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9 E- C8 t8 M- ~; Ihttp://www.matrixgames.com/forums/tm.asp?m=3185062
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" l! u" }$ m0 `; G/ O, ^5 @/ O已经共享到岛群QQ和本论坛置顶资源帖' _3 K4 s1 P K6 X* m
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大量更新,详见列表:& t: z, V! N- I( R4 }* U% j$ i/ ]
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Change History:
. _; g, }, N: i, `. kV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 L& Z+ X S5 @8 M1. Seventh Update – This release is a comprehensive release updating all previous( {" M! V! z% A; T" P0 V
versions to v1.01.17 beta
: u5 T, U |( \, s/ q2. Code Changes6 d* E# [& g2 ^: h2 s& N ^* }
Fixed
( {4 _2 H0 Y3 l1. Display of AF/Port icon between player saves based on player's intel
6 o- v' Y# i: [# ?2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' n4 Q& t3 \2 X1 h6 `; x6 E
weapon list updated
2 O; j* ^- \+ ~. K* r' S" b3. Reported cargo/troop safety values incorrect when no cargo/troop space& s0 m7 X2 u6 y! g1 n1 s* K# v" U) p( n
4. Allow smaller 'reserve' space for small groups on ships8 t* e) R9 a& {# |$ W
5. Preserve some more data when swapping fragment and parent to prevent lost of parent1 C4 @+ J1 [) B. d9 Q7 S B' f
6. Correct attacking plane count before final post-air combat6 r( q' R1 V& p
7. Pilot promotion may have occured in error sometimes
% W$ x4 b" o! Q7 L9 |* O _8. Raid detect message sometimes dropped of the combat report
3 c ]1 ?; p! }) O% q1 U9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" l( I2 G- _: ?% L2 r
generally
4 U5 r! x% M6 F10. Some pilot-leader connections were being corrupted
( k0 I1 s/ w9 |1 `4 f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ {6 c( B( s! I
other move issues due to the incorrect indicator0 w7 g! p3 u. R0 X7 f
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! R( S! r5 m5 ~" ~' t/ Odamage2 j. [) K: Z7 q1 c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 o1 ?/ ^( {9 y h+ A
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the8 ?/ o7 J* [. t$ |$ @' D* m
date sort' z) c' @# m9 g% E2 P
15. ASW groups not allowed to attack sometimes/ V! |3 X( ^" `6 |
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 G; H& c, D, @4 S$ k0 S
HQ/LCU to jump to reinforcement queue: t' W3 M3 V& A3 v9 O6 O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat( ~; Z; ~, v- { k2 h; Y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ n, }- n! o$ B5 o3 |at start of AE but crept back in sometime during updates) b; B1 w# i- d& N! G+ n
19. Removed the fragment/parent swap during a TF unload as it could often orphan the Q1 o1 l3 m- q) k1 `; F, r
fragment.
/ u2 l! Q- X( F3 u( R% F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 w1 M% W- t8 h9 j6 Y: Q# _: j% T
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# I m1 \; K0 z4 Y' sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; [" {2 v1 H, y' i) Qset
1 C7 l. s9 l& Y. P+ O- p22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 @& S" J& D) W/ ^1 n$ z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# l1 i8 J6 k7 A6 x% u, U+ k ^. ?24. Bug caused F/FB to sometimes bomb at low altitude4 {/ S# {$ ^# \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not7 ], x1 n/ @9 A5 w+ h$ D* Z$ \
occurring properly.
' @ b# E/ N7 b3 i3 H4 J26. Bug in Industry 'failed' indication not showing properly sometimes
& J$ V: r, `9 P. [3 H8 f27. Location check at scenario load to include small map sceanrios
% s% {2 Y' d2 N28. Bug in air supply to fragments in a non-friendly base hex
& e1 A& X) N+ `8 \1 h b29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' T/ V. e+ Z" A7 B: x$ ~1 s& bbeing set to homebase before execution of the mission – ie was returning to base0 O0 V. b) h# v9 L9 o/ K/ z
immediately
$ `4 V; N: d- e$ q8 `30. Error in Strategic map display
& N, U# q* }% p31. Additional and stockpile options were not turned off when base was captured
+ K8 e7 m, F! _+ p+ e( N32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% r6 i- N+ ]6 u
mouse over
3 y# {5 ^3 Q3 @( k4 W" J4 L( c33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 _3 \' P, X. G3 N% P8 C Ychance to gain experience if >75% prepare and < 50% national exp level
) e7 h3 r5 j; x, ?' t% C34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 c6 C/ H+ X2 e% P4 { i
alleviate the incorrect experience gaining happening while in reinforcement queue$ C! L% D9 ~$ m( L; l# h/ a& k8 g
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ J0 H0 i9 K8 t) H4 P
caused unit to jump “off-rail” and move overland
+ j' h, @" \4 H% F5 |36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 E C4 q2 D! J) h37. Excessive accident messages on unload from TF reported6 R5 ]8 \+ B$ r; {
38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 m0 C9 \8 f7 _- ]3 @
merged causing smaller size unit than expected
% K& D0 ?5 x( W; m39. Corrected possible TOE error in scenario data load for inactive units/ a! s- h, Z9 F/ k
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can+ n/ {, K% e, Z0 i, E
however be allowed to do this.
/ H; l2 s* e$ O41. Possible CTD if sinking ship's load was a group* d5 u! w# F4 m* [3 P8 z8 _
42. Limit the number of devices built from resources per unit during LCU replacements; this
V+ ?3 W6 h; T8 d& \9 Ywas causing an over production for that turn
) c1 {3 L; w& g* V43. Retain day/night setting when creating group fragments
1 S' _# z% }6 ]0 u; V. i44. Adjusted supply and fuel values in base list not to overrun the space
h+ t; \9 J: Y1 k0 {. S45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: M+ v1 a8 Z4 u! ?
added YMS to Sweep TF in line with manual and code
, M% q) ^8 t& \0 r! D: s46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 H. G% `' f; x1 L+ [rule relates to the abundance of manpower and is not covered by replacement pool. Normal: D! Y5 `- H6 U
rebuilding of destroyed units is not affected by this.
. f) H6 K: w. ~' `- M4 w47. Carrier capable and trained text not showing together on Group screen. i& }9 V' d* `5 S
48. Handle any blank re-name changes by ignoring them$ U; d. S2 H+ g& \; K6 P) O
49. Possible CTD when air fragments combine5 W8 O9 }6 @' v7 r/ {9 [$ u
50. Unloading TF can freeze a LCU onto a ship under some conditions7 p/ R9 W* f# F# {& i9 P( }
51. AI not behaving if main HQs missing (affects small map mainly)
3 v5 m, z, g- y8 D' Y52. AI using AGC for normal land units – removed from TF if not needed
3 L: H' V! ^; B$ X, `) h53. Soviet activation message not in Ops report
& A) j2 a# t& o5 j5 D54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range+ C- C- c5 B+ O8 H' b! r
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 Y- y% c$ ^& @% q$ A- T: M
56. Sub attack against docked TF not happening for port size <31 ^) g. R1 ?( P1 z8 E
57. Unit type changing unexpectantly
/ |) s; |7 @8 W6 F58. Torpedo replacement on plane sometimes is missed
4 H% i! G& O5 ] ~- ^5 o. c59. Double handling of overstacked supply requirements: @# Q6 p% B6 z( c ~
60. Fixed alternate weapons for port attacks0 U2 s+ p* h5 d. l4 o9 _' b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 ~. Z4 C- o/ B7 q6 m- ~1 \4 B* y
sometimer in the ship repair cycle.# x+ H+ ~+ x V( l
62. Ship tonnage over 32K could cause repairs to fail
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0 x; L) g+ a+ t" i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
z" s# a4 F) B' E! cport
8 ~, e5 P, x+ p7 S2 l, g& ?2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ q* E n, c2 h% L
Tenders not counted2 H3 x) W) V% Q+ T% n9 ^
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 y* T) Q- U5 Q7 |% f4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) x2 k' O4 q1 G6 e: ^, Zto remove damaged ships from TF. Z& ^- |7 \2 c& Z( |# i
5. New filter for “non-building” devices in Industry pool screen) x X7 E5 M5 ]0 _( h, A! |- v
6. New filter for “non-building” aircraft in Air Replacement pool screen
0 [! S1 X) `0 ?0 J2 S, m7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
2 D# q; A" F3 f5 ^0 c7 N+ f/ i! |) `mines (^) detected# e' H) I# { x. G N2 S' ^; @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) v2 T7 V6 a8 A4 \
‘button6..’ image files, then these will be shown. If not, by default there are shown as
w& S3 }/ @0 Y& N! t7 b5 [standard parachute unit icons9 R5 z7 k7 C# Q6 A; P
9. Air/port damage and building is shown in base mouse over
6 z7 y3 M8 A! o" N, C# `10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 y/ |' F' j9 H V/ a+ I
11. TF can be routed to stay within coastal hexes as much as possible% C( T0 T7 m, ~; r
12. On Top Pilot screen show the 'ace' cut-off value if more than 18 L' p# b0 G" z2 S
13. Added option on group and LCU reinforcement screen to turn off replacements8 U3 R& @: Z6 ~6 n5 O: f
14. Current base can get supply returned to it when reserve planes returned which were: d3 j0 f/ q; ~1 a! X1 |
originally supplied from another base
: V2 b. a$ v! K, {4 }/ t# _15. Unit type filter on Troop Loading screen4 G) @) h, e0 r/ C1 k; N! B
16. Report killed ground units if not in combat report
3 y! n N' u+ _* s- {0 f* ]Changed1 ^$ @- U& `1 U
1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 X# O1 U z2 E o( H Y. M
(complements fix 18 above)% g4 `& D8 x2 K8 x0 c1 \& u
2. Permanently increased pilot array to 70K+ K# @% f. o3 V; h0 V4 {
3. Increased number of air combat rounds are a factor of total aircraft involved
& Q6 x& R5 f2 J2 L* E/ h4 Z9 y4. Allowed submap to submap movement if land connected for land units. Should have been
6 n. m0 c* Q( q6 W3 V. `so as per Andrew Brown
# P( n' Y- N3 k3 t5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: [2 [* x1 O/ V+ K/ x' @. @- k p* qdelay toggle instead
9 w: X- F5 b$ i' z3 |, r' ]6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 ^6 i4 V1 H6 g' k2 }. K0 K
maintenace a bit more
; U4 C: I% x# q' O7. Support device replacements won't decrease the overall experience of LCU units. This does
/ v: c& U4 q9 R/ \) anot alter the overall EXP change due when any replacements are received.
% @( s' b. L2 b% a( O( }" s8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 b" X h' |/ j6 ]1 n' F/ vbetween the two but could break current games.8 i. [6 A: T. Q# k0 W! X" O
9. Some LCU Prep points may be retained if unit is experienced
4 X3 H( o2 ?* N; B" c1 HNotes& b1 I. N! o. I8 s6 Z
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# E4 s1 m) d4 ]5 l( n; _* y
should not change player or HQ, even if not in play. These original HQs are used by the AI
4 g; q% h9 G- }9 R% c! V6 o g$ Groutines so changing or deleting them can put the AI off. Changing other elements should5 e/ |' z% I" R- s7 P
be okay.
: e3 v6 Y0 p6 V$ f V, L2. Clarification to weapon filters for aircraft:5 Q. m: g1 y2 O5 e0 Q+ D: y9 C( D
PM_NAVAL_ATTACK 2 // used for naval attacks8 }8 O5 Y: F4 _7 W C/ e0 X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' M; ^* U4 b: |' Z0 _: l2 f& \ q* g2 k
PM_LAND_ATTACK 8 // used for land (ground) attack {& c/ K9 w% s1 E+ U# N( q8 F
PM_PORT_ATTACK 16 // used for port attack6 g: f3 r) ^8 R: i- R
PM_AF_ATTACK 32 // used for AF attack' @9 ^: w; _$ Z. {! M; a8 B' z) R
Dropped any reference to secondary values for land and AF as they served no special use.0 S2 ~; }5 K' i" v
Clarification changes8 g- n5 m1 W/ [
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: k4 W1 I5 t( p
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
) Q1 _ B; N h) Z* R: iMONGOLIA(91) or TANNU_TUVA(92).
$ C- S+ r0 M1 X2 R% s+ sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases; M# n" j" I1 M4 V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 B; q' w+ Z. Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ c9 |7 u8 Y9 u7 _/ ?. F; r' kafter Soviets are activated, but can’t move
7 k+ N, Z; N: z% ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 J* V: U5 V% Pdisbanded in port.
* I0 P* I5 V3 |) w) Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently* U: a& d1 A! h( m9 o7 x
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |