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0 O T% ]( @6 G' I4 |4 C `http://www.matrixgames.com/forums/tm.asp?m=3185062
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3 S9 v) t# S8 B. z% s6 |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:9 l3 [5 B& N. k% J' a8 a
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Change History:1 Q7 o6 o4 _/ ^1 v0 m( q% j) X3 c
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); e7 U; Z s) p7 v
1. Seventh Update – This release is a comprehensive release updating all previous3 e. J! B. b: ]# \9 ^
versions to v1.01.17 beta
3 E# E5 M4 q k( d/ R1 W- ]7 v% m& u2. Code Changes
" \2 P4 f1 D( ]# c0 |0 kFixed
; e; ~5 \6 c9 q3 N& x/ j1. Display of AF/Port icon between player saves based on player's intel
' M4 c( |6 [/ A+ e! g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, ~0 d0 Y& {6 u5 Y* H# Hweapon list updated
1 D: l/ _) U* I% M3. Reported cargo/troop safety values incorrect when no cargo/troop space# f5 a' {2 |# K( ~( u7 @2 r' f3 w
4. Allow smaller 'reserve' space for small groups on ships, |2 H3 j0 P4 F/ x# ], f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( U1 V5 j% n3 n2 \5 N) r6. Correct attacking plane count before final post-air combat
. y. @! q0 g( \8 u; G7. Pilot promotion may have occured in error sometimes5 p$ m0 {1 u3 E4 v6 d# C2 t2 ?+ N
8. Raid detect message sometimes dropped of the combat report3 a o; {% n; k$ Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: V0 ~" ]& r) Y1 w
generally
0 N& X3 z) O& [1 L( R, E: y' V4 D- |10. Some pilot-leader connections were being corrupted
& y+ ]( Y0 x* m! V) S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' x1 {9 E9 r6 v9 ]! q! Oother move issues due to the incorrect indicator
1 i6 n0 e# M, O) `: y( n12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 G$ R0 c9 z7 |. A. Q5 f- A
damage* a4 Z" n! k. X3 K) @
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ L5 V9 Y5 b% w7 u14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 j* Z; E, D4 F4 V) [! c% h ^+ hdate sort
0 a2 g1 h: t* W6 a9 q* q15. ASW groups not allowed to attack sometimes
" }/ Z+ ]8 Y* L, {. T16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 q3 `7 {2 j8 ~0 E% w
HQ/LCU to jump to reinforcement queue4 P8 U7 f" T& J2 ]/ A m6 ]
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 F2 \& C, ?/ d4 j* w& e( f1 A18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# b+ e+ ?! {6 k- E8 R6 o: Jat start of AE but crept back in sometime during updates+ |6 H4 u: [4 h
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ M0 b+ i# ^0 {fragment.% h' j9 O- Y- h' u' F7 {
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ W) i5 H1 ~- ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: u# K5 G/ F+ ^! c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- W' V0 d2 L1 hset
& C4 h9 S, s( o8 F7 A. z) V22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 ]# H% M/ `8 r% I. a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ {4 R7 Z% y, y$ {. e; G! X1 o24. Bug caused F/FB to sometimes bomb at low altitude
: n4 q" J! e S) f% T7 Q25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; O7 a- R8 e0 U- G( }. n4 {occurring properly. N0 r: }! E; ]/ o) T$ T
26. Bug in Industry 'failed' indication not showing properly sometimes
! n+ F# v! k5 D) E# D27. Location check at scenario load to include small map sceanrios
; r8 U9 @9 K/ n, Z8 N28. Bug in air supply to fragments in a non-friendly base hex
4 p. k8 O2 B9 F29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 x1 U1 P9 }( Y. S, S9 k# e) \being set to homebase before execution of the mission – ie was returning to base
8 y; R7 y- g- G5 w3 ?- E0 Z( kimmediately
% d0 t+ q. T4 y30. Error in Strategic map display) w& e: I% ~# f/ d/ r3 i: w
31. Additional and stockpile options were not turned off when base was captured
4 p, m- a) y; j1 S1 r& ^32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ i u2 R: I$ o9 j Z
mouse over8 B8 K) X1 k+ D* ^
33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 }9 O, ^; a2 |# f3 Achance to gain experience if >75% prepare and < 50% national exp level2 ]( |: D$ S5 L$ @3 V
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% ^% q4 s- ?" `
alleviate the incorrect experience gaining happening while in reinforcement queue, }) H+ M/ V6 y6 N' p
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; j& c' x0 N% X) N/ b) y9 ]
caused unit to jump “off-rail” and move overland
& m# R) Q. a! X% U3 y) T8 Z# C. _36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- a4 M$ M- Z! m8 N; k: I( |9 \
37. Excessive accident messages on unload from TF reported
! P5 {% ]! u" | |0 J9 t, B38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- d& L7 n6 D2 R5 j& [% emerged causing smaller size unit than expected: R( T: |! V% t
39. Corrected possible TOE error in scenario data load for inactive units
9 d& c. C4 z4 n4 _2 M40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- N: L# R$ B4 S( @" D/ d) |3 g khowever be allowed to do this.
! T) q8 D" i- M& S8 R) _* x41. Possible CTD if sinking ship's load was a group
9 O$ A% V# R* ? W9 i42. Limit the number of devices built from resources per unit during LCU replacements; this
. Y* D- H1 C; f' f+ k& ~was causing an over production for that turn/ t8 W" x& E9 v f( }$ c1 B; y
43. Retain day/night setting when creating group fragments d) }$ w8 |4 f: _6 y# T. M
44. Adjusted supply and fuel values in base list not to overrun the space( O f: R4 F8 Y7 ~0 b" C
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, o/ q- U* V. eadded YMS to Sweep TF in line with manual and code
3 n \% n A4 d( D. Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 m1 A, p" w8 b
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# a' c# ?0 C- K6 S. Z2 ]rebuilding of destroyed units is not affected by this.
* r/ d1 r- C* O& G6 w% s! |' A, f47. Carrier capable and trained text not showing together on Group screen/ B+ s+ p. J6 {2 a
48. Handle any blank re-name changes by ignoring them
+ r: w1 r5 p V) x6 |1 s49. Possible CTD when air fragments combine" N/ Z8 Z4 e+ m- k+ n! |' X
50. Unloading TF can freeze a LCU onto a ship under some conditions
+ r* ~* x7 |' O51. AI not behaving if main HQs missing (affects small map mainly)5 E: G5 q. \1 j" \+ g+ Q* E3 ]
52. AI using AGC for normal land units – removed from TF if not needed7 k6 I, i+ j) F% C; |7 U
53. Soviet activation message not in Ops report2 K: |" a% r" {4 \* v
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( \7 u8 s8 I. }8 j z55. Clear Soviet air balance if not activated. Possible incorrect base switching5 A1 t8 u" M; Z
56. Sub attack against docked TF not happening for port size <3
( c0 s, M# Q# V- O57. Unit type changing unexpectantly
1 `6 h G5 f2 a8 J3 P58. Torpedo replacement on plane sometimes is missed0 r. D0 E: k) e* s. q: o
59. Double handling of overstacked supply requirements B! d9 I; f+ N& S. X+ [$ p
60. Fixed alternate weapons for port attacks6 h: Q) Y8 p2 {) K. f; W
61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 x! |8 ?5 V- b
sometimer in the ship repair cycle.
! h, T$ U ]5 C62. Ship tonnage over 32K could cause repairs to fail( A& i N* h4 I# F
New
4 V$ ]5 w, L: @- g: l1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" @" }9 N* ^0 p- y: w4 X" m1 Nport: m! S8 l4 `/ l5 _& K2 g
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) C0 |4 Q: C. }& sTenders not counted& ^' p4 g1 }( w. @2 a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" b: R4 ~) [# ~9 F7 n
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. B9 L# p/ D) p% J! X; A; o5 y
to remove damaged ships from TF n( W: ~, m9 D
5. New filter for “non-building” devices in Industry pool screen4 V4 P! y5 M' u
6. New filter for “non-building” aircraft in Air Replacement pool screen
/ ?* [ W& \- o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 w0 Z4 Q1 B; S' G+ U. H. x8 g1 Imines (^) detected: r( J5 a9 {) }; O7 \9 q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the9 g `( T& N* Q% n
‘button6..’ image files, then these will be shown. If not, by default there are shown as
* G+ u8 _9 T) B3 |% Ystandard parachute unit icons U% ~5 w2 `. ]$ q: E
9. Air/port damage and building is shown in base mouse over
{2 O* U/ }" M( U, R4 o" g1 ]10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. Q$ a7 Y, H: `$ _
11. TF can be routed to stay within coastal hexes as much as possible2 ~& E R4 \2 X
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) N/ ]5 |9 S5 N8 |+ D, q; j4 n13. Added option on group and LCU reinforcement screen to turn off replacements
! h2 x. H/ p! f- K+ D14. Current base can get supply returned to it when reserve planes returned which were
j- @( K% z* S- |originally supplied from another base
0 w( ? G+ Q o* M15. Unit type filter on Troop Loading screen
, U9 |# E' I" k' g# h3 q. u16. Report killed ground units if not in combat report
4 s8 o! W9 F7 j+ H. N( ]Changed
2 u; P5 m/ W6 q8 H% P5 }3 U1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 \ N! x8 h: b2 `(complements fix 18 above)
5 ~8 P1 Z2 _9 z% r/ N2. Permanently increased pilot array to 70K3 s \3 \# ]! q1 N
3. Increased number of air combat rounds are a factor of total aircraft involved
3 K9 f2 _3 y: M4. Allowed submap to submap movement if land connected for land units. Should have been
/ g" I# d3 ?; r$ [" e2 Hso as per Andrew Brown0 J7 D3 o# N/ g% h+ G. a
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, N" W$ ?# e: ]9 v. D! L
delay toggle instead
' F9 x1 R& p' Y/ ~6. Aircraft being grounded for maintenance factors in durability also. This will spread out the) {' t; c- t! t4 f! H1 w: _
maintenace a bit more# h: ^" b0 K0 I2 g
7. Support device replacements won't decrease the overall experience of LCU units. This does
' R5 a9 k8 S/ k6 L6 M. J' cnot alter the overall EXP change due when any replacements are received.: O- ]1 X2 t' n) G
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( D! A. b: e' t) G6 D% G f
between the two but could break current games.
1 B+ t D4 @: X- r$ o$ X" y1 {3 D9. Some LCU Prep points may be retained if unit is experienced
% f' R: `$ i/ e# d* ZNotes$ W: F( w" c: V6 p& c8 J ] Z
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
3 Q4 R* B( m' J2 Bshould not change player or HQ, even if not in play. These original HQs are used by the AI2 E2 ^& F- H% z) c, c& l4 K
routines so changing or deleting them can put the AI off. Changing other elements should
6 j$ s, e3 t( T2 e7 hbe okay.
( W* G/ _3 w$ I/ L6 L2. Clarification to weapon filters for aircraft:, X5 i( B3 h& n& C% z; Q0 N
PM_NAVAL_ATTACK 2 // used for naval attacks" d3 j1 {/ @5 W$ [# R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)7 m3 H' C0 }; M- S, }& g6 `1 \0 B+ g$ F
PM_LAND_ATTACK 8 // used for land (ground) attack. C& h. z1 e. S( Z! E0 S, d6 a# [
PM_PORT_ATTACK 16 // used for port attack% L# E8 }- K2 X: e
PM_AF_ATTACK 32 // used for AF attack
$ k8 X* G z6 q# t. cDropped any reference to secondary values for land and AF as they served no special use.& L& `; @: Z( D- }7 B& q
Clarification changes. s) k. S& l" W2 z$ J$ a9 f
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. r: }8 J: ?% G7 \$ c
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* O' E- z; a. J) N# B
MONGOLIA(91) or TANNU_TUVA(92)./ u5 I# ]. ^6 C% E0 ]5 B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 s8 r" D3 @+ m+ \+ K5 qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 K0 i' y8 |7 [7 C1 [1 p' S! zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* I8 c( {1 ^/ G) i P
after Soviets are activated, but can’t move: ]; @" F9 y/ p) a' U' v
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ S! H4 P1 e# c7 U2 L) _
disbanded in port.1 x( h1 Q6 ^" n1 X% ]. _ b/ v
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently1 h1 f. L" E, e. z6 j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |