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大量更新,详见列表:
& a' l$ q6 U: A% k; ]/ r D9 } r- u% M& }8 r. u& z) v0 O
% m* T: _ W1 F5 `7 [% j( iChange History:
/ ^% y% `' R- d% W0 }V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% ~9 y% S# M$ e% b* @: }: l, F1. Seventh Update – This release is a comprehensive release updating all previous
1 s3 u# d( v$ P; E5 Z. n2 I; u6 ^versions to v1.01.17 beta- }. \# o' R2 r# J& q
2. Code Changes1 y3 @, y% s1 A5 v- o% C7 C& D
Fixed
- e6 L) g4 @+ Z) ~% ]1. Display of AF/Port icon between player saves based on player's intel
! h" c" s# {7 m: ~2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! w" x+ Z/ V8 w) b
weapon list updated
7 J' M$ e5 k6 ~, t; U5 C3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ K. w0 b2 @6 {7 u4. Allow smaller 'reserve' space for small groups on ships& y- }4 r. \$ c* f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent% L: l; M# w5 A1 f; L! ~
6. Correct attacking plane count before final post-air combat
5 b' \6 Q, ^! q4 b. I7. Pilot promotion may have occured in error sometimes7 S6 A4 O* T* r, _! b$ y/ c' V/ |
8. Raid detect message sometimes dropped of the combat report
2 \) S2 v' g2 A+ ~* E8 }( [+ I9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ s! C& Y$ U, r2 Y' K
generally
0 W- J4 ]: [3 n% G" `( t# a10. Some pilot-leader connections were being corrupted x( ^+ g& @2 V
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
+ ^( v" X# w1 H, y; ^; A6 n9 Qother move issues due to the incorrect indicator
) _9 @8 C c, d) u12. Wrong ship sometimes reported in Ops report for TF movement which causes some" J, J& q. ?7 U4 ^" [! L6 u( I/ S
damage2 i5 ?5 ~4 l2 a6 M. X* g
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool d& D& z7 \% g1 e: a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' W8 C% f- \- n t
date sort
) X1 R! T e, n) f' t J6 Y% x15. ASW groups not allowed to attack sometimes; K: n5 B8 n. G1 e! {! Q( k. j
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 f: Q* b: k$ ?; J0 VHQ/LCU to jump to reinforcement queue
: P/ X- r0 J2 G. U* p- y, B17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 L; g8 O4 P; |18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed' e# D+ y; r" i! K. B
at start of AE but crept back in sometime during updates1 J3 g- V, J8 H. t, v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 G* [3 h# h S5 ~ @; m
fragment." d6 W% n0 M! s
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade5 s$ X3 ~ ?7 ?
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
7 h: Z$ X7 Z! B3 lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 H1 M) N5 O8 V, S' i" p+ cset" f$ r) T* f) U& ^' |) h: X
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 s0 H, x0 I- w0 L7 c$ H23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- `* b% D( D! X
24. Bug caused F/FB to sometimes bomb at low altitude+ t7 @' `4 V- x" p/ w9 c% h
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- q p, ?* V/ P8 n Aoccurring properly.& B2 a3 R; d) w9 U+ c
26. Bug in Industry 'failed' indication not showing properly sometimes2 X* _: w; a) f ^
27. Location check at scenario load to include small map sceanrios
) D e0 I( n+ ?28. Bug in air supply to fragments in a non-friendly base hex
K1 a4 ?& s$ ]+ o6 T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( _! h! b+ H. l2 u& M) ^7 C" d
being set to homebase before execution of the mission – ie was returning to base
* Y2 Z- }2 z7 v& P3 iimmediately
: L7 P0 C8 `4 i30. Error in Strategic map display5 C# F& j. w/ W `5 T: n1 m/ G
31. Additional and stockpile options were not turned off when base was captured. @% Q' k. e J* U! F2 g
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: e! c% @# y4 V }mouse over% W8 u! n/ k( S0 [
33. Army experience being gained when not 100% prepared as per manual; changed to allow8 V9 h+ Q8 U$ M9 M& g/ S. _
chance to gain experience if >75% prepare and < 50% national exp level4 o6 B7 f1 V" K5 W/ x. }2 [, |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 o+ Y" _- H! T7 F1 R C d2 l% \alleviate the incorrect experience gaining happening while in reinforcement queue3 @' [6 i$ @% ^! x8 [* c. R
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" l! R3 H% j- e+ n. w, H& n8 @0 \caused unit to jump “off-rail” and move overland
# B* @; d) ]4 m& I& ^9 C36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
- n. D: G% O) f* _2 R37. Excessive accident messages on unload from TF reported4 W `+ c j5 Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 B0 [/ |, m3 q( X% r/ D# Jmerged causing smaller size unit than expected
8 Y4 {5 c( Q' e' a& I39. Corrected possible TOE error in scenario data load for inactive units2 P4 q: ~* g3 {" E, |2 k
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% j n# {* s' \7 t
however be allowed to do this.$ Z4 c: H! b- X3 Y9 D L0 ]
41. Possible CTD if sinking ship's load was a group+ r6 Y" I% J9 o8 q* o5 D0 i
42. Limit the number of devices built from resources per unit during LCU replacements; this
2 s# e* ? p3 P, M7 n5 e5 u; ?/ X, Hwas causing an over production for that turn+ p& C$ V$ r S9 R ?9 v
43. Retain day/night setting when creating group fragments
, F( e, D) J% _. d+ N44. Adjusted supply and fuel values in base list not to overrun the space
7 K* `# x A% M' u- {% @45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 X4 G3 U% [6 aadded YMS to Sweep TF in line with manual and code
) x; j$ d# U6 q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
% }7 j9 P+ N1 R; d6 s0 w; Rrule relates to the abundance of manpower and is not covered by replacement pool. Normal
; m7 M0 G# Y$ X( prebuilding of destroyed units is not affected by this.
+ }# ^2 ~" ?& f& Q" B" V. G47. Carrier capable and trained text not showing together on Group screen( e% D0 Y g+ `. n2 E+ [+ U
48. Handle any blank re-name changes by ignoring them
* w8 A4 n1 Z* e" G8 J49. Possible CTD when air fragments combine% p( f6 X J/ `: s6 {/ z
50. Unloading TF can freeze a LCU onto a ship under some conditions
; M5 F' s2 m, U1 i3 J+ J/ S51. AI not behaving if main HQs missing (affects small map mainly)
. ?1 V4 f) G0 y0 [' d52. AI using AGC for normal land units – removed from TF if not needed
% _+ u/ Z9 i( P3 R53. Soviet activation message not in Ops report
) j% g2 L2 h3 r- _) }8 o G4 B54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ D3 I9 X# R0 `/ p A7 I
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 ^) y7 g. f9 K) `
56. Sub attack against docked TF not happening for port size <3
( B- E8 h- f$ H* C57. Unit type changing unexpectantly
# R4 Q7 s) c) g6 w1 J |+ M2 G58. Torpedo replacement on plane sometimes is missed
2 n4 r* ?9 m5 O7 P! @59. Double handling of overstacked supply requirements
; E* X, ~9 k7 m+ i* c+ L60. Fixed alternate weapons for port attacks9 S+ m" s8 ~2 k' w7 h
61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ }3 N+ r) e4 v$ _
sometimer in the ship repair cycle.
6 d$ p7 Z/ b! U62. Ship tonnage over 32K could cause repairs to fail O, k" X' I) o5 T# E
New
6 T, n. x! w2 A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: }' U* H K, q# x
port
2 M* m( Q2 x! o; O4 Q9 z9 n* K2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.8 ~& p0 @6 E: {" T
Tenders not counted I7 Z7 c# e7 X3 G1 f* S
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 R, |" q3 G- G" c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& c( c$ A* t* y# G U
to remove damaged ships from TF
. O+ _0 ~ g, L/ j5. New filter for “non-building” devices in Industry pool screen: y' G% r/ u+ z2 b6 _8 |
6. New filter for “non-building” aircraft in Air Replacement pool screen
. a7 e- z6 t* F& B: ]( }7 b' _1 j( w7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: e8 x/ T d$ s1 h5 U! `! v
mines (^) detected" E+ \- s; Z8 }. a; S c* l
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" J' [+ @, n/ g8 {0 ^) S‘button6..’ image files, then these will be shown. If not, by default there are shown as; U. H2 D0 w! ~* W8 u
standard parachute unit icons+ b$ v/ L/ D# {) ?
9. Air/port damage and building is shown in base mouse over
$ m) g" V( L, p" g, r3 D) i10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& @" }! D% e( X1 l [) g& o
11. TF can be routed to stay within coastal hexes as much as possible
, f7 U' _6 f# W! }/ @3 \12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 K9 P1 K" ]! U. X0 \13. Added option on group and LCU reinforcement screen to turn off replacements1 v; H. V8 b% ]% Z
14. Current base can get supply returned to it when reserve planes returned which were
6 L) p9 a! N) R" @6 z( Woriginally supplied from another base& Q3 g5 t4 O# N2 A- a' t
15. Unit type filter on Troop Loading screen: }1 U/ f( @0 m2 e- U- m+ ]
16. Report killed ground units if not in combat report
, _" b; Z v: mChanged
( F6 `7 z4 f* z1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 i$ U! e, s& W! i(complements fix 18 above)
# Q" [( V4 c! t; ?, r3 I2. Permanently increased pilot array to 70K% _4 j1 ~+ c- \2 B6 }
3. Increased number of air combat rounds are a factor of total aircraft involved
6 s( ?& I* G: G4. Allowed submap to submap movement if land connected for land units. Should have been
: ^. U4 J" u, A4 p e+ K1 |9 m& Zso as per Andrew Brown
) A; L9 |7 d/ O, j" _7 y/ |5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" x2 N% U* u* E) Udelay toggle instead3 ?# @0 y( i# ~( c; I# i" T
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! |' E c( h2 Tmaintenace a bit more% }, j& q2 w' t5 Z
7. Support device replacements won't decrease the overall experience of LCU units. This does
5 Q6 ?- L. \' }) V7 cnot alter the overall EXP change due when any replacements are received.4 u4 S4 U0 a) `& Z# Z; b
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
) I9 S' V6 U$ X9 F6 W8 O# ^between the two but could break current games.- C, Z q: [4 C2 @6 ~+ \3 |
9. Some LCU Prep points may be retained if unit is experienced
8 l6 d% b/ Y$ O1 } D rNotes0 r; t8 }6 F. y0 h' Q: ?
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# Y; p6 w8 |5 L4 v; f) oshould not change player or HQ, even if not in play. These original HQs are used by the AI% X+ X3 ~4 p- Y2 ?" F$ Z
routines so changing or deleting them can put the AI off. Changing other elements should9 R( L# V% [% B$ v
be okay.
# `" Q8 G4 f# i4 e# N2. Clarification to weapon filters for aircraft:9 v- i" h0 Z3 I1 c- o. W$ v
PM_NAVAL_ATTACK 2 // used for naval attacks
$ B: \: ]% i" V3 a# q& dPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: S5 V5 i- h2 y% I8 P/ j5 UPM_LAND_ATTACK 8 // used for land (ground) attack
- V9 G8 C, |1 D2 ~/ E$ LPM_PORT_ATTACK 16 // used for port attack
/ n- J$ O& w# w Y9 wPM_AF_ATTACK 32 // used for AF attack- k. e$ f' ^3 w0 i6 D& K
Dropped any reference to secondary values for land and AF as they served no special use.
Q/ V/ i! Y: I7 U8 S' n6 U7 lClarification changes$ u1 o8 Y4 y4 q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( h) J! r- b' n* q! o+ Tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
/ S' i# }5 g0 F0 YMONGOLIA(91) or TANNU_TUVA(92).
5 j9 Y+ m. F0 M) S% ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( G$ S" z' k7 E2 Q: m2 Ub. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
# g# I+ a7 R4 \! Qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 r* [; S3 @# v# R$ Q! P* x0 ^
after Soviets are activated, but can’t move
* G* L( ?) n3 Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
9 b$ D5 z; R$ rdisbanded in port.4 R7 R9 O. g/ p. q- I
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. G& f4 h9 L8 e7 l' i
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |