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1 O }) n! _" \- e. J8 jhttp://www.matrixgames.com/forums/tm.asp?m=3185062" A& V- Y5 ^/ R3 h4 [5 }
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已经共享到岛群QQ和本论坛置顶资源帖! g. _2 z9 h1 p! b$ Z0 K& t
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大量更新,详见列表:
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Change History:8 `( S- K% x9 }
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" a) M }2 m: s
1. Seventh Update – This release is a comprehensive release updating all previous4 x' _' Y x! a1 m
versions to v1.01.17 beta8 v4 z' p+ I) o6 M
2. Code Changes2 V' ]' X2 n( H4 E
Fixed
3 M: {$ y# l' R' S8 w7 B/ N( o1. Display of AF/Port icon between player saves based on player's intel$ x; ?8 I& \2 X0 o* H
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! T7 ?( _. v5 a" t& p$ x/ ]
weapon list updated
; J, h2 n3 ~: `' M$ |3. Reported cargo/troop safety values incorrect when no cargo/troop space( q* j% j: C/ \5 y
4. Allow smaller 'reserve' space for small groups on ships
6 x9 C* B( H8 ~& t. G3 x# ~9 `5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ E, f% O/ x+ s$ ~8 L. Q6. Correct attacking plane count before final post-air combat
' P! T, f7 T; t# U9 ^6 O' c" P7. Pilot promotion may have occured in error sometimes; x# B& n4 g7 ]" q9 y
8. Raid detect message sometimes dropped of the combat report( V" i# B8 p' L
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% o& R" X/ d6 x8 h) e8 f! K" y2 e
generally" p$ r z% Z+ Y9 R0 n
10. Some pilot-leader connections were being corrupted
% E+ F5 @8 l0 ^& q+ F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) }# T. ]3 g. ~& N3 Y4 z9 ^& U
other move issues due to the incorrect indicator" m! w, l+ g) M( ]; p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* O6 ^5 X! `0 q
damage* `' c$ B6 X( A7 J
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool) l6 D: [/ A* x8 Z q0 T$ d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
% B- _2 M V( Adate sort
! f* s8 u8 Z! B. p6 N15. ASW groups not allowed to attack sometimes
& A" ^$ t" v4 I8 c8 j16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing8 c8 M' m, U" z+ N
HQ/LCU to jump to reinforcement queue9 u. L! c. V% _4 t; P$ s& p. b
17. Bug in bomber intercept if too many rounds of fighter v fighter combat/ m$ ^* a: \7 T! L! t' ~1 \
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 P* u8 n! ?; q& \ R# u) @" T( P
at start of AE but crept back in sometime during updates# D. g) ?; L3 ^) x: a8 _8 ]0 Q% q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 y* V& o1 i& _; x' n& _ pfragment.
) H$ `. J0 @, H! g+ a0 j% E5 {20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; d: N( i7 q: U3 J7 K" {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& Y' H' e4 m9 F" {; Dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) h0 |' ^ G5 ~set
' v6 v G a# X! o6 Y& m22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( {9 F9 F6 t. o* j/ y4 d& l
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) A0 S+ S! p3 X1 p
24. Bug caused F/FB to sometimes bomb at low altitude, u$ u% l; Z- h7 q. J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* N- O" @! q+ ?# f/ s/ V! h
occurring properly.
6 E& s( g- t, O; A+ c! ]6 I9 t26. Bug in Industry 'failed' indication not showing properly sometimes
5 p/ c- ]: Q% U6 t7 h: E& t$ g27. Location check at scenario load to include small map sceanrios, B/ k# F9 V p( F5 @6 x4 F1 P
28. Bug in air supply to fragments in a non-friendly base hex
D+ h$ S; V) o' ^# g) _7 ?29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was J; e8 q2 }% ~( A& [+ N
being set to homebase before execution of the mission – ie was returning to base# _5 {+ p: d4 I1 @( V2 k* Z
immediately
6 E' Q9 n" X5 ` l1 v30. Error in Strategic map display
: y* x0 |* [3 _0 b! i+ L. a31. Additional and stockpile options were not turned off when base was captured2 t5 `8 J9 l/ T, [# U) K$ b1 J `( e
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( F, J3 p+ n* s2 G* H7 G" U1 c
mouse over0 I1 |/ P+ \# s) S" e
33. Army experience being gained when not 100% prepared as per manual; changed to allow4 a9 k. X/ P& b, i5 G) z x2 i
chance to gain experience if >75% prepare and < 50% national exp level
1 @' o* m; `& K* r$ t+ d34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, H0 M( P% m6 e, U5 {$ yalleviate the incorrect experience gaining happening while in reinforcement queue' }: v5 C2 L; B
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
! r2 m9 @# Z; A5 C' L0 C4 A- `2 Wcaused unit to jump “off-rail” and move overland
# d5 `* F% X% H/ l36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
& K9 W" W# x2 ^3 J37. Excessive accident messages on unload from TF reported ?$ A! _% ]+ `/ E! T5 Y$ H
38. Reworked editor sub-unit merging as some devices could drop off the unit list when* r' H+ d' ~' ]/ b# D3 J5 Y
merged causing smaller size unit than expected+ B( s$ }( O2 E5 E( W) q
39. Corrected possible TOE error in scenario data load for inactive units
+ m2 z6 Y7 v& A40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 x- ]' \4 G6 Q' fhowever be allowed to do this.6 c- _ a6 y M- v. t! i2 \1 A
41. Possible CTD if sinking ship's load was a group! Z ]9 o& e, @6 Z3 G
42. Limit the number of devices built from resources per unit during LCU replacements; this1 B, H& t l2 l* @
was causing an over production for that turn
5 I; q' z: z( i/ Q( [, Q& ?; l4 m43. Retain day/night setting when creating group fragments
& B f* b1 Y0 O# d& d4 Z44. Adjusted supply and fuel values in base list not to overrun the space
% `% P/ \3 A5 W- y3 P v4 n45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 w% t# ]: z6 c7 Wadded YMS to Sweep TF in line with manual and code0 y; K: ^" n! o- J
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. ^. a9 j' C+ W9 q5 arule relates to the abundance of manpower and is not covered by replacement pool. Normal6 q+ ^$ E% l% I7 Q- |: {2 W4 B
rebuilding of destroyed units is not affected by this.
) L: H& @2 f' N3 u9 t# n3 Z47. Carrier capable and trained text not showing together on Group screen
( B0 h* C( d- b) r) V4 b48. Handle any blank re-name changes by ignoring them& L( g& z* H! t( h6 }
49. Possible CTD when air fragments combine
! p8 T: r8 z& W50. Unloading TF can freeze a LCU onto a ship under some conditions
6 V5 t' t% J; `7 T51. AI not behaving if main HQs missing (affects small map mainly)
; O7 n4 g u# h! D! J* ^; V52. AI using AGC for normal land units – removed from TF if not needed, M I1 _+ z' i+ l, ?4 [1 v+ s
53. Soviet activation message not in Ops report
- C; z7 r3 r" z54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% w0 [% C- c: ^. W% E7 d0 \0 n
55. Clear Soviet air balance if not activated. Possible incorrect base switching1 X4 F- T8 ?! \ C9 c3 z% _' g
56. Sub attack against docked TF not happening for port size <3
5 K; ~3 V- }- G; p. j3 k57. Unit type changing unexpectantly
+ [. }( W: G; T9 L+ d F) P6 [- N58. Torpedo replacement on plane sometimes is missed8 l- ?9 d# d2 p+ K
59. Double handling of overstacked supply requirements
8 o/ e/ [) @- K- U0 w60. Fixed alternate weapons for port attacks
, Y+ {4 ^! Y1 p) u3 \) r; _& s) B( W61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( A5 Y6 n. B* N0 S: d( @+ C0 Fsometimer in the ship repair cycle.( S, ?) D) z! |. s" l0 H
62. Ship tonnage over 32K could cause repairs to fail
& I, _) k' T V8 O; |( W6 |New
- ]) G3 J* s v1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
g% F' F N- w, C7 aport
; A5 k0 n3 j9 q1 N2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, h- C" e d+ @; w* d9 i4 ~Tenders not counted: n# Q ]" K- l. P/ E/ s( j+ f
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' @' f8 f+ z3 J( O" t. t
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 j2 W4 C5 P* F+ J4 j
to remove damaged ships from TF
/ |- m" X. M9 m5. New filter for “non-building” devices in Industry pool screen& u$ O3 x P. ~. j9 u" O
6. New filter for “non-building” aircraft in Air Replacement pool screen V/ t( M$ \' S- W% `/ _
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( _" e7 q2 N d. ~+ R; `/ @3 L% Y1 F, W
mines (^) detected
" q! p* L9 c, C* z- o/ ?' b8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* q4 L3 _) x2 E. u5 |+ M' _1 D$ A
‘button6..’ image files, then these will be shown. If not, by default there are shown as( f2 W: g2 t* @. j# C- O4 n
standard parachute unit icons
! J8 H' T, N% s/ V8 h1 x: w* }3 e. s+ |9. Air/port damage and building is shown in base mouse over5 E: X) D# i% {+ S
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 u- F2 b' h& l) F11. TF can be routed to stay within coastal hexes as much as possible8 T. b. i G* G1 Q: b+ H8 K! \
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 d. N1 Z# Y6 l7 L: B13. Added option on group and LCU reinforcement screen to turn off replacements
! y7 G* A/ E# J. W# Q* l9 ~3 z14. Current base can get supply returned to it when reserve planes returned which were& w2 S8 s: e: k
originally supplied from another base9 H5 S2 p/ c0 }) ~- E8 z
15. Unit type filter on Troop Loading screen2 }- P( O* Y2 l$ k8 g9 o3 b
16. Report killed ground units if not in combat report
6 v; q5 u& h8 l4 T# qChanged
% N2 ?; C. G% J, A% @+ i5 o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ Y, o- F% k: ` A& N M, r(complements fix 18 above)9 y9 Y$ q) R( q ]2 B
2. Permanently increased pilot array to 70K
" l2 X/ e% t% A7 S5 o/ c4 Q$ y3. Increased number of air combat rounds are a factor of total aircraft involved
`* C" ]) x& ?# z7 i4 e4. Allowed submap to submap movement if land connected for land units. Should have been
% E l0 `$ J! \! r Oso as per Andrew Brown
2 l* ^8 J6 D5 x( S9 n3 i) Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, \( N( e! g8 Q! W
delay toggle instead: I. x3 _+ w) p& C. V- ?: J- ~* B
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. U% Y: Q; c/ ?) \4 I
maintenace a bit more
# Y: R! I9 N0 M3 f- p7. Support device replacements won't decrease the overall experience of LCU units. This does
" Q1 m I9 N1 |( q5 Cnot alter the overall EXP change due when any replacements are received.: ]* j5 V0 M0 K9 Q# o- J/ J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
% V6 a; u- T) tbetween the two but could break current games.
# @( Y! t' D- N9. Some LCU Prep points may be retained if unit is experienced, K2 a5 a, R5 W4 f& h
Notes$ C: d' x) d" E9 X6 }
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario, s4 L* b8 n+ Q7 D
should not change player or HQ, even if not in play. These original HQs are used by the AI) P7 J, Z- o( F9 y& D6 u3 u# L/ ^
routines so changing or deleting them can put the AI off. Changing other elements should! L3 t$ ~' N, {' ?( q' C7 o
be okay.7 j) m! X4 I# ~: D; O! b
2. Clarification to weapon filters for aircraft:
3 H* j3 Z& z2 f! U# PPM_NAVAL_ATTACK 2 // used for naval attacks$ H0 R/ o. p( O% v( ~* Z" d
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
9 i2 j* B @$ }PM_LAND_ATTACK 8 // used for land (ground) attack
. L/ w8 |, D* a; l* `% {PM_PORT_ATTACK 16 // used for port attack
' w5 z1 H# k/ ^" i2 j8 H7 Q7 JPM_AF_ATTACK 32 // used for AF attack
' z' {8 ^% c1 u0 T3 P, WDropped any reference to secondary values for land and AF as they served no special use.# N1 [. B. ~) s: S
Clarification changes! K5 N4 w+ k5 F& _$ a; _+ K/ J7 S
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& m$ u4 X2 T- s2 T) J/ r% d6 n( e7 y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ S. B" {; _4 e; l/ Z, [" UMONGOLIA(91) or TANNU_TUVA(92).
; H$ Y/ p5 |+ U! ?/ K1 ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* [9 H7 u* t9 w3 Jb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
5 j/ G% A" c4 s' \2 R1 }c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 Z6 F' L" S* N" @" \
after Soviets are activated, but can’t move2 A9 H+ O6 Z7 S" `' r5 i) y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. I0 }, f* k6 I# k0 f- n6 H: a+ Jdisbanded in port.% d6 ]: j1 m3 Y8 y
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- s5 j: B5 p( w' ]5 b/ Bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |