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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' \: M+ V$ n! I# g1 i5 Z: d7 V- A7 v
2 j3 v O- _+ b5 E+ j大量更新,详见列表:
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% ]# d4 d) {& z9 U! s1 }: P( eChange History:
: c2 e/ |. e Y; CV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; C1 `! l9 }) W/ {1. Seventh Update – This release is a comprehensive release updating all previous
! N+ N" u: x; o! }! c6 hversions to v1.01.17 beta. {/ P( k m& X% S
2. Code Changes
, H; x. @3 O" ^1 v/ i, Y, oFixed
0 ^# N6 N- J8 d+ m/ p- M1. Display of AF/Port icon between player saves based on player's intel
6 n. G" b' e7 _+ N, j( @1 ?2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when j$ E+ B) W3 v
weapon list updated2 h6 i6 f$ C7 M& ~3 g
3. Reported cargo/troop safety values incorrect when no cargo/troop space
G6 m% n* a3 p4. Allow smaller 'reserve' space for small groups on ships) D N) n4 C$ E9 M/ u$ s- l4 w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 h9 K4 @# R7 g# X8 Q9 F6. Correct attacking plane count before final post-air combat* U% [6 e) q0 B& f+ m
7. Pilot promotion may have occured in error sometimes& E4 K( S2 {5 Y7 w0 q
8. Raid detect message sometimes dropped of the combat report
) s. u5 ]! {3 J5 }2 H% U5 a9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& o) I' j5 s) w' L. ]7 L+ P' q7 _3 h
generally% b- C; Y2 x5 i# _! \8 q u
10. Some pilot-leader connections were being corrupted
6 S8 J5 D) R- U; d5 \/ f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& h, \7 O: l0 E) m0 J& j( d( @6 |
other move issues due to the incorrect indicator
7 e& b: P9 ^% `* z; ^) \7 I5 U. ~/ {12. Wrong ship sometimes reported in Ops report for TF movement which causes some" s# K( E; R2 m6 f. r) w
damage& q! n9 i' a! W4 P
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 y/ {3 A1 e3 c) t5 t% Y7 D/ Y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the# `3 v6 @( z# I' u
date sort
; [, l L! m4 Y* y: H8 \( d15. ASW groups not allowed to attack sometimes
* b p: H# \- E' f16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! R* o4 R+ J8 q/ vHQ/LCU to jump to reinforcement queue/ }# y5 Q& G8 @1 I
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% x9 H' n K3 ^/ N8 D% _6 e, W18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 Y/ V4 R4 H) S" @) o6 q& Cat start of AE but crept back in sometime during updates& l7 R; B0 o8 i( J2 | G& `# K
19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 U, N$ P3 }" B0 k8 q! A
fragment.
2 Z' u* l7 t' P% i6 N+ g20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 _/ P/ K- ?) v% n/ w( `21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, @ W- Q! F% A0 Vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
* k$ Z% P( C( t( E- ?& \7 d; M Pset
+ p4 H) B: O2 U6 P' e. C, o' q22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
6 `( a0 Q2 R! t S5 o23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 M- w3 ]1 b, L. k
24. Bug caused F/FB to sometimes bomb at low altitude3 k, A; L: b/ D. q3 q5 r, N
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
, V7 b( d% X4 woccurring properly.1 v8 H2 Z4 _7 S6 b! K* I& D
26. Bug in Industry 'failed' indication not showing properly sometimes
# K' y$ z, _( a2 ^# W7 g27. Location check at scenario load to include small map sceanrios( g/ V5 ~- u7 D. c2 g# x
28. Bug in air supply to fragments in a non-friendly base hex
& e) y% z" e i9 h9 B3 o, a9 B29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 ~" p8 Y: F0 w4 ?" V& d7 r" F
being set to homebase before execution of the mission – ie was returning to base
* ]- M5 ?8 u! q% _: Qimmediately; n* d/ ^7 S6 X; M) s# x$ z# i
30. Error in Strategic map display
4 E% w' {" }" W/ R. r31. Additional and stockpile options were not turned off when base was captured; {1 `0 r, O5 T
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on/ L7 ?8 b9 b& u- U! S4 E
mouse over
2 B$ v) h( H! X! V33. Army experience being gained when not 100% prepared as per manual; changed to allow$ Z3 o+ e4 t/ u; N( C$ h# Z, O
chance to gain experience if >75% prepare and < 50% national exp level6 l2 F) X7 f9 f
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* u- D& z3 g0 ~6 {+ D. r( F
alleviate the incorrect experience gaining happening while in reinforcement queue
/ k' T% x! }- @; x( K# e5 u$ \35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! H, @" k' `6 m- e. p: tcaused unit to jump “off-rail” and move overland
3 @6 k! O, e7 g% k( c2 @; J36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: s/ S2 X0 t# `8 g& h
37. Excessive accident messages on unload from TF reported9 E/ _* o2 Z9 [1 P2 A% `: f
38. Reworked editor sub-unit merging as some devices could drop off the unit list when) d, t _' n& b: H! |" U) r
merged causing smaller size unit than expected3 o6 A2 J7 T' x1 [/ {
39. Corrected possible TOE error in scenario data load for inactive units* q" A- N1 g# e" A1 s
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
/ v" [2 l/ C1 `' q( w) E4 Mhowever be allowed to do this.# T. A5 ?2 R" N% q3 v1 w
41. Possible CTD if sinking ship's load was a group
3 U/ D8 T, T' T- l; Q: B42. Limit the number of devices built from resources per unit during LCU replacements; this( o |" i2 b8 o$ V, j1 X
was causing an over production for that turn4 d$ `& m1 E1 }0 C" R9 o( F" j
43. Retain day/night setting when creating group fragments
" E9 E/ Q2 X% S6 v" I44. Adjusted supply and fuel values in base list not to overrun the space
. g0 Z" P/ r( A0 {8 u( C45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 A; {4 r1 V! W p. ? W9 r) Z$ N) Fadded YMS to Sweep TF in line with manual and code' _& _) R$ A/ C. \
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the7 d4 \0 _% t! A& l
rule relates to the abundance of manpower and is not covered by replacement pool. Normal9 N, C% Z& d# k: v
rebuilding of destroyed units is not affected by this.0 X8 {; Z1 R5 g# \- q3 w. x) O
47. Carrier capable and trained text not showing together on Group screen" A+ N: U& C, C, t0 ]0 ?$ D: n5 D
48. Handle any blank re-name changes by ignoring them
' i2 a" |6 }+ K/ A- X: A7 l49. Possible CTD when air fragments combine3 c! O0 A- B) G2 H2 K7 P4 X& L% [
50. Unloading TF can freeze a LCU onto a ship under some conditions3 q& m) t, ^$ k1 @+ z" l
51. AI not behaving if main HQs missing (affects small map mainly)6 p! A: l I+ a
52. AI using AGC for normal land units – removed from TF if not needed3 j8 \( W% W5 B5 w- I f5 P) O
53. Soviet activation message not in Ops report3 |2 j) {" F" c( v. @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range, \, o9 x5 s$ W4 R
55. Clear Soviet air balance if not activated. Possible incorrect base switching
" d2 {9 x- B a56. Sub attack against docked TF not happening for port size <3
7 N* w% O1 p9 z! s% n+ @ n57. Unit type changing unexpectantly+ r3 I; C! G) z) ^- n
58. Torpedo replacement on plane sometimes is missed# T4 R. H0 K0 @5 ]
59. Double handling of overstacked supply requirements
5 c9 o' j1 _: g' @ ]) C60. Fixed alternate weapons for port attacks
+ L) V0 F. n- b8 F% s6 W3 E' `61. Corrected weapon system damage to show after combat on ships in port rather than wait till: w. j0 r0 N! F, R
sometimer in the ship repair cycle.5 n; C$ ~- t, O0 o8 ~* W0 C5 ^5 x
62. Ship tonnage over 32K could cause repairs to fail
" t- E5 m( h8 a0 u+ KNew
" D$ F# {) I. {# Q( k/ ^ o2 i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. \0 D! S& [ M( u( p3 z
port3 ]; c! w' o: l, W. g, N. {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) P4 S* S1 Q) d7 h) p+ c5 RTenders not counted
2 S5 W/ t0 X" d7 \3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ _( g; S- ~. e% V$ i4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
2 o7 h P7 C$ r' r& Z; i' ?to remove damaged ships from TF# u7 y! E! X9 ^1 ^. W
5. New filter for “non-building” devices in Industry pool screen0 t: z. h. W" F4 u% P) ^" K
6. New filter for “non-building” aircraft in Air Replacement pool screen% x' q6 n6 U0 y
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) T( @) E: t. C' h3 g
mines (^) detected
1 F8 g( g/ k# _3 H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& Q* B4 b U8 n3 [5 _
‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 _6 ~7 b* ?/ P& _/ o/ r2 Hstandard parachute unit icons
% v' L9 x7 d2 q9. Air/port damage and building is shown in base mouse over
- q r4 `# t; J/ _4 h* A# Z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
6 u+ a. F' A3 H7 i* k11. TF can be routed to stay within coastal hexes as much as possible; Z1 U9 p7 c2 |4 O: u4 S3 J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: A+ ?5 P$ B9 z8 j7 p( U
13. Added option on group and LCU reinforcement screen to turn off replacements9 G; w) z w1 m! R l- }
14. Current base can get supply returned to it when reserve planes returned which were3 d7 D0 E7 T3 Y8 n- F' |; W
originally supplied from another base
; |3 ?8 {" `* |) p) L6 t: K15. Unit type filter on Troop Loading screen
' e0 i6 k* \" q/ j: I/ Z# L16. Report killed ground units if not in combat report0 [. a* Q& A {+ d/ X) ?
Changed
3 _9 a+ T$ Y" c! X3 \/ O1. AF of 8+ have AV support doubled for purposes of determing support for air operations( T$ e j1 K2 H9 h, e+ i2 }- S
(complements fix 18 above)3 R. R0 d$ k/ a' [6 @% a8 d3 O5 f+ y3 b
2. Permanently increased pilot array to 70K3 ~- K4 h O2 ~8 ?
3. Increased number of air combat rounds are a factor of total aircraft involved, ~! T. E J( H/ y% N
4. Allowed submap to submap movement if land connected for land units. Should have been$ R- ~5 y: i3 E7 q: m
so as per Andrew Brown
8 x% M) t7 m( r9 ^; h5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) S( k" [8 `* h. G% y2 l; Fdelay toggle instead
0 k ?, ^6 |; r2 A! u# v6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; e$ X+ S% I) [4 _/ q( Jmaintenace a bit more% m- b+ w5 [" k% H( k' r
7. Support device replacements won't decrease the overall experience of LCU units. This does- B; a- o, `" H& \* ?
not alter the overall EXP change due when any replacements are received." p, D; K, P' D* B6 `* t2 J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" b9 t" k4 y9 v' e
between the two but could break current games.
1 z* J% o: Q: O4 {: a& u( V% r9. Some LCU Prep points may be retained if unit is experienced2 M: p9 l& |7 S1 `+ W, P I2 n% E; j# B* p
Notes( B! Q) C; x" E& J0 J' }
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- h& r7 }4 o* G) R
should not change player or HQ, even if not in play. These original HQs are used by the AI8 N! B! T8 E$ f( O% B! M6 T; Y& \- q
routines so changing or deleting them can put the AI off. Changing other elements should
+ Z- {% J8 V& o vbe okay./ O- n+ k5 f* k) R
2. Clarification to weapon filters for aircraft:' |+ ~6 f. e: g' R& x
PM_NAVAL_ATTACK 2 // used for naval attacks3 M3 y& @( l0 I- K5 ?2 W5 K9 u5 ?
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)! V2 g9 g- y N5 X6 p2 `. J5 f. Y
PM_LAND_ATTACK 8 // used for land (ground) attack
! v1 ` q: R2 J$ `PM_PORT_ATTACK 16 // used for port attack" N% A# H" ^/ {9 ~
PM_AF_ATTACK 32 // used for AF attack
/ }- ~( J2 T4 u0 K/ a- zDropped any reference to secondary values for land and AF as they served no special use.
% z- L. [+ }1 {2 cClarification changes
( W9 [2 J k7 S2 v2 t1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( T6 ^- s( E' }* Mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
, w( U# m3 k& L+ @. ~2 J! Q9 Z, [MONGOLIA(91) or TANNU_TUVA(92).
* t6 x; Y! a; m) ?" @1 Qa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& m ~" I4 K1 M0 G, ]; e$ tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
" O$ i9 k- x4 V# n8 qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases; s+ V) h5 p+ E% f7 w5 o) k# K$ c. \
after Soviets are activated, but can’t move
- V5 U. I' [( H; ?) `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
i: g% ~6 j" A2 B1 \$ {disbanded in port.
/ W) E9 R# s, r0 _& a3 e# We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 P+ ~. N( K8 x& _) Lf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |