具体见! R4 M. e$ @2 _% z6 ]3 g0 b
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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7 a0 m, F" U) W( |' a/ w已经共享到岛群QQ和本论坛置顶资源帖
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\9 q* O; U# S大量更新,详见列表:* `2 ~3 c# G/ C& j: q2 g
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Change History:
& P# a/ N7 _8 |; A5 H) \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" r4 d+ N: e6 v1 v
1. Seventh Update – This release is a comprehensive release updating all previous/ K/ a9 c8 v% e) f9 O4 K J5 X' `9 a
versions to v1.01.17 beta+ f3 p. S' D" X: z8 k8 r7 r
2. Code Changes
5 K7 I% B; m7 ~1 Y- I! B6 iFixed' e. `0 J+ v" d: ^* ^7 M) p
1. Display of AF/Port icon between player saves based on player's intel
; c1 `' B9 c j" p. v2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 k' Y: x9 W) j- J& f
weapon list updated% ^3 \" W( z$ b# c0 _2 C1 B
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& Q6 W% E# F t: L l$ P: a4. Allow smaller 'reserve' space for small groups on ships( o2 J) {7 g9 Y: r
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- G9 k; O/ y& u3 l6. Correct attacking plane count before final post-air combat
! O3 Z. g5 o8 T, \+ o$ q7. Pilot promotion may have occured in error sometimes, g- F7 ` q" s
8. Raid detect message sometimes dropped of the combat report1 g( I) j& R( m1 }' S6 N3 s* k# q$ ~
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# Q: a7 t( m2 U9 agenerally
& }$ H% {% b: ~1 x1 v+ C10. Some pilot-leader connections were being corrupted
2 }$ @3 p3 L. h( w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 s2 g2 }5 @) H: M+ M& _other move issues due to the incorrect indicator
4 M* x% n' x- c1 \+ P12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: `0 L# v6 l- pdamage$ q. m1 g- \$ B' J, z5 |! E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, f: c" p5 i5 t) @, B; y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 Q. F5 v/ i$ Y/ J/ \' e8 mdate sort$ w* }$ f- k6 J" T2 j( c1 r
15. ASW groups not allowed to attack sometimes
) Y: W) m- w1 t# q8 ?2 B9 \% I16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! S- H# i5 ~& ]" T% }5 [, |HQ/LCU to jump to reinforcement queue* t+ l' G% G/ Y4 p5 ^* H% v
17. Bug in bomber intercept if too many rounds of fighter v fighter combat! Y }9 [) v S* L
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% }: V+ F8 C/ E! F* ^ uat start of AE but crept back in sometime during updates7 n9 g. h3 ~* z( C" u1 E
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
# {4 y# r, ], }2 _7 Xfragment.6 }$ o8 L5 G. P5 Z( e' s% J! T$ M
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* i; u- G; E! z7 m3 f: n1 Z
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 G# b0 W+ Q9 a2 T+ `: l
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
! J/ [- t$ N( z+ D0 n! hset$ ~+ i' Z/ H* y' G9 x" S$ `
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) p* F# O* ~4 U& w* y9 ^/ c2 O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 f& X& F) p2 C5 E5 Y
24. Bug caused F/FB to sometimes bomb at low altitude
+ [+ ?' T( O% i" U/ S25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& g$ `# A; _6 _2 P
occurring properly.
1 T9 K, z* N9 j) I o! T9 v26. Bug in Industry 'failed' indication not showing properly sometimes: ~* X1 m/ d3 K/ W- O
27. Location check at scenario load to include small map sceanrios8 [ B$ \" V4 ` ~, z8 K/ h
28. Bug in air supply to fragments in a non-friendly base hex
1 Z4 r$ y4 X$ i- G# t1 `29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was; @/ x; L( V/ H% W4 i- c
being set to homebase before execution of the mission – ie was returning to base
1 P8 I& y8 O+ x+ j# Himmediately
8 a3 k% r2 d! s9 a30. Error in Strategic map display$ B" R3 `4 t- f# Z2 L
31. Additional and stockpile options were not turned off when base was captured
- |& ~! N* U0 |& X32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' k/ M) K8 V) x. {! v1 ]mouse over1 Y4 d0 p% M% f4 s: d5 {4 @
33. Army experience being gained when not 100% prepared as per manual; changed to allow z+ ~7 C. u$ Y, f- ?* i
chance to gain experience if >75% prepare and < 50% national exp level/ k% d. B& l7 o! X, b( Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 R( h1 G. M. g8 g+ M3 Z( d, P
alleviate the incorrect experience gaining happening while in reinforcement queue* X8 F1 ], Z0 w1 Z$ l. M
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* d. t; _6 Y1 t' w( Y
caused unit to jump “off-rail” and move overland
" H: K9 u' Q% @- u36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
# [! K* ?4 ~, l) ?' C2 K3 W9 K% S37. Excessive accident messages on unload from TF reported
2 ~; R4 D, d% R6 d38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; M! q6 G( _5 z2 Bmerged causing smaller size unit than expected
7 b! ?" n8 f: A! Z& Y/ T$ }4 m39. Corrected possible TOE error in scenario data load for inactive units5 x* P U m8 t3 Q& {/ p% `
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) o% f0 B {7 G( q8 `: b
however be allowed to do this.
5 x4 r5 u+ @+ Y) t t) t' y41. Possible CTD if sinking ship's load was a group1 G. { Q" y1 f0 J: _# V
42. Limit the number of devices built from resources per unit during LCU replacements; this0 i2 |9 m8 v) A7 X% W9 x
was causing an over production for that turn2 ^" f5 _0 ^, F o3 T; u( Z( {+ A
43. Retain day/night setting when creating group fragments. D( H& y( V) {
44. Adjusted supply and fuel values in base list not to overrun the space( C7 C% Q: Z8 V% O ?' ?6 n
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
. {3 o% P8 t4 o4 A& Xadded YMS to Sweep TF in line with manual and code; M2 P0 O" P. n
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' f z7 B# i2 L9 D6 g
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 ?4 h }( E# u' ?rebuilding of destroyed units is not affected by this.
" ?- z/ {4 {5 U, P4 B47. Carrier capable and trained text not showing together on Group screen* z; S+ [" m! {- I2 O. F6 i" T
48. Handle any blank re-name changes by ignoring them
& z& D1 e( ~& U! a' k49. Possible CTD when air fragments combine0 k5 B* e8 M0 C+ H( W
50. Unloading TF can freeze a LCU onto a ship under some conditions
) G+ k! c8 t9 b0 r1 O51. AI not behaving if main HQs missing (affects small map mainly)
3 Y$ e. V0 j) d) Q3 |52. AI using AGC for normal land units – removed from TF if not needed
7 u7 Q3 T1 j ~9 t1 Z7 E& G1 j53. Soviet activation message not in Ops report: |- Y' @( K- F9 T/ X0 B7 E
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ @8 H! U) d% |% w9 K3 T. \" n% A55. Clear Soviet air balance if not activated. Possible incorrect base switching
' S2 H& a0 ]9 s) _56. Sub attack against docked TF not happening for port size <3& G3 X! `- _. o9 }5 q% Y
57. Unit type changing unexpectantly0 g5 N& b4 |2 V; d6 q
58. Torpedo replacement on plane sometimes is missed
$ ^% Y3 N# P+ ~8 o+ Y7 z$ C59. Double handling of overstacked supply requirements
0 B% H: f7 a( @& r60. Fixed alternate weapons for port attacks
6 o/ x. r+ `5 J' j& C; k9 D61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 L9 x4 H" ~# \" t' \: _9 z
sometimer in the ship repair cycle.2 G9 y n. ~+ x1 E( u! [( F, ?1 [$ N- V
62. 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% H0 u& {: N) ?0 J
port
0 H8 K6 e0 G) ]: u% @" @2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 F% E; ~/ W0 T+ QTenders not counted9 ^5 w& M) K# U) a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; d b- @6 \0 b. t
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' z" w& i5 X' ]. `3 s
to remove damaged ships from TF
* I" y" ~$ g% L2 j! I, E5. New filter for “non-building” devices in Industry pool screen/ j6 u: |6 a; x8 z/ F5 x
6. New filter for “non-building” aircraft in Air Replacement pool screen
: T# m0 B/ A* b" }' N2 w( F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 B" `" X i/ P# ~( O; Pmines (^) detected
; S; @% d4 ~7 m8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 n; D4 O' T! r: f+ ]‘button6..’ image files, then these will be shown. If not, by default there are shown as* O d0 g$ O: [- l
standard parachute unit icons
6 L+ n/ t `9 D+ ^* I5 I9. Air/port damage and building is shown in base mouse over- J/ c9 e! e( a
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" V; u4 N, ^5 i! P% k
11. TF can be routed to stay within coastal hexes as much as possible
# M/ |2 L; }* M% Q, k, S6 W12. On Top Pilot screen show the 'ace' cut-off value if more than 1 o2 i3 w w( [: k
13. Added option on group and LCU reinforcement screen to turn off replacements
# N* n6 B' P6 d: \. X( j% Z3 g14. Current base can get supply returned to it when reserve planes returned which were
! H. g$ [6 Y( I( m8 M1 Xoriginally supplied from another base. K3 W, z/ G4 A2 R+ i+ a5 s! K
15. Unit type filter on Troop Loading screen: U0 {2 U" R2 y- U
16. Report killed ground units if not in combat report' N; A, R( n0 ~1 ]# V% ~# e
Changed
5 ]. i& M2 e+ h2 ^' S1. AF of 8+ have AV support doubled for purposes of determing support for air operations* N9 g9 K9 j7 { c; R
(complements fix 18 above)
' b$ n4 x6 r0 H6 c; A1 M. F" j2. Permanently increased pilot array to 70K
2 X [+ T0 H' ]3. Increased number of air combat rounds are a factor of total aircraft involved% C$ C" G2 C1 v2 a. }8 S
4. Allowed submap to submap movement if land connected for land units. Should have been
: I* K" x# H# x* D/ r2 {so as per Andrew Brown
: _( k) U% U9 }' Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& G; K$ M6 c, B
delay toggle instead
+ I* t! _9 V. v6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ w3 {- Z- T* W' ` r
maintenace a bit more
3 G5 c$ g2 @& i( N4 W# O7 i7. Support device replacements won't decrease the overall experience of LCU units. This does+ E7 O3 u! i) p1 l
not alter the overall EXP change due when any replacements are received.0 t; w4 W# I7 k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 I9 Y, `! j% F- I' K1 R8 @between the two but could break current games.
" O$ X9 d5 S/ l, W9. Some LCU Prep points may be retained if unit is experienced
# u* p( Z2 X3 N8 x( P1 sNotes# k" j; ?9 o' z( e T ]5 a% k$ |
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 V4 |# p) E" m$ G3 j- X% l
should not change player or HQ, even if not in play. These original HQs are used by the AI
h4 m7 _8 I1 R+ M$ p# Xroutines so changing or deleting them can put the AI off. Changing other elements should7 C2 N! x, H; I0 x! |, W7 V0 f
be okay.
7 f: d0 z4 v8 L; N; }; L2. Clarification to weapon filters for aircraft:. E7 S8 {) D' h' S$ b& F' u
PM_NAVAL_ATTACK 2 // used for naval attacks
; s2 D. n, C) G- ?* HPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 j9 |, w6 c3 N5 v: R$ s0 r+ PPM_LAND_ATTACK 8 // used for land (ground) attack
- P. J) F# j$ H& ~PM_PORT_ATTACK 16 // used for port attack$ {" {" c) S8 e' ]4 K
PM_AF_ATTACK 32 // used for AF attack/ L1 o8 }1 l6 r+ r* w5 L
Dropped any reference to secondary values for land and AF as they served no special use.
5 U9 l0 U& `# C% e% y- ~Clarification changes
+ V; B( ^' g0 f4 C0 B! J2 f1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" q5 a2 `2 o/ G* N. Vbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 ~) B. f! w/ g. j( {MONGOLIA(91) or TANNU_TUVA(92).7 [$ f0 d- g, c* w8 J2 L
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases% T6 W7 J5 s* `" D" Q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 y: T/ H3 I! R" h% j, kc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% r2 I" x5 b$ v+ l7 V
after Soviets are activated, but can’t move
6 N1 D2 \9 L$ W% h" `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 j. d2 b& D9 k+ G+ hdisbanded in port.5 {! y0 u9 }) h' u% `4 k, f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- _) V: y' d/ v8 C( hf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |