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- p, H% p9 R. m* x3 [+ D大量更新,详见列表:+ r! d: J' Z+ V& O
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Change History:" I4 @. E4 ^0 b. B
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- o9 f) Y' O+ h4 s; ?2 A1. Seventh Update – This release is a comprehensive release updating all previous# d1 `8 D: ~6 S, _# ]. k2 I
versions to v1.01.17 beta, G* J7 I0 X* D, L
2. Code Changes
}& `& y r, z6 wFixed
. ?( C9 Q# E' }; g4 x P1. Display of AF/Port icon between player saves based on player's intel
' g4 o0 l2 r* P* f" H- ]5 F4 K2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 T9 s: R8 r% |, G
weapon list updated
7 [* Y/ L( X1 H8 t# V3. Reported cargo/troop safety values incorrect when no cargo/troop space
3 l- K7 k3 H7 S2 s4. Allow smaller 'reserve' space for small groups on ships
' }5 B6 l/ F; H; Y5 U" C+ K. j, n3 J8 Y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 o$ q) s& v+ L) n5 H/ D `6. Correct attacking plane count before final post-air combat0 |" g3 ?: [/ k6 b+ C3 D# P3 J$ J
7. Pilot promotion may have occured in error sometimes
8 j v% s# D- }9 s! f8. Raid detect message sometimes dropped of the combat report
0 Q8 e+ K/ l' b9 Z8 j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! t M4 _2 \+ o" V6 T/ K( b' k5 n. ]generally
: p5 u3 ~% B8 a8 A% R" h2 H' B10. Some pilot-leader connections were being corrupted
' R" h: L+ C+ p3 q7 v2 {11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 X$ p& h& i8 _& a) Y# |
other move issues due to the incorrect indicator! o" ]: [. f! Y+ {9 m* l
12. Wrong ship sometimes reported in Ops report for TF movement which causes some; H* j- n/ C0 Z- g8 X! F* p
damage& U- c; g* N! x u6 U, _( X
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( w# ~5 d5 E( s; \$ m0 z" _- s14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
H% w# G& T( z- `1 p& Udate sort" I- R* R: Y6 F+ ]2 [8 c2 T& W/ y
15. ASW groups not allowed to attack sometimes1 v& u" g# t& F! m2 F0 K4 s
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 |. ^6 ]$ {% L/ ~1 [& NHQ/LCU to jump to reinforcement queue6 r3 ?& s {. g/ _
17. Bug in bomber intercept if too many rounds of fighter v fighter combat" l, C, |7 O; o7 h3 h4 \ e
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 [( g2 w7 f4 b, ^4 N
at start of AE but crept back in sometime during updates) ?! O/ z: b( v+ x/ ^$ f
19. Removed the fragment/parent swap during a TF unload as it could often orphan the3 n3 w2 ^* d" p' \
fragment., O+ |0 A1 o( p8 _ e
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 a; L0 t- v8 s8 Y! `7 U21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 @ [; E* J G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& O" c7 v2 g; L3 R& I5 k
set5 w- N. z: y* B5 ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ Y. E, b" {( b1 t23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 p0 J% V) y" H24. Bug caused F/FB to sometimes bomb at low altitude
5 R* }, f1 J) D( ^1 g1 b8 @25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 N) Y$ R, q* k @occurring properly., T/ O+ e* s8 e. R" p9 F: g
26. Bug in Industry 'failed' indication not showing properly sometimes
0 T h' @# m8 o) D2 g' o8 o$ s27. Location check at scenario load to include small map sceanrios0 O8 n7 A" p8 f; E7 C- ]
28. Bug in air supply to fragments in a non-friendly base hex
2 ]4 k- O+ F' }" X29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 Z; _4 H. Q& h, s8 `being set to homebase before execution of the mission – ie was returning to base. |2 f/ |) U; _% {
immediately
, N$ e$ y7 O @) `30. Error in Strategic map display
0 c! R) P% _+ E* |! ]/ V' w31. Additional and stockpile options were not turned off when base was captured
$ O \0 C9 u7 w; g2 V2 u/ r32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" m$ V/ h5 U, u w
mouse over8 H; a4 A8 t3 G4 k7 [0 r! _2 f4 d
33. Army experience being gained when not 100% prepared as per manual; changed to allow/ u$ E# g/ d3 n1 M( a7 J6 A) Z
chance to gain experience if >75% prepare and < 50% national exp level1 f) @* D% O- F/ d
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 |- Q2 `) [% ^+ p/ valleviate the incorrect experience gaining happening while in reinforcement queue
/ G; L, k% r9 O35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* _: A' `4 _/ n2 Vcaused unit to jump “off-rail” and move overland( Y) u* p# h8 C2 M. I' }' n1 b
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- [$ B1 r! @. Z' e
37. Excessive accident messages on unload from TF reported
( I5 {% p* H; Y2 o" k3 T38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, E9 s# ]0 u. m8 Z3 p: M$ r( ~merged causing smaller size unit than expected* o: d/ T& a! c/ O; x( P& E
39. Corrected possible TOE error in scenario data load for inactive units
8 u5 c% u4 T% n0 c0 p' O40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
O5 c3 o/ h9 g _however be allowed to do this.
' X- y9 n$ q& r3 x4 o( j, U41. Possible CTD if sinking ship's load was a group5 h' m. N: G; H8 g
42. Limit the number of devices built from resources per unit during LCU replacements; this' m# \) \" Y4 E3 L( h0 G
was causing an over production for that turn% e V9 z4 S' _( m: t
43. Retain day/night setting when creating group fragments* _/ y, t' Z" J3 H
44. Adjusted supply and fuel values in base list not to overrun the space$ h( h# m5 B0 W( U4 r; E; \) D$ t
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: a- | h( j+ M7 X" ~added YMS to Sweep TF in line with manual and code
9 L9 q" H1 J8 ~( }% _46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 K$ J% _" B+ b+ \
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 |8 q# U' P% T+ W6 u* ~2 Lrebuilding of destroyed units is not affected by this.& C) G R0 a+ P g: i
47. Carrier capable and trained text not showing together on Group screen
! p* m- n/ v" u; b$ [, G5 D/ Q48. Handle any blank re-name changes by ignoring them
$ q( i) S& v0 a V- f& j1 `49. Possible CTD when air fragments combine
7 m+ Z- x$ W# q, o50. Unloading TF can freeze a LCU onto a ship under some conditions- e% k3 }+ T- E3 C% D
51. AI not behaving if main HQs missing (affects small map mainly)
! h$ c6 P2 _/ x52. AI using AGC for normal land units – removed from TF if not needed
+ R+ t5 f! }! w( ~3 A, m+ P53. Soviet activation message not in Ops report
0 `# L' I/ r7 i% i* H54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) g% [1 t% }' \1 {; f: n
55. Clear Soviet air balance if not activated. Possible incorrect base switching; k3 L2 Y/ N! ~# ? ~2 i
56. Sub attack against docked TF not happening for port size <3' h4 V9 w: o4 r, {
57. Unit type changing unexpectantly2 H* W3 i5 K4 U1 r
58. Torpedo replacement on plane sometimes is missed
. g# C8 ~, k# j% y+ t59. Double handling of overstacked supply requirements5 S. w" C) e4 N+ \+ F. G
60. Fixed alternate weapons for port attacks
& T O9 x& r) J S0 A5 G# \61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ Z* \* x, t0 P" a
sometimer in the ship repair cycle.+ e$ p# r( C9 M! e
62. Ship tonnage over 32K could cause repairs to fail
+ v% J6 `! |9 H/ L6 P9 h# lNew
6 o3 F% Z' @* Y9 G y/ n+ P1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( N+ }& Y# X5 j6 [port
; z' ^& a/ t3 o( g2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& J4 Y& U# x& u& p* JTenders not counted
6 [# }6 ]/ j$ c% v) Q0 _3 f# z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- c/ x& x/ j5 H$ t# L! p4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
+ v! s6 m5 l: F" C" z+ Ato remove damaged ships from TF
9 A, y6 |( \' I& T. X8 r4 [) x5. New filter for “non-building” devices in Industry pool screen
, Q+ J- q8 Z2 \2 f, \0 J: a; p6. New filter for “non-building” aircraft in Air Replacement pool screen
( L2 h# T B, g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' b+ E a$ W3 Y0 n7 q2 |) b& \mines (^) detected Y/ `5 `' F* v# ]( ?
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- t, \7 H6 G+ G% Q& M0 {/ e8 t9 O
‘button6..’ image files, then these will be shown. If not, by default there are shown as
I+ N* v" Y. r0 S& ]" P) tstandard parachute unit icons. v& i$ l/ c9 Y$ q% L
9. Air/port damage and building is shown in base mouse over6 o. h5 H* D8 e- ?+ P- g: M
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
, T) b& i/ p: n# K3 C11. TF can be routed to stay within coastal hexes as much as possible4 p" q4 h, n+ ~( O: u
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
8 g6 U% n: \/ Z" e5 ` m13. Added option on group and LCU reinforcement screen to turn off replacements/ L7 g" H7 Z7 O& T2 S1 z+ s1 R
14. Current base can get supply returned to it when reserve planes returned which were
k7 l5 J4 d. v' l* ?originally supplied from another base9 z, z7 C2 \, n- u3 j4 \
15. Unit type filter on Troop Loading screen6 E! ?- K( @5 a
16. Report killed ground units if not in combat report) K. f. ]1 W- k8 A6 e
Changed' h; J( [/ l* D q Y2 L6 z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
h) U8 E. d: X7 y(complements fix 18 above)
' {2 U& w( p& D& N% F' @3 \; M% G2. Permanently increased pilot array to 70K$ q# [6 p7 ~0 g
3. Increased number of air combat rounds are a factor of total aircraft involved& U: {6 H* h* T
4. Allowed submap to submap movement if land connected for land units. Should have been) w8 e | v$ J7 q0 |; `$ x
so as per Andrew Brown% }- t3 ^2 T0 u* x
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ k8 w8 r9 w) {- C( Pdelay toggle instead
& e$ K0 a3 o, Y E0 x+ j5 G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: G4 N1 o# r) j. [# l# j' @( ^
maintenace a bit more; [, k) R7 H0 {2 [
7. Support device replacements won't decrease the overall experience of LCU units. This does. B$ q( e, P T% {
not alter the overall EXP change due when any replacements are received.1 E Y% ?" o$ z5 |+ A0 g
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, V4 w! X% K$ k. h/ o c5 vbetween the two but could break current games.( V1 g2 ?2 s0 S" n/ ?! p* G: r
9. Some LCU Prep points may be retained if unit is experienced# w% E7 e6 v# M
Notes
4 ? I0 {3 E% U7 s1 N2 [1 C2 ]1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# P( g% f$ W& R: A- A: S% Nshould not change player or HQ, even if not in play. These original HQs are used by the AI! z( I- I3 E( _& O7 i/ s
routines so changing or deleting them can put the AI off. Changing other elements should
6 o$ C! ?& g4 H/ q g7 U# z+ b" ^be okay.
t. U$ s5 y3 m4 ?2. Clarification to weapon filters for aircraft:
% [" S. P& h% M- Y1 `PM_NAVAL_ATTACK 2 // used for naval attacks
1 Q" i l2 L# [# `1 _+ H9 iPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 s! h* s% W7 s% R( `6 c8 B
PM_LAND_ATTACK 8 // used for land (ground) attack1 x) K4 }( h7 d* a q5 u
PM_PORT_ATTACK 16 // used for port attack
" {; Y; Z. s& n6 a9 `: F7 K3 EPM_AF_ATTACK 32 // used for AF attack( J$ i6 F% j. t+ z; p$ e
Dropped any reference to secondary values for land and AF as they served no special use.
4 ^" q% T% @- A0 K8 u) iClarification changes
! H+ z3 C7 M4 I {1 N4 x1. Some clarification and changes in regard to use of the Soviet Motherland bases. These2 f* S2 x% V6 \' [3 U
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
- p9 I5 g9 _4 ^+ r& KMONGOLIA(91) or TANNU_TUVA(92)., i3 o4 u- Y. d: a) }
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 ~+ Y. b, Z7 Z# `# ?; p% mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 E7 A9 _4 d1 n! v
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 [8 J7 m, O8 @, q
after Soviets are activated, but can’t move1 H3 _8 R9 E9 O. w H! o+ r
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 }3 ^! d$ L& H" E( V9 K: }% Bdisbanded in port.4 { c. p& T: Y' Z4 b3 v9 E
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- y0 I: a7 K! c
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |