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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) Y5 q+ o0 s! p8 U
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大量更新,详见列表:
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m" B) }- B6 c$ I* I* f5 W8 AChange History:
) y f. S5 S8 W/ T) LV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 c: \ {( E0 k& f W5 q8 o3 E) o0 J
1. Seventh Update – This release is a comprehensive release updating all previous
2 c5 R% `) @9 Gversions to v1.01.17 beta5 I9 m. p Y$ {
2. Code Changes
! L. r4 a$ ?- G/ wFixed
) ~1 ~( t/ X( I' R+ d1 s1. Display of AF/Port icon between player saves based on player's intel8 F. Q! O2 b- b# `4 z
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when, ^5 T5 Y; I' t! Q4 b1 z
weapon list updated6 U- h) R$ T! i4 ?$ {
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ q6 n# Z# C% e/ p& ^) c6 z2 R
4. Allow smaller 'reserve' space for small groups on ships4 m' y% g: ~( ~ Y: L# w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent: |5 h& S z# G( g
6. Correct attacking plane count before final post-air combat
( u _; V5 ~/ s4 i- I9 X9 e7. Pilot promotion may have occured in error sometimes7 i6 J- `) ?7 w7 S* K
8. Raid detect message sometimes dropped of the combat report
0 }1 u9 A* w; B# Z; y8 ]9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. u! N+ ~/ e: Q
generally
) R; Z3 K1 O% e10. Some pilot-leader connections were being corrupted1 ~: N9 h& ?1 c4 B! h1 c
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& }' S$ G( F I9 ]
other move issues due to the incorrect indicator0 N7 p7 {5 \/ k! m1 k
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) a; t7 L$ \/ e3 T% E" Qdamage0 R/ m" L! a! o* p
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 C2 O% i i2 Y; r- g$ g14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 e K: I ~% b5 G
date sort: x& |. y" {6 a8 R. Y! h1 f
15. ASW groups not allowed to attack sometimes
; ?" q% `5 O5 c9 W8 V3 H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing h" D+ z E% |1 {% v: X
HQ/LCU to jump to reinforcement queue
2 p# c* e( [6 ^/ R" h/ Z17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ c0 H- v% I& I: Y8 W1 W, z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed$ z* w5 M; x2 e5 O; V# ^
at start of AE but crept back in sometime during updates
2 A, z& D% m- u# u r r3 z4 B19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 _- h* I! [$ g+ V' D9 Ffragment.
5 u4 M8 O6 w) r) w( O" [, m20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
# S! e6 [) y* w# {4 H3 u k2 l21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' R3 {6 T( V4 z' o$ |8 Lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full$ X+ M) f3 @4 i1 e6 H, s
set0 T% h$ q, Y% J8 l' \ D
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 v9 G7 ^: {9 n2 x8 J% _4 @( h23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) x5 v& r% T8 d+ [9 O
24. Bug caused F/FB to sometimes bomb at low altitude
" F8 i0 q4 h: V; U' ?25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. ?6 h. @& E) G
occurring properly.$ n! a, x: Z: I+ u5 ?" z7 M
26. Bug in Industry 'failed' indication not showing properly sometimes; |( R6 j1 B& v; t' T
27. Location check at scenario load to include small map sceanrios
. A8 e. x' [2 W; K5 u& [' e28. Bug in air supply to fragments in a non-friendly base hex0 ?! {( V/ ]" [! V) e7 o; I" {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
- B) N. [& e$ Q" m2 L5 Y r& _being set to homebase before execution of the mission – ie was returning to base; a. J! \5 o6 q- g! O. V6 c
immediately1 b/ L8 ?# q1 e2 ]# Y Y& G! c
30. Error in Strategic map display
9 b% y( f( q5 s. s31. Additional and stockpile options were not turned off when base was captured
; P, d9 z6 ]4 |/ X4 q% |6 l: K( _32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( j+ o; i) Q3 x9 [mouse over( ?* j. r9 k3 B1 `) ^2 p
33. Army experience being gained when not 100% prepared as per manual; changed to allow
* V- U+ t1 q! Z/ Rchance to gain experience if >75% prepare and < 50% national exp level
& p. {$ ~1 K, }1 P% C+ }34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, K( U9 s3 g0 O0 f: _% nalleviate the incorrect experience gaining happening while in reinforcement queue U; \. B/ U2 J" @. c$ Y5 ]7 `
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! z# P$ a7 a6 L$ A, i) M8 j. Rcaused unit to jump “off-rail” and move overland
5 B1 H# R/ o. y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ K) |* w( K7 [+ F* `0 O
37. Excessive accident messages on unload from TF reported" f7 T7 _* B$ V& Z! K) o9 t
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 k7 g$ h" Z8 U" g' {2 Amerged causing smaller size unit than expected: U3 m( q. L* F/ K6 A$ ^
39. Corrected possible TOE error in scenario data load for inactive units
7 I2 f8 l% { M* ^' C6 X" T* [40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 o4 ?! _) z7 ^5 J4 J& V
however be allowed to do this.
, J- r) g" S+ U6 }3 x# i41. Possible CTD if sinking ship's load was a group; m9 o* D5 |5 E! s& ~) G
42. Limit the number of devices built from resources per unit during LCU replacements; this6 \0 w6 {% Y y! w
was causing an over production for that turn
7 }6 B% M! i% t L" g2 p43. Retain day/night setting when creating group fragments
2 z9 K1 h# Y% ?# s5 o. }- X! |44. Adjusted supply and fuel values in base list not to overrun the space1 C0 u6 V( |, }+ M3 B
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
/ _8 @" P6 U# j7 hadded YMS to Sweep TF in line with manual and code
1 \' T, z& T8 o7 E46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 \. @* S' u& t- d$ b1 zrule relates to the abundance of manpower and is not covered by replacement pool. Normal6 P H& s6 F( f# e
rebuilding of destroyed units is not affected by this.) \/ b" h: J1 N7 ? {* ]
47. Carrier capable and trained text not showing together on Group screen3 K% r9 ~9 }, A( u% c6 W2 H
48. Handle any blank re-name changes by ignoring them
{. g+ _. u& A49. Possible CTD when air fragments combine
4 u* E; l) p" {9 Z50. Unloading TF can freeze a LCU onto a ship under some conditions/ k/ V" \. |2 _
51. AI not behaving if main HQs missing (affects small map mainly)
: l |( G% Q7 P3 S' a52. AI using AGC for normal land units – removed from TF if not needed
! K2 A# D o R" y. T$ @53. Soviet activation message not in Ops report
$ ~" }8 g' Q! e: R/ X/ ~$ W I$ g54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; i' N& _) V, O; L* L' O9 u% \: M" f
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 n) t) ~5 ^( [! N. |/ D) h56. Sub attack against docked TF not happening for port size <3
$ p ^5 z5 C* h% R57. Unit type changing unexpectantly# z6 b7 v! S, v4 G- P6 h1 [
58. Torpedo replacement on plane sometimes is missed7 P2 D" t% K' |* L. ^
59. Double handling of overstacked supply requirements
; I7 w7 A1 h# K6 f) d& H60. Fixed alternate weapons for port attacks% J$ t4 J7 o% ]) d, v% z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' u5 E% e9 n0 S) K3 A2 y ^# Nsometimer in the ship repair cycle.
+ n) A3 ]. d% D' I4 c1 y" x3 w62. Ship tonnage over 32K could cause repairs to fail) n8 ]1 R) m& \$ e) e% P# Z4 R7 R
New
6 d9 @ F/ M$ L: h* {: D& w" l, i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; Z6 ~ w/ {& I
port
3 H- B2 {: F9 m$ u4 j: j0 T7 ^( C8 z2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.- K4 R3 @5 p$ K2 N
Tenders not counted/ Y( i, v2 U+ m- z h+ x
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) b4 M; Z( Z/ U ]7 e9 b% ]- H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ Z T% s% B: }4 q: `
to remove damaged ships from TF
& U# h$ F; L& M5. New filter for “non-building” devices in Industry pool screen* H+ q7 k, |. a( q
6. New filter for “non-building” aircraft in Air Replacement pool screen
# h7 o$ d. G6 ?: X3 i7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: q6 M3 e1 Z7 jmines (^) detected
5 Q4 o; _' ~" C7 s4 {8 o* }: d8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ E; r; g6 k" [2 g; t8 A/ L" ?9 f
‘button6..’ image files, then these will be shown. If not, by default there are shown as$ U5 Y1 m( j) ?* S# d
standard parachute unit icons# I @ b" x# H. ~7 t Q
9. Air/port damage and building is shown in base mouse over7 ]' u+ v Y6 v1 z) E# N7 o
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( L% w- w+ e( i( D$ C5 Q11. TF can be routed to stay within coastal hexes as much as possible1 o4 P9 r3 R. P) J% f1 r
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" c+ v2 G% K1 L: e" a; F. l- y13. Added option on group and LCU reinforcement screen to turn off replacements
9 i# Y8 o. K5 M5 w14. Current base can get supply returned to it when reserve planes returned which were# z e0 m$ e' J P2 K$ p1 K
originally supplied from another base( D2 `+ p, ], Y$ j! P
15. Unit type filter on Troop Loading screen+ }3 {( h$ d1 s$ J* ]/ B
16. Report killed ground units if not in combat report, Y' y& C2 F7 t
Changed% U& t8 u4 `4 y" R) P7 m# R% l
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ b4 ?6 [5 g$ w" f(complements fix 18 above)) |, Y- U5 a+ D' Q9 j Y+ b# V
2. Permanently increased pilot array to 70K
3 x( z* Z7 H+ f: E2 m) C7 ~3. Increased number of air combat rounds are a factor of total aircraft involved
2 t/ ]& {: n7 q# T7 f# Z! N4. Allowed submap to submap movement if land connected for land units. Should have been2 D- y9 J& x' d* Y, S
so as per Andrew Brown7 i* v4 Y/ n5 c0 e( {. G* n+ n" c8 F
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% @0 j5 q2 i% G [0 b
delay toggle instead" @ J1 d8 g5 \) ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: [. H* @) _0 I1 K4 G% w& n; q- p8 Fmaintenace a bit more( B& t) P) y* `' R
7. Support device replacements won't decrease the overall experience of LCU units. This does4 C. x6 K6 i2 S
not alter the overall EXP change due when any replacements are received., J; u* y1 D' {6 W# L" o
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' h1 G5 l5 p: {, U! p5 h
between the two but could break current games.
- G. H# s/ B- I9. Some LCU Prep points may be retained if unit is experienced0 H6 R$ m |; d4 {) w' f/ n
Notes; u2 n; Y j. f- f
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario% l/ d, H, |% |8 c, q
should not change player or HQ, even if not in play. These original HQs are used by the AI
9 N9 m3 h9 E7 Z1 O+ h' Z% }routines so changing or deleting them can put the AI off. Changing other elements should$ N- ^9 j [. K- _
be okay.) U, q3 p4 z7 g" z( O. J+ M$ r
2. Clarification to weapon filters for aircraft:
; {5 T* D6 Z! l* V; QPM_NAVAL_ATTACK 2 // used for naval attacks
R; j9 W' I/ W! a3 }PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( i# ]6 f' A- L! ?PM_LAND_ATTACK 8 // used for land (ground) attack6 Y/ ^* H d6 s: B0 d, y8 ~' y* Q
PM_PORT_ATTACK 16 // used for port attack
7 U. g# T3 s. i6 t/ Y( C4 R; F3 `PM_AF_ATTACK 32 // used for AF attack1 \7 J8 r" X: q8 e. @0 f
Dropped any reference to secondary values for land and AF as they served no special use.: {, o, n! T& [- y( o
Clarification changes
3 z+ z- `: \+ i/ ]1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 v% Y( X' w* R! Xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 E d$ g3 `% p2 G! _! T- QMONGOLIA(91) or TANNU_TUVA(92).
& X7 K B+ f! I% v, `& Z- ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" }) V U8 B l; a9 O: Fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- Q1 X% s* r8 S# D
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) L. {+ v3 C |/ W a2 t+ G4 _
after Soviets are activated, but can’t move
7 L4 _ x7 J) s8 t9 bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, ?2 J' I5 J5 }
disbanded in port.
/ a4 J% y1 X$ v6 c: }8 Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently( k: `! N+ c/ x4 I; P
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |