具体见( v7 e0 |: C; {8 \
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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: t5 o- l0 E5 U+ D6 Q
/ q4 T8 J% S& `) m大量更新,详见列表:
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Change History:5 h5 W; W/ t' S6 Y- Y5 {, P
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): U$ b2 N" a) Q
1. Seventh Update – This release is a comprehensive release updating all previous( D: O/ p1 Q6 f/ R0 }1 ~# f1 i
versions to v1.01.17 beta, N# P, y w( W; }' ~2 P1 f
2. Code Changes
; j4 I6 p; o7 P6 |6 z" u$ ]* ]Fixed
9 _$ j( f, v: N( w( Z' l% r/ O1. Display of AF/Port icon between player saves based on player's intel
6 l, r! Z$ i$ ?9 W5 n; N' f) b2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; f0 ?( Y/ l4 [$ aweapon list updated0 w& `" r/ }! r8 ^, N7 z; D1 J8 g
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! R: j. A. {. Q1 d# d) Y1 i8 ?4. Allow smaller 'reserve' space for small groups on ships
! ~0 L: ~% ~: v5 L% [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) I, d s3 R& E5 q$ T6. Correct attacking plane count before final post-air combat
$ Y* r9 ^* g/ W) I7. Pilot promotion may have occured in error sometimes
, F; x* _- P5 n1 L* ^$ m8. Raid detect message sometimes dropped of the combat report) k% q4 P. i1 k }& F
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
" L! U9 E1 V! Q+ ~7 Qgenerally
+ h( G( `& s& ~) T: a- O/ O4 A& S6 W10. Some pilot-leader connections were being corrupted
0 {: ?& u& y6 e" ^+ e+ J) y+ m1 F5 ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 `" p9 C6 s" R/ d7 K
other move issues due to the incorrect indicator: _9 w$ }7 [4 W9 [* d. B# e
12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 q" b+ b( t$ t/ c. c. ~
damage% J* ~0 G8 B9 }; d; W; m
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 Q5 ]% P2 H2 K8 V0 R x9 q
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the3 \ B$ d5 s; V* J7 H& T
date sort
5 y8 M/ V( c. o15. ASW groups not allowed to attack sometimes
W1 Y) M2 W& P16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ H e; ?& F' d! ~HQ/LCU to jump to reinforcement queue4 W& A7 J% p" q' A) _# L* q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: V4 y+ W' G& f7 O: G8 f
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed- o0 ]- X2 q- h- X0 l) c
at start of AE but crept back in sometime during updates
9 v6 r. M7 S* m" Q3 r19. Removed the fragment/parent swap during a TF unload as it could often orphan the; W) N% v8 Y1 J" k4 |2 P
fragment.
8 D' R" y6 i5 W5 x- _1 M: N$ E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ f/ o% [9 D3 a21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- M" L* {# [+ f
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
' l4 |5 G0 D H$ R( {+ x* {set# s: b& [) m% X+ R
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& P5 [1 V" d3 ], k! F' p
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 v1 V6 z+ \7 B& R* t8 Q+ s/ J# S4 i
24. Bug caused F/FB to sometimes bomb at low altitude' j6 V; r& J& G+ W; P6 r$ P# t
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
@7 _0 o8 k7 z6 xoccurring properly.
, ]' {7 T9 {! n26. Bug in Industry 'failed' indication not showing properly sometimes
1 ^5 J/ ]3 X5 \: Y( `. o27. Location check at scenario load to include small map sceanrios
" ^+ j* z& t4 {28. Bug in air supply to fragments in a non-friendly base hex
8 [, c! S: g9 V: Z29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was2 c6 V g s0 w( M3 A/ l
being set to homebase before execution of the mission – ie was returning to base
; v& J+ [" f- u7 S- [' l+ V9 r: jimmediately$ P6 y, I! ^! H& }: v' T
30. Error in Strategic map display
7 ?; A& b" k+ n$ l0 ?31. Additional and stockpile options were not turned off when base was captured ~& {, l" z4 G& _, n% _% f0 l' A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% h' @, n% j! O7 w) K& Q2 o' E3 E
mouse over
) M2 T# r& `' R33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 J! K8 M" S; Z8 Schance to gain experience if >75% prepare and < 50% national exp level+ P& R) p& z% Z) ?; D
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( a1 p0 Y1 z0 Y7 r
alleviate the incorrect experience gaining happening while in reinforcement queue" t# d6 f. w0 H v$ I) \
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
1 i1 B' Y( l- d/ e7 q+ Kcaused unit to jump “off-rail” and move overland
4 n2 N# W7 b- p36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! {! j6 l0 o$ c+ ~
37. Excessive accident messages on unload from TF reported
3 j9 Q( B x* E; d. F; R38. Reworked editor sub-unit merging as some devices could drop off the unit list when
* R3 R# L: z& y3 D$ o7 Tmerged causing smaller size unit than expected* G+ A8 ?. q: N
39. Corrected possible TOE error in scenario data load for inactive units) ^/ V0 P& k0 x0 K& ?
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 \% w( a4 Q$ @2 }$ k7 ?* f2 J; h
however be allowed to do this.5 B5 Z+ b/ n) w- W3 u5 F
41. Possible CTD if sinking ship's load was a group
& j4 }6 G9 x: o" |) F42. Limit the number of devices built from resources per unit during LCU replacements; this% N# W7 D7 V# Z) v
was causing an over production for that turn
( A! ^% R8 [7 v; ^43. Retain day/night setting when creating group fragments2 a9 t4 X" c' d- P% v
44. Adjusted supply and fuel values in base list not to overrun the space
6 l9 L, T* N1 I$ D45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! d; M2 J7 I& j- S4 [! g Q) E% R: {2 Z# tadded YMS to Sweep TF in line with manual and code, U2 F' x% D# _1 J
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the+ ^' W$ {2 { V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal0 Y- @6 U2 n* x0 t2 j
rebuilding of destroyed units is not affected by this.* G5 y' W: B1 ]" A3 l" {8 q+ h
47. Carrier capable and trained text not showing together on Group screen' c+ ^% Z0 _ Q
48. Handle any blank re-name changes by ignoring them
) u- G- I& f h1 I9 {49. Possible CTD when air fragments combine
c4 h* g+ D$ b; t9 y8 R50. Unloading TF can freeze a LCU onto a ship under some conditions
" e; r _! t# F( P9 H- ^4 p51. AI not behaving if main HQs missing (affects small map mainly)
3 X; Z0 {& k) V4 B7 y52. AI using AGC for normal land units – removed from TF if not needed; {9 ~8 v3 X! f
53. Soviet activation message not in Ops report
G7 x& ~0 F: k+ c+ q1 K54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! ^: v" p: l0 s1 r; H55. Clear Soviet air balance if not activated. Possible incorrect base switching
- E6 @$ o6 c* F; b$ m. B56. Sub attack against docked TF not happening for port size <3
" V* M: f, M5 \+ Z' U% A7 `; W57. Unit type changing unexpectantly
6 q4 h& G! \+ R* m2 v58. Torpedo replacement on plane sometimes is missed% f9 w, {' p0 d0 N6 E1 o* S
59. Double handling of overstacked supply requirements
* O& X: I8 A) t( H: z60. Fixed alternate weapons for port attacks$ m4 |; j6 o1 A3 T8 l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 R; j- @2 k. K+ C) ]$ w. r- ?! n
sometimer in the ship repair cycle.. u0 W( }( c2 h, X& a
62. Ship tonnage over 32K could cause repairs to fail. R$ C7 k' S) F( [+ |
New# R' c1 \, s0 S" H
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the9 f f% c9 b6 A0 j
port
4 [8 J& w% G3 C: U2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" d: ^! n0 D' |# _- K2 ~! n, \; BTenders not counted
4 @5 m n1 w2 n$ G5 F' n; B3. When showing mine device on ship, show '!' next to mine ammo if can reload at base h4 m0 E0 y" M0 ?) S5 O+ N& f& F
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 T! |, N( g. i" A* f6 Hto remove damaged ships from TF: C5 R; U! s7 f2 Q
5. New filter for “non-building” devices in Industry pool screen" j' V. \: t3 O0 o* y
6. New filter for “non-building” aircraft in Air Replacement pool screen/ k& k/ U. M& n& U) j$ [) d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: S9 ]/ `# t* }& S- J
mines (^) detected( G. u/ C7 g( |. Y3 o# I" N6 T7 a1 w- ^$ W
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 ^( n, j& \$ g2 S- b‘button6..’ image files, then these will be shown. If not, by default there are shown as
' r' j, K' X4 K& j. Lstandard parachute unit icons
& o% c" j, V; @, n6 Q7 e9. Air/port damage and building is shown in base mouse over
$ j' z w' @! n6 }1 ^10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 c3 ^+ X2 x1 _4 E) h3 ~( V7 P, Y
11. TF can be routed to stay within coastal hexes as much as possible
6 K5 k% n5 R0 o, R7 _$ y) u12. On Top Pilot screen show the 'ace' cut-off value if more than 1- N3 i* E/ Z# H7 ?7 V/ w2 L/ m
13. Added option on group and LCU reinforcement screen to turn off replacements( G7 D& m1 @7 O5 m$ j5 E- A3 x
14. Current base can get supply returned to it when reserve planes returned which were
0 n) @+ O/ y; j$ E5 Noriginally supplied from another base
$ P8 K! d: r' G: B* g15. Unit type filter on Troop Loading screen1 I$ z. P! ~% u8 y2 a( h
16. Report killed ground units if not in combat report
% E$ x: U- G1 ?" K0 c* C% OChanged
; j2 H) m( [& X; R1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: k! ]" l" q4 p T. d, q4 ^(complements fix 18 above)6 g3 {% r: x) t# \, W
2. Permanently increased pilot array to 70K
% A3 s6 F/ u$ o9 b0 {6 {3. Increased number of air combat rounds are a factor of total aircraft involved$ y* t! @9 J+ n: j* w3 T. ]7 r
4. Allowed submap to submap movement if land connected for land units. Should have been3 {9 l* j4 v& @8 H. v1 D# m* ?; U
so as per Andrew Brown8 ^9 c* t3 ]" M
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message N" a# S! A; B5 U% G
delay toggle instead/ `& ?0 P* j4 u) Y9 J9 G7 v
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ J) S* Y4 u! y8 n
maintenace a bit more0 ^/ y7 p" Q4 A3 ?4 a Q" G: N6 k
7. Support device replacements won't decrease the overall experience of LCU units. This does- j/ M5 a" b0 _2 ]( D2 l) Y. N- R9 S
not alter the overall EXP change due when any replacements are received.
7 A0 k9 @4 j" Q/ T/ @8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 |8 Q& @& u$ R; a( w5 tbetween the two but could break current games.$ x" `" a G" u. R
9. Some LCU Prep points may be retained if unit is experienced
3 L" k+ d' S* L' }. iNotes( H" W( a! ~5 D: y; F# b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* V% q* F& G- a9 n: K9 Q
should not change player or HQ, even if not in play. These original HQs are used by the AI7 g2 G2 n* Y9 x4 ~% P+ {
routines so changing or deleting them can put the AI off. Changing other elements should$ v1 O& R M6 r' q
be okay.
$ I; A3 c' s5 J1 C. D* {2 x2. Clarification to weapon filters for aircraft:
) i* K7 T/ X0 uPM_NAVAL_ATTACK 2 // used for naval attacks! @6 V8 h3 |8 \) E' O! ^
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" P* [% D2 s& @0 A- v
PM_LAND_ATTACK 8 // used for land (ground) attack6 H% h5 x0 d( [/ S9 V& R2 o$ k
PM_PORT_ATTACK 16 // used for port attack# [9 y0 o7 [$ G9 Z) [/ T4 n
PM_AF_ATTACK 32 // used for AF attack$ K0 L- Z7 t' L/ F c
Dropped any reference to secondary values for land and AF as they served no special use.8 r1 g3 \/ S/ g! `
Clarification changes& A' d! n9 i/ Q) T/ M
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
% O: ]8 J2 h; A7 U* F) ~bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),3 l( y0 E3 [/ ~; q5 }
MONGOLIA(91) or TANNU_TUVA(92).
: t) B l( T L) c2 ?a. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 i$ N- y/ M. k1 X6 f
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* i. L2 d [, S' t+ @
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% ]( C$ H- ?# L8 C# Safter Soviets are activated, but can’t move
8 b M3 e% v0 L) W* s8 U1 c1 @d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if: U8 h+ D; P6 p+ o2 w3 V, B
disbanded in port.; P6 n, U6 @( A" j% V% p0 p
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ L* m* |# l y& {& ^8 h$ j& C
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |