具体见. ~% q8 f4 @6 Y2 i3 A+ D- t! _ S
' b! ?2 ]0 ^% o: U) N' ~
http://www.matrixgames.com/forums/tm.asp?m=3185062
8 `* `1 |, G4 m2 H0 o$ t0 b' P: T8 _! u
已经共享到岛群QQ和本论坛置顶资源帖& f5 Q. k$ A; i, F5 n: ^1 z
1 Y8 j0 y b4 N" [大量更新,详见列表:
3 Z% q6 z1 v v% s7 d6 r
& P n |5 ^4 ]4 u' j/ x7 k
0 Q4 e! U1 Y6 eChange History:( J4 ^3 Q: J& A4 O; x5 S5 H
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% ?& c2 O+ A! Y$ b6 N7 a# V1. Seventh Update – This release is a comprehensive release updating all previous
0 _' F: C' j. H, n; G5 H& Xversions to v1.01.17 beta
' g+ P# C2 {% `+ T# J2. Code Changes* V$ U- O& L. j9 s/ v
Fixed
9 O: V/ f2 C& ^8 j/ R, i1. Display of AF/Port icon between player saves based on player's intel( v# f! n1 s H8 T- N: y5 Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; `+ W* e9 d" [& z7 j. ]weapon list updated
f- S* h1 k0 P, {3 i! r3 H3. Reported cargo/troop safety values incorrect when no cargo/troop space: Y+ Y( }/ p! |& P% \, x8 u9 g# v
4. Allow smaller 'reserve' space for small groups on ships
! d1 l! A# M4 z; C$ Y0 d& G5. Preserve some more data when swapping fragment and parent to prevent lost of parent
$ T! ^; k6 I5 f% }6. Correct attacking plane count before final post-air combat
4 A9 B: _# K. F0 c: X9 Q7. Pilot promotion may have occured in error sometimes
# L' j7 I2 s: [" e8. Raid detect message sometimes dropped of the combat report& k/ P6 t( Z' V7 M% M
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* H8 p8 l- l2 z, h' B2 h5 n5 zgenerally+ f% ]( ^; t* T/ n
10. Some pilot-leader connections were being corrupted
+ T; N7 O# ^6 G8 V7 I- p11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
! @9 E) ~& Z0 j: h, d/ rother move issues due to the incorrect indicator
/ n! {3 p% z1 ]3 u6 y: k" ~/ d12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) \/ S v0 p3 a6 E! m* l7 edamage
6 y4 {" T: S7 o( E+ m, b1 F13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; u6 g' h9 s. h! ~* W7 J& d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 z; q# K8 u! F4 `5 m
date sort
. K/ H9 N. Y! V2 t, _" }15. ASW groups not allowed to attack sometimes
& A' N: ^7 Q7 e* p+ c16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 h5 t. g/ Q% e7 [) H" [HQ/LCU to jump to reinforcement queue
5 k& Q0 x4 F' A! {- L* C8 f: L) ]17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ T+ H' v9 \) G3 s# }; L9 q3 v
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed! r' f3 y0 Y# B4 ]$ r/ l" I) V: w
at start of AE but crept back in sometime during updates
; Y0 F6 ^' t2 z7 L19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 x2 a7 P& W+ `fragment.# p/ @& q. J! q) m3 [: A8 _3 {( d
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ I/ p* g. }( c" q. }8 Y8 @21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! P0 R) C) Y% ^$ ]/ E1 ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 k; k2 z) r. G! sset4 }: I8 i; r3 C6 h9 \) g E- k
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 |) u7 n9 n7 @) R) c) i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, `# k) p4 @' ?- F- l24. Bug caused F/FB to sometimes bomb at low altitude* d+ P: c7 S- G8 b Q+ y- C
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not2 X) Y) L. j( U
occurring properly.* K: d4 e+ @$ s1 \& e& I" \
26. Bug in Industry 'failed' indication not showing properly sometimes
' z; o+ O! ^$ h0 }1 K1 M5 b" ?27. Location check at scenario load to include small map sceanrios
" n2 R# C" d- d# Y28. Bug in air supply to fragments in a non-friendly base hex
, r( A. Z z; d2 l/ e29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: T! d8 Q& W- Ebeing set to homebase before execution of the mission – ie was returning to base+ F- o4 c t$ i {1 g
immediately. G8 W& l9 D# e$ c: O! C
30. Error in Strategic map display
6 m$ C, ?9 V/ `# v3 A31. Additional and stockpile options were not turned off when base was captured
( K4 P( L( A3 I! P32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: J1 b$ G2 f J( D1 L$ a [: U* q
mouse over
0 y- ]7 f/ u4 Q2 A; o8 X33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 C. R3 n4 @, A) A/ Bchance to gain experience if >75% prepare and < 50% national exp level
: O9 Y6 o* Q4 P; R3 \7 k34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( f0 Y) Q' o4 e1 j+ a- z: L S6 d
alleviate the incorrect experience gaining happening while in reinforcement queue
; w" i0 n9 o2 u% l8 z) j35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 k6 S) N. S9 H2 v6 k1 | l3 Ncaused unit to jump “off-rail” and move overland D8 n4 e* |4 @0 O6 }3 F) {$ [
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ P" k/ c; G! I& D
37. Excessive accident messages on unload from TF reported* P! E4 G5 i6 F2 M
38. Reworked editor sub-unit merging as some devices could drop off the unit list when- v# x( w9 O3 s" q
merged causing smaller size unit than expected
( ?4 ^# u4 q; j0 T39. Corrected possible TOE error in scenario data load for inactive units! F U. G4 M* l; q. o0 }7 A2 ^
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! u0 v' W! f# }: j9 ? B& _however be allowed to do this.% d# O( J# J, J0 v( k
41. Possible CTD if sinking ship's load was a group
& Q" a. b5 h3 G7 Z/ {/ \42. Limit the number of devices built from resources per unit during LCU replacements; this& S- R8 E( a+ ?2 X# D4 d; |
was causing an over production for that turn
5 ^2 C4 l, [* x' d) F43. Retain day/night setting when creating group fragments
5 A+ A, E9 J! g( e ?' S! M# n44. Adjusted supply and fuel values in base list not to overrun the space
4 P0 B$ z) g$ e5 m, T3 }45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: V2 @. b5 M8 l4 hadded YMS to Sweep TF in line with manual and code
! c5 Y# P: A% Z* U( @9 g) X9 }) U46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the+ k" e( @3 T/ {6 e7 r3 e, {' }
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, _' g" b8 u2 F0 J6 U' ^$ a) h
rebuilding of destroyed units is not affected by this.
M f$ f6 G- N. z* z. w* Y1 l47. Carrier capable and trained text not showing together on Group screen
1 R: B0 ~' M1 Q H- j$ G, f48. Handle any blank re-name changes by ignoring them
% `, l1 N) g( ~6 | b49. Possible CTD when air fragments combine
' N5 `' `0 L9 J) P& y50. Unloading TF can freeze a LCU onto a ship under some conditions
4 V' i) V; k, o3 g' z4 W3 x51. AI not behaving if main HQs missing (affects small map mainly)
5 e4 u% O3 U1 K5 ~52. AI using AGC for normal land units – removed from TF if not needed3 J" I/ P, {8 f9 d/ V
53. Soviet activation message not in Ops report+ e, @0 P, g' M( P8 Y: d
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 \& n" A' D9 ]55. Clear Soviet air balance if not activated. Possible incorrect base switching! c5 b& l/ l2 \. j7 ~, N$ M, E x
56. Sub attack against docked TF not happening for port size <3 C. s0 J- ?! Q7 y) t8 Y
57. Unit type changing unexpectantly
/ n% S- E& u; N+ H- f/ a/ c58. Torpedo replacement on plane sometimes is missed! h" d$ p: i+ B2 D
59. Double handling of overstacked supply requirements. s' e6 b$ ?+ G& X9 M( N
60. Fixed alternate weapons for port attacks
- _4 U; C. H- K0 o r% ~61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* y) _% A8 Q# S3 ]3 E( k/ Ysometimer in the ship repair cycle.
' O4 [4 ^( D( v# B/ p62. Ship tonnage over 32K could cause repairs to fail
$ b" v; q; s" @) D6 }$ zNew! `+ O2 ?) E, b: ?
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the/ D. r; p: Y+ J4 \# t, A
port
9 b) w7 M0 S' w$ s0 v, i2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ D" d0 A3 L! A( W$ JTenders not counted6 m, u% Q2 @4 I2 h+ o6 h
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 l9 s5 K$ N( U( o$ p5 \- e- I6 p
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( a( D7 c, n, f. ^$ K2 cto remove damaged ships from TF
) ?; b* V, R; ^9 r5. New filter for “non-building” devices in Industry pool screen
7 r# Y2 Q9 k; o7 Q1 j6. New filter for “non-building” aircraft in Air Replacement pool screen
8 J- G/ C) q( k1 D$ K7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: T" Q) O3 f% Z( W: _6 w# Gmines (^) detected M" u! R! _1 \ G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 p3 U! u2 z& c9 c* D8 U: J‘button6..’ image files, then these will be shown. If not, by default there are shown as
, ^' E2 y" L$ G6 p& U- |, C/ Hstandard parachute unit icons
' [: U: R m' K. `( {9. Air/port damage and building is shown in base mouse over
5 I; ]4 \! D2 a# p8 S- @+ I9 m10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ e9 m' ?7 C# d" {* D
11. TF can be routed to stay within coastal hexes as much as possible
* c' K! d) a. D# s4 Y" `12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ D& ?# j/ P6 C+ W; C+ \13. Added option on group and LCU reinforcement screen to turn off replacements2 g4 H; |+ o7 i4 t
14. Current base can get supply returned to it when reserve planes returned which were
! W# Z4 d; I4 W3 S/ |$ x; e9 Yoriginally supplied from another base3 p" E( d( i6 h! M5 U8 j+ j
15. Unit type filter on Troop Loading screen2 A# _( c$ H' E g
16. Report killed ground units if not in combat report' d" ^2 F# d2 k7 P" f9 I, Q
Changed/ g, Y- g# [) Q1 i3 d8 }
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 G0 s' j- X7 {6 r(complements fix 18 above)
! S v7 A6 ~; _( g5 ^3 d* I2. Permanently increased pilot array to 70K
* y/ ^& I% R8 t/ a d' B3. Increased number of air combat rounds are a factor of total aircraft involved- b6 w1 t& A. E! |& h* H
4. Allowed submap to submap movement if land connected for land units. Should have been
/ C& A! |$ p' ~- ]; d0 y6 uso as per Andrew Brown$ i/ i3 `0 V- V, [; |
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 Q5 P6 D! n7 h9 G0 H6 Vdelay toggle instead
. C5 Y ]% g; l: n; [6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 ~3 q+ ^7 j8 G- F) X! Fmaintenace a bit more$ a* q, y+ R# K* q. P
7. Support device replacements won't decrease the overall experience of LCU units. This does
. ^' m1 _' @! P" u3 |not alter the overall EXP change due when any replacements are received.
- X; l* ^6 v" C6 T% n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 D1 s M1 X1 _8 J5 _between the two but could break current games.
0 {3 ]+ J1 k3 i0 N; k5 s. M9. Some LCU Prep points may be retained if unit is experienced5 J% d0 J1 _6 z% ^7 {. A
Notes' i+ z" b) Z. ^
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 ]: c& I' U3 H2 r
should not change player or HQ, even if not in play. These original HQs are used by the AI* g0 K& m, G, D5 ^2 a8 L- T
routines so changing or deleting them can put the AI off. Changing other elements should
8 G* V; V) J# U) o z4 }: ibe okay.
6 @/ X# L) B5 O o3 Q/ p$ V2. Clarification to weapon filters for aircraft:
% Q4 Y& E9 p& ]& {, ~* J2 qPM_NAVAL_ATTACK 2 // used for naval attacks9 D4 B7 ~+ n: ?/ Q+ A4 Q
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 E! F: ?5 u, [4 R( Z- `
PM_LAND_ATTACK 8 // used for land (ground) attack
, Y4 g. n) `9 t1 ^: i/ NPM_PORT_ATTACK 16 // used for port attack) `+ O2 M% ^5 V- f) h
PM_AF_ATTACK 32 // used for AF attack T* @7 O6 B" _7 m3 B
Dropped any reference to secondary values for land and AF as they served no special use.
. C7 o& b. W% C) |Clarification changes
0 g3 k2 ]7 u' i) F1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, N3 s5 `* M( wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),; h3 _8 x' A& W. r5 J3 [4 G$ K+ s
MONGOLIA(91) or TANNU_TUVA(92).7 N+ Y; O8 M# O; _- w
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases4 E, g# v3 s k9 S! @$ {
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes( D' B! Z0 F. R" z& R4 F! M; p+ D [3 Z
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases B4 R* ?9 n, S: h
after Soviets are activated, but can’t move1 R( u8 l( r% O# Y$ t1 Y& q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! k7 e4 c4 a+ w. ~3 |disbanded in port.; d+ C1 K3 o0 c' Z& A1 F+ [# {3 N
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 b" I6 e3 z$ f9 h* M# ?
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |