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2 }9 r8 ^9 k6 X; z# yhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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v& I/ b5 [% t6 R: b已经共享到岛群QQ和本论坛置顶资源帖: ?9 o. C& E A7 B/ Z
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大量更新,详见列表:) j1 m' N; p+ X0 I1 \0 f* _
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Change History:" `3 @( x' \$ j0 \& b
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). c+ c: `0 T+ E5 Z
1. Seventh Update – This release is a comprehensive release updating all previous0 S/ `3 h$ Y% r. C5 ^ X; {
versions to v1.01.17 beta
8 D6 [; H& ^4 z- b6 X' o! O2. Code Changes% w0 [7 c0 J# e
Fixed6 O$ e$ E5 |( y) H$ w
1. Display of AF/Port icon between player saves based on player's intel
U* X2 D+ W0 H: ^3 g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) o5 L; _! X( n) ~: ?& Y( n& Kweapon list updated
- X) R0 A7 B1 @9 r% ?$ v8 l3. Reported cargo/troop safety values incorrect when no cargo/troop space
: T! R7 k, J* e: d, N$ ^" u4. Allow smaller 'reserve' space for small groups on ships* x3 x( K( }0 N
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 I+ k3 K# C, s# G! i0 T6. Correct attacking plane count before final post-air combat
& P r/ N- k5 q5 v& j/ Q% b7. Pilot promotion may have occured in error sometimes: P9 c- E8 _9 Y, T& A- z4 N! q
8. Raid detect message sometimes dropped of the combat report
" n4 w9 `, K3 n0 x( {& @7 e5 c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* Y+ N4 A ~% k- X/ c
generally! N, T$ N% j# ^
10. Some pilot-leader connections were being corrupted/ N1 J0 _' L* F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; W% c) W! O" {7 Dother move issues due to the incorrect indicator
) |0 c9 W: o; V# f7 M' ]' t12. Wrong ship sometimes reported in Ops report for TF movement which causes some7 a+ ]: ?$ k( S. y. ]# ?" A/ W! Y- q! j
damage3 t1 m+ T0 h! H9 Y% a2 t$ m
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 x' j7 X3 l8 h; N" w14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 T' o+ R; f T r9 Xdate sort
7 E" s& K; j5 S9 p15. ASW groups not allowed to attack sometimes
- ^5 s# [/ E, J0 c0 S' ]& U16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 u/ v1 N V! ?& Z
HQ/LCU to jump to reinforcement queue
1 n# I- @4 o8 I- o) j17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- m8 ^' u1 f! w* }7 |18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. B7 V) u; @$ O
at start of AE but crept back in sometime during updates
2 G; M8 @; K0 F: x+ b* W19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 I- D" O9 |+ t+ ?fragment." c1 k' j6 D* V) X& r
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade7 V7 h4 b1 j1 a& Q6 X, X( J1 B
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- F. V+ b% [& gshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full! l# `( O7 H# x8 d
set$ L2 }8 |- k6 C( O" ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' t$ [! b& g/ b0 }4 g8 i
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: K4 B# N7 N7 u8 B( L7 j
24. Bug caused F/FB to sometimes bomb at low altitude1 @( D G, W* C5 Y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ E! b4 B O! O2 voccurring properly.3 c- J" M2 _: |+ `
26. Bug in Industry 'failed' indication not showing properly sometimes! p- h6 G. Z4 Z
27. Location check at scenario load to include small map sceanrios
6 O% D9 ]3 d$ M( e! s* }% x28. Bug in air supply to fragments in a non-friendly base hex
6 f; w* i6 ~" l# Z+ g! ?! f29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. l3 @9 w# `( {3 o6 mbeing set to homebase before execution of the mission – ie was returning to base
5 N5 E* w4 s9 [" N" }" v5 D* `% S$ @immediately
& w9 h o. J( Y5 r' h M2 ^30. Error in Strategic map display
8 w9 ~+ D+ f ~+ g31. Additional and stockpile options were not turned off when base was captured
' @0 V4 ^/ E, D/ G C% O# F& {6 Q+ H32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 z' ?$ c# l. m2 x" g O2 Kmouse over
9 m. n2 t& b/ F( Z' U1 i& |33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 g/ H! D* _1 S- Kchance to gain experience if >75% prepare and < 50% national exp level
/ s7 {" `( K, ?& w6 s& O; u8 A- X+ j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 J* U$ W' W- A7 l+ Lalleviate the incorrect experience gaining happening while in reinforcement queue
9 C/ H3 b& ~5 u; Q, K m35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 |; Y: c- k' e0 L
caused unit to jump “off-rail” and move overland, _1 k7 J& f$ a4 v) ?% g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' v; O; [7 n/ _ P% H' I/ X8 O37. Excessive accident messages on unload from TF reported
: @% }' Q8 S2 J% @3 \- U38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 O$ O. c% a+ [2 p; I8 T: [0 Kmerged causing smaller size unit than expected
! K, d3 ~ `- M. \39. Corrected possible TOE error in scenario data load for inactive units/ @# D& E& G+ H
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; G( \( k# C. G8 j! h9 Khowever be allowed to do this.4 N B$ F& O# S: g, X! S& j/ W
41. Possible CTD if sinking ship's load was a group1 U& S0 Q4 K* m5 k" d8 [
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ Q) @2 I) X8 `1 A: S9 q6 rwas causing an over production for that turn) r0 p- ~$ \+ |6 W, C% k0 ~
43. Retain day/night setting when creating group fragments- u1 b# m$ G; ]3 n. U
44. Adjusted supply and fuel values in base list not to overrun the space- {+ n9 v' h) U
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 x4 t7 w1 [6 }: d; kadded YMS to Sweep TF in line with manual and code' u d4 k" Y1 A* R* q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" x$ @& {3 z% }, l' J. L* U/ @rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 |9 q2 B' R5 {- ], v$ D7 \
rebuilding of destroyed units is not affected by this.
# L" X* f0 P6 T; q2 t- F: H# O47. Carrier capable and trained text not showing together on Group screen
, d1 l4 t* d @# u1 n48. Handle any blank re-name changes by ignoring them
, T7 ~2 z% b0 X0 _0 p49. Possible CTD when air fragments combine e9 s6 |* K/ r7 M+ X2 C
50. Unloading TF can freeze a LCU onto a ship under some conditions. ~% G/ C: e% ^& R3 S
51. AI not behaving if main HQs missing (affects small map mainly)& t% g, c |3 n
52. AI using AGC for normal land units – removed from TF if not needed; ]0 }' C2 G: }* t3 F* t2 a' j3 e
53. Soviet activation message not in Ops report' |' T+ ?* d% D% m( g$ e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 Y5 p" V3 L8 E( W% T+ V& H55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 g, c: ]$ A3 z) ~/ A56. Sub attack against docked TF not happening for port size <33 Y0 v+ l, z* q3 `7 m6 _ T
57. Unit type changing unexpectantly! M; b. S3 K: P$ ]6 p# W
58. Torpedo replacement on plane sometimes is missed
- [4 t, ]) q" }+ N, ?( Y) s/ k9 _59. Double handling of overstacked supply requirements
, S+ J1 z& b# T, N/ L5 A% A4 Q! @ t60. Fixed alternate weapons for port attacks
0 a) o g' D# @) A9 a( B0 F61. Corrected weapon system damage to show after combat on ships in port rather than wait till
P3 ?4 m% s+ r5 T/ |" U. psometimer in the ship repair cycle.: \( N% w9 F6 r. W( K4 Y% ~' r
62. Ship tonnage over 32K could cause repairs to fail ?( K$ y$ D" U8 _
New* q) V/ W7 \! C, X* B* h; `& K ^
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
6 H C* v( P9 o( W& O' i1 ?Tenders not counted
5 `% j& j3 i( f" a& F! ^2 A3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% L" f0 P% g7 ]7 @0 V# {3 _" \
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
6 ^. x: m( C% E, ?# gto remove damaged ships from TF
8 z& ]% V" x4 @' b W# t7 [6 |5. New filter for “non-building” devices in Industry pool screen' M( j8 l" F; z& Q( N
6. New filter for “non-building” aircraft in Air Replacement pool screen
6 M5 f9 V9 f; v- X7 V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: u+ C! v( Y) ~0 m8 Fmines (^) detected
5 ], d8 H3 g+ {# C3 U7 B L8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 O. v! I5 d6 t, w+ b2 Q, M
‘button6..’ image files, then these will be shown. If not, by default there are shown as. p Z1 f1 S) R2 B
standard parachute unit icons
! B0 V( Y, Q# m) i9. Air/port damage and building is shown in base mouse over
/ c. x F+ {4 y, g3 a10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" `4 q2 u# d/ Z7 s5 \
11. TF can be routed to stay within coastal hexes as much as possible: i8 y: r8 ]. K8 I: U; K$ v0 `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1' R( N, d* n0 A: r
13. Added option on group and LCU reinforcement screen to turn off replacements
5 D+ f$ F3 \- k8 k8 ^. a7 D( P14. Current base can get supply returned to it when reserve planes returned which were
! ]3 {6 k# J w+ X1 [1 r2 @originally supplied from another base
, T! ]) S( } p; W15. Unit type filter on Troop Loading screen
& P m5 Y7 z$ \% P* Q' |& m& @16. Report killed ground units if not in combat report D* c9 l. |) U# t
Changed
/ c h9 Y9 s3 h0 S. Q1. AF of 8+ have AV support doubled for purposes of determing support for air operations) \' X% E T5 z- Q! R$ J. \
(complements fix 18 above)
5 b- l6 w1 X) c8 n$ K( a0 @2. Permanently increased pilot array to 70K
: u% T; u% W/ ^5 {% R& i! G3. Increased number of air combat rounds are a factor of total aircraft involved
' q3 T; v6 T2 n4. Allowed submap to submap movement if land connected for land units. Should have been
+ e$ j& t# B; s6 Z) \" u" e& v. rso as per Andrew Brown$ t8 J# `) b- Q, a; l6 I
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" t; z. I7 G9 ~6 Qdelay toggle instead/ D' i! B' K% Y+ z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. z+ z& p0 D! J( q* f
maintenace a bit more
+ ~ O- C& W$ e7. Support device replacements won't decrease the overall experience of LCU units. This does
; Y/ s9 U1 |& }+ Z8 Vnot alter the overall EXP change due when any replacements are received.
1 x5 I# |1 _: M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 l' ^+ s" z: V$ C( [between the two but could break current games.
5 a3 l2 D5 H5 q' h! H3 b# Y9. Some LCU Prep points may be retained if unit is experienced
6 } x- [* i x* x5 m, gNotes' x! _: p! ]1 ^
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ ]" ?) W m' @ F( N8 Q
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 Z: w' I3 w$ Z2 f+ mroutines so changing or deleting them can put the AI off. Changing other elements should# _) A: v3 a& l9 r% f! {2 k. {. Y
be okay.! B7 ?+ c7 K% X+ K0 z$ [' w
2. Clarification to weapon filters for aircraft:3 |3 G2 r' H g/ F6 a
PM_NAVAL_ATTACK 2 // used for naval attacks$ Y! G) A1 r: H; k+ g
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
& O D6 N( F: _& Z! e9 WPM_LAND_ATTACK 8 // used for land (ground) attack: P1 E! P; a. `
PM_PORT_ATTACK 16 // used for port attack
4 e6 ~9 t; \( B! Z5 H: ]PM_AF_ATTACK 32 // used for AF attack
, j' P" }) `$ ~2 FDropped any reference to secondary values for land and AF as they served no special use.
* f- Y8 `6 @( P0 X% N! N) ] L/ oClarification changes) u" B! r4 K/ U& D
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% C( s# @4 f' r$ x$ G
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," F e1 H2 B" c/ c
MONGOLIA(91) or TANNU_TUVA(92).
. V4 v* I3 s; E1 r5 \. xa. Allied non-Soviet groups can't transfer to Soviet Motherland bases; S* Q4 [& O+ G: z; t
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 K3 b. ~3 b- A3 w* L5 t6 ~" z
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 V! a4 K( X8 i) F' G- A2 A7 lafter Soviets are activated, but can’t move
6 g9 K3 Z- p" a" m/ f* b ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' x1 N/ q8 { Y7 O" u
disbanded in port.9 z% J2 ^0 ] h r+ d- T
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, s, A# K' D( E
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |