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http://www.matrixgames.com/forums/tm.asp?m=3185062; G+ v' K2 ]+ g' K; |0 ?
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:; C- i8 \! M1 I
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Change History:
: f3 D6 [+ v2 L: cV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
8 K. ~. E( \, {; w1. Seventh Update – This release is a comprehensive release updating all previous. Q9 K1 E" o) O0 K2 k7 u! g9 [
versions to v1.01.17 beta
1 z1 f- B0 O* I2. Code Changes6 {# T3 u' `- B0 q
Fixed
) I ^+ ^4 Y8 h7 B: C4 i1. Display of AF/Port icon between player saves based on player's intel
. {1 N. N" L8 d7 _$ L0 @# O. r) \$ q0 V2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* X+ `, o2 ]% {+ q/ y
weapon list updated4 ~- ?" o; g9 _) t" B9 i. A
3. Reported cargo/troop safety values incorrect when no cargo/troop space
* x. m4 K0 j2 q) O% t4. Allow smaller 'reserve' space for small groups on ships
7 c# E) _, L: m0 l% g2 L- Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent( D8 m7 e Q* U5 O' w
6. Correct attacking plane count before final post-air combat
+ N- B0 L5 }5 k& g7. Pilot promotion may have occured in error sometimes
; }, a, W# k/ Y5 t0 [1 V8. Raid detect message sometimes dropped of the combat report
& y9 x& R; r2 j% U9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
, _# |. K3 U' w9 H- ygenerally- }8 o# O x3 T& A( P) P
10. Some pilot-leader connections were being corrupted @) G$ C% G4 X
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 u+ O3 z9 s% z6 jother move issues due to the incorrect indicator: J) j h5 Y4 P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* C. Y; ^" C* p; u* L8 c
damage, ~- M L3 K9 f; h
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( `7 ?7 ~% k" e0 h/ E a3 v+ x
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
% v0 t! b% ?" g" y( M3 ddate sort
6 G: x/ E7 g" k" Y15. ASW groups not allowed to attack sometimes5 }7 ]2 `% m' \4 K) K
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( {. ~+ Z/ A+ |# \HQ/LCU to jump to reinforcement queue% b7 f; I8 l3 N& g! N$ R; T
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 E l+ R/ r& |% b
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ i: v4 f. O! ?- z( X2 w6 B% T
at start of AE but crept back in sometime during updates9 f- b/ }* l* |# d: \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 C9 s* x# G3 L; {* P/ t% h
fragment.* D$ q- |/ g6 h2 W+ n! {) d. g
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- ~. E4 O1 K6 |0 J& B* k1 w4 ~* n
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ J: c, P5 R X6 e0 `
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# O6 s7 A, q2 \ @4 fset2 L# W5 ]0 e( u7 r
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: }0 S! C- b% S& }! L( p9 }% t23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: | @# X" }$ ~% L- [3 M6 t24. Bug caused F/FB to sometimes bomb at low altitude
" ]$ b4 i5 ]1 D0 d& f25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 ~1 l2 q9 q" b" m" |occurring properly.
# }8 R* J3 E6 n' \/ \26. Bug in Industry 'failed' indication not showing properly sometimes
7 [7 L9 T' E7 j( z27. Location check at scenario load to include small map sceanrios
: c( \, ^" N% s+ R$ w28. Bug in air supply to fragments in a non-friendly base hex
' _8 Y* }& E1 F% M9 C$ v29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ z1 f, D0 f1 x) ?4 X9 w7 zbeing set to homebase before execution of the mission – ie was returning to base
: h+ z) g" h6 p, ?/ }" w# D3 B8 Kimmediately
4 N, s$ E, j1 G; O30. Error in Strategic map display+ f5 {3 W9 j# O# i
31. Additional and stockpile options were not turned off when base was captured
) g# f# E7 E! z( C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
# [: _4 w$ g, A+ { h1 {/ pmouse over
# y" @% h' w5 i9 @) N6 B33. Army experience being gained when not 100% prepared as per manual; changed to allow5 ~; C( s; e3 k& U1 a
chance to gain experience if >75% prepare and < 50% national exp level3 W3 X/ L Q3 o# t2 I
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ s' c G5 L6 a% w6 y3 U4 O9 ~7 qalleviate the incorrect experience gaining happening while in reinforcement queue, h' ~8 ~. |1 g. m/ ] H0 ^9 `$ ]7 `
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 f4 C! Q* r9 f9 Jcaused unit to jump “off-rail” and move overland' C0 I7 b0 c. b; X H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ7 r: [6 l" n8 u( L
37. Excessive accident messages on unload from TF reported
: H/ ~$ x( N2 `! g* c, t6 [38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 E. ?8 C9 p" F0 [5 j! u4 e
merged causing smaller size unit than expected
8 O2 t" l S F39. Corrected possible TOE error in scenario data load for inactive units$ R( D8 @% g( _; E
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 A2 n; [, ~" p8 Y, L; R3 mhowever be allowed to do this.% a$ c4 X& M+ U. k" g
41. Possible CTD if sinking ship's load was a group
* y# R' S3 f2 t7 \+ \. ~42. Limit the number of devices built from resources per unit during LCU replacements; this
0 @* S) ~6 P: z% swas causing an over production for that turn2 W7 Q) Y8 ]9 D1 g* v
43. Retain day/night setting when creating group fragments3 e" X3 I4 U6 w. q$ R! s- m
44. Adjusted supply and fuel values in base list not to overrun the space
7 c7 \. S U; `9 D/ L6 Z, P" C1 F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ P; @8 t5 W$ ` A! l
added YMS to Sweep TF in line with manual and code
) E7 b1 Z2 H& ~# m46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, D5 x8 K. A7 S1 R2 x. M8 xrule relates to the abundance of manpower and is not covered by replacement pool. Normal+ _, n3 l5 W: w* C+ M9 m
rebuilding of destroyed units is not affected by this.
( M( E3 C# h7 y# J: |47. Carrier capable and trained text not showing together on Group screen
4 n8 V( X2 q3 u48. Handle any blank re-name changes by ignoring them
' n4 [0 y! H) b! e& a+ j6 n49. Possible CTD when air fragments combine
+ y- v+ r- z0 Y8 [# E' F, Y50. Unloading TF can freeze a LCU onto a ship under some conditions! h. H, F; N9 r/ g& d* k/ Y
51. AI not behaving if main HQs missing (affects small map mainly)7 o* v3 x( Z% A8 X7 J
52. AI using AGC for normal land units – removed from TF if not needed
8 y7 \5 I1 b2 D8 C4 G53. Soviet activation message not in Ops report
, \* s: A. K2 X" D54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 m* Y7 F$ Y, L j/ D" V
55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 C$ S6 `/ y* j+ r56. Sub attack against docked TF not happening for port size <3
3 T' Z" c2 q, n3 Q' p0 Y" x4 B57. Unit type changing unexpectantly8 ^. d* s9 J5 E' u
58. Torpedo replacement on plane sometimes is missed
3 h+ X$ f. H/ ~! ~( t" Y4 _59. Double handling of overstacked supply requirements# [1 L6 B: H: b% h5 R
60. Fixed alternate weapons for port attacks
+ \2 o" v% {( \( @# X61. Corrected weapon system damage to show after combat on ships in port rather than wait till; x, F/ a& c; d, S- `+ |
sometimer in the ship repair cycle.
& a9 ~& k* N# U+ {# \" [62. Ship tonnage over 32K could cause repairs to fail Z9 B, p/ X( Y# L2 t6 e
New0 P( n+ K0 d5 f. ]. K
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 j+ A5 U+ D. [, v p' @& E$ V. ?
port
+ |7 {3 E6 U% |! K, o+ X; u ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# m$ {( F$ k. K7 X( `Tenders not counted z# j1 `8 q4 Q$ _9 i& j" u
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 G# l2 y8 P# p) `, V4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% |3 d$ M% m% a a1 n( S
to remove damaged ships from TF
" T9 {8 [( V2 x) Z" D5. New filter for “non-building” devices in Industry pool screen
& U' B7 z0 t* A' X/ p6. New filter for “non-building” aircraft in Air Replacement pool screen
' r% @3 i* Y# K4 y; r( L P G# e1 j7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) D; C8 r# [' L+ _4 j% z2 gmines (^) detected
3 f' P, S5 \9 w( a9 ]8 Y: N8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
+ S7 N! r8 }$ ^5 g‘button6..’ image files, then these will be shown. If not, by default there are shown as! Z% m- K9 F" y% _( b8 B
standard parachute unit icons' M& |& W2 s" I1 V% ^$ T- k* ^) i5 Z
9. Air/port damage and building is shown in base mouse over
# m4 T3 u3 ]6 |2 }0 S H7 @" D10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; S2 S# w& N g: N4 C
11. TF can be routed to stay within coastal hexes as much as possible F0 @/ G* s' y; L6 G" |# ^
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
' ~6 \2 r/ F; a) M8 J* |13. Added option on group and LCU reinforcement screen to turn off replacements) K$ e8 a$ [) B Q6 b
14. Current base can get supply returned to it when reserve planes returned which were
* Y0 {& f$ i1 N: `% k0 i2 f9 woriginally supplied from another base" `5 I; M# ]$ x% G" \4 M, c+ I h, T- o* S
15. Unit type filter on Troop Loading screen4 }: x! n) I8 H" [$ }7 [# f
16. Report killed ground units if not in combat report
" {) m. Z+ }- c3 ?Changed( e! M" o1 {6 i, z1 q# D
1. AF of 8+ have AV support doubled for purposes of determing support for air operations& q- ~4 e4 D; x
(complements fix 18 above)' r0 i, c6 O! k O3 z3 d% W$ L
2. Permanently increased pilot array to 70K+ }, B6 W- D2 l Y' r
3. Increased number of air combat rounds are a factor of total aircraft involved
/ y* d$ J% G+ L& k& a) O5 ~4. Allowed submap to submap movement if land connected for land units. Should have been
7 R: V& z: T- A% wso as per Andrew Brown
1 V/ I! M- w0 t1 _) r' ~# E5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 [/ g# U& S4 v. Sdelay toggle instead
5 Z$ h T1 [' R4 c9 `7 L% v6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
% P( a/ z: V7 N Umaintenace a bit more
* Y- h* ^9 \+ R" B4 g; m7. Support device replacements won't decrease the overall experience of LCU units. This does
! ~# P1 w+ Q2 Y5 N+ ^! T* F( H rnot alter the overall EXP change due when any replacements are received.1 C: }. w6 E0 c% B/ o& a4 Z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! A [2 I( m/ B
between the two but could break current games.. m$ {( s( h, @+ Y8 s
9. Some LCU Prep points may be retained if unit is experienced: K" S% {7 s, e# U5 m* Q
Notes7 ^9 W: k6 J `
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ r( u T& k0 P2 k6 d1 E
should not change player or HQ, even if not in play. These original HQs are used by the AI5 X" D [# q+ [6 g& o: w
routines so changing or deleting them can put the AI off. Changing other elements should
* ]% \, h( l0 S: l. U; w9 ^be okay.
/ K) l6 O8 Z8 x% s* o2 S3 q2. Clarification to weapon filters for aircraft:- g, w* h. ?" o2 u
PM_NAVAL_ATTACK 2 // used for naval attacks
6 d$ v( l# @: q$ a* qPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! s4 @/ u2 Y& o; _ @4 j, b u& cPM_LAND_ATTACK 8 // used for land (ground) attack
# m/ |/ D3 _1 X$ d" t7 A/ bPM_PORT_ATTACK 16 // used for port attack% ?1 B7 E" Z9 x& t0 j
PM_AF_ATTACK 32 // used for AF attack; ~$ X/ K2 L7 _/ X- Q
Dropped any reference to secondary values for land and AF as they served no special use.
N2 ]7 K, C9 E- UClarification changes! L* J! Y$ c) c* }3 ^/ S9 X$ ~
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 \. ^3 |0 K W0 R& ^2 \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 }" j& }) p6 i- \ LMONGOLIA(91) or TANNU_TUVA(92).! n8 Y' y7 Z: P* M3 Y3 p& _( V; g- t4 E
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. x+ W! F( k* Q- p4 pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* V3 [* C' p t( [# {6 Vc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) e9 l. H; n8 k) `# X0 Gafter Soviets are activated, but can’t move: Z$ i9 \' B: l
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 x S' _3 u8 k( S: N) ldisbanded in port.
& F. I0 a4 D$ o$ }; ?' j4 }- We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
1 m9 s/ H3 B/ l. H( Qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |