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2 V- n( @( f" l M) `' jhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖6 l0 s% d3 r# z* o5 n, }! N
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大量更新,详见列表:$ A% |2 o6 N4 [! F
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Change History:
+ M! f) E9 ~4 @ ]6 k7 _. ~V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
. c) b0 s% _4 f2 R8 g1. Seventh Update – This release is a comprehensive release updating all previous' Z- q* f& |9 R
versions to v1.01.17 beta& |+ C# y9 S) \, ~
2. Code Changes- { r5 ^' W. b
Fixed
( h( V. {0 e2 H9 ~1. Display of AF/Port icon between player saves based on player's intel
! k L8 l1 g* ^) y6 r) E2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 @: c, {7 l( ^. r! p5 x
weapon list updated
# i. p7 l a" h3. Reported cargo/troop safety values incorrect when no cargo/troop space, x4 @9 `9 h# [
4. Allow smaller 'reserve' space for small groups on ships
3 R6 y1 G$ E0 ? o$ R2 L5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( X H% y3 p. F6. Correct attacking plane count before final post-air combat! h2 a2 Z: e. \8 r5 g
7. Pilot promotion may have occured in error sometimes. d( f: G2 V. M7 n
8. Raid detect message sometimes dropped of the combat report0 \; Q0 m0 @: O# c! { P
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted
1 V: W% e+ f% f7 c O4 W4 h2 P11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) g2 B2 {% V' Zother move issues due to the incorrect indicator
! {$ v$ V/ @' T6 |0 J2 J12. Wrong ship sometimes reported in Ops report for TF movement which causes some
3 h9 z; F5 m1 Y; V, r0 ~8 Fdamage
, A0 \' V. v+ C& g$ a* Q! |6 [4 m13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
; j1 ?# z' ^: t# [* w14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! U' M/ x7 X# s* U' o* ~
date sort
$ R2 o& K/ p% r0 c15. ASW groups not allowed to attack sometimes
$ j0 A$ O8 t- g4 R16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) ]& S/ ~, z6 \3 W" _! \' j
HQ/LCU to jump to reinforcement queue
& i2 D2 Q/ Q3 z1 f& a: z' ~7 S17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, E D) v& z2 H7 Q1 ?18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
8 g2 |8 A0 {" f# zat start of AE but crept back in sometime during updates7 A2 V! f8 ?$ |
19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 C |* @1 A2 b8 n/ ^* W; o& A7 e
fragment.0 e, U8 W+ q4 z
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 j) m6 h7 ?4 y! v% a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
6 J& v; J& W! k% O8 n9 V/ n7 l, s' Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full' Z; i; e" \+ W* L1 P/ _
set$ J- [4 P m, I4 ^' u% j Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) Z5 z1 y$ R2 @5 ?, B8 h' `7 H23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ c/ H" \6 D' G. D) Z24. Bug caused F/FB to sometimes bomb at low altitude2 a: H$ B3 \ H0 H" [9 V ^
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; I1 E5 h: x- [9 g5 _( Q
occurring properly.- {, @0 q) ^7 T' ~
26. Bug in Industry 'failed' indication not showing properly sometimes
: \+ s* g8 x" d27. Location check at scenario load to include small map sceanrios
* m) H1 }: B i5 q28. Bug in air supply to fragments in a non-friendly base hex! M" O; m; ~. e/ U) I) o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 X7 B P. H6 qbeing set to homebase before execution of the mission – ie was returning to base( q7 V+ C$ \) u
immediately
* S2 A3 t. o, u1 Q% e8 N$ E30. Error in Strategic map display
4 B; o& X5 |" o* Y31. Additional and stockpile options were not turned off when base was captured0 A. p- z% b3 L3 b+ g9 R# }$ X
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 @- D7 x) h, V% Xmouse over0 n0 C& K" z" i% g% ^* ^6 ^- k: H
33. Army experience being gained when not 100% prepared as per manual; changed to allow; _- X9 r6 l9 F% I& ]
chance to gain experience if >75% prepare and < 50% national exp level
) G8 s4 c1 Z8 L' h% g34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" }# j$ a1 |+ m2 M9 @
alleviate the incorrect experience gaining happening while in reinforcement queue3 C$ y4 M1 h- G* Y! o
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –7 H; ^2 d) r o5 O: y* O' Q# I
caused unit to jump “off-rail” and move overland; t8 v! p& ^7 Q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) G& p0 s; S% F( V
37. Excessive accident messages on unload from TF reported
3 ^& T/ ^9 G* B2 J2 B38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; ^' l9 t3 p& d# Z Dmerged causing smaller size unit than expected7 j, L0 A5 D! l: \ P9 ~" I3 X7 w
39. Corrected possible TOE error in scenario data load for inactive units3 G" ~; H$ T; E' P& d
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 N+ Y8 b6 j9 t2 g
however be allowed to do this.& K+ c4 `9 ~* g
41. Possible CTD if sinking ship's load was a group+ | }! z) d5 \& H3 R
42. Limit the number of devices built from resources per unit during LCU replacements; this
0 G" Q' \# [5 T$ Rwas causing an over production for that turn0 A1 v3 v t6 Y. k+ ~
43. Retain day/night setting when creating group fragments
2 R2 F9 d, K! j7 O; h( I- }, e J0 E44. Adjusted supply and fuel values in base list not to overrun the space
9 ` H7 w* `' b+ c9 v( [& }45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 C0 [3 E2 F1 D& g/ a% B
added YMS to Sweep TF in line with manual and code
- j7 i5 A1 Q% |$ b+ o( t! f9 L46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 W& K+ X# T- _' B9 r
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ g1 m% T& O& ?- y8 lrebuilding of destroyed units is not affected by this.& V% W* X1 D6 R+ z' Q
47. Carrier capable and trained text not showing together on Group screen& B6 ?: d& C5 m& {4 M1 N
48. Handle any blank re-name changes by ignoring them2 D9 ]( h% b5 P! b: w
49. Possible CTD when air fragments combine# r$ k& \; z% r: N! Y9 \* D
50. Unloading TF can freeze a LCU onto a ship under some conditions
: o8 j! B; t" t# {0 P/ v51. AI not behaving if main HQs missing (affects small map mainly) X. e/ o5 {/ z* ~
52. AI using AGC for normal land units – removed from TF if not needed- V3 }+ @. R2 i! M2 c7 d
53. Soviet activation message not in Ops report
; A: O! }; U, Z% c9 M" ?0 q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# a! d' H* _+ @* O
55. Clear Soviet air balance if not activated. Possible incorrect base switching2 h8 X4 h# [) V6 V$ S+ y# r
56. Sub attack against docked TF not happening for port size <3) M; `( y7 D4 x- s
57. Unit type changing unexpectantly
7 B- P+ ~. |4 S# u0 u58. Torpedo replacement on plane sometimes is missed
1 W/ [" F: d4 \1 C5 p59. Double handling of overstacked supply requirements
7 J( D: R b3 m60. Fixed alternate weapons for port attacks! p5 z. ]: G9 }* a
61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 l# \2 ^: B- s! y
sometimer in the ship repair cycle.
7 @1 s0 l3 g- T1 k2 v62. Ship tonnage over 32K could cause repairs to fail* t( s# C$ l; q4 V& c
New% v( e: U# S4 v4 Y4 u @
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& F) @! r2 h- c" s
port
* z6 Q4 U% l% a# u1 B2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% q" C& b5 _( H8 q6 `$ ~
Tenders not counted$ ]3 A8 w: F" A
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 f# D( A/ o8 N# P4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method3 g# Q% H( o% J+ }9 K1 V7 _0 t& q
to remove damaged ships from TF! b$ {. V2 y+ K( F, d
5. New filter for “non-building” devices in Industry pool screen
2 d4 y# v, X. N$ o9 }6 j/ F1 d6. New filter for “non-building” aircraft in Air Replacement pool screen/ a* x. x; q* H, J
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% Q% @9 k j- \: vmines (^) detected$ h- u- @1 e. V& a5 w; S5 ~
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: s/ t3 O4 E2 F( i4 i* [
‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 P% g K; R/ v' Q8 u. [standard parachute unit icons
6 p/ P( b Y$ E6 T- l* v# K9. Air/port damage and building is shown in base mouse over
. N2 p# h6 M3 v p4 P10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 H' L& s' \; @) E3 n11. TF can be routed to stay within coastal hexes as much as possible
0 L: t. b( ]6 t( U, p2 C12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) m k; g4 r- T, g- r2 Q13. Added option on group and LCU reinforcement screen to turn off replacements( d/ s8 I' _' ~1 Q. l7 k
14. Current base can get supply returned to it when reserve planes returned which were2 `* H: t0 B' M" S
originally supplied from another base b' e$ f: A% x" f: G
15. Unit type filter on Troop Loading screen
+ x2 b% H, M, S) Q" v& z# ]3 w16. Report killed ground units if not in combat report" Z( a8 \) B/ \) [+ n' N
Changed, L/ x, b- l: G
1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 A/ W2 x+ K$ g4 ?
(complements fix 18 above)
. R& r7 Z0 T% L2. Permanently increased pilot array to 70K) y: x# T0 o: x0 o
3. Increased number of air combat rounds are a factor of total aircraft involved5 e w+ d1 f+ y/ r- Y
4. Allowed submap to submap movement if land connected for land units. Should have been' O6 j+ f: }8 O! I- Z6 R
so as per Andrew Brown
. _9 a& f( b' X0 B% F: ]3 F5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message Y( u" H5 B6 R& C7 S
delay toggle instead
8 L$ d0 I. w+ V2 u; q. ?6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' r2 I! G% D: \/ x# ~; Y+ f, p
maintenace a bit more
4 ? \7 K1 e+ a C+ t7. Support device replacements won't decrease the overall experience of LCU units. This does
5 l7 Y6 Q2 Z. T+ vnot alter the overall EXP change due when any replacements are received.
. s' p# j4 c4 P# t! C2 g( b& |8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 g8 g5 } e' ]
between the two but could break current games.
8 n! a) L, o- h4 y7 R, i, h5 |9. Some LCU Prep points may be retained if unit is experienced" q7 U2 ?9 h: N {3 [* J! a4 P
Notes2 Y z7 @, k' t2 I% {' i7 K; \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! g/ Y+ Y/ T2 l; M/ T
should not change player or HQ, even if not in play. These original HQs are used by the AI
^9 U( M4 u5 S) [# w2 P T! sroutines so changing or deleting them can put the AI off. Changing other elements should& Q, R3 E+ T3 c% a; R
be okay.. Y4 }8 \( f. i- q- \) `; v
2. Clarification to weapon filters for aircraft:8 i% V0 Y, `8 h1 F! `
PM_NAVAL_ATTACK 2 // used for naval attacks
* Z' J" V2 M9 n+ e J( Z1 KPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 f1 T* \: Z7 O4 S3 E" l- Q4 |/ w6 NPM_LAND_ATTACK 8 // used for land (ground) attack
' U/ |) r; j0 o$ [% { C" ePM_PORT_ATTACK 16 // used for port attack
' G) K k$ E( J" J* s* Y k$ UPM_AF_ATTACK 32 // used for AF attack
$ O: J6 X, V1 L- ?' Y- fDropped any reference to secondary values for land and AF as they served no special use.
0 R. r3 @0 O* f4 a: nClarification changes
1 ^$ q) U6 z4 l1 x* P1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
% z1 P1 a+ ~3 X! S" ?% Dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ F* \. W* n ^4 }MONGOLIA(91) or TANNU_TUVA(92).
6 q+ j8 S) u6 x& R- ka. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 ~: i/ T: L# t) u9 C+ N! F/ M& k
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ \/ G9 l5 q8 ], X3 k4 o* P% q$ Xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases9 a D) j# d. T' q* Y6 u5 y
after Soviets are activated, but can’t move: |0 K% H# F6 V1 Y5 `; F" \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: T; D( G7 @, l7 E) wdisbanded in port.
0 O5 W4 B( B4 s6 _4 re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
, Z( W# A! P o+ x) J7 y4 _2 Jf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |