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9 t, a! l3 j U% E. |; ahttp://www.matrixgames.com/forums/tm.asp?m=3185062; y; K: q& h2 T2 Q5 s/ d2 T
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$ L7 Q. L" f2 K* K6 m4 Z- O大量更新,详见列表:
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, Y; _. }4 b# g6 OChange History:
( [7 P. U5 B/ J0 _9 x7 P* Q5 V3 NV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' d; c7 Z. R: @) {: P1. Seventh Update – This release is a comprehensive release updating all previous, N4 \: l5 g6 E" T( u# w$ c" ]
versions to v1.01.17 beta! \% t# ]. B8 ~% c' n8 O
2. Code Changes# ]+ h4 b, S E! g4 d0 C% U
Fixed& @5 X. b6 D& o1 W' v
1. Display of AF/Port icon between player saves based on player's intel
2 p. s/ L* L8 C7 C$ u, R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
- `, }! \ `6 [+ ^3 i+ J) Wweapon list updated
; J8 E" v% s: `3. Reported cargo/troop safety values incorrect when no cargo/troop space% I& N+ t; i/ l* M+ p
4. Allow smaller 'reserve' space for small groups on ships" @' \ f% O9 j5 ^
5. Preserve some more data when swapping fragment and parent to prevent lost of parent- e/ Y5 f# Y( C! _0 C* _1 E' n
6. Correct attacking plane count before final post-air combat
/ w! y- |6 m7 i. B, V, X; S8 x7. Pilot promotion may have occured in error sometimes/ C8 R9 b% D; t0 P& V6 p* ~/ ?1 ?
8. Raid detect message sometimes dropped of the combat report* i7 o9 k6 F/ `( E' e
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
- f/ |! L% \/ f3 M9 M" n' I4 ugenerally+ U9 F) ^; ^) j* b/ I- d+ ^
10. Some pilot-leader connections were being corrupted
' u& ]1 B p# q& V9 t B% i11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 @% e9 s3 n4 ?3 o" U" @5 z! U6 c! i& ~
other move issues due to the incorrect indicator
0 }2 N. V' E8 c, f' x+ j- N12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ |% N; o4 L7 Sdamage6 P2 D7 r: S9 ]; h; j) s) `: I0 t3 v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 F7 ?+ a. D/ m% N% }! d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 d$ H7 e! Q0 h4 v3 Z* Q
date sort( t% Y* }; S' j$ {) r" G9 y5 i3 \
15. ASW groups not allowed to attack sometimes
2 E: W7 U% V. Q$ Z' Y# L0 T; }) N }16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( ^; I. a; S$ z) P5 k3 l7 r5 @! u, gHQ/LCU to jump to reinforcement queue
; b+ g1 E+ Y) ?- y17. Bug in bomber intercept if too many rounds of fighter v fighter combat& X* v( J& H/ z$ L' x e4 l
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; W. a/ s# d4 c$ S: V
at start of AE but crept back in sometime during updates
* m5 ]! K. u4 T w7 I0 E19. Removed the fragment/parent swap during a TF unload as it could often orphan the( }+ @4 ?3 y Y# M4 f; |% y! L. h* E
fragment.7 A# [1 ] i" R1 y; d$ K1 B
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, t/ F& X7 L9 |7 K, m4 d/ B21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 I& N: n9 u; O7 l4 p0 Y8 O% G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( T( g' B, D7 E+ y* t
set5 h$ v6 g% c0 H2 q( S) J& k& Q/ h) R
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 A' j b/ y/ r3 t23. Enabled 'z' to speed up all animations; was commented out in a few animation replays; X; i. v( ~( O, { C# }
24. Bug caused F/FB to sometimes bomb at low altitude
8 _3 @; O4 @( e' V' I' a5 ?* _; c25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' z. B1 |8 F( b9 K' k3 d! Coccurring properly.
0 Q4 R# d _* X( m3 @26. Bug in Industry 'failed' indication not showing properly sometimes8 \7 {( Z. J2 [# V2 w
27. Location check at scenario load to include small map sceanrios$ P% o7 M0 C1 ~3 H/ w4 y
28. Bug in air supply to fragments in a non-friendly base hex7 y6 [1 H: z& m; z) i; X
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! A! j; w+ k- y# [$ j: c1 H) k7 T4 s7 {: hbeing set to homebase before execution of the mission – ie was returning to base0 O( T5 H9 I& ]! p, r: L- p
immediately
; f8 i# _ Q B) [( j3 _30. Error in Strategic map display# ^$ h2 @+ \1 b/ _
31. Additional and stockpile options were not turned off when base was captured* |2 B* {6 w1 \/ a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on0 h0 @ L- o! \. X
mouse over
* P5 |. L8 |) h4 }33. Army experience being gained when not 100% prepared as per manual; changed to allow9 S2 X( G5 Q! e( ~; V. Z
chance to gain experience if >75% prepare and < 50% national exp level
3 Q; N" g: B- v, c4 W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
; [7 E% q) C& b& c8 b d( Z1 Lalleviate the incorrect experience gaining happening while in reinforcement queue
9 A/ I) q/ ]* ~) E- V: O" I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 V$ g; w7 I- |3 r dcaused unit to jump “off-rail” and move overland- X# _$ {# X" [6 k
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: u, K( A( R2 a$ g
37. Excessive accident messages on unload from TF reported
$ c7 Y( ]# z7 p9 @38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 U' q4 q. [- h8 H
merged causing smaller size unit than expected3 i$ G" K, U& M3 A
39. Corrected possible TOE error in scenario data load for inactive units: @/ N. A1 h( H r7 w, S( a3 E
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: A# _2 k9 O9 J% W4 a
however be allowed to do this.) F8 ]4 \6 E- q1 T% ?
41. Possible CTD if sinking ship's load was a group: @( y! }4 B+ @- d8 `# y
42. Limit the number of devices built from resources per unit during LCU replacements; this6 S+ A' V( x* t+ c: A9 N P
was causing an over production for that turn
, f c0 Z$ _2 X43. Retain day/night setting when creating group fragments# j7 t* ]! g4 K A, f4 Q# M
44. Adjusted supply and fuel values in base list not to overrun the space
$ g7 E3 N C' ~3 B- r" i45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" z2 j: G" k. Q- _/ J% r9 ladded YMS to Sweep TF in line with manual and code2 Z5 d- k6 j: s+ i: Y
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 @) w' \- C. T5 k, v/ R. P0 [rule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 \5 K: I# c# B2 u! Wrebuilding of destroyed units is not affected by this.
: T) c5 v, F5 M3 k47. Carrier capable and trained text not showing together on Group screen* j& a. g" s3 }
48. Handle any blank re-name changes by ignoring them1 [0 o( S0 N7 w7 U8 U
49. Possible CTD when air fragments combine6 O' s8 a- i( r$ D8 i' I
50. Unloading TF can freeze a LCU onto a ship under some conditions
. C; {( y$ o- o* D! q, h; T5 B51. AI not behaving if main HQs missing (affects small map mainly). p6 U) q' s6 A" j# O+ V% ~6 _2 H1 ^
52. AI using AGC for normal land units – removed from TF if not needed
- i, n" r ?& @6 j% ]53. Soviet activation message not in Ops report
* o/ K& _/ N6 [2 J+ F54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 N( \" A1 F( k% e55. Clear Soviet air balance if not activated. Possible incorrect base switching
# A# u% j& s9 V. a56. Sub attack against docked TF not happening for port size <3
$ U7 ^! |; W0 c8 ~2 ~57. Unit type changing unexpectantly
( a7 X' @( u% {1 D( U8 w: I58. Torpedo replacement on plane sometimes is missed
; R0 h; q' T7 {: ?' Q59. Double handling of overstacked supply requirements; D0 H7 o1 X. c6 l$ m3 D, Z
60. Fixed alternate weapons for port attacks
8 m! t4 P7 w+ ]. F* H7 J61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# _5 L* s' z' g$ y( _, Lsometimer in the ship repair cycle.0 V! J( u# h, r% L
62. Ship tonnage over 32K could cause repairs to fail
2 ^5 w2 ~1 |3 z& a) h5 K9 x8 fNew
+ ` F @+ r0 \ r+ p8 i9 o1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* y7 b! ~9 i$ p+ [
port: | K) {4 H; w+ ]3 X
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 m* }. V7 r" q* [' lTenders not counted: h9 x& J, b/ \7 l; H, r+ I% V
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
9 K4 [& n6 H0 G1 u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; B( C) Q* |8 F4 T
to remove damaged ships from TF
* R8 n1 N3 e4 S) k! K( \5. New filter for “non-building” devices in Industry pool screen
3 t x3 O" c2 `. n) j6. New filter for “non-building” aircraft in Air Replacement pool screen
# }6 t* z3 Q: \( j8 t7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, b; a7 U" C6 w9 b
mines (^) detected
% `! @4 _; j& f5 C8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% Q: |! b* n- s+ ^5 `$ Z9 b
‘button6..’ image files, then these will be shown. If not, by default there are shown as% {6 U6 Z. S& c. e4 \
standard parachute unit icons; K1 J# e, ?7 `$ N# S( O
9. Air/port damage and building is shown in base mouse over
# @- [5 t+ E7 \0 V0 H1 w/ i5 o10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
# h9 n8 }/ U; ?, b4 ?0 Q! l0 H0 [7 h11. TF can be routed to stay within coastal hexes as much as possible
1 R! H6 R) V, K) r& q( n12. On Top Pilot screen show the 'ace' cut-off value if more than 1# x$ O. L z6 ~4 R1 o( x B% j
13. Added option on group and LCU reinforcement screen to turn off replacements# Q( }2 M" J* v
14. Current base can get supply returned to it when reserve planes returned which were
9 O( q' X N9 I) R2 Uoriginally supplied from another base
, M& t% c) {" K' `15. Unit type filter on Troop Loading screen
7 O u( x' g" a16. Report killed ground units if not in combat report
* ~# d0 T+ x) ?! B( ?Changed9 D; p I1 A+ [) I. g
1. AF of 8+ have AV support doubled for purposes of determing support for air operations( u. }( V% o1 G O8 e
(complements fix 18 above)
0 ]. j: J' o- U7 Y/ v5 Q2. Permanently increased pilot array to 70K
5 a( A4 x5 a( d6 J3. Increased number of air combat rounds are a factor of total aircraft involved" }3 U- O$ U2 Y3 t. o" S& q/ T/ ~
4. Allowed submap to submap movement if land connected for land units. Should have been
0 _. U/ ~( Z1 f: t9 ]$ t0 p8 l& R, nso as per Andrew Brown7 R- ~, P4 r1 {" W* L$ n( V. W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& u+ S7 g. I, g, d* N
delay toggle instead
5 k6 [: k' W1 l2 w6. Aircraft being grounded for maintenance factors in durability also. This will spread out the e! }! U3 c7 k* w4 |
maintenace a bit more" G& I! c! m1 A: ~
7. Support device replacements won't decrease the overall experience of LCU units. This does
# ?' h; H% ~' N) _not alter the overall EXP change due when any replacements are received.; h$ C T. [0 y8 A4 A$ Z1 x0 E
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: `- p0 ^4 L1 a/ z* \
between the two but could break current games.' Z: M: q& i" }! T# p6 ~: Q# j
9. Some LCU Prep points may be retained if unit is experienced" |' S% u- U7 [& V( U' O( k6 v
Notes' F4 X# W) I% ?$ L; s
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( r- x- l; A5 P5 `- `should not change player or HQ, even if not in play. These original HQs are used by the AI
3 Q& J& o2 X) E! l2 }routines so changing or deleting them can put the AI off. Changing other elements should- {4 P0 O, L& e& F: `7 X
be okay.
3 M* h( C+ X$ T: t$ X1 p2. Clarification to weapon filters for aircraft:; ^$ D& u; {3 q- I1 s
PM_NAVAL_ATTACK 2 // used for naval attacks
( G, g ?; @) V; \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% W) i5 j2 S5 }4 j. @" D
PM_LAND_ATTACK 8 // used for land (ground) attack y1 t0 t- L( i1 k, f
PM_PORT_ATTACK 16 // used for port attack: E7 e; j) U% J* B z
PM_AF_ATTACK 32 // used for AF attack7 W& _2 ^% z- L7 B- s" s
Dropped any reference to secondary values for land and AF as they served no special use.
$ O# S- D \/ }" e" Y6 |Clarification changes
0 g5 S! ] f( ?' T' j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# e* A7 s+ F! dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 U! L, \' ~, U& {MONGOLIA(91) or TANNU_TUVA(92).. y* Y+ G0 |+ S: D. p K
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases) I: i" H" y3 a7 j! @, ^: @
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes. j+ \. J" }7 B6 i8 C* S: i5 C
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 i/ ^+ x. A3 A7 Q( L3 a
after Soviets are activated, but can’t move
^* |) H6 B" f/ yd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ j" N5 ?7 g. B& [+ \
disbanded in port.
/ O9 s6 x. d" z' |) O! `e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently) l4 w& Z/ H) ~1 @% o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |