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9 X5 i5 d- ]( b0 V# Q% lhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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8 v- @( ~+ [" p2 m! V" D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:
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2 u7 t- U9 M( gChange History:
6 |% ~( S7 ]6 B# r' r2 a. }V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 U r8 a' I1 b, d
1. Seventh Update – This release is a comprehensive release updating all previous
7 J1 L$ S! d* A, G8 s. \" Qversions to v1.01.17 beta
6 w$ @2 T% S, Z$ P% R* v7 w! Y2. Code Changes
# |* {4 }: Z; L, \Fixed
* w+ A, a* C) P7 t, J: t; W+ N4 O1. Display of AF/Port icon between player saves based on player's intel U( z" K" n5 ~ C& e" Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 X% u$ X9 v8 l6 X& c* g' a
weapon list updated
' u W3 b" [' \' u% T2 v* `7 y8 @3. Reported cargo/troop safety values incorrect when no cargo/troop space2 t K& a' G9 |/ R7 Y4 V
4. Allow smaller 'reserve' space for small groups on ships3 s; ^4 s% s2 _
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; E$ R+ z( ?' |; s) h9 V! Q6. Correct attacking plane count before final post-air combat- [; ~ Y9 q Y6 N4 U' ?) d
7. Pilot promotion may have occured in error sometimes
! h) Z9 n& E3 N8. Raid detect message sometimes dropped of the combat report$ e2 y5 S! ]8 C# P& O3 Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 Z& n: n: C% n" [generally
# k! A, Z; V2 j1 H& M! D10. Some pilot-leader connections were being corrupted
+ f; n: a7 x# R5 J7 Z( ]11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 g7 Z8 P9 K# \+ s& H- D: k
other move issues due to the incorrect indicator7 D3 w( E- x( ~
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: Z M; M" K: t6 n: V& Jdamage L, n) V' W1 r9 k( J1 G! N0 U( R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 Z3 g! f& u1 G# X* y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 h7 k3 ?, t7 n u$ W* `2 Q6 ~, Ydate sort4 l4 o2 z$ ^0 E3 i- a
15. ASW groups not allowed to attack sometimes
9 q' {5 d* i `9 q" K7 w7 H3 c16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! A7 f5 h1 A2 T4 |8 u# b$ s( `HQ/LCU to jump to reinforcement queue! _( @" D- D' g1 k; d
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, z9 f2 q6 E4 o18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# |7 L8 C" L" C$ z! B. \& W
at start of AE but crept back in sometime during updates
9 g& D; T( R& l& ]) u% i; e19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 \. B* g" q( D; e7 ?
fragment.
$ @- [, R- S) K3 N6 s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ l! R) X8 f* K( c21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# `: A h' n3 [7 [* R D
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 @. O! K" }! A
set
+ K" o: _$ H/ e) \. B& F. B% y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 ?& q( L' c; b7 W& r. E" x23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' Z. B5 r$ [7 L2 s/ B* Y. A
24. Bug caused F/FB to sometimes bomb at low altitude
& `. i0 O2 I4 M1 k$ W4 e' n( x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not g. Z: F0 ?' j
occurring properly.; z' y( a/ {! E; Z$ `
26. Bug in Industry 'failed' indication not showing properly sometimes
$ N3 X3 _& A ~ _# }27. Location check at scenario load to include small map sceanrios
* a3 A3 n9 h, @* L28. Bug in air supply to fragments in a non-friendly base hex
7 ]- Y- |6 u/ G+ ]( K1 e29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
5 Z5 J. X- h/ q8 q7 s, U1 U* Ebeing set to homebase before execution of the mission – ie was returning to base; _& _6 A) k' F9 S
immediately
$ t; N( C1 E# p0 \: M30. Error in Strategic map display
/ Q% {9 U% j9 j! | r31. Additional and stockpile options were not turned off when base was captured6 f4 {6 q2 |. k4 i9 S) @
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
F" S# {) \; p8 m* bmouse over
- s3 j: x* c+ o7 D3 Z# R( F33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 `: v# f; g- Fchance to gain experience if >75% prepare and < 50% national exp level+ q: l. n/ `0 d) g1 d& a' N0 z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 g/ P2 i; u$ ], `' @/ J' ~alleviate the incorrect experience gaining happening while in reinforcement queue+ r# N, b8 W- O
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ L6 E( }* Z9 t7 P0 t9 f* Z" s! Ccaused unit to jump “off-rail” and move overland
' C% f' e5 ~, f1 l3 V36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 B7 k5 i6 J4 h) S4 b+ ~% T8 G- T+ V
37. Excessive accident messages on unload from TF reported
* @! _. b8 T5 W38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" R* ~' ^/ K2 ^% ]merged causing smaller size unit than expected. M5 }* x2 d8 Q, r
39. Corrected possible TOE error in scenario data load for inactive units
9 ?2 J5 X( U! ]2 J9 `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- [% {# T2 u* S/ X! l2 T$ ]however be allowed to do this.
* t: v& M" r# W/ f5 {4 K0 A41. Possible CTD if sinking ship's load was a group# v5 ?/ P) `& Z) Y, Z
42. Limit the number of devices built from resources per unit during LCU replacements; this" L- W5 u; f9 ~/ ~: ` m$ [1 i
was causing an over production for that turn
: x9 ~5 n, g; @' y, j9 g43. Retain day/night setting when creating group fragments0 T5 }6 w% ~8 ^7 O1 d; m) W$ P
44. Adjusted supply and fuel values in base list not to overrun the space9 G7 x' l& G( @) N2 _ ?* ]
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" ]0 g6 q. N9 r3 A4 ladded YMS to Sweep TF in line with manual and code. d: l4 u* W0 P/ n9 m
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! J& C# @2 G# Trule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 E+ E9 k9 f& Y$ q; orebuilding of destroyed units is not affected by this.
, Q5 H6 v) e/ S7 F+ f47. Carrier capable and trained text not showing together on Group screen
. o# P! k: b$ H/ A# p48. Handle any blank re-name changes by ignoring them
1 D8 d8 X [: E j. C49. Possible CTD when air fragments combine
4 x# W- p8 q. ]- |50. Unloading TF can freeze a LCU onto a ship under some conditions$ {$ x: [8 ^1 Q" s
51. AI not behaving if main HQs missing (affects small map mainly)) Z8 ^! |+ j4 z* b
52. AI using AGC for normal land units – removed from TF if not needed" k3 P J! ^4 Q8 l3 T) I
53. Soviet activation message not in Ops report
+ ~- p0 M, V- v( ?" q3 j' f54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ v& ~4 r7 N9 N% u
55. Clear Soviet air balance if not activated. Possible incorrect base switching
g$ }8 n7 O! t' S: g0 @( I56. Sub attack against docked TF not happening for port size <3
4 M; p" p5 ~. \0 b/ i. P8 C57. Unit type changing unexpectantly8 m [- j% l- Z4 P) ?
58. Torpedo replacement on plane sometimes is missed
+ C7 z( M4 ], G: D- `/ X59. Double handling of overstacked supply requirements
W/ _4 [0 k6 X7 R+ f/ f, U" R60. Fixed alternate weapons for port attacks
7 ^0 b4 h# {2 \+ H$ @6 ~61. Corrected weapon system damage to show after combat on ships in port rather than wait till
/ g C6 P5 k% ]5 Psometimer in the ship repair cycle.
% V$ l0 ]* x, i# E' p62. Ship tonnage over 32K could cause repairs to fail
6 C" t( S3 p+ x. ?" K/ q* h6 fNew
* P+ O9 Y# m8 ^ H1 |8 ^1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, T4 z. x, O3 m% k0 R6 _9 v' \) h
port
* e$ d; L% m. V+ a2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 @* O$ ^6 D6 i
Tenders not counted( V2 E6 q( F- r% T
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! a- Z4 C. H3 L3 c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- a6 P/ S! p+ @2 e9 L# P
to remove damaged ships from TF4 e# D9 I# i) ]" K- o; C
5. New filter for “non-building” devices in Industry pool screen# o ?. x' @! Q8 U
6. New filter for “non-building” aircraft in Air Replacement pool screen, Z. @# X5 v7 I5 ]; r( K2 A
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( B+ }" b9 Y, V& k) y% ^4 p: }mines (^) detected9 J1 W0 H9 y2 @3 u+ S
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, Y( `" ?* y& S c' t‘button6..’ image files, then these will be shown. If not, by default there are shown as6 g0 S7 J& `, j# L0 v" ^7 w
standard parachute unit icons" Y/ L8 _# \& ]2 i a) [+ A2 h
9. Air/port damage and building is shown in base mouse over
! o9 b8 T( I: r10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 ^. a$ l: i* x# Q5 j2 w
11. TF can be routed to stay within coastal hexes as much as possible8 `# J2 x) b8 w# r' h& e* {
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 F+ a2 O) A* @2 [2 z+ B _. s6 h. ?
13. Added option on group and LCU reinforcement screen to turn off replacements/ W' q5 V5 h1 G# V6 D4 L
14. Current base can get supply returned to it when reserve planes returned which were
8 l0 ], _+ L6 O5 A* H! Aoriginally supplied from another base: |, }4 n- I2 V
15. Unit type filter on Troop Loading screen/ V3 V9 ? h5 K5 W; w
16. Report killed ground units if not in combat report
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+ b5 G3 K2 h. L1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 n# e- D5 W2 F6 D+ d
(complements fix 18 above)1 t- \; x3 n* W- m, D u
2. Permanently increased pilot array to 70K
, H: L& m) a! o; S4 U& m3 Y. B3. Increased number of air combat rounds are a factor of total aircraft involved
7 M5 E/ V, T, u4 V) k" R. H; e, ^4. Allowed submap to submap movement if land connected for land units. Should have been/ q4 e8 U. J; C+ T/ a
so as per Andrew Brown
% R# F s3 L0 ~6 _5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. m) U) T8 b% q% ] D4 A: ?( D5 Y
delay toggle instead
, v% S) ~: r7 s3 v2 D& @! F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 F5 M5 a/ X4 m/ U
maintenace a bit more( L- y2 J$ ^- @1 x: W2 v2 m( l; P
7. Support device replacements won't decrease the overall experience of LCU units. This does
* y4 _+ G- z. Cnot alter the overall EXP change due when any replacements are received.
$ p# v& l& j+ C8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 g+ T: Z# f/ r6 C; a
between the two but could break current games.# _$ X, ^$ T6 f3 n- j1 O" r$ M5 \
9. Some LCU Prep points may be retained if unit is experienced
/ z% V5 ^( W- J* wNotes/ \0 \' r i2 _9 H' A! x( E
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& \9 ?: T3 e6 l
should not change player or HQ, even if not in play. These original HQs are used by the AI7 u1 l5 H% u, _1 _6 ?$ M( R, b/ W
routines so changing or deleting them can put the AI off. Changing other elements should
+ @7 w& J: N- R& g4 P; Bbe okay.: S- G& C, x- \
2. Clarification to weapon filters for aircraft:- L D! l0 q* g1 Z
PM_NAVAL_ATTACK 2 // used for naval attacks6 _# S7 ?- U; W. B
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- t. j* k1 a; O8 B* t( F) n
PM_LAND_ATTACK 8 // used for land (ground) attack7 m* C2 i. h! t. S! E5 C! b' ^
PM_PORT_ATTACK 16 // used for port attack
, E; ^% m/ i' T0 I- SPM_AF_ATTACK 32 // used for AF attack
: H0 w. F* ~7 \* e( A' _Dropped any reference to secondary values for land and AF as they served no special use.! I J1 _6 M* _# |
Clarification changes
9 @# n ]5 L p: ]7 ]" Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% U' s+ @0 y, c+ k; m1 @9 Q" q9 z2 L- H
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
X+ @3 d! l, L NMONGOLIA(91) or TANNU_TUVA(92).7 {5 S/ H; W& [
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases; c9 Q6 w# W3 \! i% X) B
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes( j8 `8 E. d) Z* Q7 C/ `9 ^- @
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. j6 G: r: [0 f" j7 P" ~! l$ L' K; \
after Soviets are activated, but can’t move
% u& y; {# u- b# ~( W/ Id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
" m3 \. H: H2 A( gdisbanded in port.% X" u2 z5 x( J2 G5 z( [
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. `# Y+ Q: y: J$ z4 d/ s6 nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |