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. c! f% s2 ~" chttp://www.matrixgames.com/forums/tm.asp?m=31850625 G8 H7 L5 P! i! v! ^/ O
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已经共享到岛群QQ和本论坛置顶资源帖' U2 m$ ` L) U* D- @
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大量更新,详见列表:' s; x0 U7 A0 Y3 G: A% D( m
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- Q& s9 u; t. v' p& H) c8 ^Change History:% o( Q: g! [0 z9 M X
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- i/ q' Z T2 |4 i, ]1. Seventh Update – This release is a comprehensive release updating all previous" |" Z3 n9 S9 q
versions to v1.01.17 beta3 n% Y8 p1 }+ ?4 l8 Y
2. Code Changes
2 e C5 d" A4 M: dFixed
% ~- K0 @; s1 N0 T2 g1. Display of AF/Port icon between player saves based on player's intel" i+ J3 t' k! K$ m) x5 c
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 y) r1 p1 _, K) G/ S
weapon list updated8 a9 A+ Y- S. i* a# W3 H
3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 p( P# R3 G3 n) o1 ~4. Allow smaller 'reserve' space for small groups on ships! N) }$ p5 W9 W
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
o1 n" {9 n1 \/ U- R6. Correct attacking plane count before final post-air combat
J' k& F# e: s) _' N$ ?6 Z: e7. Pilot promotion may have occured in error sometimes
4 q5 X; D8 V! v* b! p9 i( R7 q8. Raid detect message sometimes dropped of the combat report8 ~- Q! g1 |5 d5 Q1 \: N4 V! L! [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
" `2 I% J5 z# }9 Y8 x+ o# Q1 Egenerally
" @3 ^; I- `) n b+ a& z: }10. Some pilot-leader connections were being corrupted4 }9 L, r$ L- [
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
& j- c! o" b$ q" s8 @other move issues due to the incorrect indicator) c8 K6 ^. Y R; V- g
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- Z1 k( y8 p9 B; s% i* u. @; E3 idamage% t& F. g' g) l8 E7 {: v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
1 G" T& c+ p; ?) P3 p8 q+ D X14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! P( U1 _9 A' o ~/ U
date sort4 r3 ~+ F: ^; C8 n# b( {
15. ASW groups not allowed to attack sometimes
( {8 n! }+ Q8 |/ c# a+ d2 U16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, S: K3 A: [2 O( V5 ?- E) o8 HHQ/LCU to jump to reinforcement queue% D: |! h0 p N
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: _% O4 I8 D" b# O
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 A9 l2 B2 r/ P5 x7 e
at start of AE but crept back in sometime during updates
4 s. ~+ X' `, ?19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 H r; h0 y$ V, C" pfragment.
' z8 W4 ^/ |: ?! g" R20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( d" |' X2 h0 F7 K: q8 s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 g9 P" P2 _5 K$ y" I2 n* qshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full0 i7 i% ^/ Y' P4 R9 p
set
7 u6 ^& p0 n0 { [22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) v$ z* Q. t5 q4 O2 }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
4 a4 a" d5 Y; d% ^2 w* b24. Bug caused F/FB to sometimes bomb at low altitude
% X; d7 Q' q/ h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* [0 c2 d9 F: g/ J; V% F% yoccurring properly.
8 ]2 l) _+ ^* ^$ k26. Bug in Industry 'failed' indication not showing properly sometimes8 o4 M- g8 C4 l
27. Location check at scenario load to include small map sceanrios ?5 e; U% ^) J" S
28. Bug in air supply to fragments in a non-friendly base hex
: z" R6 ^6 t" i* h* R6 `0 f0 B29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, K U0 [: W# @" L8 M0 R2 dbeing set to homebase before execution of the mission – ie was returning to base) W5 q# N& u4 t9 T
immediately: n+ G: S4 l# X- a+ W
30. Error in Strategic map display* ?9 F; K u& X( m& m' g8 T4 v
31. Additional and stockpile options were not turned off when base was captured* z9 i8 N9 r" o5 C$ }
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: {* s: T# z6 j& v
mouse over( Z* @- e$ v+ K4 m! P! B- T
33. Army experience being gained when not 100% prepared as per manual; changed to allow
W, J) c+ _; N. Wchance to gain experience if >75% prepare and < 50% national exp level
. E+ T. b9 J0 `, D) H/ H" p3 y- g34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
9 \# ^2 ]6 m/ N- H8 L5 q! |alleviate the incorrect experience gaining happening while in reinforcement queue
0 M2 I) F9 S3 `, G35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! i* ~& \6 D! D
caused unit to jump “off-rail” and move overland
# {6 s' [, T% F3 }2 D36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) Y+ M( z" u3 `' n0 X
37. Excessive accident messages on unload from TF reported' Y4 c7 d8 M/ w% @ ~4 U3 r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
0 u0 b& O- c9 l1 |6 emerged causing smaller size unit than expected
. U% S/ O3 a- S! m! a. H39. Corrected possible TOE error in scenario data load for inactive units
! A z* P1 c+ G2 W- }$ t40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 }6 _$ O# A/ }2 z" s( e
however be allowed to do this., k4 A+ W& o. b% T2 k
41. Possible CTD if sinking ship's load was a group9 ^( N( v( m. H7 A' r
42. Limit the number of devices built from resources per unit during LCU replacements; this p; B$ n/ T0 J' f
was causing an over production for that turn
" P, Y( I9 B ~% ?43. Retain day/night setting when creating group fragments
l( H) E3 h( G# E- B44. Adjusted supply and fuel values in base list not to overrun the space' i( s* f0 o! H$ n9 [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 \: i% v" ~1 V: e Q1 G
added YMS to Sweep TF in line with manual and code) ?4 ?/ T* |6 J/ Y+ X* N
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 t0 p; q0 E8 C! U" @$ h
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ {5 \0 s0 R' ^' frebuilding of destroyed units is not affected by this.
6 E7 Y1 d5 v o& T* o7 }, q47. Carrier capable and trained text not showing together on Group screen( b4 c& R, u" b, @7 d4 }, P" o
48. Handle any blank re-name changes by ignoring them9 T$ o: n2 e5 l( f
49. Possible CTD when air fragments combine
" Q- \" [: D" D& E1 h50. Unloading TF can freeze a LCU onto a ship under some conditions! ~- q, u' a0 t+ @: \' {& `
51. AI not behaving if main HQs missing (affects small map mainly)6 H4 L! e" G4 W; T& y
52. AI using AGC for normal land units – removed from TF if not needed: n; S& D" p% m
53. Soviet activation message not in Ops report9 g; `8 r0 V Q7 ]
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- A+ k( d: y' h/ J* O1 D9 T55. Clear Soviet air balance if not activated. Possible incorrect base switching( g( D. ]3 M3 w, B9 r9 j' m
56. Sub attack against docked TF not happening for port size <3! H( w7 ]8 o' ~: T8 O1 H
57. Unit type changing unexpectantly8 z* L8 _* B- q6 K
58. Torpedo replacement on plane sometimes is missed
+ w* o* g! s8 V/ b6 W- N59. Double handling of overstacked supply requirements
/ S2 l. k, q/ s4 V6 w( n60. Fixed alternate weapons for port attacks1 }& m, B+ q' j/ O3 x w5 ^
61. Corrected weapon system damage to show after combat on ships in port rather than wait till& C" I$ }8 O- R- y1 A) z- T7 h! S6 o
sometimer in the ship repair cycle.$ j- b6 K T3 C; X: e
62. Ship tonnage over 32K could cause repairs to fail7 X( j7 q6 P* o; i2 O. y- u
New! U i- g9 K! z1 P; J
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 e* a! \; @3 ^2 k( J5 n
port5 w; h5 t% z* Z* L$ |
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 b: z' r) a7 {- [+ r# A0 _
Tenders not counted' S! C& H5 X/ h) ~9 ?
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* r, j; ?- z5 U" m' }4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& L' `6 k+ _) K
to remove damaged ships from TF
" `. ^2 G" R* E. d9 H( `3 ~5. New filter for “non-building” devices in Industry pool screen
0 \ E4 X/ M* s( n1 p G6. New filter for “non-building” aircraft in Air Replacement pool screen
2 j5 u$ k, z8 i/ E" e# P% p7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
B' w1 [( r4 ^0 F5 N4 ~( Kmines (^) detected, _9 r. u \3 t- X& z3 k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
q# u4 r5 I3 S6 @; i( s‘button6..’ image files, then these will be shown. If not, by default there are shown as/ p- x8 g/ ?6 X
standard parachute unit icons
" {) e5 a" T8 K/ i' S. D/ b" S9. Air/port damage and building is shown in base mouse over. a( J$ l4 O( W$ ?7 @1 k7 L
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on3 {& o: Z# m9 F+ g# V4 u2 Y
11. TF can be routed to stay within coastal hexes as much as possible, s. X9 J% d+ t1 q2 q* `$ p5 k
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
' ^& l2 H' m% ]0 e13. Added option on group and LCU reinforcement screen to turn off replacements
9 r$ k2 s. _5 x# `0 N" i9 I14. Current base can get supply returned to it when reserve planes returned which were. b. n! A3 N: N4 C$ j$ n
originally supplied from another base! q8 t6 h3 s: f) K
15. Unit type filter on Troop Loading screen' x) M' P) m' y/ h
16. Report killed ground units if not in combat report
/ I2 k# U5 L5 b% pChanged
6 M0 |9 H0 r5 z8 A4 k1. AF of 8+ have AV support doubled for purposes of determing support for air operations. m! Z5 {' c/ T5 y7 z
(complements fix 18 above)
2 j' V7 v3 C" i- O }/ B/ G2. Permanently increased pilot array to 70K
- N! Q. d# t3 w6 M8 M# h" w. a3. Increased number of air combat rounds are a factor of total aircraft involved
3 P% `$ a! X5 s( l& K4. Allowed submap to submap movement if land connected for land units. Should have been
2 G0 x- x& }' g- [) F- rso as per Andrew Brown2 F- x3 k- Q; J
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! }: S# G. N3 e" Z9 P5 i" D" y1 j' X
delay toggle instead# j! f$ Q" s3 d! v
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# ^8 h% W+ `3 y% F8 M5 W' S
maintenace a bit more
8 D9 l7 r; P! q: z7. Support device replacements won't decrease the overall experience of LCU units. This does
& N2 W# M7 ~% G$ }1 a& onot alter the overall EXP change due when any replacements are received.
+ i( K0 `4 C9 q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% e, P, W( O$ x2 S1 G
between the two but could break current games.
/ ^* c/ S0 o- p1 l1 s/ T, y( b9. Some LCU Prep points may be retained if unit is experienced9 M6 G9 m1 K6 I$ |4 M m( c
Notes# ]$ Y' D0 T* h* s8 H3 E
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 y# S9 `3 k2 A' |$ y5 |; Cshould not change player or HQ, even if not in play. These original HQs are used by the AI1 ?# k7 L! D! V+ K; W
routines so changing or deleting them can put the AI off. Changing other elements should
' q+ _8 I$ N. Q8 x6 Ibe okay.
7 a/ w. H/ R! ~2. Clarification to weapon filters for aircraft: T8 F+ ?7 E' T) ~% `/ Y6 F
PM_NAVAL_ATTACK 2 // used for naval attacks
7 c7 U8 R4 }2 h* B2 K+ o; |+ fPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 |7 g, Y9 u' {4 p$ X# d% p
PM_LAND_ATTACK 8 // used for land (ground) attack, Q( v9 o: k7 j) h7 c* k4 a
PM_PORT_ATTACK 16 // used for port attack8 \. |) ~) T- n8 e0 X8 W- V/ {- G
PM_AF_ATTACK 32 // used for AF attack6 O8 D' w) h# K4 Q5 @; ~. {" g, y
Dropped any reference to secondary values for land and AF as they served no special use.- i/ D6 |/ X# X9 ]6 }7 t! Y. e9 |
Clarification changes
" b& G# R7 h! j+ A1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- o8 J' ^& c& Y# x' }6 y+ _4 v7 q5 abases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ g' ^8 a% M' Y$ o, [
MONGOLIA(91) or TANNU_TUVA(92).
- |3 L, o1 D) H: J. Ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 b8 K e1 H" i9 H0 J
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
?8 j0 M Z! W" P' a) u% V( xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ _+ U+ K% `: vafter Soviets are activated, but can’t move+ z8 M1 b# I4 D
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ f* \: D. E$ e; T7 N0 E$ Kdisbanded in port.( J: o# D) b3 c' b5 B5 {
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; n6 b0 s4 d7 ^; [6 Z4 U C
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |