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$ \% o5 v' Y8 B7 j0 C' ehttp://www.matrixgames.com/forums/tm.asp?m=3185062! J$ s6 v% G8 E- i; ^
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大量更新,详见列表:
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) Z V- y* q" u+ Z+ SChange History:
6 a8 M- v9 K) ~) N$ L ZV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' a( p, A, T4 }( C$ q1. Seventh Update – This release is a comprehensive release updating all previous. b! P" D o. T" ?1 I
versions to v1.01.17 beta" j M% d+ t7 m" y
2. Code Changes
) k! D/ Y0 W9 N# u( h8 i( qFixed4 a N9 r! G' M% k5 y& \; n
1. Display of AF/Port icon between player saves based on player's intel; j" F+ h# \# [
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
- B! e' H B: k9 }0 _' kweapon list updated' k; ^/ N# t, u- T0 s( Y7 J) l
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ z8 T7 Y' y* K3 v- t/ @% {4. Allow smaller 'reserve' space for small groups on ships
7 r6 Q: [ f8 p' H! \0 g2 m( a0 ^5. Preserve some more data when swapping fragment and parent to prevent lost of parent- h2 Z" p& {2 t6 K3 u
6. Correct attacking plane count before final post-air combat
d6 R( @: q, z/ Z/ k7. Pilot promotion may have occured in error sometimes# n4 T. r6 B9 k6 o
8. Raid detect message sometimes dropped of the combat report8 P$ t w. m- W. W( o8 Q$ D
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' c+ [0 G! t( {generally) ^" e( k8 V' n, h# M3 B9 C
10. Some pilot-leader connections were being corrupted
" t. O M# |8 j& z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. V* ~9 L) N4 I2 Iother move issues due to the incorrect indicator% T% j, l/ c7 W# a
12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 N0 X& ~. a+ O! M) y3 z0 h, Z# w5 T
damage
' @1 c6 p7 V0 a% R8 J7 s+ _) n; D5 D13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ G9 }7 P& X) Q8 Z$ }/ ^8 I14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. b. {( x/ ?8 m) N: m
date sort
% j7 Y: H7 O! [% ?2 i# o15. ASW groups not allowed to attack sometimes' P% U# e$ W0 h/ M) B9 U- f! x
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ ~9 x5 C3 F8 t+ G, N1 z0 YHQ/LCU to jump to reinforcement queue
" f u% b+ b4 n) J; E17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 t! C2 `! M; ]( `7 a18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed- p# H% M) r" W. l
at start of AE but crept back in sometime during updates
* u! J- c/ s1 a1 A19. Removed the fragment/parent swap during a TF unload as it could often orphan the. x: k5 h q4 ~, W7 l- T8 y& B% K& ~
fragment./ V0 @* F; w* }& V( E' y5 D4 w
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade" P8 g/ I2 z0 _0 I# V$ T( K: u
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, j7 V* R: d ]( _! F" ]/ Qshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full& }% \* \1 o* {5 C3 U: S5 L
set$ t2 g) p% Q; l$ |/ d Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" f5 g, H7 Y7 D( ]) p) S6 }
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays! M, _- i3 `% K% W( }
24. Bug caused F/FB to sometimes bomb at low altitude# v B. s2 H# i5 u* Y7 r+ V# z, J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ Q# o. E. w8 G6 eoccurring properly.6 x. I8 w* B; u5 J0 l
26. Bug in Industry 'failed' indication not showing properly sometimes
" R$ h/ b1 i+ P% [6 i1 x+ @27. Location check at scenario load to include small map sceanrios) S4 v$ _8 {8 G
28. Bug in air supply to fragments in a non-friendly base hex
* J* v3 ~1 x( A1 h+ g29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was. P" ?2 B! M$ V& B
being set to homebase before execution of the mission – ie was returning to base9 z/ y" x, W/ P2 M s) j
immediately H5 J- i( y, g7 e* _* [
30. Error in Strategic map display
8 m, v1 U# W6 Y# A- s7 o. e31. Additional and stockpile options were not turned off when base was captured
2 {7 ^: H& d- [( |6 G; t' Y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on8 b( G$ J4 i) R$ B7 f* S' }
mouse over
' F+ J" ]# a" w* y! V5 V8 b33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 p. x6 I/ _ e! n* O6 }chance to gain experience if >75% prepare and < 50% national exp level
: g: E$ t, w. G% [) e( \0 N# |34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- `& U4 r) r) g Z8 |
alleviate the incorrect experience gaining happening while in reinforcement queue l5 B" q+ R+ |; C; A" L" Q5 q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 @& f6 H% i- o% v7 M8 hcaused unit to jump “off-rail” and move overland, Z4 P2 g# M# x) {
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
8 M. P, J. f/ l( f) f9 w37. Excessive accident messages on unload from TF reported
( _) _7 z2 J2 T7 ~) B0 d4 q# ^38. Reworked editor sub-unit merging as some devices could drop off the unit list when
8 m. {" H2 e, w" }% B# gmerged causing smaller size unit than expected
; }: t$ C( A- d1 {5 Y& B9 u% i2 O39. Corrected possible TOE error in scenario data load for inactive units' ~2 E+ e0 g% W8 `
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, Z8 Z' Q! r r. P& f v% J j0 G
however be allowed to do this.
( @6 o4 g) H( R8 ?0 @: B41. Possible CTD if sinking ship's load was a group
" ]# X0 n, A, M42. Limit the number of devices built from resources per unit during LCU replacements; this- {4 l) Z3 i3 f
was causing an over production for that turn- k3 T9 G2 Z! {8 x& X
43. Retain day/night setting when creating group fragments
9 \( f$ _0 f; `$ M7 s! X9 {44. Adjusted supply and fuel values in base list not to overrun the space
2 c$ b$ m! V/ G0 P5 X4 D45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but4 d1 i8 y, r* W: e9 r
added YMS to Sweep TF in line with manual and code' [& p- t" b l) Q9 g8 o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' M+ Y0 }1 _, w" b1 i8 Lrule relates to the abundance of manpower and is not covered by replacement pool. Normal* j% s+ a4 y" ~" D3 e
rebuilding of destroyed units is not affected by this.
0 @! p9 ]6 i9 R47. Carrier capable and trained text not showing together on Group screen
. C2 A2 v! y6 [48. Handle any blank re-name changes by ignoring them3 Z; m' }& Q* d- u- G
49. Possible CTD when air fragments combine' l. d& N9 a6 c
50. Unloading TF can freeze a LCU onto a ship under some conditions
& l( d4 ^+ ?) L1 }( k- J51. AI not behaving if main HQs missing (affects small map mainly)
8 t( H2 p: E8 Z, R9 _* k# i52. AI using AGC for normal land units – removed from TF if not needed
+ R7 B9 ~1 n9 q4 f% h53. Soviet activation message not in Ops report6 [- R& O8 y! w7 l: [9 r6 i
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range R. G+ A0 Z; V& h2 A
55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 x) z" z8 C+ g6 m7 L2 }3 v56. Sub attack against docked TF not happening for port size <3' S( M8 j2 c% `5 y8 u! D& V
57. Unit type changing unexpectantly
. I8 I8 _' g$ `6 U, X58. Torpedo replacement on plane sometimes is missed' X6 V- Y h# W$ d" I9 y
59. Double handling of overstacked supply requirements6 m0 h0 R5 }' h4 u7 ~2 H
60. Fixed alternate weapons for port attacks
( y: w) Z' a; b61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 i+ p. d1 W/ {' ^sometimer in the ship repair cycle.0 q+ w) Q8 J# b4 L4 v5 a8 |% y; W
62. Ship tonnage over 32K could cause repairs to fail0 R, N E* Y$ k1 c# u
New$ i7 S5 r6 z! r( F
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the9 B+ W0 o6 L# S) W
port
& c# S) U# W6 S2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) Q3 ~4 \& u" e0 Z: u* gTenders not counted6 D' a5 D' H* p; ?; D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- Q/ n" c! p1 d9 O* E
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' x( \. l& m! r& x# k
to remove damaged ships from TF: u, M' F5 Y2 n+ H" [- h
5. New filter for “non-building” devices in Industry pool screen9 E" B& R+ B. e( b* W. o
6. New filter for “non-building” aircraft in Air Replacement pool screen
4 Q3 i# P) A) }' Z# p: K7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% M+ O, a3 A; j! l7 imines (^) detected6 b: z, X1 N; z) y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# n' W& C; ?7 a1 @, Q7 `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
" e0 C7 q7 z3 Mstandard parachute unit icons
1 N$ x M8 m) s3 m! I1 G5 _9. Air/port damage and building is shown in base mouse over
8 v% ^* p G& C* M) u, j' m10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 a% B( _* }0 I- w+ j11. TF can be routed to stay within coastal hexes as much as possible
# T. N' }- c* U12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( H* I& \! Q0 g( b. D. S1 c13. Added option on group and LCU reinforcement screen to turn off replacements
- p$ v5 P. m/ Q) `4 ~14. Current base can get supply returned to it when reserve planes returned which were: \+ i$ ]- e" F* R. C8 `- X" A
originally supplied from another base4 ?3 z) S( b2 l# `) V0 A
15. Unit type filter on Troop Loading screen+ j/ O+ j9 {; j$ b! f' f( T1 _
16. Report killed ground units if not in combat report
/ r+ l! y6 S! }/ A' RChanged; \3 [1 Q$ O% I5 s5 H3 I- }/ N/ P
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 W6 l8 G; ?5 l$ k
(complements fix 18 above)
9 F# m: L7 r3 s: q0 Y, e: k2. Permanently increased pilot array to 70K
, ^5 V! h$ V+ c2 Q8 r3. Increased number of air combat rounds are a factor of total aircraft involved
; o+ g! k0 g9 j1 p( z. [. h4. Allowed submap to submap movement if land connected for land units. Should have been9 ]! B d, x) ~7 O4 u% z, i+ P9 Y2 f
so as per Andrew Brown
. ^ I( B- K/ a( {5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 n2 i# H! E9 N8 s( ~$ adelay toggle instead
2 }9 |6 o$ V6 B2 j1 y5 `1 x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
/ Q) k) {6 _* v3 o1 Q& a2 bmaintenace a bit more
! ?8 g e7 B- U# Y1 _) o- T/ R7. Support device replacements won't decrease the overall experience of LCU units. This does
]: ~! @5 G, ^$ |+ Z/ Vnot alter the overall EXP change due when any replacements are received. J, ` e+ Z! k( J8 U4 J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& Q3 ]$ _" F; {0 a( z" k
between the two but could break current games.
1 K! e, O! }* K! v7 ]; Q! A7 T6 P9. Some LCU Prep points may be retained if unit is experienced
0 N8 M+ y2 Q% F0 Z I/ h$ mNotes2 A. y# m9 x R
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 e$ q; L7 i$ S. X5 v8 F* V
should not change player or HQ, even if not in play. These original HQs are used by the AI
0 ?& A- o9 m/ a8 j3 c. g. `, ]routines so changing or deleting them can put the AI off. Changing other elements should
Y# F- ^% ~4 nbe okay.
5 p( ~9 {0 @1 H! j2. Clarification to weapon filters for aircraft:$ x( J0 I. Q# [6 e. u
PM_NAVAL_ATTACK 2 // used for naval attacks
5 n4 i+ h) I C1 F P3 iPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
8 n, E7 ?1 Z# l5 \6 w3 uPM_LAND_ATTACK 8 // used for land (ground) attack* {# u0 ^' L5 O# G# j
PM_PORT_ATTACK 16 // used for port attack8 t h" v& V4 ?
PM_AF_ATTACK 32 // used for AF attack% S' q+ m6 n4 e& T8 c
Dropped any reference to secondary values for land and AF as they served no special use.
* B y O) n" @Clarification changes" W5 G7 \1 {2 t2 B& T
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 k- Z) }9 i4 dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: y2 ^5 h# X }/ a- f- p
MONGOLIA(91) or TANNU_TUVA(92).. u7 W7 m* y: \" G% o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 m" O* b1 G. [: ~! {/ V) nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 @) E; Q+ s7 `" U/ Ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 a$ G! `6 \* `0 S) m0 V H
after Soviets are activated, but can’t move* x& r: ^+ ?5 _/ v! f& k" y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 Z! Q; _, u- w4 z2 h8 c
disbanded in port.
3 v$ R7 N3 t6 Ke. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
1 D: V- U# R1 i& W/ B% Of. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |