具体见
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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
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) {7 o* v4 B" \大量更新,详见列表:. l$ w- f) K! h8 S9 Q! V
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Change History:
8 d U9 |( K9 f; B4 rV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& ~0 t4 {5 t: |( D. ~0 E- P1 A
1. Seventh Update – This release is a comprehensive release updating all previous6 Q6 d/ q/ Y5 U- ?8 G
versions to v1.01.17 beta" j; e3 f4 f6 f+ G
2. Code Changes) K1 C4 a; y( o+ v6 z& J* k
Fixed( F: J# F; G6 B! S
1. Display of AF/Port icon between player saves based on player's intel9 m. k: w U5 [% i9 J8 T. C3 R' |
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 K# I, Q; c! z9 c2 T0 lweapon list updated! `- V M9 g6 N n
3. Reported cargo/troop safety values incorrect when no cargo/troop space+ j5 |/ W, O4 B; N4 m. f" r, K. r
4. Allow smaller 'reserve' space for small groups on ships
& t( O/ H- Y, E1 y6 p, U7 c5. Preserve some more data when swapping fragment and parent to prevent lost of parent
E+ K: M" Q Y& s/ W# O6. Correct attacking plane count before final post-air combat
8 h* M# b6 R4 f& \5 M; i7. Pilot promotion may have occured in error sometimes
( A- r b$ k G" R4 Y8. Raid detect message sometimes dropped of the combat report
9 Y# L* O8 }5 h9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) @" w; }4 z& Z% R3 ?- Z
generally7 g) X: w3 k, w; E3 {- S1 p
10. Some pilot-leader connections were being corrupted) K" T: Z7 ?5 t. w& T
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. j: Q3 K- v7 E g7 nother move issues due to the incorrect indicator
% c/ z8 ?1 y$ |& X5 s4 a( b12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 Q1 Q2 c5 S2 V. K) \9 |damage
! B1 W7 c( |7 Z+ z O: q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, B1 r7 d% y I$ F. g2 W/ M
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 B( [4 y; q( z( {5 b9 a
date sort
$ ?+ e$ C9 y0 X" G15. ASW groups not allowed to attack sometimes/ ?' z8 `0 H, r) F7 n
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
7 _+ r7 d2 u2 Q: U9 I! DHQ/LCU to jump to reinforcement queue
# q0 r! Z, f0 Z2 L2 t17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& ~7 J& N$ W9 d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed6 d/ C# ]. O, s7 x: t
at start of AE but crept back in sometime during updates
: t8 R* [/ E3 k+ I8 M19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" o4 m* [4 E2 N e, |9 Pfragment.3 _1 b; M, f4 ]8 g& C
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 a1 g0 w6 \4 T( l21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 j: m. {5 N! [+ a% Tshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( H8 A- k. d1 K) `6 U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 A" M+ j/ F# b2 X. M2 j9 e24. Bug caused F/FB to sometimes bomb at low altitude$ k& ?( L$ V1 f& f4 u# B8 Y9 x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' x( A4 C% C$ M" [2 q- ~) ?
occurring properly.7 t, S6 {0 s" q/ s1 [0 l
26. Bug in Industry 'failed' indication not showing properly sometimes
2 m& S) K( b) w% D27. Location check at scenario load to include small map sceanrios
( `( ?, K% C( w28. Bug in air supply to fragments in a non-friendly base hex
' o/ v3 Y8 l8 }7 ~9 c3 N n& g29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 D! w" U/ n. D* ]7 A" Z) N
being set to homebase before execution of the mission – ie was returning to base4 O$ t, l: x, ^1 o1 V
immediately
7 @ ^) l ^! @ [) f30. Error in Strategic map display. M: [& L/ w+ |3 W
31. Additional and stockpile options were not turned off when base was captured
$ l( z; r0 ]7 M/ m( g K32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on- {7 Y% e9 Q4 l2 P
mouse over
4 ~! q* Z) v# F33. Army experience being gained when not 100% prepared as per manual; changed to allow
+ y9 \. B9 S; w9 S" u; S1 Vchance to gain experience if >75% prepare and < 50% national exp level
2 K4 C7 e7 g7 h/ j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 R1 V! E# b( g7 _
alleviate the incorrect experience gaining happening while in reinforcement queue) c. B# o4 K( m6 S7 f9 {& B. e2 ^
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% }; F; O6 T. J5 V
caused unit to jump “off-rail” and move overland& Q& P/ I' `- O4 r
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' Z3 o. z. w9 r) {7 i
37. Excessive accident messages on unload from TF reported
5 o* T+ d& }. j0 t! i6 }38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 j9 s& |3 ^; c# R. L# g, ~% Gmerged causing smaller size unit than expected, f- p5 g- s1 r" M6 J3 c! p2 L' }
39. Corrected possible TOE error in scenario data load for inactive units
2 z: @6 X8 m0 r40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
1 s* ], X# d3 E+ ?5 }3 r% Ahowever be allowed to do this., {. O% @! t! X7 y* G6 A) A
41. Possible CTD if sinking ship's load was a group
1 G% S. G/ n1 M5 Y: u42. Limit the number of devices built from resources per unit during LCU replacements; this
) J# ]* ^9 T+ L$ u1 J/ j5 F7 J% lwas causing an over production for that turn l8 g0 B7 k# ^
43. Retain day/night setting when creating group fragments4 c. ~" j( m' m% K3 u
44. Adjusted supply and fuel values in base list not to overrun the space
& s$ ~' D; N. q$ G" I( J45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 ^0 o" V3 a2 r& k5 k
added YMS to Sweep TF in line with manual and code6 U1 c3 K* O# V2 s% w
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 B/ }' I9 L: [8 _$ u) J
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 P! [- V% R4 [rebuilding of destroyed units is not affected by this.7 ]% Z2 i, I9 h2 c! U5 z8 Y
47. Carrier capable and trained text not showing together on Group screen
7 ]( ?# f+ M2 `% X5 B1 h* i48. Handle any blank re-name changes by ignoring them: K, p3 b2 Y8 B6 T1 c' w! d
49. Possible CTD when air fragments combine M5 O; _; i9 L
50. Unloading TF can freeze a LCU onto a ship under some conditions5 I4 ~- k0 P( _0 q5 @; ?5 }: Z
51. AI not behaving if main HQs missing (affects small map mainly)
0 x1 e) G6 ^4 q: M52. AI using AGC for normal land units – removed from TF if not needed+ K. p- J# k5 q) K0 ?/ j4 F7 n) V
53. Soviet activation message not in Ops report. x# h5 V! w5 _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range" l6 q2 ^* {3 X2 s" S* y, J: A; n
55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 b( v, W) J s5 f0 K* B. P56. Sub attack against docked TF not happening for port size <3. }1 E$ W3 T0 C2 j; Z
57. Unit type changing unexpectantly
% b0 J( P: U7 W! [ F" H7 J; d Z7 b58. Torpedo replacement on plane sometimes is missed! F$ w5 T& y2 e; k2 W
59. Double handling of overstacked supply requirements8 ?- L; ?' ^$ J8 V' T& [% r) V: a
60. Fixed alternate weapons for port attacks$ _/ T" g( D1 s" n! G" T- }3 n- a0 p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till% v3 ]. O" `6 d8 f
sometimer in the ship repair cycle.
$ S; v: F. D# ~* e" I$ {, n62. Ship tonnage over 32K could cause repairs to fail6 u, c# a6 y! D0 @6 v# }
New6 S+ p) B0 p' X1 \/ M4 k+ l/ F
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 [) m `1 ^$ s% P, e
port8 Z: x5 W; n3 [' O8 X" k1 D2 T
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 B& v) h6 E( L$ O( v( w& C0 E, F* h
Tenders not counted$ U7 o- Z) S% h! A
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: e" A. W7 _. T1 Y8 ?- s, Y
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 T6 ?; ^- K/ S$ a0 n# ?, P3 c
to remove damaged ships from TF, s8 q1 U. F3 T* O9 g
5. New filter for “non-building” devices in Industry pool screen9 c3 j3 x$ n/ ^8 }
6. New filter for “non-building” aircraft in Air Replacement pool screen
2 F5 W6 S8 [& g$ g1 v3 F0 r7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ ?, g: V% r8 A/ n) [" X
mines (^) detected* J- s7 q" v9 L( f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% c! Z6 J- v' x
‘button6..’ image files, then these will be shown. If not, by default there are shown as$ Z& c" y; O8 J9 t# T4 g
standard parachute unit icons
) n1 Y6 i2 x' J+ o5 r( e; N: o9. Air/port damage and building is shown in base mouse over
# d) d0 J, H b }10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 O0 ~& v' T! y" p3 F11. TF can be routed to stay within coastal hexes as much as possible* i$ Q8 u3 E: J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" h4 y7 O' F5 a4 r& X: V13. Added option on group and LCU reinforcement screen to turn off replacements* a9 ]+ L4 @% x7 t/ z8 U
14. Current base can get supply returned to it when reserve planes returned which were2 u6 m1 H% }5 v. q
originally supplied from another base, V) F0 z8 O( [% e. V
15. Unit type filter on Troop Loading screen1 W) r9 x9 V' a" U
16. Report killed ground units if not in combat report. ^5 w) p0 y; x& Y
Changed
" U; ?, a: S$ l1 Y; V4 F1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% u4 Q8 i! F k9 Q2 L# Q(complements fix 18 above)8 t4 f, i4 K4 q0 b$ S- f' \
2. Permanently increased pilot array to 70K- Q: `1 n5 K- d
3. Increased number of air combat rounds are a factor of total aircraft involved
A) I2 ~$ E, K: |* e/ ?4. Allowed submap to submap movement if land connected for land units. Should have been
/ D$ C: }0 I9 O) N7 uso as per Andrew Brown
) D' B8 ]9 W/ _5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, x5 \1 v" K. a1 u
delay toggle instead5 s" f% M; S( J" `( e
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 R" H: B' Z3 I: K) ^/ {
maintenace a bit more+ H- a+ n' g, z8 c. g; @: ]
7. Support device replacements won't decrease the overall experience of LCU units. This does
' H' ^, M2 F& W4 [' Y `1 @not alter the overall EXP change due when any replacements are received.1 K; h& E' v( [* `0 V% {
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: i; A& Y0 R4 d9 X0 Z7 o5 c8 Sbetween the two but could break current games.
$ I/ j1 Q1 ?) C! P0 r7 @8 {7 M9. Some LCU Prep points may be retained if unit is experienced
7 ~2 Y3 ]/ p6 g! {4 rNotes
6 \7 t% J% C- L/ a# l' n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% ?; u0 v$ B# J& B, ], t5 I( P) n$ {should not change player or HQ, even if not in play. These original HQs are used by the AI
5 u4 z9 q" ]) {7 y) S1 @: Yroutines so changing or deleting them can put the AI off. Changing other elements should* Y# e5 G$ K& t" ~* n" b
be okay.
1 T0 b* B# t# p/ f+ R K2. Clarification to weapon filters for aircraft:7 N& }; D2 R: g' z9 Y! p- m, J
PM_NAVAL_ATTACK 2 // used for naval attacks
+ V1 c% S# {5 ]/ K) s& a) h: F( C$ wPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)! }( T6 ?, F: w& l8 z0 r
PM_LAND_ATTACK 8 // used for land (ground) attack
: ]# y+ E6 h) k9 K5 u, APM_PORT_ATTACK 16 // used for port attack
2 g- e5 W2 [3 q( ^- gPM_AF_ATTACK 32 // used for AF attack5 f! @. {( ^- B2 }0 r1 Z) P' a
Dropped any reference to secondary values for land and AF as they served no special use.
6 y# q$ [. ]# y# P9 ZClarification changes
, r9 F. R$ X" `6 Y: k2 \5 v6 r$ h1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" C6 w# f; a8 f* U9 }. ~7 Nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
/ B/ f3 B0 O, ?$ _$ ?; i, FMONGOLIA(91) or TANNU_TUVA(92).5 c) U/ c! G1 ^$ @5 }5 \3 A, A
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 }0 R, q3 C% S1 {5 @b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes. V A6 }0 {8 z, Z
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# O5 M$ ?" [$ l; d2 I9 N4 Uafter Soviets are activated, but can’t move
: q+ r# v6 X( Ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 G* r2 S' n6 d/ s/ D odisbanded in port.
1 R2 [( `! W6 b- we. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ J) w% g9 R3 K8 pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |