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5 G4 ^/ S1 T" D$ I8 W3 k! {http://www.matrixgames.com/forums/tm.asp?m=3185062+ O% X8 [9 a) W( W K
, L% `3 R; T9 a已经共享到岛群QQ和本论坛置顶资源帖3 P" i% \/ {0 H m4 t/ P; V
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大量更新,详见列表:7 w [ f* V! x# K$ v- F, R
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Change History:" R6 V; P$ E* L F
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
+ {( e8 x1 s$ _) P0 X7 i0 x1. Seventh Update – This release is a comprehensive release updating all previous
& F# @" d2 A: n' q* i* @, i3 uversions to v1.01.17 beta
5 P7 v6 p2 b! x9 [: v& }2. Code Changes, |, s8 d+ t3 l* }! j8 d( @
Fixed
& H8 W6 X" L7 |6 W7 U6 {3 W1. Display of AF/Port icon between player saves based on player's intel
7 F6 [; W- l2 N/ S) P$ O, A: g4 ~+ `* d2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 A; e, K) b- i$ h9 S( s1 Vweapon list updated0 b1 J# U" p0 g
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" g5 l. N* K @- W4. Allow smaller 'reserve' space for small groups on ships
. C1 ~* S8 [8 m$ X9 U2 F5 `: Q$ q p5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 c. l$ o6 l, e: x# Q' w6. Correct attacking plane count before final post-air combat
7 o" W' @0 R/ W5 L- S$ }5 r% P) e7. Pilot promotion may have occured in error sometimes
4 x7 ^- G0 G0 _& g" N e8. Raid detect message sometimes dropped of the combat report1 I6 m+ j2 L& `6 A0 y! d
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply' N& ^! K/ D" Y( F: w6 X
generally- x- Q4 B' a: ]
10. Some pilot-leader connections were being corrupted+ X# ?$ F2 w* k( }
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few, f2 i$ u5 e: A. ]" \+ n R7 S( {
other move issues due to the incorrect indicator
/ u! L/ E- E: d9 T. b12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ o+ V) ]1 Y/ mdamage7 ?7 S1 e0 _6 W# ?5 _6 H) ^) F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool! H$ k/ z- B: ^$ x* [) G% m m
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( u' @" \ [' o: k0 k. c1 o
date sort
, x$ H6 S& E2 G7 {+ v15. ASW groups not allowed to attack sometimes$ E: a" f1 e4 d( R
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* ^8 h. V7 s5 L" P8 WHQ/LCU to jump to reinforcement queue9 Z8 |/ u$ V2 s' K- ?1 g% e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 z: L9 `0 K5 x; E) X6 e18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 N# |, Y6 R, z$ W" ?$ J$ ~at start of AE but crept back in sometime during updates( p7 O6 N* L' Y' _) @$ M2 z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; y- l8 ^2 c/ Z0 [. Q2 lfragment./ V* ]% B$ Y m! P0 V) J
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 `1 G' ]3 Q+ F# t- q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
9 V6 v8 B! Q. D2 Z [; \short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( n4 s% W Z1 P) d
set$ o8 K: L$ Y. l8 J' g) E8 u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 g3 D9 @0 N5 I0 |! z6 y! }& |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays0 |% f) C. c# T& Q6 Q7 M+ O
24. Bug caused F/FB to sometimes bomb at low altitude) u2 t% J# y( Z9 C3 ~2 h- E6 f! T
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- ^: |! |* a/ i8 _4 z; }( W
occurring properly.
3 F' E. r- g: {) G+ @26. Bug in Industry 'failed' indication not showing properly sometimes- E5 S9 L5 T1 X' m
27. Location check at scenario load to include small map sceanrios7 [* d$ p% P* J% p7 e5 {; s9 E
28. Bug in air supply to fragments in a non-friendly base hex1 X9 n8 l3 e2 O# J: t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ e3 b3 @; S* f' m
being set to homebase before execution of the mission – ie was returning to base ]3 P4 U+ y/ x* r
immediately
. }. C0 i2 I. I/ [! i8 ?/ X) U30. Error in Strategic map display
! k/ c, t+ S! t z31. Additional and stockpile options were not turned off when base was captured
5 @0 s# L7 d- {+ J32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 Y) q. Q {% v: d+ tmouse over4 ]% `* c! T( W% k
33. Army experience being gained when not 100% prepared as per manual; changed to allow j+ T5 q& E+ ]
chance to gain experience if >75% prepare and < 50% national exp level
5 J5 o& g7 }( ?. V& b M34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 }0 R, x7 g9 S
alleviate the incorrect experience gaining happening while in reinforcement queue3 x e9 u% G* A2 B' i: F
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –( q0 U$ j4 j* |1 z
caused unit to jump “off-rail” and move overland
, d# q5 P$ Z6 X# B36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ f9 v9 `; @# s0 Q- f( e
37. Excessive accident messages on unload from TF reported) B, _' _8 I, V$ [7 W1 D
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 k7 }6 s) H$ T! e1 f, d: }
merged causing smaller size unit than expected
5 W+ U7 ^+ g! b; @+ l( u% N39. Corrected possible TOE error in scenario data load for inactive units
; J7 v: L# x/ G+ k40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can' E$ s9 |7 q2 q" [' n) i% P
however be allowed to do this.0 Q% }4 z) C, |. f; l( v( c
41. Possible CTD if sinking ship's load was a group9 [# u! O9 w" _2 [6 j7 n5 n8 x
42. Limit the number of devices built from resources per unit during LCU replacements; this7 i a, \' E% K o8 _
was causing an over production for that turn( L8 }1 j* z5 C6 E" K4 ^
43. Retain day/night setting when creating group fragments; x/ e- p2 Q/ Q4 e
44. Adjusted supply and fuel values in base list not to overrun the space5 y3 [7 }/ u) @, l0 P: B. k! t' W
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 a: f) S$ y1 j' a& V9 @
added YMS to Sweep TF in line with manual and code. b, K; V' I5 `
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! @0 ]6 Y; i( u! d; G- G O
rule relates to the abundance of manpower and is not covered by replacement pool. Normal( V# y; U8 |$ B0 N/ g) J
rebuilding of destroyed units is not affected by this.
- v6 X9 j) }+ T# p/ X6 b1 o0 b47. Carrier capable and trained text not showing together on Group screen# Q y5 x+ b Y' V0 ]
48. Handle any blank re-name changes by ignoring them1 T0 s C8 J; a6 W! P. q% r
49. Possible CTD when air fragments combine
, N8 P" u* ~2 ?8 \50. Unloading TF can freeze a LCU onto a ship under some conditions7 x9 C( @; |$ N) n0 e9 R
51. AI not behaving if main HQs missing (affects small map mainly)9 ~. C9 W2 b1 D* W
52. AI using AGC for normal land units – removed from TF if not needed5 c& F; ^2 s. o0 T
53. Soviet activation message not in Ops report
# W2 u6 w4 W7 U, w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- `7 s! f) s* ^, d
55. Clear Soviet air balance if not activated. Possible incorrect base switching* W7 G: Y: A4 E6 C
56. Sub attack against docked TF not happening for port size <3) ]4 ~& _; z9 N+ J' C
57. Unit type changing unexpectantly8 E( u! u8 b0 o5 |; q' m$ b/ @
58. Torpedo replacement on plane sometimes is missed
! y( \5 H, p3 w- u" f: R7 b59. Double handling of overstacked supply requirements. u* k- e2 l4 }, Z; R
60. Fixed alternate weapons for port attacks: z8 i2 l. r9 I2 q% e8 ~
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
T1 s. q$ z6 G- ~* ssometimer in the ship repair cycle.# Z' H- n- h1 S
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 n& z0 A1 S% T. @& v
port# \( o, t- R) @5 O/ u( A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' v- P; S- @* ~% ]8 H8 K2 q6 N
Tenders not counted0 R: S' \( S+ q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base5 @% G' |- G' @% f- j3 y" q
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' |! J# k3 r& S" u
to remove damaged ships from TF
8 t$ v) f: C8 n! A1 W5. New filter for “non-building” devices in Industry pool screen: ?3 U3 p/ p' B }9 p! t U8 c \
6. New filter for “non-building” aircraft in Air Replacement pool screen
: r$ @3 ]- | D$ s F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# w1 U( D. N% s. {/ wmines (^) detected; L4 L( H/ S* \5 `1 ?
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 l5 n8 \7 H' m: h6 }" v( O
‘button6..’ image files, then these will be shown. If not, by default there are shown as% s- D1 s# {" t3 K& [" B. g
standard parachute unit icons7 y7 T* O( p: q/ ^' s6 }
9. Air/port damage and building is shown in base mouse over9 j' ~% M3 u. Q3 N2 A2 f- k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 E4 N b1 \& \' m! E0 v11. TF can be routed to stay within coastal hexes as much as possible
4 _6 o' S# Y6 Q7 e% _7 H8 D8 {3 d$ T12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) Q& o1 y3 J8 q+ t. I13. Added option on group and LCU reinforcement screen to turn off replacements2 k8 B" B: F) S1 \) A% v
14. Current base can get supply returned to it when reserve planes returned which were
! E6 L" Y% [2 |3 h2 n5 o+ |originally supplied from another base# M' P7 v9 o$ y) D: \; V9 I
15. Unit type filter on Troop Loading screen8 f# `8 A+ W8 C% D4 E* j+ l
16. Report killed ground units if not in combat report
. \3 ]! W2 N; e6 z+ G- |0 EChanged+ ], ?2 l: w4 F5 n) O5 Y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 p- q/ O& h& I! h(complements fix 18 above)' B9 x8 F6 U; j
2. Permanently increased pilot array to 70K1 e! u7 B/ A3 o `9 J9 Q
3. Increased number of air combat rounds are a factor of total aircraft involved1 F' G. z0 O C: E
4. Allowed submap to submap movement if land connected for land units. Should have been5 w% I+ _8 j( d; {8 S
so as per Andrew Brown6 t" G8 j: J) \9 N
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
9 f& W( Q, V# T! E3 U; q' N" Edelay toggle instead
" R& @( M: |6 x( `8 P: e6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 M1 `2 [( A8 l- W4 |/ Z
maintenace a bit more
5 v+ v3 h5 ^* ~. i. i9 M9 \7. Support device replacements won't decrease the overall experience of LCU units. This does
; r, A1 ?) x' P6 |, bnot alter the overall EXP change due when any replacements are received.
) y) w$ Q1 \* a( h2 j* R8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& `5 o7 |2 f5 b { mbetween the two but could break current games.
8 s0 o4 l$ X2 X( I% B6 @8 a# N9. Some LCU Prep points may be retained if unit is experienced7 l0 Z* V+ v: B% F8 l$ g5 U
Notes1 ]% I b# V9 R7 z' c
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario3 { {8 C0 x* V5 E2 u
should not change player or HQ, even if not in play. These original HQs are used by the AI
0 n/ Y4 w* J/ Y: ~9 vroutines so changing or deleting them can put the AI off. Changing other elements should% P/ u' a7 W2 b4 r' U% I4 |
be okay.
, B2 ^- A9 Z# ]2. Clarification to weapon filters for aircraft:! p2 \) z; l3 a# f
PM_NAVAL_ATTACK 2 // used for naval attacks- s& S$ i2 ^" b
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 h3 S% \$ p* x. U) n5 pPM_LAND_ATTACK 8 // used for land (ground) attack) C2 t1 y! D( Y! t, v! N1 v
PM_PORT_ATTACK 16 // used for port attack+ P4 i6 E7 M* B! F) j
PM_AF_ATTACK 32 // used for AF attack L: b' g/ b* Q+ r8 U4 X7 ?
Dropped any reference to secondary values for land and AF as they served no special use.6 T. R$ y0 d. n6 p4 }! ~
Clarification changes
- X9 ~: ^% H/ X6 M/ |: Z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. K7 d$ d5 E3 D) B* W. l8 c- z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ ]9 j6 z9 K; p2 c- G, q0 ~
MONGOLIA(91) or TANNU_TUVA(92).
5 ^4 g# l+ \* I. ]5 ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% P+ w9 E& f+ t9 w# l/ B" I7 H9 y2 l$ sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ X- ?' o6 p* a% X1 e) r1 \c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- ?9 k# j4 c& H0 Q, I" Bafter Soviets are activated, but can’t move" {2 X( f1 p* A" Q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 S7 r' ~9 @ p* m- u! G! k& \disbanded in port.) v9 c( [' U$ L5 D1 i2 Z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
I p# H- @# L' |% h; R) X: p" g7 _f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |