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' V; V$ x! A) f" F' t/ }9 T2 s- zhttp://www.matrixgames.com/forums/tm.asp?m=3185062; ~5 K0 K' |6 k- x! n. A: y
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大量更新,详见列表:3 u/ F: U0 _2 a
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Change History:8 M! ?( P: g& y* A, s6 f/ ~$ s1 A
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
`7 w" a! h- w" {, w* L" ?2 J+ J1. Seventh Update – This release is a comprehensive release updating all previous7 }: Y: ^! R6 I/ D2 L( I0 F
versions to v1.01.17 beta
; w9 O+ |( ]# d4 I3 S, J& }2. Code Changes
2 d$ ?% @3 f$ b5 W$ f+ Q3 sFixed
; W$ }7 I' W- p% I9 Y4 p9 @1. Display of AF/Port icon between player saves based on player's intel
8 C- ~) A# g# J$ O( a: q( C2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when F2 d+ j/ S ?6 L7 o
weapon list updated
) {, w! h/ L9 p1 m+ g* J3. Reported cargo/troop safety values incorrect when no cargo/troop space$ f+ B+ ^$ s) n7 J. V
4. Allow smaller 'reserve' space for small groups on ships R/ i* N3 l- S j) j
5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 L1 P( V9 I K
6. Correct attacking plane count before final post-air combat' g( \0 y: h5 U+ m5 {0 @, H
7. Pilot promotion may have occured in error sometimes
6 o9 I, N3 y5 d: m" O( ]; L8. Raid detect message sometimes dropped of the combat report
7 S0 ^0 F/ O h0 _' k3 ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply+ @6 V6 u4 p" \, @! ?
generally
" M2 H4 _4 K' e" F10. Some pilot-leader connections were being corrupted2 q3 L2 [5 D( Q* [# A
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% Q6 z" L% w, ^" k/ E5 r5 g6 g
other move issues due to the incorrect indicator
7 i$ e5 s: `% j+ i$ V9 U12. Wrong ship sometimes reported in Ops report for TF movement which causes some# C" I! v# B* ]
damage, g0 |! g% y& `& d& C
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 S0 t! d" Y9 |/ g/ J5 O N14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
@( U t8 ~7 p+ m5 E# ]4 Kdate sort1 {( ]" @# P# V3 `
15. ASW groups not allowed to attack sometimes4 p9 x; |. s/ `. M. m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 r! G* f& V" cHQ/LCU to jump to reinforcement queue
# D. @0 l' G# e2 R& d17. Bug in bomber intercept if too many rounds of fighter v fighter combat4 U* m/ U6 f3 h) C) X R& u5 M
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 \0 S) O( b" A+ d% f2 V gat start of AE but crept back in sometime during updates/ c$ `3 O4 y4 e \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; j8 e$ x2 p* V9 t6 e. D9 q7 nfragment.
3 d3 {" m- F1 G" N$ c9 W. G' h20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 s1 p. r1 n( g+ o/ r4 H21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
9 m$ c/ Q7 C7 Rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 @. G+ v; E+ m# o& c2 y" hset
+ K! J4 }- F$ t) u/ |+ P22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ c2 y7 M6 _6 Y5 M1 W: O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 P$ _* s$ o3 `# p7 q/ M8 Y1 @& C5 F24. Bug caused F/FB to sometimes bomb at low altitude/ U, @4 o' ^/ Z \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 O& o7 E3 X" ^ c- S2 woccurring properly.
7 ~; _, o& b/ C' a9 B- W26. Bug in Industry 'failed' indication not showing properly sometimes0 h( D; V; N1 Y- O
27. Location check at scenario load to include small map sceanrios& u2 L6 y: A- g- I/ a" _! K
28. Bug in air supply to fragments in a non-friendly base hex
3 a O5 [1 O7 T% w! D& f* `29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ _! z* x- w$ g2 P$ obeing set to homebase before execution of the mission – ie was returning to base. a% y5 N/ |% U' g! h4 F
immediately* N3 p3 i+ ?: N: Y2 H
30. Error in Strategic map display
1 X: a8 F7 y! o# B3 j Y0 o31. Additional and stockpile options were not turned off when base was captured1 f U, g' w, s( Q- O
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 H% X7 s4 ]0 w2 r, J# e
mouse over
3 B( x$ M9 `' |/ D! Q6 e33. Army experience being gained when not 100% prepared as per manual; changed to allow
: m v+ Q( r. f$ O8 w3 Jchance to gain experience if >75% prepare and < 50% national exp level
4 e3 f, ~* u2 X34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
k" v9 Y# W4 ?2 Galleviate the incorrect experience gaining happening while in reinforcement queue
- f( ^7 n6 Q( o1 A9 @6 d3 H35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 o+ D, L: f5 v3 c: A
caused unit to jump “off-rail” and move overland
, e i4 K8 z9 p2 N; [/ D+ U36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% @8 H$ I! b4 I2 H37. Excessive accident messages on unload from TF reported ~; i$ U- _& @ A2 J2 z" x" x
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 H$ e' o* Z( y2 t/ Y# b& fmerged causing smaller size unit than expected
: E; t" _% m$ H& \0 G2 |39. Corrected possible TOE error in scenario data load for inactive units9 D: S- d# a& Z& Q- N5 S
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" i9 r+ n) }4 J! J, `1 G. k2 }however be allowed to do this.5 w0 z) o' d& j6 T" V7 O8 e, P
41. Possible CTD if sinking ship's load was a group1 |1 d. e" X1 J/ F5 P0 O/ ^' h" W2 c
42. Limit the number of devices built from resources per unit during LCU replacements; this1 a4 v* b, `6 N% ]7 p
was causing an over production for that turn6 N& r0 G5 _( b* h$ X' F$ ]
43. Retain day/night setting when creating group fragments
, L3 K# Q( ?& \! k4 g44. Adjusted supply and fuel values in base list not to overrun the space
! ?+ E j2 a9 X! ^& v45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, a6 t; f8 [ J, m7 {
added YMS to Sweep TF in line with manual and code
" K& ~1 q: D! q' Q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' c7 c0 q' P6 c6 p# a T: h) c
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* ?/ a; M5 h) Xrebuilding of destroyed units is not affected by this.
# m* S+ r6 s V47. Carrier capable and trained text not showing together on Group screen
1 d* e7 N# \6 l P; S* f48. Handle any blank re-name changes by ignoring them2 L4 x5 S$ R9 k6 B4 B. P+ C
49. Possible CTD when air fragments combine4 e- j5 S: }+ y3 G- V" V
50. Unloading TF can freeze a LCU onto a ship under some conditions
; t8 \# M" I0 b+ s3 _8 h: q51. AI not behaving if main HQs missing (affects small map mainly)" x& s# y+ a. I: u" C8 c/ g4 v
52. AI using AGC for normal land units – removed from TF if not needed0 V& L! |' T- n
53. Soviet activation message not in Ops report
1 P M+ @( N* ^5 S1 p& y& m54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
@+ ~6 I$ N8 k* J9 f* H55. Clear Soviet air balance if not activated. Possible incorrect base switching3 C T4 t4 @. h1 `6 }
56. Sub attack against docked TF not happening for port size <3
7 K0 N7 u$ `. N* C Z4 l2 y: p57. Unit type changing unexpectantly
$ F( {& \; D u7 O. b* |2 B58. Torpedo replacement on plane sometimes is missed
9 N+ V1 X) C9 y8 D+ B# g59. Double handling of overstacked supply requirements. } x8 O" m2 R: _
60. Fixed alternate weapons for port attacks C H8 g- y6 f- r1 |
61. Corrected weapon system damage to show after combat on ships in port rather than wait till" O* i2 U0 r7 I+ l. v
sometimer in the ship repair cycle.
( k$ [) i. X0 i, u8 b* J! K) P& W62. 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
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base., I0 k* p. f) A1 d% B2 A! ^
Tenders not counted# Z& t. k% N/ }& B( T; w8 }( N
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% E! M8 S7 R, G6 Z6 A9 \
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 S0 _! L `! zto remove damaged ships from TF3 Q8 V4 X* D: m, H
5. New filter for “non-building” devices in Industry pool screen
! a9 c2 m; w+ F2 v9 F6. New filter for “non-building” aircraft in Air Replacement pool screen" @( ?5 i- D& ]: X! u
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' Y8 l/ G* U6 I$ _/ zmines (^) detected4 l, {5 K6 c' s: Q+ U
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the3 U: ~. J x7 q% m% K
‘button6..’ image files, then these will be shown. If not, by default there are shown as0 r: F, Z7 m$ s5 w
standard parachute unit icons; b, t* V0 e0 C
9. Air/port damage and building is shown in base mouse over* x( U/ s- t' q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
6 z. l+ F9 r; G# o/ G11. TF can be routed to stay within coastal hexes as much as possible
- A9 A v: B4 C3 N- O12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: u4 P& B6 M7 y" z& G) ?" ~13. Added option on group and LCU reinforcement screen to turn off replacements( N9 a1 L7 U# N8 E
14. Current base can get supply returned to it when reserve planes returned which were
% Z9 N+ m4 C0 F# Q' [3 L( t8 V3 noriginally supplied from another base1 [% i9 `1 j: S ?# z
15. Unit type filter on Troop Loading screen
* O# S; _- h( {8 q4 {5 _, K7 k16. Report killed ground units if not in combat report; U6 t) h0 F9 |" z0 F! `$ L
Changed# V$ N, l9 a8 ?; o2 Z+ E8 J
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 D' v5 y% N7 `(complements fix 18 above)
+ D6 q. |. E: L x2. Permanently increased pilot array to 70K
2 C+ j! d% ~' c9 u+ ~3. Increased number of air combat rounds are a factor of total aircraft involved
- Z( w+ y8 J a4 c4 \# ~4 p$ E4. Allowed submap to submap movement if land connected for land units. Should have been3 I# Y3 [; {# U7 `6 B
so as per Andrew Brown0 }* A8 R6 [9 d2 w# w, |
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 R8 F. [: @3 a7 ^. R7 A
delay toggle instead
7 P0 ~( B) c- r' @+ R7 l6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" f6 @1 E$ j; e
maintenace a bit more
% V- g6 ]. x4 C2 p4 V5 b2 H" ~7 \0 U7. Support device replacements won't decrease the overall experience of LCU units. This does
# i" _5 r( s& E! _1 Y% k2 Snot alter the overall EXP change due when any replacements are received.
9 M% T6 G. F5 F4 q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
( ^! C* x0 d- I) zbetween the two but could break current games.7 e1 v) }- `" G
9. Some LCU Prep points may be retained if unit is experienced. M, @# k) P, S4 g8 x, S# P- g
Notes
( D. n6 N9 Y2 B2 T% [) L; M7 q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) S8 s0 B i# C/ Z! @# n. b- v
should not change player or HQ, even if not in play. These original HQs are used by the AI
[6 C7 [- I! s/ K2 Groutines so changing or deleting them can put the AI off. Changing other elements should
3 t# ]2 B) C0 y+ e9 `$ lbe okay.
' l! J: j' U9 g: K2. Clarification to weapon filters for aircraft:
; X+ j/ t: P. z" b; ^2 b l" O2 hPM_NAVAL_ATTACK 2 // used for naval attacks
( L. i0 T% Y3 ?$ D# Z; T! xPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 c( N& a. ^( B g6 O$ q5 bPM_LAND_ATTACK 8 // used for land (ground) attack
1 m5 P. H% G2 j4 S2 QPM_PORT_ATTACK 16 // used for port attack. C" N# s& b4 v8 K& y: A
PM_AF_ATTACK 32 // used for AF attack
+ S) A. Z1 H& A1 B, _8 v/ |Dropped any reference to secondary values for land and AF as they served no special use.. n0 y2 }+ A2 z3 k2 O& s6 d; g! c, U* z
Clarification changes3 @4 f) T# _* e4 u! L7 s
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These6 d- n! b8 o, H$ t
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ W$ u$ k4 M* ]+ t( ? \4 hMONGOLIA(91) or TANNU_TUVA(92).
, c `! y8 p8 P0 l( p, Ga. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 [ G3 C" u B/ T" t
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 z" A" w. C _7 N* ]c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases+ Y. p+ V% r. r! Y7 H. V4 J& O+ P
after Soviets are activated, but can’t move
& S( R$ W! J2 Q6 [1 dd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if s! f$ ^, \3 A7 N, z/ H& F3 ?
disbanded in port.
# i( N( o3 ^# L: T% h" @" fe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' o6 S) |, C# B6 |
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |