具体见
3 Z: x- z$ |1 N t6 R% G* w3 t: Y. C7 T( {2 L1 i* J! ?8 W% E
http://www.matrixgames.com/forums/tm.asp?m=3185062+ I7 m N( T! y
( l( y7 e. E' o9 W/ {4 c9 X6 i
已经共享到岛群QQ和本论坛置顶资源帖# b9 ]6 S; h" z/ u6 j
- @. f: E9 m" z2 T+ z
大量更新,详见列表: y: G$ S" T0 E% k1 \
2 K7 _9 R3 u/ X$ }6 O: a" p3 F) h' r; U9 K" \
Change History:
' @5 W, C! p# j- q; Z& PV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* b! \) w$ l/ s) H6 q6 C
1. Seventh Update – This release is a comprehensive release updating all previous0 c4 Z; h5 U6 E [( p2 \
versions to v1.01.17 beta) y# Q/ d2 b* d |7 z% W; ?2 G+ C
2. Code Changes8 b, I) o1 R$ N) V0 h: m6 w
Fixed$ B+ U0 ?, F# X. F- ~" S9 q1 P
1. Display of AF/Port icon between player saves based on player's intel
: `! p5 Q& u7 c' {: b. E0 V$ H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
9 f v O$ ?. [7 w) a( Dweapon list updated* @1 r7 C+ W& w6 Z; c5 @
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. G8 `7 O; t& Y. h4. Allow smaller 'reserve' space for small groups on ships) _5 A/ c% p) n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) h# O) g& I7 G6. Correct attacking plane count before final post-air combat
; b! Q! g& x2 p7 ~9 G7. Pilot promotion may have occured in error sometimes5 \& _0 |* G8 V" D0 j/ [2 S0 x
8. Raid detect message sometimes dropped of the combat report
o* [/ [4 l# G- d* G' O9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 t N8 v6 ~2 W5 S& @5 h1 K
generally, }4 u7 a4 i; a" N- d8 l
10. Some pilot-leader connections were being corrupted
% c1 S/ X4 H) R7 t, I- D11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 l' `% J& L' s# Sother move issues due to the incorrect indicator
9 K; k& N7 ~& p12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 D5 o! P$ B& _0 d% u U2 g
damage- Q8 J2 L8 R% J0 R- r
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# w- n) w' M8 I$ h+ ~% H9 b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 w0 R7 ?) Q# R6 ^
date sort
4 | u. v/ O, g0 {* {2 W/ ~# z2 Z15. ASW groups not allowed to attack sometimes5 b* c- [6 [/ l0 l
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ X9 C; s" m0 P# o4 ^HQ/LCU to jump to reinforcement queue
; T( `' y& w4 P7 X. ]% H1 e; P" G0 w17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! _4 X; j# b1 {1 x1 Q0 k: a8 }3 c3 t1 y18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 k$ {: N2 t7 q! D3 c' @4 [0 fat start of AE but crept back in sometime during updates
/ l" B, A8 i# W! c. t9 p1 g19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) _* j# F& y, R! n2 m2 sfragment.8 c) h- q/ I# H" ^
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
" z o+ u% v3 V/ B d" p2 @21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. G) d& L( d" ~6 b# Vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
* q6 W6 r I0 ?7 k- B3 n8 kset3 d% [* R* A! p( X1 `' M1 L( a
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" O- |( b) p$ q! m
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
" m! t4 D! ^* c- D24. Bug caused F/FB to sometimes bomb at low altitude
" A0 W) T1 A% w9 P25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 o0 M- E: w8 H. v' joccurring properly.
7 x7 P& T: v; a: F a* L26. Bug in Industry 'failed' indication not showing properly sometimes
7 e3 V; o" ], `0 @% f27. Location check at scenario load to include small map sceanrios
, V% h6 ]! i; y28. Bug in air supply to fragments in a non-friendly base hex
( w3 m, S! R$ b7 W5 P9 v; }29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% o8 f) z5 z% e* \
being set to homebase before execution of the mission – ie was returning to base# K7 m, e% m b, V8 U
immediately9 j- y, v' r4 u& A
30. Error in Strategic map display
! b1 M) i" Z7 m/ Z5 y6 k" e31. Additional and stockpile options were not turned off when base was captured
/ G2 e! G0 ~( y8 e) U7 `, |8 G4 J8 T32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* V3 C7 z8 t, m; xmouse over
! g8 F) f/ l" r5 m6 Y" x33. Army experience being gained when not 100% prepared as per manual; changed to allow5 f# I5 _3 o4 ^ _# d$ G) b9 J
chance to gain experience if >75% prepare and < 50% national exp level# v: R: Z# s! ~! z$ w: ~1 K$ M' {
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to. ^& Z+ @9 k) |
alleviate the incorrect experience gaining happening while in reinforcement queue6 {5 C( L- D$ k
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –$ L; d( }2 b+ l% _! G
caused unit to jump “off-rail” and move overland
4 O0 v8 T! Q" z# K36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" f" g/ {* _- W! B: B. j
37. Excessive accident messages on unload from TF reported5 K- T7 H; P5 |* G
38. Reworked editor sub-unit merging as some devices could drop off the unit list when# R% `' i% L9 Q' P- M6 T8 E
merged causing smaller size unit than expected. F7 D8 |3 ~8 O+ o5 V9 r4 J
39. Corrected possible TOE error in scenario data load for inactive units' ` @7 h; o) B K9 b& r
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 }& n. N1 K' J
however be allowed to do this.- D7 G: `/ d) l; \8 \5 l
41. Possible CTD if sinking ship's load was a group* u9 @& P- C+ I) M" {4 ^' Z! x
42. Limit the number of devices built from resources per unit during LCU replacements; this B Z% v4 j# P0 b0 M
was causing an over production for that turn
& q/ s" ]6 _9 L7 F43. Retain day/night setting when creating group fragments4 S' Q9 b% A, c
44. Adjusted supply and fuel values in base list not to overrun the space1 [; U3 P7 K' Q" l7 |# M
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 D+ ?& l4 c0 N, Jadded YMS to Sweep TF in line with manual and code: p9 c! y. |+ R* A6 H& ^, |( h
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ P- F6 _6 |. Irule relates to the abundance of manpower and is not covered by replacement pool. Normal" a7 Y' \9 m6 E+ Y+ ?. r
rebuilding of destroyed units is not affected by this.6 S7 d# h+ `2 C, j" I# A
47. Carrier capable and trained text not showing together on Group screen! y) Z0 E% D2 d- X
48. Handle any blank re-name changes by ignoring them
# A! e! p2 D9 r* P+ z. q49. Possible CTD when air fragments combine
4 [1 C5 n% l0 [) q: n' V+ C# F50. Unloading TF can freeze a LCU onto a ship under some conditions0 t4 ~" {. S" k& h" E* A3 t1 H& Y' n
51. AI not behaving if main HQs missing (affects small map mainly)! W7 z9 t1 u7 h0 L4 V% W
52. AI using AGC for normal land units – removed from TF if not needed
# Q8 a7 {' J5 E3 T7 E53. Soviet activation message not in Ops report% V- S6 W- I" a% ]9 e% s
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 T& s# g) w; `$ Y1 V% \9 v: U55. Clear Soviet air balance if not activated. Possible incorrect base switching9 y! I' S/ P0 M( V5 {; I
56. Sub attack against docked TF not happening for port size <3
/ d. N* g; Q* X5 u57. Unit type changing unexpectantly
$ f6 U( Z$ l% }! a8 e4 J58. Torpedo replacement on plane sometimes is missed
! Q/ t3 ]$ @1 N6 o% O' {59. Double handling of overstacked supply requirements
( O: D3 }* n) H0 f* d1 `+ x/ H60. Fixed alternate weapons for port attacks
$ [% e% E2 v- f. h& T& K2 }% A61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: ?/ N1 |9 G; B5 y5 ssometimer in the ship repair cycle.
# v! Y" z% v6 h62. Ship tonnage over 32K could cause repairs to fail4 \, I* P7 ^ U$ G# P% s$ j, c! L
New
0 I! i" y/ U2 ?7 |& D: o# x1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 m1 ?4 C$ @6 t! F6 J
port1 R4 V6 n; F3 a( \& k
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 u! d+ K/ H; }4 Q: j; \Tenders not counted
/ p- q' K% V# S- X6 n$ D3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 E+ P/ c0 w. b; O1 ? s4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* T& @- X) Q% {to remove damaged ships from TF
! G+ c- K* {& y5. New filter for “non-building” devices in Industry pool screen) y4 e+ r. P0 t
6. New filter for “non-building” aircraft in Air Replacement pool screen2 b# @ n2 I. y0 i. H
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( w- c* y7 {' g+ K" e7 O: n
mines (^) detected$ O0 K( u A2 l
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 w3 ` J. {+ m‘button6..’ image files, then these will be shown. If not, by default there are shown as: ~/ D! W- [8 n
standard parachute unit icons Q. w: y6 e, a, N" j u! P
9. Air/port damage and building is shown in base mouse over% X% L! x4 J" o- g1 H% U7 _' R
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 o2 D2 s# n/ K% ]9 Q& R* l% a7 c11. TF can be routed to stay within coastal hexes as much as possible
4 O6 `. L2 x- B0 E+ G12. On Top Pilot screen show the 'ace' cut-off value if more than 1
N& P; F: w+ z( @8 d6 n13. Added option on group and LCU reinforcement screen to turn off replacements7 X9 T- e& q9 q. r9 O7 [5 r" C2 e
14. Current base can get supply returned to it when reserve planes returned which were8 G6 L+ S5 i3 F: H: ~
originally supplied from another base$ F9 |3 D# j9 T. ^/ y! ?
15. Unit type filter on Troop Loading screen
; M1 N" b+ k+ N! V5 @) F d" o* P16. Report killed ground units if not in combat report
" j9 a* m+ H `8 Y% BChanged
9 D) I8 j; H. U8 k2 Y# B. c1. AF of 8+ have AV support doubled for purposes of determing support for air operations, c- ~$ b% T. E" q
(complements fix 18 above)
7 |. M" Q+ {/ E- \2 e! y I, `2. Permanently increased pilot array to 70K2 b1 G& x4 i/ {7 o* h4 {. E u
3. Increased number of air combat rounds are a factor of total aircraft involved
: p/ Z3 H/ q# M2 d4. Allowed submap to submap movement if land connected for land units. Should have been
/ D/ n* m6 y, ~, ~ rso as per Andrew Brown
( e3 G8 l ~, N! P# Q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 E8 q; q; e2 u2 K3 O
delay toggle instead
4 E" E* J" A ], t+ \6. Aircraft being grounded for maintenance factors in durability also. This will spread out the R9 V9 Y! D4 H: J! b
maintenace a bit more7 {, R- l. ` E. I- V# {6 f
7. Support device replacements won't decrease the overall experience of LCU units. This does, `8 i2 P5 S- x! [) ~9 K
not alter the overall EXP change due when any replacements are received.- V! e- k$ T9 K- J6 Y( [ m
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 I# l, n8 L1 O1 Dbetween the two but could break current games.
9 `% N- b; i1 U9. Some LCU Prep points may be retained if unit is experienced1 T7 }# m6 P& V3 `
Notes$ r& X+ d) t# x y4 f
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; z$ V" l2 s0 }- U# A h! y# ^should not change player or HQ, even if not in play. These original HQs are used by the AI, I/ n8 [' i7 Q' M
routines so changing or deleting them can put the AI off. Changing other elements should2 T. q" l3 U8 o: d
be okay.( t9 q. c' y; K7 f- d" e
2. Clarification to weapon filters for aircraft:
) _" b8 D6 ~# e7 ^5 }1 K) C. O& ~PM_NAVAL_ATTACK 2 // used for naval attacks" Z/ T, f* z, w' l* H
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- ~& Q- S z Y2 Q
PM_LAND_ATTACK 8 // used for land (ground) attack
( G5 }5 \# I6 v) g0 F+ @. ^PM_PORT_ATTACK 16 // used for port attack; v3 L4 l& {* q, P1 E! \6 E8 k
PM_AF_ATTACK 32 // used for AF attack9 I" N2 ^. R3 S; P
Dropped any reference to secondary values for land and AF as they served no special use.
0 H: ~+ n% u0 r, X0 C) w5 XClarification changes
" r: ~# j2 ~ y% h/ v( }/ W9 v1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
5 {6 t& v- c( m6 Sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ O" D* f+ g/ b* v- EMONGOLIA(91) or TANNU_TUVA(92).4 s% E% K. J& K( ?% b+ B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& D& q- n& D; H9 d5 a2 B6 lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! K- O" F. f5 p$ p2 Qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 v9 @; x; T" m) N" p/ w7 lafter Soviets are activated, but can’t move9 o5 v: X: k# r# i3 q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
' k# M& i5 N9 t9 bdisbanded in port.* @6 E3 t0 F( q. t r8 @7 b
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 k$ Q+ S! B; t1 P; s
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |