具体见
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' M! i5 b( V. s* }# Khttp://www.matrixgames.com/forums/tm.asp?m=3185062- P5 a# |1 K# p! L5 u6 R
1 U; H* H% ^" Q: o8 s已经共享到岛群QQ和本论坛置顶资源帖' S3 A+ F) K) ^4 t* [" f* d
- M& J0 J" D% b# v. L5 Y+ c大量更新,详见列表:- ^- T( m$ j" P; q `' Y, m0 W
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Change History:) }# {0 s% O% [0 k
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 Z' [* h: q- _" o& j% {: s
1. Seventh Update – This release is a comprehensive release updating all previous! L- g! T$ F2 t$ ?6 }: K) p
versions to v1.01.17 beta
- _7 E3 p1 ?' M+ J. w2. Code Changes
6 F* @" w4 k0 v/ ^* q# @1 `Fixed
: ~" r6 L6 l6 p& B' t1. Display of AF/Port icon between player saves based on player's intel
. C# @1 P8 V9 E* [& ~2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
8 G2 g- A: k. f$ C: ?weapon list updated2 T+ t! z5 r2 t: O& u- q
3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 f# o9 V6 p" r; v- o$ K4. Allow smaller 'reserve' space for small groups on ships
2 o+ N; Q+ m/ Z% C5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ J! a# i! K5 p6. Correct attacking plane count before final post-air combat
y" V6 C4 l/ \- T6 \$ h+ f7. Pilot promotion may have occured in error sometimes
/ F% U% Q" Q* [/ E8. Raid detect message sometimes dropped of the combat report
* Z; E7 O4 c; F- H3 n9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; e' _. ~+ }6 a. t8 W; K( X5 S
generally
m" W7 V% m- p- s: L H10. Some pilot-leader connections were being corrupted" j( T$ l( d% s( B9 H( k% o& p
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% l0 L/ G; r/ R2 W
other move issues due to the incorrect indicator
" M% |, G7 O6 J; E12. Wrong ship sometimes reported in Ops report for TF movement which causes some o" y0 y% N) u8 `* e
damage: n( }/ Z6 r+ m) | d+ I* c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 n1 O ~. c7 l$ U: a- m. w
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& F2 b9 U2 P* ~7 x% Jdate sort+ s( i$ E( t" M8 N
15. ASW groups not allowed to attack sometimes! t6 N3 M6 b" ? i. M
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( M) o3 ^* j& M9 z# RHQ/LCU to jump to reinforcement queue
! h A- M1 q- h* U, r2 v4 i17. Bug in bomber intercept if too many rounds of fighter v fighter combat" |* d6 t4 o1 Q/ ~, g. x
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* y; g5 M) G# I6 ?6 `at start of AE but crept back in sometime during updates
$ {& b+ ^. O4 Z4 [8 v- [19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* q" g$ V }6 W3 S% Z2 T3 Jfragment.
: ]0 l# }( F2 I# V20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( j/ b4 v+ s1 @3 B& x! M6 ?9 I21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 X* c+ x1 R* F: W; `# {short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 y& p, {+ D+ }. Zset
Q/ s2 u) H2 G, f# Q9 @0 `9 p# q22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( M) U+ [* d8 p7 y" `: l9 `' V23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) J6 s8 _" q6 U+ S: ?$ Y
24. Bug caused F/FB to sometimes bomb at low altitude
% ^! N& O0 }2 j3 y/ V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ {: N. X9 W+ V' moccurring properly.
+ R7 M2 V! Y3 O: P% ?6 L* Z' J26. Bug in Industry 'failed' indication not showing properly sometimes1 b) a$ F6 x/ l Q9 `4 I
27. Location check at scenario load to include small map sceanrios
" l) `# y1 e8 v" W5 Z8 g28. Bug in air supply to fragments in a non-friendly base hex3 X2 x* m2 h5 _- _- z0 f6 M
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& H: L7 E$ \) T; b1 z/ _; b
being set to homebase before execution of the mission – ie was returning to base
) V3 [( _' |: dimmediately5 U% t2 x$ q0 _: k! G7 g; L
30. Error in Strategic map display0 A2 D' F q2 g* j" l
31. Additional and stockpile options were not turned off when base was captured
! n4 M, ?% w- [2 d8 N; U& F32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) x6 ?8 Q8 X8 g
mouse over
/ \9 i2 ]/ e8 |( g6 N V33. Army experience being gained when not 100% prepared as per manual; changed to allow
# C, [# U0 _# s+ h* qchance to gain experience if >75% prepare and < 50% national exp level
( Y) F! a4 T0 w34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 d, Y. b, U/ A; E4 J0 h# [alleviate the incorrect experience gaining happening while in reinforcement queue
: ?: A; u' R7 Q- H4 D& }9 n35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –) ?6 |# a; Z# y) R% y
caused unit to jump “off-rail” and move overland
9 n i: O- `! ~7 F) Q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: E% M4 Q E* k9 D: I: h37. Excessive accident messages on unload from TF reported
+ T# p& Q0 l* P7 Z& j38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 N: ]" m$ a2 V7 V6 v9 [- W
merged causing smaller size unit than expected0 o" G$ d3 a3 \1 A0 U: ^
39. Corrected possible TOE error in scenario data load for inactive units' `$ s- b0 v2 h* k
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" G2 S L2 z H$ Q+ G$ Lhowever be allowed to do this.
5 S; `2 b; y1 M* Q" P2 m41. Possible CTD if sinking ship's load was a group
3 v# b3 I! l) |4 S( ?* _42. Limit the number of devices built from resources per unit during LCU replacements; this
+ W- E7 ~7 k" [: qwas causing an over production for that turn+ a8 e( z6 X( @1 h+ z5 I" Q
43. Retain day/night setting when creating group fragments {' x* v& k: g& d; \5 e
44. Adjusted supply and fuel values in base list not to overrun the space% J* z, `: o4 D9 i' Y. a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 u- U0 c. P' ?9 l# H- }
added YMS to Sweep TF in line with manual and code
4 ?1 _8 J& Y6 C1 }46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- n/ `7 A% w; @2 C/ L/ {& Yrule relates to the abundance of manpower and is not covered by replacement pool. Normal$ h# }" Y2 ^. n( @( w4 j8 S( B
rebuilding of destroyed units is not affected by this.+ p: W% B) ]* J/ i& }- u* r5 z% s S
47. Carrier capable and trained text not showing together on Group screen& a. u% u/ N- T; j1 G0 `# N) e
48. Handle any blank re-name changes by ignoring them1 p, w- Z9 s5 O1 `# P/ |
49. Possible CTD when air fragments combine- {* ^ ^* D9 V6 D3 J W
50. Unloading TF can freeze a LCU onto a ship under some conditions# ]3 S# P! @" Z+ I$ s* x7 u
51. AI not behaving if main HQs missing (affects small map mainly). ~# K' h; J) ~. A4 J
52. AI using AGC for normal land units – removed from TF if not needed. M. Y, ^- p" w
53. Soviet activation message not in Ops report
0 j7 _( Y8 i3 c5 ~# x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ ~0 c5 h) [. t# w2 x
55. Clear Soviet air balance if not activated. Possible incorrect base switching
% O) ~6 {$ V' A56. Sub attack against docked TF not happening for port size <3$ q! n6 g) d3 m6 k3 ]+ G
57. Unit type changing unexpectantly
% W/ x# v0 l5 s/ |& Z. g( G {58. Torpedo replacement on plane sometimes is missed+ P+ l/ N! c+ s, z( ]
59. Double handling of overstacked supply requirements9 \% v8 l: T; k& \* C+ M7 M
60. Fixed alternate weapons for port attacks% v9 a: p: l/ F. M
61. Corrected weapon system damage to show after combat on ships in port rather than wait till# a' o+ V0 p3 W! A( m5 w
sometimer in the ship repair cycle.
" o& d1 n. h g$ V7 A9 C" M62. Ship tonnage over 32K could cause repairs to fail
- C( j; ~; ~; Y# P5 p" rNew
( B2 z! T+ X! j1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( @* }& p* m! q5 Jport/ X0 A- c5 H) o. ^! p
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
6 [& r& G' J/ E2 l% M1 yTenders not counted7 h) ]9 Q# r# @0 E; E$ ^/ q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 g2 @1 d5 I) ~* i# }4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 p1 M0 `, o& N% T9 a
to remove damaged ships from TF
- R4 A$ V& n, e6 F" u5. New filter for “non-building” devices in Industry pool screen
" E! z0 p. l ~5 }, k' F) b3 `6. New filter for “non-building” aircraft in Air Replacement pool screen0 V9 B# n- _8 A5 M0 |: U1 R
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( S4 {0 H3 w4 o. Q' w2 L$ o3 umines (^) detected
2 Q6 P/ W4 T* u+ {8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" y5 |0 } r" s& C. |; Z" n% {‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ \: a) { Y0 e. F5 W. h- b/ ostandard parachute unit icons
, L4 ]: k! T/ n# V# p9. Air/port damage and building is shown in base mouse over
+ U! A( r7 W2 }; a, s8 p10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" T3 o2 Z( q4 j: R9 X
11. TF can be routed to stay within coastal hexes as much as possible
0 O$ R# z0 {6 E3 K+ T# O12. On Top Pilot screen show the 'ace' cut-off value if more than 1
8 N! A, {. r* Z. [13. Added option on group and LCU reinforcement screen to turn off replacements4 t2 ? h& ?5 V9 r3 `
14. Current base can get supply returned to it when reserve planes returned which were
7 v# V5 A4 _8 r/ N Moriginally supplied from another base( c2 ]4 K: A/ b3 z' \4 _
15. Unit type filter on Troop Loading screen
' _% _" ^& v- w& _ ^16. Report killed ground units if not in combat report
- ?4 s- n3 d3 V: v5 wChanged
2 _$ J/ V& G: ~( H! U: K1. AF of 8+ have AV support doubled for purposes of determing support for air operations
, u- W3 S* Z( u! |(complements fix 18 above)+ m. K; n2 v R1 Y3 V
2. Permanently increased pilot array to 70K8 y" Z; W6 C. T: |/ q
3. Increased number of air combat rounds are a factor of total aircraft involved" E1 h) S! ^) ]1 q; s9 W5 N" t
4. Allowed submap to submap movement if land connected for land units. Should have been1 j ]9 X" H( S+ D" }
so as per Andrew Brown, h7 b# u! P$ U2 V" h1 c) D
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% C- l" f( d$ |* `) I# Ydelay toggle instead; p- _, @" e; q- o
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
T- [4 J$ ]; Z2 K9 Ymaintenace a bit more
) s: y; _( F! |8 O" o: k( ?& k0 y' D7. Support device replacements won't decrease the overall experience of LCU units. This does
' w' b% D1 M \0 x9 w/ z. {not alter the overall EXP change due when any replacements are received.
( w+ o1 ]% l) \; ]3 h8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 @# N! h+ C' A+ ~% i2 y$ m2 x9 _between the two but could break current games., _: C) U+ p' ^- M5 R' D# o: m1 B
9. Some LCU Prep points may be retained if unit is experienced
) N: @" ]( {7 f$ k2 rNotes
" \' O% @$ Q3 d1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: u. o1 f* q& Y7 y6 k' m
should not change player or HQ, even if not in play. These original HQs are used by the AI
- C* P8 u" s& a4 c* `& ^routines so changing or deleting them can put the AI off. Changing other elements should
! w9 a2 U1 k: l7 ?/ Lbe okay.9 A2 s7 m! X0 Y( ?
2. Clarification to weapon filters for aircraft:2 r4 w7 Y+ f0 O3 e$ W- H
PM_NAVAL_ATTACK 2 // used for naval attacks
8 ?. }) J! k( I8 ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ e, t: G9 c8 t% a& T) pPM_LAND_ATTACK 8 // used for land (ground) attack$ [- f1 W; F6 \9 u* r) c4 m" X$ f
PM_PORT_ATTACK 16 // used for port attack
9 D( y% O8 N* A' x7 ePM_AF_ATTACK 32 // used for AF attack0 r& a' W4 { q/ Y. N
Dropped any reference to secondary values for land and AF as they served no special use.2 y$ W) @% F0 Q
Clarification changes9 }/ i o0 p1 i& ^. P O5 m& y
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 b1 @" r/ Q, O; _
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 d6 K" }" W* y `) K1 v) EMONGOLIA(91) or TANNU_TUVA(92).% ?" p% L. m( T
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 f+ ~6 y+ s* h- {& X* W+ }2 yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' N$ p S+ U- _
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* r" { E: p- m7 aafter Soviets are activated, but can’t move) I/ o/ V$ A G+ @
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( G* h; j. F$ ]
disbanded in port.: h( Q* [. q. h" j7 h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
V5 p9 U3 H8 v3 t- [$ Hf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |