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http://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) T- B. L% U2 R! H
" L+ M: Q; E. P' n7 d8 ^+ k2 O大量更新,详见列表:
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Change History:
1 v2 q& G6 a5 K* U& B/ ZV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* D5 H' T0 d4 c0 ]* F y, I1 _! l
1. Seventh Update – This release is a comprehensive release updating all previous
i: t' n; j" F- K" {5 |1 @versions to v1.01.17 beta' U4 x$ L" W; S( X
2. Code Changes" b6 c% Y* \1 G! z3 \
Fixed7 B. x( |1 Q7 U
1. Display of AF/Port icon between player saves based on player's intel
$ x8 }, X2 n) I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* `! a9 K$ n" A. c0 |$ g. T4 c* e C
weapon list updated
4 l7 `" ^: w4 w' B1 w) L' f3. Reported cargo/troop safety values incorrect when no cargo/troop space& \$ `6 @& l" ~ ^* V, g% Y" t
4. Allow smaller 'reserve' space for small groups on ships: l6 C& g6 n7 N/ B
5. Preserve some more data when swapping fragment and parent to prevent lost of parent- G( l4 B U6 @
6. Correct attacking plane count before final post-air combat; a* @. ]1 ?1 J# {. M
7. Pilot promotion may have occured in error sometimes7 B `0 d# B {) Q4 J: h
8. Raid detect message sometimes dropped of the combat report
5 W2 A& p0 @3 D/ S+ s8 Z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) x3 G. J6 B4 J) N
generally1 ]+ i; T) w5 W2 |. F7 C+ A
10. Some pilot-leader connections were being corrupted
7 X' E4 T4 E: q$ F( ]11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# c, _8 o+ R/ Qother move issues due to the incorrect indicator
3 t" @; j O. }12. Wrong ship sometimes reported in Ops report for TF movement which causes some) C8 f& W( Y/ z
damage
) [; q' Y Q) ?1 ^/ Y! }! n13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool W# ~. G/ L- }: t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! D7 h4 r) m, W1 cdate sort% ~6 v, W$ K" W& e! L( o
15. ASW groups not allowed to attack sometimes
, p6 c2 a0 ^, I% |# ]16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, i$ D, Y0 G! j: b5 q
HQ/LCU to jump to reinforcement queue
* u. b1 b. G( W; F/ ?+ J17. Bug in bomber intercept if too many rounds of fighter v fighter combat, c: S3 I- w9 [
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 H L- T/ Q) ^* [at start of AE but crept back in sometime during updates
p/ e$ X! ?8 s% Q19. Removed the fragment/parent swap during a TF unload as it could often orphan the; Q- E' n8 R! q$ r( ^( ^/ ]& V
fragment.4 B" F% y) v3 U+ D% m+ S- U9 g2 f
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 r [5 c3 @8 q* q9 K. _21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" D' M& _6 b% N
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full- W3 e7 i2 \4 E J
set
; _$ l9 C8 I* i% y' X22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) F( [7 `, E3 e3 e8 b3 E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& D9 o7 b7 a0 a5 y
24. Bug caused F/FB to sometimes bomb at low altitude4 T% N# i& M5 S# Y, v ]; Q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( X; v3 _5 _$ Z! N
occurring properly.
r1 ]0 Z) ?' \26. Bug in Industry 'failed' indication not showing properly sometimes, s; e, f* x6 Q& y- y, }& D
27. Location check at scenario load to include small map sceanrios( s3 F: R3 `- b+ j% `# D' E3 u
28. Bug in air supply to fragments in a non-friendly base hex
/ E u5 O) o1 O i3 m3 T K, \1 }9 W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 g n+ n* y% P+ I( R( @, Rbeing set to homebase before execution of the mission – ie was returning to base+ U' f' [* V% J# z9 W2 a9 K
immediately
' L- x# C& m1 d# W; I30. Error in Strategic map display
T' m; q$ b {& v31. Additional and stockpile options were not turned off when base was captured
3 P- q) }* a* ?2 R32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. N! x! J: z1 u- p0 i2 x4 M
mouse over
3 `' x- S8 L5 g, g33. Army experience being gained when not 100% prepared as per manual; changed to allow
. b2 T5 _5 h# ~ |) r4 {chance to gain experience if >75% prepare and < 50% national exp level
" n: V5 k, v: i" G9 V34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 h8 i }. I) ualleviate the incorrect experience gaining happening while in reinforcement queue2 z1 u5 g p L# Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! i, E$ Q9 K% d4 t' R7 h
caused unit to jump “off-rail” and move overland
: ?$ _# V1 c, A- O9 y# ?4 d9 Q( E36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 _* Z6 D. S% P }, g( t& q$ _$ C
37. Excessive accident messages on unload from TF reported
( ? p1 y& q. b9 j38. Reworked editor sub-unit merging as some devices could drop off the unit list when
7 ~% E+ J4 a- ~' |! N2 smerged causing smaller size unit than expected/ _6 |' c: `& D
39. Corrected possible TOE error in scenario data load for inactive units3 ~ n5 d6 a, {% v) F6 {; y' _& c. x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 t1 }2 ^0 f, y' G8 m" mhowever be allowed to do this.
0 k+ h+ Y4 w/ g9 d/ N8 R: W41. Possible CTD if sinking ship's load was a group6 h/ R# m% r" o1 F' B) V( V/ f o' u
42. Limit the number of devices built from resources per unit during LCU replacements; this' o t' Q! k: l8 `! w$ j
was causing an over production for that turn
2 X* o* l( \' m2 @0 r43. Retain day/night setting when creating group fragments
4 G" Q! s" l) U. {0 B% v+ F$ T( i44. Adjusted supply and fuel values in base list not to overrun the space
0 W, B, k6 C" a( o. i4 x z; r45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ `7 S0 C" B, W* Q$ P. o
added YMS to Sweep TF in line with manual and code
) V9 Q$ I# R; }' G46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 \1 G9 |5 b$ I9 y; n: ?3 q3 t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal) z0 _' i; Q( A* K/ Y& \" w& i
rebuilding of destroyed units is not affected by this.3 y- e/ \1 f1 Q9 l- u- b }
47. Carrier capable and trained text not showing together on Group screen
; N6 k1 m: n# h3 c, i9 |' Y- w48. Handle any blank re-name changes by ignoring them
: I/ q/ X$ U5 w8 {7 x49. Possible CTD when air fragments combine0 S% H' S/ k& K- u8 G
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 n+ s F, [" b) m+ \51. AI not behaving if main HQs missing (affects small map mainly)
2 s7 [/ u1 Z8 R( {6 v52. AI using AGC for normal land units – removed from TF if not needed
8 t! n+ h# A* K7 q5 o' d53. Soviet activation message not in Ops report8 @5 ]/ ]5 S2 L5 ^$ W: q& F( l
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% k2 Q, H+ z; @) h! h3 k# R
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( P+ I" P+ q" I+ b56. Sub attack against docked TF not happening for port size <3
3 ] |0 F0 l) N57. Unit type changing unexpectantly7 E `. J# |8 F! a8 {5 |
58. Torpedo replacement on plane sometimes is missed$ `( ^# P& ~7 J. l9 D2 z
59. Double handling of overstacked supply requirements
( u1 e/ ]# F' A( k! [' j3 j60. Fixed alternate weapons for port attacks r8 A- I! p& y' z5 w6 ]
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
) J: N& T6 t4 l/ C( \sometimer in the ship repair cycle.
/ J! ^) D; N' F; b; ~62. Ship tonnage over 32K could cause repairs to fail9 D2 w1 u8 ], y0 c- }
New
& O- Z$ E3 \0 s& \7 p; Q# o% w1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* o, q' n$ h& C% g0 W, |port
' Z) G) Y: J/ P0 O- }( D2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ j, y& d+ l# l nTenders not counted
8 c0 [+ z' v. T# d5 F3 a* _9 M3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- |7 ~: T2 E' D' h, D. X" y$ B3 P- h4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- s( G9 M \9 l- u6 y& t
to remove damaged ships from TF
! U1 F: P ]! X6 C' t% M2 v5. New filter for “non-building” devices in Industry pool screen W+ L/ N. O' V
6. New filter for “non-building” aircraft in Air Replacement pool screen
* w) c' S m5 [) W- A+ s) L" K. T' K7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# y' z0 W+ o, w) ]mines (^) detected
3 |8 P: X" H! k. e# T" [& Q$ [# n( G8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& f, j8 j7 U/ }, { f1 w/ L9 y" k
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ f+ C% P# U6 W, Q4 w. Z* vstandard parachute unit icons
" T. \$ X' ?5 Y- \( O8 S2 B8 j9. Air/port damage and building is shown in base mouse over
7 N- M& M* d: G, r10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. E$ u# h1 o% C& u11. TF can be routed to stay within coastal hexes as much as possible } o' Y% c$ h% S: t
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
8 |6 V1 E9 p9 n4 H$ r/ r7 w13. Added option on group and LCU reinforcement screen to turn off replacements
0 Y+ R. a" Y7 w8 `14. Current base can get supply returned to it when reserve planes returned which were
' Q0 B5 B* ]- }, {% p1 I. Q' ~8 foriginally supplied from another base
5 w3 p% v( _7 t5 d/ M) r6 y15. Unit type filter on Troop Loading screen5 L( A5 l" U+ j& i( A' U4 }
16. Report killed ground units if not in combat report$ b% q3 k2 d, H3 l- Q
Changed6 }3 u% n. `9 b/ [& s! B
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( }+ Z% Q; P( ^8 L* |' p(complements fix 18 above)
$ Z J: E0 w3 Y6 \* k h2. Permanently increased pilot array to 70K
% Z' `% P0 q+ P8 m# }2 i, D8 B3. Increased number of air combat rounds are a factor of total aircraft involved
. [# ~ k9 Y7 n4. Allowed submap to submap movement if land connected for land units. Should have been
* T, l& o4 l1 h0 z4 f4 hso as per Andrew Brown' V" }- x | j+ @( ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ z0 Z& `- ~7 q0 Wdelay toggle instead, ]8 M$ M; ]' T3 }$ t
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; C2 l+ W, _. o# ^' c
maintenace a bit more
! A6 Z$ k9 ]1 s7 w2 n" P! Q' p7. Support device replacements won't decrease the overall experience of LCU units. This does
) F' m- k6 Z' j, f) Y& onot alter the overall EXP change due when any replacements are received.& z/ j+ N1 h. A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 {! h8 `( \$ U1 Z ?; O: B \% @+ Qbetween the two but could break current games.
: S8 z4 [5 ]8 x& S- l* l$ O9. Some LCU Prep points may be retained if unit is experienced" d4 `: ^) L+ P- Y
Notes) L9 S Y0 ~4 j7 G# t y! M- {& f
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 w4 Z0 ~: e4 C% E |, }, p2 k+ bshould not change player or HQ, even if not in play. These original HQs are used by the AI
% R" E' l% |" P; n/ ~routines so changing or deleting them can put the AI off. Changing other elements should! l/ N( b2 g: a' J( j1 e' n
be okay.
q" B* x2 A+ T' v2. Clarification to weapon filters for aircraft:% O4 p7 ^* H1 Q; O6 ^5 R" p
PM_NAVAL_ATTACK 2 // used for naval attacks
9 w! i$ l, g( o8 n/ q( q5 `8 jPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)5 r! T+ s) I# }/ A: s6 y
PM_LAND_ATTACK 8 // used for land (ground) attack
" G" F* x* c% {" B! D7 H; x# gPM_PORT_ATTACK 16 // used for port attack3 Y8 ]& V* \ y3 Q- E& T
PM_AF_ATTACK 32 // used for AF attack
( X( |/ D" I3 w( ^/ @Dropped any reference to secondary values for land and AF as they served no special use.
: A- w. a) q* i8 ]5 ?5 L9 G. m/ hClarification changes
1 x5 Q; }7 k/ C% Z0 \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 G% } {# [1 \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
: q! @; K8 t: |5 G1 h, FMONGOLIA(91) or TANNU_TUVA(92).. X+ n& r9 m; o( _1 f4 w
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" H3 `( \& a' x9 c W9 o7 M0 ^+ _b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. v4 h% a5 H: A" Q5 {* rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) P2 L3 Q Q1 k: @, S, ]0 E( |after Soviets are activated, but can’t move+ Z$ i U7 b- B( A' i
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# v' j7 X* N9 e
disbanded in port.
/ o% U7 `: k* g$ ^0 Qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 K: b% R' W$ f/ [
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |