具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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0 Y4 E; E2 V& H6 a8 y已经共享到岛群QQ和本论坛置顶资源帖2 ]/ D# I# i: T r G
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大量更新,详见列表:; r8 x, k" _; Q: X' e2 q
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d" m" H- a. qChange History:, g8 Y& }, f* [' ]% b9 D9 N
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' y- I/ l7 N# _$ q- h+ n1. Seventh Update – This release is a comprehensive release updating all previous
- R: P9 D, [( Uversions to v1.01.17 beta
/ H( ^( q+ e- s2. Code Changes
u5 A6 C* Q7 o0 v3 w8 `Fixed
% |% L u) O" D1 K5 i& L. H N$ F1. Display of AF/Port icon between player saves based on player's intel
" I. u% J) v+ i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' c$ }' E8 B6 A% D; ]0 s
weapon list updated7 F& `4 E+ h5 L6 f8 T8 q
3. Reported cargo/troop safety values incorrect when no cargo/troop space
( n! G4 k4 M* h" i; v4. Allow smaller 'reserve' space for small groups on ships
3 U! N" U2 z" m8 Y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& M4 t5 Y) @! `& z) |6. Correct attacking plane count before final post-air combat% c0 z$ \/ H: l# V
7. Pilot promotion may have occured in error sometimes
7 G, u0 l8 w4 V8. Raid detect message sometimes dropped of the combat report
& T$ t" c/ ~5 ^+ N; M9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 N# B6 w$ j! v& ~" d9 P9 I# @generally
0 P7 L7 b ]- d10. Some pilot-leader connections were being corrupted1 @+ f. i0 {% k% b! j' W4 h5 n* J
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
1 s7 O' n3 r9 jother move issues due to the incorrect indicator' @' ^/ c; b/ \9 S; Q8 Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) a! X; S/ \# c+ p7 b4 p) adamage% U2 n6 y% q% D) j
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool* @ ~2 r5 f% F% t- ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
}; M7 g+ g1 }4 N; n) y( S: N4 X- fdate sort
, E2 Y; z8 @7 w3 x1 z4 m15. ASW groups not allowed to attack sometimes
9 A* m! l: {) I' a5 S6 D2 }) d: i16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ Q6 l. P [8 M" o; [/ l: zHQ/LCU to jump to reinforcement queue
" D' [, n+ X9 w2 r17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- Q4 i: t- g3 S$ Y18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# \7 E& c: l7 V) n1 x. E/ g/ B
at start of AE but crept back in sometime during updates! M A0 u; w$ \; j$ D1 F. ?
19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 ?2 f' N l- |+ H
fragment.0 ^+ T' U; U r) E; Y# i+ K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# V- J( Z% T; k2 Q: }" K, q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# f4 h$ |. V0 W: s& j4 F; {2 Dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: D( g, f7 B3 N' X
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: o- o, h2 B6 T/ H0 b2 z
24. Bug caused F/FB to sometimes bomb at low altitude3 Y. `4 s* K: w# H
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 s& @9 _* x4 L; W5 doccurring properly.& L2 b! ` h5 @
26. Bug in Industry 'failed' indication not showing properly sometimes, Z. ` Q) w! W2 f/ v6 p8 d- L B
27. Location check at scenario load to include small map sceanrios
# C8 r& B; m2 a0 k4 J! z: c7 g28. Bug in air supply to fragments in a non-friendly base hex
2 ? g$ J9 y# ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
7 O2 {% M; E' B9 T/ @- n9 Z0 Bbeing set to homebase before execution of the mission – ie was returning to base
7 F+ d0 r. Q* ~# V# t& eimmediately' t# t1 F6 ^5 i' @- V! U3 x+ {
30. Error in Strategic map display
5 |8 E( }9 J6 E! \. b31. Additional and stockpile options were not turned off when base was captured; t. [7 m; j7 o% g' N
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 `+ W4 l! d0 k* g4 I( N
mouse over
' P& [+ g: E0 Z3 j33. Army experience being gained when not 100% prepared as per manual; changed to allow
& T4 b# u6 f1 y3 w4 g0 {chance to gain experience if >75% prepare and < 50% national exp level& X! l9 i* _: l, L+ }3 \/ F; |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! [7 C5 v; r; C) p
alleviate the incorrect experience gaining happening while in reinforcement queue% q3 z/ _9 z" `: [
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –: j& k/ n/ e+ o, W% [
caused unit to jump “off-rail” and move overland" S5 L+ E% K8 Q; E
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ A! y" U8 N5 Y
37. Excessive accident messages on unload from TF reported7 ]; j7 A6 j$ l9 J0 {6 g5 D: r. Z3 O/ ~
38. Reworked editor sub-unit merging as some devices could drop off the unit list when) C; {; ~. q: w: X. c
merged causing smaller size unit than expected/ L7 e5 N% [; e7 K1 t7 B
39. Corrected possible TOE error in scenario data load for inactive units
/ d; D3 z: x. V& T5 z. s40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 ^5 k- G5 ^9 V% i2 Rhowever be allowed to do this.& j! Q% n3 i9 b1 _1 Q8 J! F
41. Possible CTD if sinking ship's load was a group, x* L9 c. V# a$ s C8 V& F) z. k" a
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 ~( B9 B! |7 i. h$ H4 d! @was causing an over production for that turn9 _& Y8 J5 |+ H0 g- C
43. Retain day/night setting when creating group fragments
2 |9 r6 ?! N- h& D1 W$ M1 j' h# C9 b44. Adjusted supply and fuel values in base list not to overrun the space
0 W+ j: I% v- G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* v+ c" I$ ]- Y6 l4 m0 c
added YMS to Sweep TF in line with manual and code
9 h0 r& A B) F8 ]. }, l46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ n/ Z" y: w# u8 |- Q! }rule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 ]' A: u q/ B% w" [rebuilding of destroyed units is not affected by this.9 o# x: n2 _3 O. m) Q0 g( C
47. Carrier capable and trained text not showing together on Group screen0 I$ t& N# _4 c0 ^, N
48. Handle any blank re-name changes by ignoring them: [6 p# L7 V6 V+ x+ }3 Q4 b
49. Possible CTD when air fragments combine
5 V, W* v0 v, ]3 d+ t0 |1 h50. Unloading TF can freeze a LCU onto a ship under some conditions; ^+ J0 K5 d7 q `2 R+ V6 |5 U5 t1 H
51. AI not behaving if main HQs missing (affects small map mainly)
% r2 M3 k5 H F* \; O, G* Z52. AI using AGC for normal land units – removed from TF if not needed( [0 ^6 A7 L$ p! x
53. Soviet activation message not in Ops report
$ h& P4 s/ y+ p9 u- i" u3 q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 w# }+ _7 v; G: ~( A& _/ r55. Clear Soviet air balance if not activated. Possible incorrect base switching1 j* e0 [5 F" r! t& L; L
56. Sub attack against docked TF not happening for port size <3/ K; \7 D) P9 y4 f$ L d' m8 v0 E* x
57. Unit type changing unexpectantly
: R% o9 b" G2 F* h3 [, N$ s58. Torpedo replacement on plane sometimes is missed
$ h2 \2 w2 T [4 {6 n/ w59. Double handling of overstacked supply requirements1 ^# }+ F* o! N- _- @% C) R8 Z; S
60. Fixed alternate weapons for port attacks
. J2 O. G6 R; k# R61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. |. V' Q$ L7 N B E3 [9 X3 Fsometimer in the ship repair cycle.
; V; i3 A7 |8 V3 y4 w6 h, ~62. Ship tonnage over 32K could cause repairs to fail
: p7 J$ {, T5 i4 }1 PNew
' H2 y! A1 a( l" d, N7 X& y" t1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, g3 P% D0 p9 n, y: G5 O
port, z: B% e, J' D2 d6 m# H
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 t- C5 G6 r; q; iTenders not counted# [: u/ x' [) i8 K4 I3 s/ j- F
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! n- f$ r' u% C4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( `$ |3 i; d+ \9 E; T$ p% p( C! J+ Y
to remove damaged ships from TF) H# `5 a) `+ Z7 C
5. New filter for “non-building” devices in Industry pool screen: T+ |( I2 e: Y( y% l
6. New filter for “non-building” aircraft in Air Replacement pool screen7 \4 P+ b5 N$ f( J/ ~0 a7 h
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 A E: H5 g5 A$ f0 \& t2 Tmines (^) detected& o9 s8 T+ K; K9 m8 A
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
6 ]5 G P E1 m0 D" L7 O! F‘button6..’ image files, then these will be shown. If not, by default there are shown as- e' b0 ?5 j1 ~/ Y E( C: u+ f
standard parachute unit icons/ B1 v3 C$ `* U
9. Air/port damage and building is shown in base mouse over$ o$ D, |6 u% D0 j
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
+ f" C, l B$ {11. TF can be routed to stay within coastal hexes as much as possible, K' ~- a7 A% r: y* N" y
12. On Top Pilot screen show the 'ace' cut-off value if more than 17 v& ?& m4 i- R" D) h7 N
13. Added option on group and LCU reinforcement screen to turn off replacements1 S. v" |# Y% l& A v$ O _
14. Current base can get supply returned to it when reserve planes returned which were
# H7 m7 c& p5 @5 G) `0 O2 S7 L$ Joriginally supplied from another base
{* f& {" Y, X" P$ H' w7 E15. Unit type filter on Troop Loading screen4 l. m4 h, W" a
16. Report killed ground units if not in combat report
W; w6 L# P1 k6 sChanged
! p, j" U6 l6 C* b% F8 n1. AF of 8+ have AV support doubled for purposes of determing support for air operations
2 r' n% P" N& C, N5 x(complements fix 18 above)
$ C3 S# J7 K2 D% @; E& r& A& E2. Permanently increased pilot array to 70K
, ]+ E0 |4 q; ?. O m% K3 v3. Increased number of air combat rounds are a factor of total aircraft involved0 p" H7 V1 k4 _. W0 B
4. Allowed submap to submap movement if land connected for land units. Should have been* d" h' E( K( A v" W ~
so as per Andrew Brown
# j; [" E5 j0 Q- n- |5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message' j) [5 r9 }. Q* _* C% ?0 a
delay toggle instead: J, E7 \7 G$ J4 V
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the |1 A) e1 e1 c M
maintenace a bit more& B% y% R# l; D
7. Support device replacements won't decrease the overall experience of LCU units. This does+ K) q p1 ], W2 G8 t8 l0 g
not alter the overall EXP change due when any replacements are received.
2 N2 i8 I2 k- h- w6 F- D8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ \+ E4 ^* Z/ y. ~+ D. j! V) pbetween the two but could break current games.
1 n$ U7 K5 v6 U% }" T2 n0 _ ?5 `9. Some LCU Prep points may be retained if unit is experienced
1 ]8 y4 l( b M S& i& uNotes
; ^0 L" b! N3 q7 |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' R; ?, T( r. U \2 _* i4 |: O$ t
should not change player or HQ, even if not in play. These original HQs are used by the AI
! I0 x' x8 j1 `( V6 k* Z- ^. @routines so changing or deleting them can put the AI off. Changing other elements should9 S' H# k+ Z+ H- r8 j4 I
be okay.
4 o9 g2 r& M. Z+ R8 w2. Clarification to weapon filters for aircraft:
4 }4 Z9 E8 h' P; J1 vPM_NAVAL_ATTACK 2 // used for naval attacks
/ t4 x' ~9 J+ W5 s- Z+ `( BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
' Z2 q& m2 l' j+ v% O$ m+ j/ NPM_LAND_ATTACK 8 // used for land (ground) attack8 }9 w+ k D7 i t6 P
PM_PORT_ATTACK 16 // used for port attack! `1 @3 l4 C; I
PM_AF_ATTACK 32 // used for AF attack
# Y% ~9 K2 l/ h& J2 nDropped any reference to secondary values for land and AF as they served no special use.# t+ T3 V4 U6 j; H% i: M
Clarification changes" Z" T9 d6 Z) G% L; @: U' {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
s$ b c: ~- I+ P& X) lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
- g/ G7 m& v% a; z" v; O' M8 q: `MONGOLIA(91) or TANNU_TUVA(92).! x1 l' l3 n; O0 _2 g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ y" D6 C: S: Y C) {# H9 bb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes/ E0 l& \2 H: e5 h, c$ d
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 o4 U/ a- ]/ Y9 B" H5 D
after Soviets are activated, but can’t move
. W% c2 p! X9 fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. W$ m e3 E+ I: ^$ R8 adisbanded in port.
3 `- s" x/ k- F+ `9 ~e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ V$ _# h Q+ R0 ?3 H8 d& ~& {f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |