land units – removed from TF if not needed
; Z( J3 c# k( Y53. Soviet activation message not in Ops report
6 z0 T( ]) s3 H/ _4 i. k5 Y& X54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# P; r" a$ V& ?5 G& l55. Clear Soviet air balance if not activated. Possible incorrect base switching
* N2 f; M8 p0 F0 l% b0 S56. Sub attack against docked TF not happening for port size <3
2 T: G% i3 _1 m4 Z+ v+ Z- z57. Unit type changing unexpectantly
. ?0 L9 x" ~. R0 b3 m, F, q58. Torpedo replacement on plane sometimes is missed
# {( q6 m' n# k0 g5 y4 J59. Double handling of overstacked supply requirements" r0 M& h; |0 q: E8 v+ _
60. Fixed alternate weapons for port attacks# \3 @/ @" T+ w e
61. Corrected weapon system damage to show after combat on ships in port rather than wait till) C/ O7 ~% M% F
sometimer in the ship repair cycle.( l+ B8 k6 ]9 E+ L8 K- y
62. 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% h( u8 G' I0 N) I- N
port
- S* ]9 g) H; b" w) S# r# L2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
o% b% C' x' n% C% x" lTenders not counted
$ k& D% F' n$ }% n, C3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) _" {8 f1 A5 H' Y) k4 o0 H' h. c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- b3 h+ O* I2 h* }1 S% H! Hto remove damaged ships from TF( |+ j: q; `% a' i% T) m5 t
5. New filter for “non-building” devices in Industry pool screen. Q5 @4 o% f, I' q k
6. New filter for “non-building” aircraft in Air Replacement pool screen
* K, W6 K _2 j; u3 a5 ]7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
d/ G/ @ L1 q5 G1 K- p; ^: wmines (^) detected
3 g; Z7 g8 j! f1 I0 o# f9 r8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
& z) u; [) P3 [( e! R‘button6..’ image files, then these will be shown. If not, by default there are shown as
% w. K0 N2 l9 R4 T4 p @standard parachute unit icons3 V# t) X4 L+ U
9. Air/port damage and building is shown in base mouse over- ?/ O" K1 V5 s2 i7 w6 i6 r6 }- h
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! X' l. p: H/ {% m
11. TF can be routed to stay within coastal hexes as much as possible
% r0 P4 n1 s! ^$ M8 S: ^+ G* H$ E12. On Top Pilot screen show the 'ace' cut-off value if more than 1
% ~* }% _# d, g13. Added option on group and LCU reinforcement screen to turn off replacements& P$ X& Q% h2 ~; H4 z
14. Current base can get supply returned to it when reserve planes returned which were' I7 W, C X9 D+ T6 h k
originally supplied from another base
" a& b: Z, Y4 V: A2 C7 H15. Unit type filter on Troop Loading screen
& i7 Y+ `. P9 S7 P. D) J16. Report killed ground units if not in combat report
9 Z& E; t0 A; m3 C& F9 f9 GChanged
( B5 \$ R% X- a' L( P1. AF of 8+ have AV support doubled for purposes of determing support for air operations( y3 H/ X/ y9 R5 a
(complements fix 18 above): v o: Y& e) g% h8 B3 y# n0 j, B- N
2. Permanently increased pilot array to 70K! v0 t X, v) O9 l
3. Increased number of air combat rounds are a factor of total aircraft involved
: _" m8 i' q0 E4. Allowed submap to submap movement if land connected for land units. Should have been% t- \* T+ r( L/ @8 o1 h
so as per Andrew Brown
" M) p) K# S, ?- ?4 S5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; W) g* a4 M7 c- z9 @* I+ O8 ~
delay toggle instead) U: L1 {& ?3 D, t8 ]
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 p0 j; B% `8 F8 d
maintenace a bit more
J/ I- g. y% ^; Z: F. H2 J7. Support device replacements won't decrease the overall experience of LCU units. This does
* S' Q% R' V$ ~1 U1 K3 ?0 Jnot alter the overall EXP change due when any replacements are received.
, |( l j! a, x. V+ F' b8 h) K8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction7 X7 u! ~* a& c5 d, r, I
between the two but could break current games.
i e) @/ q4 V9. Some LCU Prep points may be retained if unit is experienced
/ n' I h2 c0 T. @* NNotes
& o0 } z7 X& y& O. D1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario3 e4 |5 K g5 X
should not change player or HQ, even if not in play. These original HQs are used by the AI
, q. Z# h" j" xroutines so changing or deleting them can put the AI off. Changing other elements should2 B8 a- B5 \- F/ h6 ?/ a
be okay.0 G Q/ o) U# ?; B4 e& r2 f
2. Clarification to weapon filters for aircraft:9 M% ]* _- n t- B! |; M! u; z
PM_NAVAL_ATTACK 2 // used for naval attacks
g( U8 y: x0 J# \' P8 ]0 v" L1 SPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 J5 M- T4 f2 s9 k5 G# @. {, w
PM_LAND_ATTACK 8 // used for land (ground) attack5 O9 Y/ H. W @2 g/ W- j
PM_PORT_ATTACK 16 // used for port attack
! G6 g1 k! Q1 ~1 {4 V) ^PM_AF_ATTACK 32 // used for AF attack
6 ?; X4 E3 @. ? ^. {. \Dropped any reference to secondary values for land and AF as they served no special use.
) Q& k" [0 u, Z7 j& j5 |Clarification changes% r; z' y1 S% k& ~- Y- {; A9 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
4 P. n2 z1 R- A: F! zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& c5 E$ k5 F, \
MONGOLIA(91) or TANNU_TUVA(92).3 a- _" T7 w1 S! P* e, r
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
, I: A1 f+ M, @8 h$ k- V% Jb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, S% S% B" I" G. {& n4 N8 Pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% s0 T6 A5 V1 s2 q* D. |$ |* Bafter Soviets are activated, but can’t move, z. E) q+ |& Y8 M8 e6 G! _
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 C3 O, g: s8 j8 a) n7 ~) g! m& r" S
disbanded in port.
- M- e1 C6 ~: I# re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& W1 J2 D( T3 Uf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |