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: x2 L# ~3 \% d% l1 [1 }http://www.matrixgames.com/forums/tm.asp?m=31850623 N5 f7 s1 s+ _- s: X9 [$ m; [
3 I& W# T) R6 X3 I已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:7 B) w8 Q( o; {! g1 z: ~* z0 c
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8 u4 e: o3 g9 _7 M+ X t( vChange History:7 r% Z5 K/ j+ R6 l) N
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' Y8 D4 m+ E: H* R1. Seventh Update – This release is a comprehensive release updating all previous9 A5 l1 @. O/ y5 C+ b
versions to v1.01.17 beta, G: D' N5 N+ B7 F% T: _% _
2. Code Changes
E- c d. i4 yFixed
9 ~, J% P4 p5 o3 O! |1. Display of AF/Port icon between player saves based on player's intel
* I9 B- @6 p8 \8 `; ~' E4 V, L7 }2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) W. N0 |( O6 x# @$ s. ^weapon list updated
+ J0 Z% ?6 Q5 o" s: n, O6 U3. Reported cargo/troop safety values incorrect when no cargo/troop space3 e& E3 b! f1 Z* H6 W$ a# S
4. Allow smaller 'reserve' space for small groups on ships$ k+ I4 V- {7 g% c* _; ^
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
. L% j* g8 v% V/ u! ?; ?+ { \6 h6. Correct attacking plane count before final post-air combat
, u2 U' y" j; f4 u7. Pilot promotion may have occured in error sometimes- a) _. x$ e) n
8. Raid detect message sometimes dropped of the combat report
. w* n8 ?3 s2 l9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) z3 j2 H: f) ^4 n f
generally% k9 v& e7 e# Y/ E, K N
10. Some pilot-leader connections were being corrupted* @9 {$ t8 e: h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 Q3 }. _1 w0 E9 R: A0 s2 aother move issues due to the incorrect indicator
$ p1 l/ l* f/ X# w" M8 p1 r12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- z- V# [' `- Adamage% Y8 x6 Z+ h0 z2 a. N% G$ Y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
# o2 t! y7 B0 B7 P- { H% p14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" l5 V5 P9 r6 ]/ F6 R0 s3 u
date sort( Y7 f2 e( x( g2 c: v4 l
15. ASW groups not allowed to attack sometimes: O8 z' T# g% v8 b6 [- j# w9 n
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing k$ O5 |3 t4 A! t& H( w( L
HQ/LCU to jump to reinforcement queue
3 c0 {6 O% I2 \, w! s+ J17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: I: i8 ]% i D9 }18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
$ n9 I7 w3 F* `. d a; `at start of AE but crept back in sometime during updates1 Y" Z# `# |6 U' W
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
6 N* l. j$ D. d3 G. W) }9 ?% kfragment.
* S8 \$ u2 R% h8 ?5 Z6 v5 S# f' N0 [20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 J* {. W+ R9 Y: I2 U21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 P+ V; ^# B7 S/ W6 I( ]
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
/ t7 S t) w* yset
+ J1 D5 ?& i) ]! `4 I; I) A- Z6 |; B5 r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
! g: x% f0 d5 V- ~- N2 L9 N" J23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
7 m# M9 ^& ]. ^1 \2 |24. Bug caused F/FB to sometimes bomb at low altitude- j1 Q/ f9 s& f7 A& y- r# U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- O" j& O+ ^. z2 h, soccurring properly.
" h# G5 Z Z: p( t26. Bug in Industry 'failed' indication not showing properly sometimes
( r+ Q5 h3 b) x/ g; |2 L27. Location check at scenario load to include small map sceanrios
. K U8 l9 X/ s: ~28. Bug in air supply to fragments in a non-friendly base hex
, J/ q% J7 k: R. f0 n29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: o, T O* B1 }being set to homebase before execution of the mission – ie was returning to base" r$ t! r$ N4 _( c4 q$ R. U* h
immediately% A* T _5 D* r) n8 j4 v3 A. _' ]3 ^
30. Error in Strategic map display- m6 Z" C5 ?( Y0 P7 W% n! V
31. Additional and stockpile options were not turned off when base was captured8 z" p1 x+ E) G. J9 n) b3 j8 V
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" |* \/ M- w* S& W, f# N! k% R
mouse over; N b: E5 L ]) e# c- ^% j! o
33. Army experience being gained when not 100% prepared as per manual; changed to allow
! B" N# Z4 j5 e6 |* Uchance to gain experience if >75% prepare and < 50% national exp level
7 Q. }. v7 a* j. v' u, F0 D$ j, |34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. P) @& \/ _- `6 ]. s) oalleviate the incorrect experience gaining happening while in reinforcement queue
# x" \' ]5 W$ z/ P- G35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ I/ C4 e6 D5 ocaused unit to jump “off-rail” and move overland
5 S) I* z& I. i `; r, n7 a36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ( H/ k4 U, z# t0 X; }$ i n
37. Excessive accident messages on unload from TF reported
$ [- F: x' c; m: T& A. H4 \38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ F# X( [# _" Z$ c& Y1 N/ H) o
merged causing smaller size unit than expected
& W' E/ v0 v8 W' t: {# y F& c7 A9 B39. Corrected possible TOE error in scenario data load for inactive units
" P! I' d0 m, P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! m* P7 \5 U) A
however be allowed to do this.
' ~4 s" Q" R% p5 t41. Possible CTD if sinking ship's load was a group* X, S% w% L8 }/ r; l- d: v
42. Limit the number of devices built from resources per unit during LCU replacements; this& |% l' V: v G: T0 Z
was causing an over production for that turn
( s b/ N5 P$ [% l43. Retain day/night setting when creating group fragments' N9 |3 s* F$ I+ A
44. Adjusted supply and fuel values in base list not to overrun the space
9 h: ^' O# K; p: s, W1 L2 v# G, z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 ^4 d( M5 G- H8 j/ u
added YMS to Sweep TF in line with manual and code
; u$ e i7 w: B `. i x/ Y9 ~46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the+ b4 R/ Z, N0 ]8 V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal9 |$ ?2 ^1 V2 F3 P K
rebuilding of destroyed units is not affected by this.
/ U7 {: }$ G1 N4 y+ I( e/ O8 g47. Carrier capable and trained text not showing together on Group screen
% l/ m; G+ ]" I1 R+ S48. Handle any blank re-name changes by ignoring them" t- Y" X b5 F% X
49. Possible CTD when air fragments combine
) |, V1 N8 R4 ?, T! w, F1 V50. Unloading TF can freeze a LCU onto a ship under some conditions
; {2 u* p5 e/ }: H2 S j: G; \51. AI not behaving if main HQs missing (affects small map mainly)( O0 @8 d7 L5 ?/ H5 X: @" w
52. AI using AGC for normal land units – removed from TF if not needed0 x% q% M6 q& f: Y" D
53. Soviet activation message not in Ops report/ u! F+ P+ l3 [2 I8 V* }0 e' G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ j X8 j! v3 s& z) M/ p: G4 Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching' C% k' [( v1 o5 }6 }* l. l; c, X
56. Sub attack against docked TF not happening for port size <3
+ U. C5 Z# J4 X9 s2 C57. Unit type changing unexpectantly
. [ A9 q% i7 U/ N7 f9 @# T: M58. Torpedo replacement on plane sometimes is missed
1 }5 e- f$ j$ v& {1 R# U4 N5 ^, R59. Double handling of overstacked supply requirements
% u6 y1 I$ ^/ J5 ?: O4 l. v60. Fixed alternate weapons for port attacks
e. H" L& E/ M6 {. ^5 [6 Z61. Corrected weapon system damage to show after combat on ships in port rather than wait till: V+ |; h3 p" l5 x
sometimer in the ship repair cycle.
7 j$ e7 b) @8 z) s5 e7 U6 q62. 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 the
1 B8 p4 f) O, t; L! eport" u7 q& Q" e1 V0 i4 B% j* u* ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 t" m5 P& `( r$ d7 A. [
Tenders not counted
5 A8 K# d6 r' ^. R7 ~3. When showing mine device on ship, show '!' next to mine ammo if can reload at base x& Y0 R C* T+ j4 s
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 R8 |0 J* B& [; W+ ^to remove damaged ships from TF
' w; ^! w7 p( \& B8 g! K5. New filter for “non-building” devices in Industry pool screen
3 r6 H$ k$ ^: }2 M/ F1 L: Y" B6 C6. New filter for “non-building” aircraft in Air Replacement pool screen' {. ~2 D( |9 v) X4 C& d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% y% F( M1 u! a
mines (^) detected
( r8 d' \. N p$ L8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
\# {0 q; Z5 n$ }. t2 r‘button6..’ image files, then these will be shown. If not, by default there are shown as9 p0 N, R+ q, f8 U
standard parachute unit icons
% [. t0 _8 w# F) |0 `9. Air/port damage and building is shown in base mouse over
& C, P, X2 ~2 R1 R3 X6 [10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( g; o: X i+ M$ |0 r5 F) }# Z11. TF can be routed to stay within coastal hexes as much as possible
2 `- I# L* j4 S- T# K; j12. On Top Pilot screen show the 'ace' cut-off value if more than 19 b0 F% G- ]% i- r, I
13. Added option on group and LCU reinforcement screen to turn off replacements: F+ ]" ^8 ]7 ]
14. Current base can get supply returned to it when reserve planes returned which were
1 t$ P4 ^1 Z6 l l0 {originally supplied from another base' J8 k# A( _& R7 }
15. Unit type filter on Troop Loading screen, g+ _& _8 Y% A; {# p8 {+ O
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
7 c6 n8 Q8 }8 o0 B1 j+ H: c(complements fix 18 above)8 k2 e1 P4 n* n9 x
2. Permanently increased pilot array to 70K
# y$ ~6 N3 D1 T2 D) p3. Increased number of air combat rounds are a factor of total aircraft involved
6 n: d0 p; f* b% q* q4. Allowed submap to submap movement if land connected for land units. Should have been* I- {+ @5 |8 s8 \
so as per Andrew Brown
1 L: m" [5 ^% z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 P R7 f5 y5 ~
delay toggle instead
6 [/ @7 ?, `: C# J0 {' ]" j1 h( A/ Z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 b& }5 P; ~/ j* }
maintenace a bit more t: K; j( A/ b9 Q/ R( U( ^ _
7. Support device replacements won't decrease the overall experience of LCU units. This does+ X6 e, o$ N3 F/ {
not alter the overall EXP change due when any replacements are received.
7 ?! a$ o, p, V7 Z- _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 t: ?9 n" j- v; M
between the two but could break current games.8 N& r* _- _8 g: n
9. Some LCU Prep points may be retained if unit is experienced
/ b5 a, O: U9 [( q3 D, E3 xNotes
! ~- n. X! P3 j3 v. C2 o. [1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& T, w1 f$ ]$ d0 d D) L6 \3 L7 l
should not change player or HQ, even if not in play. These original HQs are used by the AI
, i$ q+ Y0 K* Z( _% w/ u( Proutines so changing or deleting them can put the AI off. Changing other elements should+ v9 U) d. s0 [- w% t F' n
be okay.
" r) C, o L y0 t7 r% [% P2. Clarification to weapon filters for aircraft:
, w ]$ y6 _% g. ^6 L6 lPM_NAVAL_ATTACK 2 // used for naval attacks" o0 X4 G: v& v! h6 ?5 n
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* ` k% H. C; W2 p$ T. _8 p# E* Z
PM_LAND_ATTACK 8 // used for land (ground) attack1 D1 E& n3 g- y/ j5 e
PM_PORT_ATTACK 16 // used for port attack$ s' k; E0 P* \1 s5 D% w- T ]4 @
PM_AF_ATTACK 32 // used for AF attack- i: B: Y% ]; D0 b( }) A
Dropped any reference to secondary values for land and AF as they served no special use. E( G6 ^% s* V) w( N, w3 c+ {7 L
Clarification changes
8 b) t# Y {4 \8 v( H& X& x/ a$ a# p1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 j! d3 e2 @! x4 P, J3 g, Zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 v- K8 v0 D7 T, g2 l( iMONGOLIA(91) or TANNU_TUVA(92).0 Q1 B: [, W7 h' g' h8 ^$ d V, P
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: v S- e$ t. Pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 q) r3 [, w& P* Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! G; N& ` U; U% h0 ~0 Q
after Soviets are activated, but can’t move
$ g/ l. M0 k+ Sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if X& V/ U: u. m$ d3 t1 a
disbanded in port.2 v* L' Q% u' ] d; t l0 ?: Y
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 { } R$ B2 u: Y9 [4 t4 ?
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |