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" j6 x2 K+ p* |/ }/ h+ k" _/ L4 Qhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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0 m2 b J1 ~4 p i! p: k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:
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4 P3 t* ?# R. DChange History:
, I, w! I4 W0 ~V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 E8 g0 Q G0 q5 W5 }! `
1. Seventh Update – This release is a comprehensive release updating all previous
1 \" Y/ F' o' l7 d3 p7 yversions to v1.01.17 beta
& E7 p$ F8 K# i* k3 g- a7 i$ w9 L, n6 e2. Code Changes
) M( A/ U( G1 e$ @" oFixed; X) G! j0 A5 S4 r
1. Display of AF/Port icon between player saves based on player's intel
4 k7 R; Q S& ^. g$ n, ], b% \2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. a! M( l7 n2 r5 n4 N
weapon list updated
+ L& F) g% @# b$ Z3. Reported cargo/troop safety values incorrect when no cargo/troop space) Q$ H1 T* ^# }8 S( z& ]
4. Allow smaller 'reserve' space for small groups on ships
* t S0 ~; \/ ^5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" F* }) C( ]3 y/ }8 X0 C6. Correct attacking plane count before final post-air combat5 L* Q4 G7 v! x" L2 E7 L
7. Pilot promotion may have occured in error sometimes& p' e, T3 K0 ~3 F6 p4 U" P- n3 @
8. Raid detect message sometimes dropped of the combat report* _9 i4 O: L( j* C
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 |, `( ~' V' z5 c
generally
: [, j+ c8 m9 p% B6 ^2 c10. Some pilot-leader connections were being corrupted
# S& L4 y5 U4 p( T3 J' ^: W4 ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 I; k" `# ^# v0 x- }& u
other move issues due to the incorrect indicator
/ t% Y& g% F4 O6 I; [12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- w) n$ r7 g: d1 I; [0 y5 tdamage
2 S9 R' F4 y; x# w3 [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
- o/ }" t: H0 c# r, t14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 f+ |/ q/ E; [; m0 ^1 G' c1 Y* s, Cdate sort/ B4 @) C/ [2 @/ d" R
15. ASW groups not allowed to attack sometimes
$ B, q4 \; Y+ k$ c/ h* q) y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 ~$ i! x2 `8 G4 j. v: }HQ/LCU to jump to reinforcement queue/ F7 {; ?: r& t* @- q' j3 {" J
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 B# q& |. L# G18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& F# J5 t: W+ v, [at start of AE but crept back in sometime during updates
& s2 Z( o1 r6 B3 V) C7 [19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ C& G5 |' L4 u, Z0 c4 r
fragment.7 O0 ~! G3 d1 N( v3 U4 d
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade: M% N7 U5 C C2 ^4 ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- i1 f$ w2 M9 G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ n2 T0 v% W3 p: ?1 r! J" W- fset
# s8 a$ b4 Q; q7 j/ w" f22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
' F9 m5 l( I/ y; B |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ d2 k7 y% E" f6 L. ~* H' J24. Bug caused F/FB to sometimes bomb at low altitude
- T Y3 U- F/ h, _. ^25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 w" y* \3 ~7 r- u: T( h* A
occurring properly.
* y$ H5 [6 J: D) p6 j+ Z( V6 L26. Bug in Industry 'failed' indication not showing properly sometimes
}! S# U) Z7 V, |( q, b, Q3 _27. Location check at scenario load to include small map sceanrios% o" I* d/ R5 f/ E( A
28. Bug in air supply to fragments in a non-friendly base hex
3 V# B8 R9 k$ l, D% i29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 G2 W- y$ I2 _8 a9 }% x
being set to homebase before execution of the mission – ie was returning to base
& M* k/ C. C+ G5 j( himmediately
4 |5 c* L% }9 _- P30. Error in Strategic map display! w. ]: h# d8 T# t' ^! X) T$ |
31. Additional and stockpile options were not turned off when base was captured
+ P$ p6 T! L! B9 w, v# _32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ H; o0 ^- i8 H) P% e' l
mouse over
0 q! T* V9 ^- H33. Army experience being gained when not 100% prepared as per manual; changed to allow7 v5 p: z+ `1 y; y0 b/ n
chance to gain experience if >75% prepare and < 50% national exp level
; ~( q( r* ]% L2 ~$ C34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* \$ z: G) e& O9 ~: |) C" @
alleviate the incorrect experience gaining happening while in reinforcement queue+ m( ^+ e& y/ O+ ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 O; _* S" Y& C8 t
caused unit to jump “off-rail” and move overland: x# u. \& F s, A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 x; U, }+ r! o' c9 d! S
37. Excessive accident messages on unload from TF reported
, R7 B8 G) n- G8 p* V38. Reworked editor sub-unit merging as some devices could drop off the unit list when- K) m3 U1 |' _" i' H
merged causing smaller size unit than expected
# h7 G) `( N, e& `4 G39. Corrected possible TOE error in scenario data load for inactive units# S" a6 n! Q- K8 p# T, R* A
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 u3 l3 B" a( }: chowever be allowed to do this.6 |' A9 i- P( Z) H# j
41. Possible CTD if sinking ship's load was a group
9 ` I) F H5 Z4 h42. Limit the number of devices built from resources per unit during LCU replacements; this8 m0 p$ p! Z* h& z8 E8 |) a
was causing an over production for that turn
- D6 ^9 i/ h1 y, S" _& M# @43. Retain day/night setting when creating group fragments! I3 f y7 ?! _
44. Adjusted supply and fuel values in base list not to overrun the space
9 p1 I5 t' Q& ?/ o& L45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 n/ H; D1 |$ t2 i' N! Fadded YMS to Sweep TF in line with manual and code
+ \5 O& m. Y$ I# u46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 ]( o* m! Q9 I1 v
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 D; @" Q7 K. _2 m- Jrebuilding of destroyed units is not affected by this.. \3 N7 O4 \* R( t* f+ {. A
47. Carrier capable and trained text not showing together on Group screen
' K; h+ i1 J, W0 v48. Handle any blank re-name changes by ignoring them
2 Y. i7 G6 y- a7 L8 t! b49. Possible CTD when air fragments combine
! g% p8 S! K6 e. \: @50. Unloading TF can freeze a LCU onto a ship under some conditions2 h2 X# Z0 L& Y# W
51. AI not behaving if main HQs missing (affects small map mainly)! J( R9 `) f2 w( n$ B# W) Z: M
52. AI using AGC for normal land units – removed from TF if not needed t; j1 W5 r8 d' e1 v4 Q: H7 q2 p5 R4 {
53. Soviet activation message not in Ops report" @2 E! D2 H( {7 f6 G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range f/ v# \5 P- C: }" a% w2 c
55. Clear Soviet air balance if not activated. Possible incorrect base switching
' ^" u& j: h$ m( H& b56. Sub attack against docked TF not happening for port size <3
% z9 P0 d, t; A4 L; p: ]57. Unit type changing unexpectantly
, T8 D) |9 x5 j8 F0 T58. Torpedo replacement on plane sometimes is missed, X2 ~& M- K6 @0 K b! I
59. Double handling of overstacked supply requirements
6 U5 ^& U$ G: g. V- e# {# b% i60. Fixed alternate weapons for port attacks
- u1 s9 t" o: E# Z61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 \4 g- ~0 A4 z' s3 R( xsometimer in the ship repair cycle.9 i+ a* J# [; Y( i" ?* _! I. e
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the$ M: p& Z1 w" t8 s
port, p" s. ^, q- \4 `
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 j! K/ t- q! u" QTenders not counted3 p8 A; [3 F8 `( Z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 u/ Q8 x# D* K- u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 E' T0 V4 n: k: h5 [; T
to remove damaged ships from TF& S+ ~9 m4 d, X7 U" r3 y; S* f
5. New filter for “non-building” devices in Industry pool screen
6 Y3 I" N6 _5 a: ]7 r* f0 L8 @6. New filter for “non-building” aircraft in Air Replacement pool screen
' X( U" _! H8 M" c4 B7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! K& K# @: g/ ^; X9 m* ymines (^) detected
' ^6 \" k6 L# A8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
4 T$ V9 T [, C& H9 X6 G‘button6..’ image files, then these will be shown. If not, by default there are shown as
# h" C8 y p: Z: N ^1 Istandard parachute unit icons; W) J, V4 w- J0 m h K
9. Air/port damage and building is shown in base mouse over
3 b6 E, f& B# ]& D10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( }% c' \5 }7 i: v( E11. TF can be routed to stay within coastal hexes as much as possible
+ u! \6 M' p8 j8 J' X% q( o12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 |; d K. a- X: e% p13. Added option on group and LCU reinforcement screen to turn off replacements
& N1 L- I% p8 b" ` A. Z# Z* s9 |14. Current base can get supply returned to it when reserve planes returned which were
4 ?, S* p- ]- E. b4 R2 Q% j( x! zoriginally supplied from another base* D5 |% G. x$ S& L( G) @2 l* Q9 z
15. Unit type filter on Troop Loading screen
: L0 y1 r$ n7 ~7 l- R3 c% h16. Report killed ground units if not in combat report' f2 A1 a' ^) t2 a7 e
Changed6 f; S7 L7 f# c$ f3 N8 j
1. AF of 8+ have AV support doubled for purposes of determing support for air operations) c! l2 m1 B- s" o0 D& o
(complements fix 18 above)2 R' `# C2 i. ]+ l6 J6 D. P' J
2. Permanently increased pilot array to 70K
2 C7 @: j5 l# Z- T/ ]) v5 [9 M3. Increased number of air combat rounds are a factor of total aircraft involved& \6 B% I. m. i3 T
4. Allowed submap to submap movement if land connected for land units. Should have been# ^) G. E8 m2 Y' H9 U1 q
so as per Andrew Brown8 {/ _( c3 p0 R. ^4 J2 C
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: z, |" U9 n; M4 x J: q
delay toggle instead2 ^; [2 v5 ]$ r/ o7 M
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 x" |8 R9 s" ]& c) [0 qmaintenace a bit more
4 i# j6 u @* p% P4 U7. Support device replacements won't decrease the overall experience of LCU units. This does
9 v7 }( D7 n+ r; tnot alter the overall EXP change due when any replacements are received.0 y0 h) I' p* k/ m, a' R- p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' K# a, T: {, B5 `0 B5 abetween the two but could break current games.
5 q; {9 r& l* G/ S3 f) M% n9. Some LCU Prep points may be retained if unit is experienced/ B- S1 v! f3 m9 r6 K# U
Notes
$ k* i* R3 N9 r; I1 s1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' B5 w' w+ u* e1 ishould not change player or HQ, even if not in play. These original HQs are used by the AI
: ^$ d3 O' L$ b) I% ]routines so changing or deleting them can put the AI off. Changing other elements should
# ]2 U' |9 ?4 {# Lbe okay.
. \) `, o& W/ k) C1 o0 L# b+ p9 [2. Clarification to weapon filters for aircraft:# V! y& V8 r- X7 {' c$ G, u V
PM_NAVAL_ATTACK 2 // used for naval attacks
+ d* \5 ^/ V' HPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ T$ l" |. T& |1 B
PM_LAND_ATTACK 8 // used for land (ground) attack
+ l# m: E. V$ [3 A$ z4 I0 J$ P$ t3 dPM_PORT_ATTACK 16 // used for port attack& M) F' L. t; J+ t6 U$ [
PM_AF_ATTACK 32 // used for AF attack
) P J8 N& e- @9 F0 T0 o5 wDropped any reference to secondary values for land and AF as they served no special use.
$ o4 f" N* h( C6 Y1 | y& eClarification changes
5 P; n' a8 R4 y* U0 m1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 |% H& a; p- G+ x: ~+ Ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),% d$ x: n+ P; l
MONGOLIA(91) or TANNU_TUVA(92). b* ~: y2 U$ S0 ]# J& h8 h1 j: p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- w' E! `4 e; |( }3 J4 O
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 j2 \5 @7 `+ F# N& h- i+ Zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 X. K8 s& \# Hafter Soviets are activated, but can’t move
v8 B9 m. C8 O. O4 t( ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if) T3 ^ c2 y, b% ^( E% j1 ?! s
disbanded in port.; [ n. g( W. k6 y! V; E1 N
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# P* w+ j( r) M, u3 M; X8 h* Nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |