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" X& c; t& a) ihttp://www.matrixgames.com/forums/tm.asp?m=3185062- U) ^, S0 B! v# Q, Y% r
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:4 Q% C" t0 x' L( ]# s! s
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" h9 ^# @; y0 U5 vChange History:6 P/ j: F6 x% O& B
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 l' k. h) K5 [% R; I, D1. Seventh Update – This release is a comprehensive release updating all previous
( _7 n5 \* r8 z n% {versions to v1.01.17 beta8 u) X& m# y% U s/ G
2. Code Changes3 X& y' q, v# c+ n$ g) q9 e
Fixed9 T+ @) v3 L. t4 ?: H
1. Display of AF/Port icon between player saves based on player's intel
' ?. L' M( k% ?, B; R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ j5 k( J2 @" @: |- P% H
weapon list updated6 Q9 @9 w3 S. ^4 J% q7 x8 m! ]
3. Reported cargo/troop safety values incorrect when no cargo/troop space( d5 P+ z F! g+ f
4. Allow smaller 'reserve' space for small groups on ships
, s! o/ r) L5 e( @+ m& N0 B5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 H6 o! s6 p# ]6. Correct attacking plane count before final post-air combat
4 ~3 R. K4 P4 m8 _/ Q7. Pilot promotion may have occured in error sometimes
, S* Y! L) I+ \# A! I1 \6 g0 ]8. Raid detect message sometimes dropped of the combat report
; Z% l# m- c' O9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 Z2 P6 V+ }5 K: n: Z% g- i, {
generally, f! {% J5 c& r5 v* J
10. Some pilot-leader connections were being corrupted8 \% ^; r8 E( I! v6 T- r& E' N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 T) t3 k) c% }) |8 Wother move issues due to the incorrect indicator
8 O( D0 e/ M7 r: t6 }" w7 V1 |12. Wrong ship sometimes reported in Ops report for TF movement which causes some- B l: A1 A" `: M& Y
damage. h! }9 f; w. \$ H* h7 b2 L& t0 R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ G. W% x9 l! O9 X7 \- e/ J0 J14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 r" Q. A4 G" f0 i6 y& Ddate sort0 G" c. L7 ^2 I' t* e6 ^
15. ASW groups not allowed to attack sometimes3 u* g1 J/ J% f4 N( _- g( c5 g
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 q9 W3 ?# _, I4 {1 ~
HQ/LCU to jump to reinforcement queue7 {) }9 ^. ^& @! n
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
c) n' @4 k* W! l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 S- H. \5 v/ h, J, o4 O% o
at start of AE but crept back in sometime during updates
4 N! j9 n5 V9 B3 P/ _19. Removed the fragment/parent swap during a TF unload as it could often orphan the, d2 A; u. I0 x7 o6 q; `3 t
fragment.
. A; E' X! @9 e* Q" Z6 L20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
6 E+ X' R$ F8 L21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
6 I* y! |: n3 H. \+ T) ~* ]9 ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! v% o6 F0 P2 ]4 }: }
set
/ \9 T2 D2 L: q2 W" r0 p22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 T. {& x7 i* A' w
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 t4 b0 s/ Y+ P/ y$ Y3 i2 a+ w
24. Bug caused F/FB to sometimes bomb at low altitude
P; N/ r8 d0 A2 |+ o1 F7 t3 L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 k. k4 l Q0 R8 Toccurring properly.$ y7 N0 d7 ^0 k' N8 ^! g
26. Bug in Industry 'failed' indication not showing properly sometimes
2 I& I/ L, [5 G27. Location check at scenario load to include small map sceanrios4 v7 S0 I% p4 H( k0 t$ X- o
28. Bug in air supply to fragments in a non-friendly base hex/ L( ?+ g) x7 u% { q3 [6 ^$ d% ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was7 I1 @( F2 Q5 S6 P1 g, o+ ?, Q
being set to homebase before execution of the mission – ie was returning to base
& c: u9 }+ Y: l) K2 `. Q$ nimmediately
& u; Y) I D% {. ^: o! J r- O; f30. Error in Strategic map display
7 y$ _! V+ U- X7 e9 P6 ] \" ]31. Additional and stockpile options were not turned off when base was captured
6 u' k0 F! M; U& W/ i3 @32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, B$ q; B T$ O6 Smouse over3 y: {' m# P9 g# f% G, S$ [
33. Army experience being gained when not 100% prepared as per manual; changed to allow8 Q2 J9 F( z# j% M4 M
chance to gain experience if >75% prepare and < 50% national exp level! k& @0 C, U- l/ x- E5 n2 j% L" ~% S" {- r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
& _- T/ E: H* i2 N0 h, p2 Talleviate the incorrect experience gaining happening while in reinforcement queue+ X, h8 O! y$ {. d
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 x: Z+ q8 d' P/ ~' {
caused unit to jump “off-rail” and move overland1 o; m" b' ~: d7 D
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( s* ^2 u( ?# y3 r" p% B37. Excessive accident messages on unload from TF reported
% _, t& _# C% T' m( s4 V38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 Q; K {% C/ r& S8 [, x
merged causing smaller size unit than expected. v4 |9 X6 d0 e9 E6 z3 ~
39. Corrected possible TOE error in scenario data load for inactive units
" ]& `- |1 }6 V) w& l40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# h- `+ Q3 u4 d7 zhowever be allowed to do this.: F. T4 E! n$ b# g. h5 l
41. Possible CTD if sinking ship's load was a group
' X+ n! @5 Q+ Z8 u( M, M42. Limit the number of devices built from resources per unit during LCU replacements; this2 Z* V% N% ]7 _5 [+ _
was causing an over production for that turn1 |5 `0 a) T5 ^ v
43. Retain day/night setting when creating group fragments6 }9 a# S" ]7 K# W/ R; p, O
44. Adjusted supply and fuel values in base list not to overrun the space
8 t8 y: R4 [. C' J& R1 ~45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 f* @" i/ _2 b, O; C
added YMS to Sweep TF in line with manual and code" f3 |7 [, {0 N! k8 w; a+ E9 y2 m& R' O
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the, p5 w6 u5 D Q7 u8 }- ?+ l: f
rule relates to the abundance of manpower and is not covered by replacement pool. Normal" C3 s1 w* U$ a( O: b
rebuilding of destroyed units is not affected by this.1 J8 x# q; d' u5 u9 O
47. Carrier capable and trained text not showing together on Group screen
, v9 J1 ^# q. u* t+ v7 x3 H48. Handle any blank re-name changes by ignoring them; ~! K5 s% R; U& T: G1 r$ j
49. Possible CTD when air fragments combine
$ D8 d! g. H; u* B50. Unloading TF can freeze a LCU onto a ship under some conditions
0 @- B# b% _$ j# v: U51. AI not behaving if main HQs missing (affects small map mainly)3 k, C) H/ M2 H# K, _* e
52. AI using AGC for normal land units – removed from TF if not needed
- N1 K$ D6 [" S9 y% F( O53. Soviet activation message not in Ops report( c& A* N9 \; O! [7 u. g5 ?- N
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ l" m7 q( g7 L* x
55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ \, d: U- M( _$ N56. Sub attack against docked TF not happening for port size <31 \9 i5 w/ n- X: T; K
57. Unit type changing unexpectantly0 Z* K T' B( e. c1 S
58. Torpedo replacement on plane sometimes is missed# G( S ^. Z4 |
59. Double handling of overstacked supply requirements, g- U, b" z6 L" p5 z
60. Fixed alternate weapons for port attacks7 v6 t3 C# ~% i; {( E! ~9 y( A
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( p$ T, b. y& N$ bsometimer in the ship repair cycle.2 a; X+ R' b) s2 E' J' J3 C
62. Ship tonnage over 32K could cause repairs to fail
, e+ C4 I0 _2 kNew
' V% r% H$ a. n' s9 i! G; C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' n3 M$ ?" O* q" F) @" z
port0 ^* @. P0 A& Q! W& F
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 T" b( I$ d" n1 j" G1 ^Tenders not counted
4 @4 t' H J. _& T7 N, F! m3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 ]( `( H4 P7 s8 f E: I3 f4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method: x9 M. p( X$ {$ @ z
to remove damaged ships from TF
) |% A7 I" G" U* k5. New filter for “non-building” devices in Industry pool screen4 |; \( D) F/ j ]
6. New filter for “non-building” aircraft in Air Replacement pool screen# g" H6 t" Y! t- e; @4 [) o' s
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 P9 I7 [4 @7 R6 m' u+ E
mines (^) detected
9 {' l' u) z3 O: x8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# j, D3 U6 Y. f9 o# L5 `! Z
‘button6..’ image files, then these will be shown. If not, by default there are shown as
7 b3 x7 |* Q1 c1 D4 W _standard parachute unit icons, r! s; @- n( [2 f0 ~
9. Air/port damage and building is shown in base mouse over
7 p3 B: @8 T) |1 }2 h9 T. i# ]10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on7 M1 w3 d8 Q2 Q# L
11. TF can be routed to stay within coastal hexes as much as possible
1 T5 z4 n7 A H* L12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" n/ u- W) |5 Q! B6 M- r13. Added option on group and LCU reinforcement screen to turn off replacements& K/ ]0 d! ^/ |$ W- M9 S1 \$ T
14. Current base can get supply returned to it when reserve planes returned which were" \& p3 K9 j, b& _5 ~
originally supplied from another base
/ T6 f$ ?2 E1 h15. Unit type filter on Troop Loading screen1 V5 o9 t @+ [6 G8 }
16. Report killed ground units if not in combat report7 @) W! q7 U& Y6 C1 o" L
Changed
* ?& L$ s& [3 E: t1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. Q& D; n8 U5 l; G" c(complements fix 18 above)
0 u; v( O) Y3 q0 Y3 |3 E; d2. Permanently increased pilot array to 70K. f, _$ O1 J3 j
3. Increased number of air combat rounds are a factor of total aircraft involved9 ^3 s) m/ C5 T) s ?6 V: x' W
4. Allowed submap to submap movement if land connected for land units. Should have been# Y: r5 V G' @& {
so as per Andrew Brown
2 C5 y5 C4 ~7 j0 l0 e! Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 c- e2 R4 k* ?' A4 T
delay toggle instead
5 n) p) Q6 K; P6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; @+ ~/ a1 Q0 d _2 ~2 vmaintenace a bit more; u7 \) h u8 K+ l. o2 L
7. Support device replacements won't decrease the overall experience of LCU units. This does& F/ u- u! _' a
not alter the overall EXP change due when any replacements are received.
6 d* C) ]7 [8 W6 u7 }/ w' B8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' c7 f% [0 W, T3 t' Z
between the two but could break current games.
# Q: `, F9 |+ \% s5 M/ U9. Some LCU Prep points may be retained if unit is experienced4 G9 b+ K3 A: d ~' C- \9 @
Notes
! l9 \/ Q- j+ D/ E5 C; _3 B9 x( }0 Y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 R9 J( \" n5 X( b( P
should not change player or HQ, even if not in play. These original HQs are used by the AI
' e6 ~8 `) |9 ~! E/ Zroutines so changing or deleting them can put the AI off. Changing other elements should
3 z' Q; [' o7 e! zbe okay.1 _9 }' t) v L2 ?3 D* @: S+ d7 z
2. Clarification to weapon filters for aircraft:
% F' ~& y' n& }0 h) vPM_NAVAL_ATTACK 2 // used for naval attacks3 I, e; ~! y; V) \0 B
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; w; s. r8 d/ r7 oPM_LAND_ATTACK 8 // used for land (ground) attack
) P$ G; }0 L3 G! APM_PORT_ATTACK 16 // used for port attack- }* ]# x" r3 ?
PM_AF_ATTACK 32 // used for AF attack4 X4 U0 ?6 F2 C+ k2 I+ A
Dropped any reference to secondary values for land and AF as they served no special use.8 I3 f6 \+ o7 X7 T$ N
Clarification changes
2 H! H7 Z f' v" |" e- W, N5 R1. Some clarification and changes in regard to use of the Soviet Motherland bases. These x& C. m4 I e
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) i" l% m5 h# S
MONGOLIA(91) or TANNU_TUVA(92).
- {' i9 V! q- k' f# L4 ka. Allied non-Soviet groups can't transfer to Soviet Motherland bases% [8 W. Y0 t( I/ ]* _9 E
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& }/ F c& n! ^, d/ m/ [+ `
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 b6 O; @( f( v. ?
after Soviets are activated, but can’t move
+ @- l1 O" f) u w& p+ [0 hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& o8 b! C6 A. ~+ b- g+ B- ydisbanded in port.
8 w2 Y/ O3 Z2 B$ A% we. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ h) R& f( z5 v. L# g
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |