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http://www.matrixgames.com/forums/tm.asp?m=3185062
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2 R1 ]/ ^) l; A0 O# x4 Y7 q# I- a1 p已经共享到岛群QQ和本论坛置顶资源帖
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( Y. p5 t0 X: x7 m: p: R+ W4 y. e大量更新,详见列表:( E$ B* W( S0 V+ f
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) ]4 d( H0 v# j# f4 w# {Change History:
; {4 E+ j* R1 zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# b# G; b& m8 G9 w& A% `1. Seventh Update – This release is a comprehensive release updating all previous9 g, B$ s" q. q7 `
versions to v1.01.17 beta
) ]- t9 Y5 l/ J% O* j9 W) {; s2. Code Changes
$ p# J; `2 k, O2 eFixed
, G. @2 k4 ?; m: d* w1. Display of AF/Port icon between player saves based on player's intel- z+ ?, d& j7 t
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ U+ x8 l4 V2 M: s
weapon list updated
& L4 V% I" w5 A3. Reported cargo/troop safety values incorrect when no cargo/troop space
; M }( T8 D6 d4. Allow smaller 'reserve' space for small groups on ships
# o$ P9 J8 V1 o. ?! t o: O5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% m# Z$ R9 x/ n; ?% b- [* r6. Correct attacking plane count before final post-air combat
/ g4 i/ T& _7 K2 p7. Pilot promotion may have occured in error sometimes
% e1 ?7 v2 p4 \6 D8. Raid detect message sometimes dropped of the combat report
) o& U% n8 l( }4 m. ^* ~9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ H' K) u% B+ w5 e6 o* f
generally
- A4 }/ v! y9 o' D; i10. Some pilot-leader connections were being corrupted9 x# [# g2 C6 x4 A0 v7 t& w
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# c' ~+ t& A8 g, ]other move issues due to the incorrect indicator
- Q V* d/ T C- c12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, C0 E. \- a4 ~% Ldamage4 O2 Y$ M2 G: B" q, `* I0 B/ @
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool' ^ O- [5 g) V) f1 p
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 L2 ^% e) H' r" {4 ldate sort
6 @, {. y- f4 x9 m& r' D2 x3 M15. ASW groups not allowed to attack sometimes- g5 ]5 M D4 W0 v( _5 e
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ q h: G, J6 B. FHQ/LCU to jump to reinforcement queue8 m+ B+ [. s* D" N# Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# T* s" c5 |; F7 r
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
$ \) u# T; v' Zat start of AE but crept back in sometime during updates
' c% h. Y* H# [) R19. Removed the fragment/parent swap during a TF unload as it could often orphan the: x8 Z: Z& w4 S% R
fragment.
' H* r7 _ P7 }8 ]; |20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- O$ {& R! R+ L& b/ i9 y% b( j
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" T, E! X& V6 _7 d- X5 n
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" C _; Z( ~. d4 j, {8 J$ S! L3 ~2 B3 Rset- H" ^6 r3 e9 w8 I% l4 C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" [+ x r1 j! N. g. \; A. `23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
_% y; W4 P9 n/ a4 l4 q8 T! H24. Bug caused F/FB to sometimes bomb at low altitude
" F; K4 R/ s( D6 `# M$ E6 r25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 [% e/ ]/ `: o, g1 `" toccurring properly.- r0 r! R0 ~3 n& [6 ]* e
26. Bug in Industry 'failed' indication not showing properly sometimes
0 p& @1 ?/ B2 z4 Z27. Location check at scenario load to include small map sceanrios, C0 J( h; x' m, G, ^# D
28. Bug in air supply to fragments in a non-friendly base hex
. F- d' c- ^7 \; e9 v' n; f29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
7 \7 S# }: o! U6 }) C9 K8 cbeing set to homebase before execution of the mission – ie was returning to base
0 L! W. m; b/ x2 o6 R& ?2 iimmediately/ [7 m, `6 \+ C* w3 h6 S
30. Error in Strategic map display5 t( q$ b( |; E! g
31. Additional and stockpile options were not turned off when base was captured$ K2 g" A7 S/ X. ]. W" h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
! y% I* z4 `: G/ j5 nmouse over0 B7 F2 L$ d. T' n$ _
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' R& R w9 ?4 `) `2 ]; I0 U* {chance to gain experience if >75% prepare and < 50% national exp level
. C" I% E3 U1 w5 [( o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 W8 |# v8 d: I+ walleviate the incorrect experience gaining happening while in reinforcement queue# i" i, {- N4 f8 }
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 c* w* |! D3 Q+ S& {$ [caused unit to jump “off-rail” and move overland3 H* n/ O' \2 X* d" ?' z1 c2 b0 m6 o" p
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 L1 R- @& `, v7 q" E( S3 u37. Excessive accident messages on unload from TF reported$ X' g7 l* x# Y5 g" F" J- `) C# g
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ r+ ?& L! r3 v. Wmerged causing smaller size unit than expected
% C/ h. S) [( {$ d! M8 R39. Corrected possible TOE error in scenario data load for inactive units1 C! Q& w T' `/ X
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can- x4 F8 f" Z& A
however be allowed to do this.* t& z7 G9 c! Z1 _' [# [4 X: i7 r
41. Possible CTD if sinking ship's load was a group8 x3 N% V2 J p1 f2 u/ e
42. Limit the number of devices built from resources per unit during LCU replacements; this
, o* Q4 z0 A: Owas causing an over production for that turn
. ?' P, b& ]( z5 @& c% _43. Retain day/night setting when creating group fragments# U2 G3 f$ s0 O0 N2 S2 t# A3 A
44. Adjusted supply and fuel values in base list not to overrun the space1 ^( |9 R: J5 P; Q% Y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ `# b$ g5 Z* Q% Y+ nadded YMS to Sweep TF in line with manual and code
. W( D) q# b w2 F4 |46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) a9 U3 a: q, e- H* V9 drule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 m. y8 Y6 g! }+ grebuilding of destroyed units is not affected by this.
- r- Q/ P4 P2 ^1 J47. Carrier capable and trained text not showing together on Group screen* L: P7 _3 [! x
48. Handle any blank re-name changes by ignoring them
4 u! W# z Y' y* S" d9 Y K49. Possible CTD when air fragments combine
" h; c5 e7 X6 U7 S; Z* }8 N$ x, J50. Unloading TF can freeze a LCU onto a ship under some conditions
* ^6 a7 Y, J- {$ W51. AI not behaving if main HQs missing (affects small map mainly): @% x3 `. [) ^3 s) c8 X ?# D
52. AI using AGC for normal land units – removed from TF if not needed
! ^% M) N6 T4 E9 @* q u53. Soviet activation message not in Ops report% p3 j1 T% }' Z2 u/ J7 h; K) C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- ]0 o d* H% ], ^55. Clear Soviet air balance if not activated. Possible incorrect base switching4 V- u/ u: l+ X1 Y3 {7 ~0 u5 R
56. Sub attack against docked TF not happening for port size <3& u+ }& q( }; W& m# s9 W/ ~
57. Unit type changing unexpectantly
0 C. c6 F/ K6 B L& B58. Torpedo replacement on plane sometimes is missed* y" B& R/ t, f8 m! N% m! _
59. Double handling of overstacked supply requirements0 s: L; z/ Z; M* s
60. Fixed alternate weapons for port attacks0 N% s1 i. G* r3 ^
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* I1 d0 g! h' r, I2 G: C9 w
sometimer in the ship repair cycle." b2 K+ M8 G# R0 k; A" |, d
62. Ship tonnage over 32K could cause repairs to fail
8 j8 S |1 `1 KNew
; h a: G# i; a+ a5 c, T8 S1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' p5 u4 m" {$ e/ Vport; r1 U! [( q) ?: D# I
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* g0 \4 }- K9 W& s$ E |$ U& Z
Tenders not counted. C* ~( {$ ?3 j: O
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 u% E+ d* L. y) F/ l$ i6 u7 C
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 b- @% c" O+ z& i$ ]% i! Jto remove damaged ships from TF; A2 I3 R- z& k, }% Y) U/ ~
5. New filter for “non-building” devices in Industry pool screen
2 T- L2 Q7 s& B- R4 c) h6. New filter for “non-building” aircraft in Air Replacement pool screen
* c2 @' p' m5 [8 g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy a8 e8 [: Y% \# `2 s! }
mines (^) detected! g3 }4 i; w7 |6 S, }7 `/ {( s. f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 j: }$ ~) P; ?8 V C2 R
‘button6..’ image files, then these will be shown. If not, by default there are shown as; z- ?" G( F; b! C0 N2 c; w3 d
standard parachute unit icons2 [( _& K/ e7 N- x1 d
9. Air/port damage and building is shown in base mouse over
0 k& d% L+ x" c ]5 ^5 v* [10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# H1 y8 d8 ~% h& N: a
11. TF can be routed to stay within coastal hexes as much as possible7 l, V: l0 p: b* V8 e& w, b3 O
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, J3 E- M3 c F: o13. Added option on group and LCU reinforcement screen to turn off replacements
1 t, D/ D7 j" ~. n. J. o" H9 o* V) E14. Current base can get supply returned to it when reserve planes returned which were, X; f5 v8 G5 K2 [
originally supplied from another base
+ s# G6 ^( E' T15. Unit type filter on Troop Loading screen
. Y; i c* s; t6 J8 a h16. Report killed ground units if not in combat report9 c- }+ m' d( X8 p4 a
Changed4 ?& f$ r/ S0 u0 P: A0 v) Y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
5 r! t! |& ?3 h- U" o4 P" h! F+ e' q(complements fix 18 above)
# p- U- e. o% J, P7 m2. Permanently increased pilot array to 70K8 f1 s& s+ v7 C* P6 h3 K
3. Increased number of air combat rounds are a factor of total aircraft involved0 @5 x) _/ `0 K$ R$ |* u# H2 ?
4. Allowed submap to submap movement if land connected for land units. Should have been
% ]& L( D+ f4 jso as per Andrew Brown; P: V0 |5 y# f5 c
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) [; ^- f1 W" C B, o% }4 c8 y) adelay toggle instead
- o) D; ?+ `# I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 l9 }; \% t: T2 K+ ?. B
maintenace a bit more
" j5 z* k4 C I' C( W: A- n. D7. Support device replacements won't decrease the overall experience of LCU units. This does
+ S5 g" S+ O4 d2 E$ [/ |: Anot alter the overall EXP change due when any replacements are received.# a' k" ~0 Y" R' Z& L
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 a: _1 {1 G9 r _9 S2 ^% l5 Q3 H! l
between the two but could break current games.( F4 e' c2 z7 s% ^
9. Some LCU Prep points may be retained if unit is experienced' R7 S7 W+ k& ~+ ]
Notes
: c! ~+ s: s! B% b+ d1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 e5 m: W. z+ R) r' ^. M& g$ W
should not change player or HQ, even if not in play. These original HQs are used by the AI- X W7 ~, k z4 {+ b! M
routines so changing or deleting them can put the AI off. Changing other elements should
1 i7 U) s3 Q& O; h: m( [7 P" I$ ]be okay.
" |) R! d* D6 _/ ]) Q% A3 Y+ j2. Clarification to weapon filters for aircraft:
: O j: j8 d5 \% N$ e: q; C) n) L! G' { YPM_NAVAL_ATTACK 2 // used for naval attacks% S1 y& g, T" p% O" k0 ^1 j- X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
3 l) v3 ]4 e, {& W; z$ {PM_LAND_ATTACK 8 // used for land (ground) attack
1 Z# b5 L$ I% m- G8 |) |7 JPM_PORT_ATTACK 16 // used for port attack
' `5 m2 A* C/ R3 z+ aPM_AF_ATTACK 32 // used for AF attack5 g" N+ u' a9 J
Dropped any reference to secondary values for land and AF as they served no special use.1 q) F0 H1 b& C
Clarification changes
$ {% c& s8 P( e. \+ j" |1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ w7 y* M' R1 L9 Y' s/ e4 I
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. F9 P7 r, U7 q& W2 q
MONGOLIA(91) or TANNU_TUVA(92).4 p* G+ y# N" W; ^$ `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 R2 V. r! z# Z0 }* W3 T( `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' [; n6 F, \8 @+ c( ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ w* M: _- M( x8 U8 e
after Soviets are activated, but can’t move! c+ c* D! B- h+ m; l4 h
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 S$ L* S4 F3 Z1 W
disbanded in port.
9 b- E* P% A% _5 h& m/ Se. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently5 r' n* o' y8 M* [) n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |