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" P9 b% _/ F% @5 Phttp://www.matrixgames.com/forums/tm.asp?m=3185062
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+ ~' J" P) y7 h; [ _5 w大量更新,详见列表:
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Change History:" B3 k7 ~. _. v( M6 t
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( P% ^# R/ F$ w
1. Seventh Update – This release is a comprehensive release updating all previous
' O( _: d% V1 i1 Tversions to v1.01.17 beta/ [7 [6 f: M* [
2. Code Changes8 h4 i$ W: e) W1 I
Fixed
9 M! f) @+ r6 A. ]( C1. Display of AF/Port icon between player saves based on player's intel
4 ^0 z; e' o: C' Y1 L) k& |3 Y# k2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 r5 Z2 i; g) @! A0 L5 h% f
weapon list updated! d8 p1 e$ E I. \4 w+ q t: u
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. M( ^- }. O( b$ [# c6 \4. Allow smaller 'reserve' space for small groups on ships
+ K$ C. z3 m" m5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 l$ ?* D, k U. Q# g6. Correct attacking plane count before final post-air combat
8 W/ G7 G; C2 g( J8 r' H! p7. Pilot promotion may have occured in error sometimes
# J# F; j1 P& n6 C* o1 v8. Raid detect message sometimes dropped of the combat report
' k1 q' {$ t/ j8 s. L9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 y: E& }6 e4 m) d2 {" }4 Wgenerally
2 s. ^: L4 t( L, ~10. Some pilot-leader connections were being corrupted9 m6 h0 r& R$ `2 Z" e1 u
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) X4 E. l2 g6 a8 P$ k2 yother move issues due to the incorrect indicator9 S$ s, _; v% w% ]6 V8 t- a
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
( z/ }# {: L6 o) e) Bdamage
" U9 e1 F7 T+ d13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
; |, u. l$ a6 F4 @: e. r14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: l6 ?7 b" b C% l7 gdate sort
1 k+ P( B, n0 }5 ~. z15. ASW groups not allowed to attack sometimes9 _% V0 l/ g. ^4 H2 K7 F( _- b
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ ^# ]; D- K4 d6 {4 yHQ/LCU to jump to reinforcement queue2 [ D" h5 a1 R& K, y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" T7 i3 S6 \ f6 `& ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, m; Q0 d X! h. |at start of AE but crept back in sometime during updates* \; W# a+ q4 K9 x) I
19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 P w; r& y. [& S4 H1 P
fragment.
8 Z5 S! Z: i4 S; g$ y) f20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 b+ V$ x' f% w3 T9 o" g# \9 {: m5 Z& e21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: ^& R. `; o" @: g0 Q2 h& P* y
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
& z, |% Z# ?( a7 b2 Hset
$ e" }- C2 {% \$ W! ]# E22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base) i; @: @0 \' f1 _% H; ?" _
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 g L3 s- B; z" k6 [$ s0 t/ T0 O24. Bug caused F/FB to sometimes bomb at low altitude
) j6 e( q2 R8 v5 F# B" ]9 A: i25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) N0 l* O }$ K- d7 J8 i9 `: _$ X0 Voccurring properly.1 S t7 r9 d6 N6 f. W
26. Bug in Industry 'failed' indication not showing properly sometimes
6 m5 \* o5 f8 m27. Location check at scenario load to include small map sceanrios
6 o6 U5 W; S9 @, |5 A28. Bug in air supply to fragments in a non-friendly base hex
' W. u$ x1 d* }4 |0 J" t29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 J% t1 B1 g6 D% H9 ` I! [being set to homebase before execution of the mission – ie was returning to base, a! w5 s- {! {5 I' ~! C* V) I
immediately
* e* }& ?$ S: R V; o0 Q2 r30. Error in Strategic map display0 M% K- c3 R. }, b% G1 \
31. Additional and stockpile options were not turned off when base was captured
% s( f5 K' C$ B0 C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( r) s* h: j( l6 s u# S9 p. T% a+ Xmouse over
8 L7 N. x3 Q- E. U- @33. Army experience being gained when not 100% prepared as per manual; changed to allow C5 C, v# v6 l" E; N6 \ q
chance to gain experience if >75% prepare and < 50% national exp level' ]5 e2 O9 D) R% I$ p
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 \# q* V+ |$ ]3 F( z4 v8 [
alleviate the incorrect experience gaining happening while in reinforcement queue
( |7 ?8 ~2 j6 f8 q35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% p2 m3 |0 _' d a8 Ycaused unit to jump “off-rail” and move overland- x# y9 L2 M9 J" Q, i0 Q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 i% O; q S, \1 V5 H' Q/ {9 c37. Excessive accident messages on unload from TF reported
% T9 i+ Z1 c$ h, Q+ L38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ I% d: h! o( [- Cmerged causing smaller size unit than expected; _( h# |3 {. x$ n2 [. ]
39. Corrected possible TOE error in scenario data load for inactive units
8 K3 E+ O0 j! K' c5 a" x7 J40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 T0 V9 ^# h) }5 B
however be allowed to do this.$ G4 L5 P' ]& h+ N" S& H( {+ r: y% D
41. Possible CTD if sinking ship's load was a group
8 f2 U) ~& D; P2 ]5 B# J E& J5 a42. Limit the number of devices built from resources per unit during LCU replacements; this
2 n7 C4 l4 M; Ywas causing an over production for that turn! n& M% j( h8 Z8 U8 B
43. Retain day/night setting when creating group fragments' B, O' H, N0 I2 L
44. Adjusted supply and fuel values in base list not to overrun the space/ q* W8 O- w- w) w1 i9 z) j! [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ z' R- V$ q5 K+ ladded YMS to Sweep TF in line with manual and code
8 E0 K& Y: w9 {+ m/ E) v46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( G! @' x* b7 p6 Q% W' m: i) ]- t5 Brule relates to the abundance of manpower and is not covered by replacement pool. Normal
! i; a' w K: X1 l- o1 Brebuilding of destroyed units is not affected by this.
' y# ?+ `" |5 t0 K47. Carrier capable and trained text not showing together on Group screen
9 Z) K6 }" L$ R: H. { k9 J) L& ~48. Handle any blank re-name changes by ignoring them% r$ e* d! \, Q/ t$ |% W
49. Possible CTD when air fragments combine
6 X# ^3 O. w" y/ e50. Unloading TF can freeze a LCU onto a ship under some conditions
( ?) k' x3 }9 r; r51. AI not behaving if main HQs missing (affects small map mainly)
) C2 [7 o4 e; ]2 P% N( }52. AI using AGC for normal land units – removed from TF if not needed" B6 C5 N2 ~2 |) H$ J
53. Soviet activation message not in Ops report
+ k+ N9 u( A9 x% `54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! P* \% _' s8 t7 c. e) G9 q: Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching, k( m S: t4 E6 O Q* T
56. Sub attack against docked TF not happening for port size <3/ h. K& a' f$ v
57. Unit type changing unexpectantly
0 g" G6 k* |" B: W4 V58. Torpedo replacement on plane sometimes is missed
. i' b+ B# v- |8 T1 m59. Double handling of overstacked supply requirements2 @6 ~1 k; [& }1 `+ L
60. Fixed alternate weapons for port attacks# C: i7 ~) ]( I7 _
61. Corrected weapon system damage to show after combat on ships in port rather than wait till" o. l) m+ S7 Q) i" n2 T
sometimer in the ship repair cycle.
" e* V5 M$ {' ~7 d62. Ship tonnage over 32K could cause repairs to fail6 l$ x: }9 n% K4 x! W- u/ \
New p1 o4 f- ^8 e
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 m4 _7 X, ]4 \; o& M0 T# E
port
/ j9 s( s3 M* k$ \) A4 L2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 U# A3 @ J6 A+ f% v6 r9 \8 qTenders not counted
$ P ?) J$ u" R) C! p' S3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" |; [: P; H: {; x/ r0 b
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 \: [5 h8 G, m5 `) i
to remove damaged ships from TF
% {4 A0 @' m4 T$ M. u5. New filter for “non-building” devices in Industry pool screen. ?$ c0 y5 O4 P' g2 G, o+ C
6. New filter for “non-building” aircraft in Air Replacement pool screen3 ^1 W, D3 w7 A# J5 O) q- s
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% Y- Z& _8 z8 c9 z2 gmines (^) detected
$ _% {$ l( Q, D$ S+ t; n8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: x/ o. _3 A7 I* L
‘button6..’ image files, then these will be shown. If not, by default there are shown as l5 R' |! s, Q; i) Y# w
standard parachute unit icons
& e7 b2 H$ z! g6 w( E5 ^9. Air/port damage and building is shown in base mouse over
, t5 [* b( }7 T5 V. q10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 A! l- s( m: P1 u1 s$ H, N
11. TF can be routed to stay within coastal hexes as much as possible
8 i" L" s. } e) `8 p2 K: A12. On Top Pilot screen show the 'ace' cut-off value if more than 18 O6 F% N* s Y. h" e+ K8 z m
13. Added option on group and LCU reinforcement screen to turn off replacements
6 k5 A" W. D8 G9 z0 ]( d5 V$ ^14. Current base can get supply returned to it when reserve planes returned which were" V( J: d, q! I6 f
originally supplied from another base% @2 P9 O8 ~' W$ }
15. Unit type filter on Troop Loading screen) t8 h2 |1 h' y9 `
16. Report killed ground units if not in combat report
1 Z5 |3 {* @- ?7 i- wChanged/ N3 }2 v8 o4 [4 \# V/ A
1. AF of 8+ have AV support doubled for purposes of determing support for air operations* y' [' R# L' }3 @' K
(complements fix 18 above)2 x9 l6 T) x) x, K5 \* z$ D
2. Permanently increased pilot array to 70K4 T8 j6 t* C, N% n/ ?# {$ S: Z5 a2 I
3. Increased number of air combat rounds are a factor of total aircraft involved
, U. F' z; u1 O& @* z4. Allowed submap to submap movement if land connected for land units. Should have been' N3 d0 U' |0 b6 l% e; T
so as per Andrew Brown; [. \7 b& n; j `
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message$ r5 W2 r2 B& ]) e9 k
delay toggle instead. J5 F7 U4 ~' k4 O
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 p9 y& m+ X, C5 V9 Z: m1 @" C" m
maintenace a bit more
% W4 h5 T! ~# D1 {* J. ~7. Support device replacements won't decrease the overall experience of LCU units. This does+ ?& E" K+ O d
not alter the overall EXP change due when any replacements are received. ~' e3 @$ _4 p+ W
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& L; b1 Z. m8 P" j K- A" Z9 ~
between the two but could break current games.
' C2 ?% P" F6 t/ g3 H' t# I9. Some LCU Prep points may be retained if unit is experienced. l* O3 d9 E: m3 A5 A' L, o$ w( z4 `
Notes
, z% Q% i3 i' {, U% X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( |3 s. L; U+ w( qshould not change player or HQ, even if not in play. These original HQs are used by the AI
8 C! @& ?$ O8 H$ l& Eroutines so changing or deleting them can put the AI off. Changing other elements should
/ x6 s. q) E0 l8 O; tbe okay.' U9 v- Q8 z% `3 e, Q' V% C
2. Clarification to weapon filters for aircraft:
+ O! o9 k, F6 U( s8 s# e6 oPM_NAVAL_ATTACK 2 // used for naval attacks
4 n8 j; l- C4 s" i% ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( N; D1 K! {% }% r
PM_LAND_ATTACK 8 // used for land (ground) attack. t5 o' h# E4 C, H B" h8 U
PM_PORT_ATTACK 16 // used for port attack+ l P, W; H9 M7 G
PM_AF_ATTACK 32 // used for AF attack7 a" |) \" t/ w! q' b1 [
Dropped any reference to secondary values for land and AF as they served no special use.
6 D/ T! Z; |0 p$ k# p3 HClarification changes- P7 e; }7 J* m: o2 v- z* m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& X* @- z% R2 R& s9 }. `" U! c2 Gbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
% c5 p( d1 T+ gMONGOLIA(91) or TANNU_TUVA(92).4 O3 U7 z4 ^6 t/ ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; T. m. ]# b. tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
) A/ ^! A; W5 i5 bc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 O! W: l1 Q; X$ }5 J
after Soviets are activated, but can’t move* q8 q* M1 B8 F) \6 {# I
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 ~4 Q% H' M) q+ E3 k$ fdisbanded in port.' }. e2 i; K$ z$ e" g5 s
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently$ L- Q$ w. }$ A6 s: e
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |