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/ C/ ]3 B. k# z6 m5 Zhttp://www.matrixgames.com/forums/tm.asp?m=3185062& k7 d) y3 N& F1 N& }' ^' j
/ H/ Z+ l. [* p+ Q8 E8 E已经共享到岛群QQ和本论坛置顶资源帖# P# C M- Y. \; Y6 l5 g
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大量更新,详见列表:
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8 W$ J, y: ?, R' t6 nChange History:
3 E$ E: N* G% O) i, JV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; b+ Y+ U+ w6 ^ |; p! @8 `7 v- ^1. Seventh Update – This release is a comprehensive release updating all previous
& @& S+ V1 _ Sversions to v1.01.17 beta3 L4 N# s8 X0 T
2. Code Changes
" q% O9 V, c! Q- H6 D8 lFixed: r8 G7 [; p+ m$ v* O
1. Display of AF/Port icon between player saves based on player's intel
5 ?0 M, \- |7 Z3 R" ]0 ]/ [2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, _% z. e3 v' Z4 C! @6 b3 k# Gweapon list updated) A4 @& K2 S9 g; q: B: R4 F
3. Reported cargo/troop safety values incorrect when no cargo/troop space
$ `+ o( G! p; b+ K4. Allow smaller 'reserve' space for small groups on ships
& h7 p1 Y$ b2 v/ E l5. Preserve some more data when swapping fragment and parent to prevent lost of parent- Z8 F5 p9 ]# ?. a) @9 Y- e
6. Correct attacking plane count before final post-air combat
" I8 ^9 _ p# t% `7. Pilot promotion may have occured in error sometimes
9 z' h' s6 D7 N: J. E9 T8. Raid detect message sometimes dropped of the combat report" @# @8 t& G# Z" Y) k3 C
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
" v9 e9 X6 n Z N1 X2 mgenerally
) s) }# y" ^8 U! R, a7 ?: l5 k10. Some pilot-leader connections were being corrupted, k b3 ?; y, d/ G
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 O* s: i" \0 r$ j' n
other move issues due to the incorrect indicator
5 `! w9 m# \& q" s4 ^12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 `- H6 _% M: T" \damage- A* u" B' z: Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: z3 l6 H% T4 l2 d: C
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 C8 O0 W0 A6 g" Y
date sort+ V9 a! c0 e) f$ p! e" K
15. ASW groups not allowed to attack sometimes
( J7 h/ E' f5 m3 x+ _16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* G# K9 \" } N" ~5 r+ y: mHQ/LCU to jump to reinforcement queue
2 s$ c8 m* o, z7 }+ A3 Q& Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat& H! ^. h* m5 w! J
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. [+ {1 P: N. k5 k- B
at start of AE but crept back in sometime during updates
" r5 F3 B+ i# D5 K( X19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 \8 ^7 a! J$ @fragment., R; u; r6 H' b! I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& m# Y% V5 Q0 H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ k5 G9 P! ?+ w; R$ k* \1 U/ e! B# Pshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% L \6 L9 M$ L1 p9 gset
/ v2 V6 Z3 h# Z22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( A$ Z K: j) `! i1 P
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: g$ z/ b7 Y/ c24. Bug caused F/FB to sometimes bomb at low altitude7 D# d. u! M) e& M
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; p, T8 u5 D- Loccurring properly." |% o3 Z u! Y g+ h
26. Bug in Industry 'failed' indication not showing properly sometimes4 B6 b# d& P4 K/ a% W* C
27. Location check at scenario load to include small map sceanrios
) R+ O7 d( X: ^3 }. L28. Bug in air supply to fragments in a non-friendly base hex: l( {0 q" N( O: L
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# m0 ]2 H' b5 }1 rbeing set to homebase before execution of the mission – ie was returning to base
, e6 }3 O3 y' N! Kimmediately
0 f% g+ t" r* v$ }30. Error in Strategic map display0 M1 a/ ]- X. ]. d
31. Additional and stockpile options were not turned off when base was captured& B+ \2 n9 C) Z* g6 N' M7 Z3 [' ?) F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on0 i- K; y9 k' T
mouse over; S: h9 L( X5 s' `2 {
33. Army experience being gained when not 100% prepared as per manual; changed to allow& J5 I: A1 ], G& I
chance to gain experience if >75% prepare and < 50% national exp level
- d2 c1 S9 s. Y a7 ?34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) U4 ?4 V, a/ K
alleviate the incorrect experience gaining happening while in reinforcement queue) S" n2 h, M3 ]" A. m
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –) T* ?+ h+ U3 A; W j% r
caused unit to jump “off-rail” and move overland
+ n7 }7 k2 u: ~; w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
. }$ P1 c% {2 F. A37. Excessive accident messages on unload from TF reported. v; r4 e! P. T, |
38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 h$ n$ j, f4 k2 l/ F0 M% }
merged causing smaller size unit than expected7 i/ B r7 q7 N) c: z
39. Corrected possible TOE error in scenario data load for inactive units
* p0 s9 J, R7 q5 a3 @2 y! }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" ^' Q8 w6 x$ [7 ]& ]$ V# yhowever be allowed to do this.3 L3 q9 R4 \) d" L9 ]0 s ?0 X
41. Possible CTD if sinking ship's load was a group) b8 M. e+ R( B4 {
42. Limit the number of devices built from resources per unit during LCU replacements; this
! Y$ d) c( D0 }/ G7 j1 N, k$ nwas causing an over production for that turn
. ]; p& l. r! n/ w2 P Q43. Retain day/night setting when creating group fragments3 Z5 S" W ~# F/ ]* P4 ^% `
44. Adjusted supply and fuel values in base list not to overrun the space7 K) D6 ~3 B& l: M( U) [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* P0 A) O% x) b- {3 _- U
added YMS to Sweep TF in line with manual and code4 o% D& P( r+ s$ }
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 m/ S: L* M( Vrule relates to the abundance of manpower and is not covered by replacement pool. Normal5 h8 o! F/ j( D: S7 o
rebuilding of destroyed units is not affected by this.$ o- q' m* u9 \- B. g" r% T
47. Carrier capable and trained text not showing together on Group screen
. t4 d! F, |6 u48. Handle any blank re-name changes by ignoring them! z7 @# p% ` G0 x/ e7 V
49. Possible CTD when air fragments combine
( M9 m. A6 I5 @ M50. Unloading TF can freeze a LCU onto a ship under some conditions4 l3 M; G3 L4 f4 O4 `4 P6 v
51. AI not behaving if main HQs missing (affects small map mainly)
+ ~$ P( [. Q, o! e+ H. K1 ]52. AI using AGC for normal land units – removed from TF if not needed
. x- i b0 G5 n53. Soviet activation message not in Ops report2 f" N8 I/ }& O* q8 \4 C N# |- C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ L" v# W: }! y# l# o
55. Clear Soviet air balance if not activated. Possible incorrect base switching9 U- y& L/ g' F
56. Sub attack against docked TF not happening for port size <37 u' m6 d; q m& H. | Q ~
57. Unit type changing unexpectantly, i8 R* e( B& k) n" P, Z
58. Torpedo replacement on plane sometimes is missed+ o- n5 J. A8 \9 d( V5 d* q
59. Double handling of overstacked supply requirements1 G; j% {# K( O1 p% F- q# z+ p+ V
60. Fixed alternate weapons for port attacks
7 e; O. p8 t, o+ Q, O. c5 N5 A5 f61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# p9 Q# V4 `1 C/ A( v6 j+ n$ bsometimer in the ship repair cycle.
9 o0 N1 ?& {7 q: C62. Ship tonnage over 32K could cause repairs to fail- e& w+ A# y V7 w
New+ W1 m) t5 d, k# d' y
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& ^7 g' `" z. ^& e3 ~port
" N/ j/ ~5 G. p5 p% p0 d6 c$ z2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, M v" z8 k( TTenders not counted$ K; w5 P, v4 [
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; m) F$ d4 R2 Z' L6 h4 t- D0 J4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% H& v v& S! j4 h4 N1 z
to remove damaged ships from TF
- \& g& `0 C% ]. D* u/ ~5. New filter for “non-building” devices in Industry pool screen
4 e; `& ~9 U5 i: k. p6. New filter for “non-building” aircraft in Air Replacement pool screen
$ S* F/ `6 p# _5 ~* T: ]9 l7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 L/ H* L6 Q- u3 d" s: U
mines (^) detected
; }8 p' \. H6 ~% K) g. E. t9 m5 o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 W3 | P. J3 H1 U‘button6..’ image files, then these will be shown. If not, by default there are shown as: J, ^' W; ]; U/ D; u! F& f7 R
standard parachute unit icons
: M7 s1 D5 s8 f% d9. Air/port damage and building is shown in base mouse over+ s8 @- F; w& O9 y! s
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 F2 g, q n R/ A E' x11. TF can be routed to stay within coastal hexes as much as possible
k* V/ l( a' j5 q2 i12. On Top Pilot screen show the 'ace' cut-off value if more than 10 ]! _' n5 `! I0 x3 _
13. Added option on group and LCU reinforcement screen to turn off replacements* J( c+ k4 X$ R7 w' p6 h$ @
14. Current base can get supply returned to it when reserve planes returned which were
0 G6 e0 P# ~6 W% uoriginally supplied from another base
. h- L: m$ g$ \ O Y# E15. Unit type filter on Troop Loading screen8 G' T2 J6 m% n9 X0 _# v
16. Report killed ground units if not in combat report
( x) h/ `" U" w+ I, N" l& ]Changed
% U7 W+ O+ Z1 J: I( a8 G- ]1. AF of 8+ have AV support doubled for purposes of determing support for air operations( Z) \8 M1 O6 ^ T% {6 t% `6 V
(complements fix 18 above)
* v6 x# n9 D$ M) j# R+ y2. Permanently increased pilot array to 70K
3 ~. W: M4 F% f" {9 { m( S3. Increased number of air combat rounds are a factor of total aircraft involved
# |# M) e$ Y; X5 M3 c+ L6 Z4. Allowed submap to submap movement if land connected for land units. Should have been
( c; q) ^* v4 c' M1 B4 vso as per Andrew Brown
/ {3 R" a6 D6 r, z$ v$ T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! f4 f8 T0 H/ ?+ x
delay toggle instead
; x9 g. { x; ^: P# Y2 {6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 M: }; X6 R* o+ {
maintenace a bit more
8 f: L! V% m; s( f7. Support device replacements won't decrease the overall experience of LCU units. This does2 D3 ~2 F0 v6 z! A5 b
not alter the overall EXP change due when any replacements are received.8 G9 `2 U& \7 ^. m
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 e, S# E2 w3 f0 K: q
between the two but could break current games.: E' y% P6 F5 [
9. Some LCU Prep points may be retained if unit is experienced
0 \8 ?* y; d( c5 n LNotes
* I0 i F1 J, a: w" N1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. e$ z0 J# a/ e6 N) g2 fshould not change player or HQ, even if not in play. These original HQs are used by the AI3 I- W6 ^, W X( |
routines so changing or deleting them can put the AI off. Changing other elements should: {. M, T" ~2 }9 ^: N/ Y, @
be okay.
% K" x3 X* x2 J" q' a, v2. Clarification to weapon filters for aircraft:7 B: p$ I2 B5 C, c: }, i
PM_NAVAL_ATTACK 2 // used for naval attacks
% v/ Z4 g2 h. MPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
P! u! t7 V, D! `2 _6 x% B4 C; DPM_LAND_ATTACK 8 // used for land (ground) attack
' G7 s2 D+ `6 KPM_PORT_ATTACK 16 // used for port attack
+ a2 q$ Y. v% K9 j5 zPM_AF_ATTACK 32 // used for AF attack
9 ~! S5 F* s4 I+ J" HDropped any reference to secondary values for land and AF as they served no special use.
% H u, T7 A6 w1 x; ]) Q$ LClarification changes; }8 Z( Z1 ~" e5 ?+ h& d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These/ g/ H7 I2 M9 j; X; }1 V) Z) p) h
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
% u. M" s/ k7 r4 M" p2 VMONGOLIA(91) or TANNU_TUVA(92).+ e9 h$ M0 S, l4 I& r7 T/ q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ o+ ~( h( G4 a+ I+ ]. c8 |' j3 N
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, ^+ L$ U/ b& Z& Y5 j& a6 s" }, I8 _
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) O) H: |! `: ` V
after Soviets are activated, but can’t move; D3 g' k+ e, x" z" a
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if4 }) ]) H+ z2 y7 f r e$ q
disbanded in port.9 I* Q$ @! a, s- N$ V3 t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 N. ?; F; K8 J6 D1 s% `; E
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |