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) A$ z2 E% I8 k1 o# p$ n+ o% G$ chttp://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7 L4 }1 N. A) X, m" j$ _4 Q: z
" Z7 U, r, V2 p$ r" t, I大量更新,详见列表:. v- k( J+ P" i2 R4 _/ r$ g
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Change History:
3 ?" ?" h! [) R" S3 G0 `/ `$ ?* `V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- g+ M- @. V. ~
1. Seventh Update – This release is a comprehensive release updating all previous
' i% R9 m' U+ H& ]( fversions to v1.01.17 beta* u- c2 q8 M+ k) j+ M
2. Code Changes& X: C# Y9 V/ R: M
Fixed% r! {9 g6 ^+ Q8 T" i$ V5 V
1. Display of AF/Port icon between player saves based on player's intel
( `$ k0 ]1 k; ]2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when A9 o% r+ U4 B/ o% j* \, _$ r
weapon list updated
4 C4 ?, r3 h4 m0 i$ T7 A( r! X3. Reported cargo/troop safety values incorrect when no cargo/troop space0 L6 c4 i' K7 D0 G- z
4. Allow smaller 'reserve' space for small groups on ships+ ~/ S6 _" N8 e- G/ r& v+ J
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 `' G4 ~( C/ H* q' t6. Correct attacking plane count before final post-air combat
0 g& `6 }; Y1 [. G$ E) L% f7. Pilot promotion may have occured in error sometimes' K3 X% x9 H7 {" F) Q' ]
8. Raid detect message sometimes dropped of the combat report
/ V) B! }8 Y& e: e9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
8 K- S9 Q% p9 @2 {generally4 `) o3 g7 F! Z- P# Z
10. Some pilot-leader connections were being corrupted3 R i @, W3 H; |
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' E6 _: B- N2 t! t" |% D6 M( v1 ~
other move issues due to the incorrect indicator4 G1 j" M; B' G! f' o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some; E5 N D/ o3 C: I V. x: a: h, I" n) ]
damage
y9 v( i1 C( _6 j1 v- j13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
' `; A/ K @. ~. O: d4 f14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 y) J1 T# T P1 v) f! W
date sort, u! y; D, @0 E4 R6 v# v V/ `
15. ASW groups not allowed to attack sometimes
8 x" o$ I6 k. Q$ G16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ W _& l: Q6 K' {. O9 s8 @HQ/LCU to jump to reinforcement queue. X" {4 q' A w/ x; T( C0 q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 N0 M `6 l2 z) d' [# ]9 @
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed ?* k$ ^$ ?5 @; X/ g
at start of AE but crept back in sometime during updates. V5 e! I$ \ L( X4 f$ [3 d
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% z# f; s, s) f) Ffragment.7 \5 z, A0 @/ h" V, m% x q. I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; X& b8 r) V& }9 {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) U6 D9 X `: ~short scenario). This was fixed in a previous patch but only for one of the VCs, not the full" B+ C9 `# `* c. r; F
set' \0 E, y: f+ e4 b' D
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 P# u. P6 s7 [4 O. h1 o
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 {& _ F* s$ \+ j* ` _24. Bug caused F/FB to sometimes bomb at low altitude
2 Z( y2 O& [' o% [6 ?9 O4 ~" V$ e25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not" a8 ^8 j" _- F& }. a
occurring properly.0 Y# q: I5 l) z$ t( j
26. Bug in Industry 'failed' indication not showing properly sometimes
. ^! G: x" r$ r P, X. v3 y9 O$ ^27. Location check at scenario load to include small map sceanrios1 \# W O' H( I0 N9 y$ t/ H' _+ w
28. Bug in air supply to fragments in a non-friendly base hex
3 x# C% e6 u# w6 G9 x29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! i7 U1 ^: a( _6 @$ v( e
being set to homebase before execution of the mission – ie was returning to base
9 Y( S5 U4 `$ m" W- Q" qimmediately0 g# W7 D& y- @/ a. ]
30. Error in Strategic map display9 @/ \ L( U" [- T- q" A
31. Additional and stockpile options were not turned off when base was captured
1 f ]- G1 }- W: `7 @32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 f8 U. e# Q$ q) @' O( \3 O, f
mouse over
" j$ j7 T/ ]% L" H; _33. Army experience being gained when not 100% prepared as per manual; changed to allow; a6 I$ i1 H7 B3 \+ W7 G
chance to gain experience if >75% prepare and < 50% national exp level6 O' K& i) X8 [9 H3 N1 S1 o
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 l* x: e! L5 z+ h; Q
alleviate the incorrect experience gaining happening while in reinforcement queue& s1 C2 n# h$ {3 {) m
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- Z, [- h- }$ X5 ~
caused unit to jump “off-rail” and move overland8 E: l# V% ~" Y" F, `, f9 G# v
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ \2 a& J" c& K8 f9 n" {, i
37. Excessive accident messages on unload from TF reported3 M0 c! E9 h6 h8 M$ W: h
38. Reworked editor sub-unit merging as some devices could drop off the unit list when! S# D5 u7 `. c9 X k
merged causing smaller size unit than expected. A" T7 B& ?0 u
39. Corrected possible TOE error in scenario data load for inactive units E- O+ x; A2 e* o2 Z( `4 j
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, F0 V: A1 s2 f) M
however be allowed to do this.
5 c; w% [# n; z4 I8 n1 f41. Possible CTD if sinking ship's load was a group
- Z5 h" W- F# {5 [42. Limit the number of devices built from resources per unit during LCU replacements; this
2 I5 U5 G5 j, Y$ {9 A1 Dwas causing an over production for that turn
, n) q' }' k" J1 {9 x43. Retain day/night setting when creating group fragments
/ G H% X% H3 P4 L9 u8 f44. Adjusted supply and fuel values in base list not to overrun the space
: B6 C" c r8 M6 u45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, S5 h7 M2 s, B/ n+ X
added YMS to Sweep TF in line with manual and code* X5 e5 [+ a& M: C6 v$ \# ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the( s0 L3 I6 ~$ x! y5 u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 z/ o3 J9 K5 Irebuilding of destroyed units is not affected by this.
$ z# d$ B( D! H9 r47. Carrier capable and trained text not showing together on Group screen/ S5 M; w1 c" f5 f
48. Handle any blank re-name changes by ignoring them
~, a/ y9 s5 C( c8 O9 V C49. Possible CTD when air fragments combine
% R; O* N6 A# M% f50. Unloading TF can freeze a LCU onto a ship under some conditions
2 S+ x. d4 l1 V# c( |# f0 B5 V- f51. AI not behaving if main HQs missing (affects small map mainly)3 J2 a6 W s2 M
52. AI using AGC for normal land units – removed from TF if not needed4 _6 Y2 S* J! w( j
53. Soviet activation message not in Ops report- A1 E* G. j* R0 ^1 D
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# w/ }2 v# u1 U7 M
55. Clear Soviet air balance if not activated. Possible incorrect base switching
9 ^4 [; A6 H7 X) m' I56. Sub attack against docked TF not happening for port size <3
& g, |5 \, M7 ?8 u z57. Unit type changing unexpectantly
' I* O2 F0 h5 N3 ?; ^6 g7 u1 y58. Torpedo replacement on plane sometimes is missed
. i* c7 R; v7 s# f; N59. Double handling of overstacked supply requirements# c+ v* D; h$ R! K
60. Fixed alternate weapons for port attacks7 V5 w* c! y4 c+ y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 A4 E1 v" x! f. ^/ b: i9 Wsometimer in the ship repair cycle.
+ J) \8 q1 V+ R% [' o ~62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 }+ k0 W) e! b& ]$ @, s
port0 u4 v0 ^9 l1 {& ~3 b
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" m, D% y9 y7 M' G% ]Tenders not counted
+ f; D5 l+ }2 q9 L3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 t' r/ k& L, c- R" W) _
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% F4 O2 r* T# ^+ f
to remove damaged ships from TF- \# {' H' u! H n
5. New filter for “non-building” devices in Industry pool screen# d" F9 Y6 U) f( _* j. `: l
6. New filter for “non-building” aircraft in Air Replacement pool screen
* ^3 N" ~* n6 }9 b5 K7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 \& _" g! u$ k- }% Amines (^) detected" X3 Y# C; ?1 Q! q7 v% R" ^
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" q, d- h5 A7 @* y& v1 q‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 A4 e* n G' I% V0 H# rstandard parachute unit icons( d+ i" I: a1 h+ u( @
9. Air/port damage and building is shown in base mouse over2 w$ N3 W+ s* u3 m6 z% [
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on+ c: m+ W2 U, o3 W; n3 u. u
11. TF can be routed to stay within coastal hexes as much as possible8 _7 W& G. n5 Q" F1 b+ J! h7 ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 [! W' s1 t& J8 t. H {13. Added option on group and LCU reinforcement screen to turn off replacements
9 t6 v+ \- W9 ^1 W14. Current base can get supply returned to it when reserve planes returned which were
6 o- }3 w+ u1 m/ Q; C4 G; b3 yoriginally supplied from another base
% z2 C; f: h* |) D15. Unit type filter on Troop Loading screen
+ k4 L* \% F4 L3 ]16. Report killed ground units if not in combat report- O& b+ x1 J& u' Z2 F
Changed$ E: k/ ?9 V9 \3 c0 f
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# | r: c6 T9 [* T# c
(complements fix 18 above)- V" N, _0 R7 R- z8 F$ O
2. Permanently increased pilot array to 70K
) ]$ t( K3 n/ u5 s6 N3. Increased number of air combat rounds are a factor of total aircraft involved
2 A5 B# u) q( e" h! ?* w& E4. Allowed submap to submap movement if land connected for land units. Should have been0 _6 H' |1 l }: [8 C
so as per Andrew Brown
0 M% ^, G# I `5 N9 G6 c, O6 v6 p5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" ^! F5 x, f7 r5 N6 |) V( Q
delay toggle instead3 E& \3 H: T9 T" H/ h9 X+ Y
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 ]: }# y* K1 k% Q2 f- g9 W, R
maintenace a bit more
+ g* a8 p! I3 }. q7. Support device replacements won't decrease the overall experience of LCU units. This does: `# {/ n0 K0 d
not alter the overall EXP change due when any replacements are received.
, t9 J7 g* k3 ~! Q* @8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 }2 V# c2 v! X
between the two but could break current games.
: Z3 [* I! u2 S/ v- @- t9. Some LCU Prep points may be retained if unit is experienced7 D P% L* A+ m! k% x
Notes% ]# @$ Y$ E: x+ b! O. A0 S0 ]
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! @; d5 {1 [* @, W9 F8 E
should not change player or HQ, even if not in play. These original HQs are used by the AI. Z" c8 ]6 D0 k& v: g1 \& i! Y4 U
routines so changing or deleting them can put the AI off. Changing other elements should
! {- L- o: w* D# Gbe okay.' Z7 C3 P) x6 k$ F6 q$ a' x
2. Clarification to weapon filters for aircraft: R, ?: {# m0 u" O
PM_NAVAL_ATTACK 2 // used for naval attacks+ V$ a) q% `/ z/ ~) Y9 f0 M
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 O$ f4 ]" W! w% D: XPM_LAND_ATTACK 8 // used for land (ground) attack$ ?7 l5 S( [. A) [, k. {% ^% x
PM_PORT_ATTACK 16 // used for port attack
7 ~ Y- z$ w0 Y" ^PM_AF_ATTACK 32 // used for AF attack
& i" R" {- Z4 ]% K- F, a( ?& iDropped any reference to secondary values for land and AF as they served no special use.
) @: g* x2 R( r9 z2 `! M8 dClarification changes
( B9 n" h* G& s* J7 h8 l2 m; s1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 i& g6 U* P6 V* J& b1 v& d* Z( ~2 w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 d1 H9 I, b2 {6 h% P) T; m; `
MONGOLIA(91) or TANNU_TUVA(92).
* P6 S0 [- g* N: j+ Qa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' h; d3 o/ S: ~) \, Xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* B3 W9 u- [+ z" m5 O# X& Gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 w4 h2 }' y5 u. P% K- a
after Soviets are activated, but can’t move. u, G1 o8 d( d
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 o5 p6 }! _* }. W
disbanded in port.
5 K6 }7 q/ D5 _ @# X- Ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: ~& T/ Z9 Q/ V3 n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |