具体见% g* w- Y3 s L. z6 a: V
% s5 ^) D* H8 W$ @6 k3 P
http://www.matrixgames.com/forums/tm.asp?m=3185062
, _+ ^4 B6 d" `
5 O7 C2 T3 g1 P已经共享到岛群QQ和本论坛置顶资源帖
- i% o8 {( D+ w9 b$ E9 c+ E
/ W8 R7 I& Y4 i0 l1 E. `大量更新,详见列表:2 u% S" c' a9 o2 v* { W' N; \- m
5 G6 ^8 F \$ W) z! V. e; D
( |9 m& \' w G' UChange History:
2 O( X8 J$ N5 G& f5 AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 P- {' b8 o0 h8 e' H$ B4 D
1. Seventh Update – This release is a comprehensive release updating all previous \2 z5 R( w* J+ x; z
versions to v1.01.17 beta
0 Y( ~, q* _3 G& _! D4 _2. Code Changes
% A6 n2 `# ^$ {; E- jFixed- g9 ?5 e" _1 @, d9 B0 f: i, n
1. Display of AF/Port icon between player saves based on player's intel
8 n3 k) C0 r3 h9 p$ [2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when J5 G2 y* e$ d0 j2 r( J
weapon list updated
9 O m9 a7 r, o+ r% {' E! C* \ T3. Reported cargo/troop safety values incorrect when no cargo/troop space
: V( z+ K4 f0 t" c3 Z9 C4. Allow smaller 'reserve' space for small groups on ships
* C7 V6 _* _0 t7 N8 w$ c9 O5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 O3 p0 i0 r; H. \
6. Correct attacking plane count before final post-air combat& m, m# _' n7 h8 l/ c$ ?. I$ E1 y
7. Pilot promotion may have occured in error sometimes7 m) w1 a% l: y5 N$ w3 l( ]
8. Raid detect message sometimes dropped of the combat report$ H P2 ?' R) i( i8 j3 k6 Q+ z
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
8 O {; ? `9 W! ~0 s4 d: Dgenerally
1 `- j! k, e4 H10. Some pilot-leader connections were being corrupted
* z7 L. O c" E9 s' b11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
9 m6 l/ J: s+ h2 I) k3 Fother move issues due to the incorrect indicator
+ e* Y: e9 F% b5 k12. Wrong ship sometimes reported in Ops report for TF movement which causes some& @* t* d: N- b5 [, @ S' ~
damage
6 J: u* r X7 R5 b9 D! W# `13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool" F3 p' d; }* }8 ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& O0 P/ L$ e2 Y& C) o3 c; I
date sort4 E1 a" e6 q. }
15. ASW groups not allowed to attack sometimes
, w( R4 Z' F; z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* L$ |& L7 ]* {( M8 L8 \# b
HQ/LCU to jump to reinforcement queue9 k, I. k- ]6 u$ N8 S$ X( p" ^5 {
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: e" c9 D& i: q- Z4 V, b18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 ~. ~% V) y' u" i6 Zat start of AE but crept back in sometime during updates
0 m& }' o9 N% l6 P; H4 L% N! c: X19. Removed the fragment/parent swap during a TF unload as it could often orphan the. v; q5 C$ Q6 R8 f! G& B
fragment.
) q1 V" t `0 V20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- V& ^, o$ v$ N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 D- p7 g/ M, Ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" w$ O1 o0 U5 u* v9 R( ?1 Eset2 Q/ v$ x3 f0 {& @0 \ z" n
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ F# ^3 ~1 m* m, m* X3 O! H6 m23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% T# U6 _7 T2 ~5 [& N8 \24. Bug caused F/FB to sometimes bomb at low altitude
% I0 t. P5 e( _, e) x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ U/ Y2 A( X! Q% v p
occurring properly., B( L/ r7 i" K8 A, L
26. Bug in Industry 'failed' indication not showing properly sometimes
0 A; [% |% G6 Z2 [, i( r27. Location check at scenario load to include small map sceanrios
2 B' i# z1 \" C28. Bug in air supply to fragments in a non-friendly base hex* v1 l2 S2 W$ L! m+ Y# E
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was) N9 u* H- q* l# J
being set to homebase before execution of the mission – ie was returning to base
) B! o$ ?: m+ Y2 C6 Y. A* Iimmediately) A3 ?/ `' s) J/ r
30. Error in Strategic map display6 S1 ^! _2 c6 C. x: u5 E
31. Additional and stockpile options were not turned off when base was captured5 I: i0 \" K' H9 U$ Q- u- e
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on' M' O) d. O! d. Y
mouse over, Q) L4 r4 @9 y* n% g4 @
33. Army experience being gained when not 100% prepared as per manual; changed to allow
% i/ C5 ~; t6 W: Q+ nchance to gain experience if >75% prepare and < 50% national exp level8 w; D* ?. c8 M3 A2 ~+ _% b) P8 a' w
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 s: S. p& j* r8 b: Oalleviate the incorrect experience gaining happening while in reinforcement queue; R# l B0 L9 C1 n
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 q: c- n6 t1 bcaused unit to jump “off-rail” and move overland4 B2 ~* p0 k/ V4 f% N: C
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ7 S) \8 k$ e+ _
37. Excessive accident messages on unload from TF reported
$ x5 y8 A3 o: i5 o& @$ `1 ]38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 ?& t& }1 X/ E+ O. E# r3 Jmerged causing smaller size unit than expected- o' F( G, b# `
39. Corrected possible TOE error in scenario data load for inactive units5 [, W1 l" F7 t/ W1 r: S
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can& @" |8 V: J2 H; m& Y
however be allowed to do this.
. V! c& a, P7 m2 z' v41. Possible CTD if sinking ship's load was a group
$ G0 p2 {+ N8 Y# O; {, [# S& w42. Limit the number of devices built from resources per unit during LCU replacements; this
) L; m& v. U& a1 Swas causing an over production for that turn9 z: X) m, {1 Y; _0 _1 N/ X+ {
43. Retain day/night setting when creating group fragments% j3 Q$ s) o5 B- E& O7 V# x
44. Adjusted supply and fuel values in base list not to overrun the space
" I6 ^& j5 Z6 N0 z, n45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. y, v3 p4 b; j! }0 y* [( [! N7 {/ S
added YMS to Sweep TF in line with manual and code
8 N- j, ~& T" o2 X+ N46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the$ Q- a- G- q' S; ~. x0 b
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* }; ~9 R- T6 i/ H3 Q" f2 trebuilding of destroyed units is not affected by this.
# V/ g* X& n1 R) o47. Carrier capable and trained text not showing together on Group screen$ Y, b# {! a* M9 j; L
48. Handle any blank re-name changes by ignoring them* o7 n7 S( p9 @. q! e
49. Possible CTD when air fragments combine+ D1 H. O5 d$ ~+ T$ k1 J3 z# K
50. Unloading TF can freeze a LCU onto a ship under some conditions) }1 Z. ^$ i4 q; ~* }% k% k
51. AI not behaving if main HQs missing (affects small map mainly). t; M. H: L2 a: @
52. AI using AGC for normal land units – removed from TF if not needed R5 ~5 p- _) u3 O3 J/ t$ |
53. Soviet activation message not in Ops report. s4 S- ^, ~" {
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 P/ @+ w/ V. b0 A
55. Clear Soviet air balance if not activated. Possible incorrect base switching' i, [5 g7 N, R0 z1 N8 @" ?( ^
56. Sub attack against docked TF not happening for port size <3' A0 e q" j5 |+ L) A
57. Unit type changing unexpectantly
( L' c1 p% L! B58. Torpedo replacement on plane sometimes is missed
' v4 k' ]3 i, a" `5 ^! m59. Double handling of overstacked supply requirements
( O8 Q+ a$ G5 g. \, X$ P60. Fixed alternate weapons for port attacks) f% U% z3 x* Z+ }# e, J/ }* s6 I7 P
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! j) l8 S, J2 Q) {6 i( Rsometimer in the ship repair cycle.
0 ]3 z1 M- ~8 l5 E9 a0 D7 c62. Ship tonnage over 32K could cause repairs to fail- y) y# w6 X! \/ }
New
0 E& m1 e2 N, y1 z! B! }, X1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 d5 B9 s" G+ V r5 ~( ?port; \2 C4 A" b! }4 ^5 _
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 Y6 c1 F% f: YTenders not counted. @! x+ B& z$ R" a6 |" R7 E, W
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- I% a- q6 t) @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 y* h3 w) h1 ~) q8 K Z4 {
to remove damaged ships from TF
0 a; ?8 ^# P9 U5. New filter for “non-building” devices in Industry pool screen+ d( h3 A0 [% Y @
6. New filter for “non-building” aircraft in Air Replacement pool screen
# [; J, m$ p" t g5 v: P! H! p- a: a- x7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 A! \- U. Y) ]! \9 z2 rmines (^) detected
+ v5 e- ]) _; G0 S1 E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! n8 l0 `/ G0 V6 y
‘button6..’ image files, then these will be shown. If not, by default there are shown as- Q2 Z7 z9 X6 Z9 B0 |0 M! ~4 l
standard parachute unit icons
9 q `: r1 P6 [9. Air/port damage and building is shown in base mouse over
" \; |. H/ _# D. H, w10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% ~% v" M# X5 ]! A! I% C8 D a9 u5 m" A11. TF can be routed to stay within coastal hexes as much as possible
% t9 K0 u# @7 t1 x12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& d6 ]6 F5 j- f& a13. Added option on group and LCU reinforcement screen to turn off replacements
, b# Z1 ]3 f& m5 E+ M14. Current base can get supply returned to it when reserve planes returned which were
) Z/ ^4 n I, v8 Voriginally supplied from another base4 @( V' }/ V- Z- i$ r8 z7 L
15. Unit type filter on Troop Loading screen$ K6 Y+ g: z: Q4 k! E+ d
16. Report killed ground units if not in combat report
( f# e" \/ {5 f: hChanged
7 f# o( [$ Q# O4 B' z7 m7 R1. AF of 8+ have AV support doubled for purposes of determing support for air operations
, c+ V2 K% o) \' O9 t(complements fix 18 above)) u E5 p1 M" e) ^: C& y
2. Permanently increased pilot array to 70K- H" U8 S" {0 ]1 F K. X
3. Increased number of air combat rounds are a factor of total aircraft involved/ C3 m6 W" ?; [/ _
4. Allowed submap to submap movement if land connected for land units. Should have been
2 q' ^+ `; K! [4 z2 c4 ? @% vso as per Andrew Brown3 ^* e7 r+ X+ w" J0 x- h& F
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! @5 p- w' n, j" B8 C* idelay toggle instead
0 m5 F1 A* Z" y. A& W1 {6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
$ |& Q* y) P; {9 jmaintenace a bit more
( c! T* \& P' `$ W* e7. Support device replacements won't decrease the overall experience of LCU units. This does
) X' y$ q$ K% x& M( Lnot alter the overall EXP change due when any replacements are received.$ K- e7 E& x7 y9 }$ J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# ?/ v3 V$ w/ ^7 Z
between the two but could break current games.
" a: r+ u$ C; {( |) s. F9. Some LCU Prep points may be retained if unit is experienced+ v+ W# Z5 M6 i# [3 n' B
Notes T6 ~- m1 E, }. ?& W+ X
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario5 I* I) b& B- q
should not change player or HQ, even if not in play. These original HQs are used by the AI9 E/ @4 a/ t% N7 ?
routines so changing or deleting them can put the AI off. Changing other elements should r: p3 Q# o, M/ @4 f
be okay.3 d# G' Q/ e8 j5 ]$ A
2. Clarification to weapon filters for aircraft:
' _2 I8 g8 ?2 q* W* h4 h- K7 IPM_NAVAL_ATTACK 2 // used for naval attacks
8 \/ a. z+ k1 y! s; w& e+ uPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
' s ]# B |$ N1 {PM_LAND_ATTACK 8 // used for land (ground) attack: j. g7 v% U( X! q- Z
PM_PORT_ATTACK 16 // used for port attack
2 J. }* M/ m7 }# R- WPM_AF_ATTACK 32 // used for AF attack
( }' q/ @& {; E. g. O* sDropped any reference to secondary values for land and AF as they served no special use.- T; @8 G! U% Q7 C& ]7 V
Clarification changes
9 J* X: I9 B( {; l1. Some clarification and changes in regard to use of the Soviet Motherland bases. These2 n& O4 M; {# Q: A3 w- \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
, T6 `$ ?+ r1 j3 a6 d! qMONGOLIA(91) or TANNU_TUVA(92)." ~7 s' V( f; x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 l& m" v% X" @+ p
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, K. J) F% Q) h/ o7 Q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ G/ g% F" G( K: \- y
after Soviets are activated, but can’t move( R. l# x% Z& K7 W' W( P. P
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 W# H( |4 P: e% D5 T+ f
disbanded in port.
! O1 d" j, l5 A" `. ?8 U \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
3 m9 y6 O) i( L: Of. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |