具体见+ L9 Y1 T/ c: Y0 E0 g! P
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http://www.matrixgames.com/forums/tm.asp?m=31850623 v5 _5 E( g0 H" k8 E1 a2 k S
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已经共享到岛群QQ和本论坛置顶资源帖- o" v% K& N3 K6 `! k2 v* u
& \. J2 D) b) I' T4 X大量更新,详见列表:
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6 f# a( `4 d; P9 b: g2 }3 g" eChange History:
1 B1 q5 y9 \# J9 o, }* f# mV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' o9 T: h8 L+ a2 d6 E+ ?! S1. Seventh Update – This release is a comprehensive release updating all previous' e0 N" F6 Z' r; u$ s
versions to v1.01.17 beta
% y; c/ \# m% `6 h; }9 \2. Code Changes2 @" [6 o O; W5 g0 y3 J
Fixed
9 |6 b; ~0 t2 u# `0 [; h1. Display of AF/Port icon between player saves based on player's intel
% Q0 l- I. T- A) }. V% @2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 n6 w9 @0 x) P7 ~9 Q) [4 S
weapon list updated0 a. ^! ~2 ^( |4 x
3. Reported cargo/troop safety values incorrect when no cargo/troop space
) m# r: r$ Z$ C4. Allow smaller 'reserve' space for small groups on ships0 I2 Q: T( _) a3 P2 w, \6 z8 u
5. Preserve some more data when swapping fragment and parent to prevent lost of parent% l8 @+ m+ {7 O0 @3 F. s$ L( U1 D1 K
6. Correct attacking plane count before final post-air combat
) L b C4 P$ p5 ]2 [7. Pilot promotion may have occured in error sometimes9 ^5 |5 G3 R; z. c
8. Raid detect message sometimes dropped of the combat report i, } ?# x) q6 Y+ R
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 F* L! x- L3 v4 ?8 w k6 Xgenerally; g; ~) M! I5 l- [1 G
10. Some pilot-leader connections were being corrupted
+ i, T3 Y! A8 [$ F1 F( Z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ G) p. Y8 ^6 x7 U" |4 vother move issues due to the incorrect indicator. a6 _, A- p: I' ?2 B$ @, V% [
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; o5 ~7 B5 B( m+ [1 ^damage3 m5 ^! N. o! c8 X1 s! O: w/ y: _9 L
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, l9 _$ i6 \$ b6 n9 p* V
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the b8 a9 o5 D1 Z4 s. v
date sort% T2 d( L0 _6 z. n
15. ASW groups not allowed to attack sometimes3 Z2 y/ l" x$ L0 s6 h* H
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% k* H( g9 ~3 l
HQ/LCU to jump to reinforcement queue1 P8 m. e c! ?' J- ?" r8 A
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 K4 t7 z, v- r, b" k, v6 u) @
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# m- q7 x; S6 V2 X
at start of AE but crept back in sometime during updates% A4 W( E& c; O/ a. P4 e, A
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( d( q& w% \3 `7 w; E( Kfragment.# U) r& V8 m: Z/ M+ D
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ ~8 Z6 l7 c- x& i7 o8 G; O, L21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 O6 _" h1 w9 bshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full# V4 r; j/ c' o$ o
set; s' F8 @ v0 ]' V4 Y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& t. y" `0 v& j& ^0 z' S
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# C) ]9 y/ S1 V7 C& A% {24. Bug caused F/FB to sometimes bomb at low altitude! H/ V# {7 f& A9 L* Y8 |
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; d; H I: @0 a% o5 \2 zoccurring properly.
$ y2 m; b' C g# n* K1 o, r26. Bug in Industry 'failed' indication not showing properly sometimes4 J' Z- X0 x2 e O# Z( i+ i
27. Location check at scenario load to include small map sceanrios
( o1 M; z [' j9 f d28. Bug in air supply to fragments in a non-friendly base hex
# x9 X0 H/ M: m4 Y* J g/ L9 p29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' c2 s7 U/ T! d7 w5 u. I2 o
being set to homebase before execution of the mission – ie was returning to base
9 b6 C. n0 p+ n; Ximmediately7 G: i; Z% C+ A0 f9 ^
30. Error in Strategic map display; q! O1 ^7 ]+ J' u2 S5 j" S
31. Additional and stockpile options were not turned off when base was captured% i* ^1 D6 H5 T8 J! w7 h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 m0 }$ E7 r2 M6 Emouse over: A! o) e1 G, Z3 x! A/ u
33. Army experience being gained when not 100% prepared as per manual; changed to allow0 e' H/ w& G$ y" \
chance to gain experience if >75% prepare and < 50% national exp level1 X) r! _7 ]0 `& \! d# R& `- z+ [: E i% A
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: [0 W- S/ y/ @8 y% z4 ^alleviate the incorrect experience gaining happening while in reinforcement queue4 \, A8 k4 J# L' o; b
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 }6 F% p0 W/ e0 t4 Z& h$ scaused unit to jump “off-rail” and move overland1 w$ r* t4 _7 Q: K6 x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" z; k0 j8 k* W5 H/ q) u6 P
37. Excessive accident messages on unload from TF reported
2 W4 Z$ T+ Z- @, N8 ]7 x( }9 o38. Reworked editor sub-unit merging as some devices could drop off the unit list when2 [, _' f1 ]. x( ]9 G2 v
merged causing smaller size unit than expected
9 o3 T" [$ h5 w39. Corrected possible TOE error in scenario data load for inactive units
8 d0 @% i0 A- o' F3 S! ^40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can. |# H4 R2 u" s$ ~
however be allowed to do this.
: L4 G" i: w7 s* X41. Possible CTD if sinking ship's load was a group8 O/ \" i8 ^2 f$ X$ w5 i: d' K
42. Limit the number of devices built from resources per unit during LCU replacements; this
8 [ A/ q1 p: p; u ^( A: p; P6 awas causing an over production for that turn
. k1 a: i- l, D43. Retain day/night setting when creating group fragments( L: u, I; t! u5 N6 V+ `
44. Adjusted supply and fuel values in base list not to overrun the space
& v' Y3 g$ H6 J% c* p. I* R45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
* X3 I( S# I2 \/ a+ m& S7 Badded YMS to Sweep TF in line with manual and code8 S ^7 q' h7 Q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- |& [! w3 d1 m+ Orule relates to the abundance of manpower and is not covered by replacement pool. Normal9 U" Z. l U- U( {# W! T- a
rebuilding of destroyed units is not affected by this.
- E& ~: R3 S& d- }) p5 ]7 j47. Carrier capable and trained text not showing together on Group screen
& i( U3 K8 w7 @$ s6 X48. Handle any blank re-name changes by ignoring them* |& d/ ?5 b; b8 u
49. Possible CTD when air fragments combine9 r5 E* V& B1 K9 X9 a Z* z
50. Unloading TF can freeze a LCU onto a ship under some conditions
0 }# a& n( @# ?3 X51. AI not behaving if main HQs missing (affects small map mainly)
. i6 ?2 \1 ~$ ]" s5 I: Q52. AI using AGC for normal land units – removed from TF if not needed
+ s" y6 D) x' a0 r8 N2 H4 N4 A& h53. Soviet activation message not in Ops report& W' z9 y" Y' N2 i
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# J# p5 o+ N" A4 J. M f5 R
55. Clear Soviet air balance if not activated. Possible incorrect base switching; G9 k7 q8 R: `( Y* |+ m5 ?
56. Sub attack against docked TF not happening for port size <3
" X+ D6 s0 E/ t& T# x57. Unit type changing unexpectantly E k5 Y" v6 \ ~: R
58. Torpedo replacement on plane sometimes is missed
+ E, \, _% x1 b59. Double handling of overstacked supply requirements0 x6 _* Q9 J6 `( U! s2 g- O, y
60. Fixed alternate weapons for port attacks4 P( k6 `% M4 L$ w q
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ S+ Y: D2 {2 H* O6 Z* g0 O
sometimer in the ship repair cycle.
6 \2 o& t6 z# `62. Ship tonnage over 32K could cause repairs to fail5 d0 [) I7 x0 P! R) l
New
& B! i! u; i \- B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the$ y3 f$ S }% i3 e. n! O
port0 j0 i9 ?; n$ `1 Q* N
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ r! L- p$ c4 J% x9 J
Tenders not counted
0 A: @% Y$ c0 b- \& Y: o" @3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: F" I# ^( d( x, G* i. X! J0 _8 h3 l
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& e+ u k2 ^. o% G! z0 ~
to remove damaged ships from TF, S2 [3 R. G1 j
5. New filter for “non-building” devices in Industry pool screen& L) d, Z1 r+ Y9 ]3 D9 l/ \
6. New filter for “non-building” aircraft in Air Replacement pool screen2 B, g! e: w& {9 q! K) d" j" {9 } E
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( e( g- P+ R: \' k6 r& g( Q1 A
mines (^) detected+ C$ V+ n' s1 U6 E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% N0 h5 X( u6 F3 o4 \2 G" ?‘button6..’ image files, then these will be shown. If not, by default there are shown as: H: d5 u- v, b6 p4 @/ a4 o
standard parachute unit icons
% p7 t, t5 N% b; v. E- p2 s0 q9. Air/port damage and building is shown in base mouse over
1 ~6 x. R" E4 @. q( b8 c10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 v) q' s% B; Z11. TF can be routed to stay within coastal hexes as much as possible$ h6 S* ?7 S: S* b
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! U$ B8 X* i4 n+ \# R13. Added option on group and LCU reinforcement screen to turn off replacements, s; C9 a9 V' V
14. Current base can get supply returned to it when reserve planes returned which were
8 I8 ]+ ~) e4 S. ]) Joriginally supplied from another base
% K% O) y* z7 n15. Unit type filter on Troop Loading screen
& h! g1 L( a+ m" k: l6 B' g- a0 f16. Report killed ground units if not in combat report$ ?; x! \% y j& a+ W
Changed
0 ?0 L0 j& ~3 e5 _* \7 u1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 D8 G! W' V8 W(complements fix 18 above)! Q, S8 \4 c) L* o
2. Permanently increased pilot array to 70K4 U1 V( m/ B- w |) _* P4 j
3. Increased number of air combat rounds are a factor of total aircraft involved) z4 V5 o! I: W4 Z
4. Allowed submap to submap movement if land connected for land units. Should have been
9 y1 r$ Z8 g0 S2 U1 C2 F& Hso as per Andrew Brown; q0 r( Y' {$ V: c# g
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. j6 m/ }$ b4 k. v
delay toggle instead
2 e0 \4 f P+ H( ^% z+ V6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 R+ R/ R9 P6 U0 R6 i
maintenace a bit more
! n" M( L1 e# \7. Support device replacements won't decrease the overall experience of LCU units. This does# A0 p; M9 [& k. p' |4 q
not alter the overall EXP change due when any replacements are received., @, ]% C1 }; S$ a) X; \% \
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 j6 [+ @2 `1 v1 Q( K- Z. {! s% N1 x
between the two but could break current games.
. e7 p, I# X% N3 m/ |* l/ k9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
q$ C7 K9 H5 u, {should not change player or HQ, even if not in play. These original HQs are used by the AI6 M4 ^" Y" v# {$ t. C1 E- D
routines so changing or deleting them can put the AI off. Changing other elements should
1 N8 X U, \- v8 J+ g8 @3 ]be okay.- k {, Z/ @: t" L2 S! R% V
2. Clarification to weapon filters for aircraft:
! l; Z; }9 J' Z" Y3 [PM_NAVAL_ATTACK 2 // used for naval attacks
5 Q$ E9 Q+ s, ]4 ?. w$ PPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 n& o0 T. _8 i' \! d! D5 b) \! g0 {
PM_LAND_ATTACK 8 // used for land (ground) attack
6 N5 |: Y4 T7 p8 m* R$ vPM_PORT_ATTACK 16 // used for port attack
T! ?& M$ Y4 nPM_AF_ATTACK 32 // used for AF attack
3 F8 k- l6 |# n% G4 uDropped any reference to secondary values for land and AF as they served no special use.- ?3 h3 [/ L r% H# b
Clarification changes: b. e: N' M8 Q" s+ e
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& a; u$ u# c0 ^/ Fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ }! L$ ]" m3 @% ]MONGOLIA(91) or TANNU_TUVA(92).; z* t0 m1 s9 f4 }9 r2 L
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 v3 W8 P( x; P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* Q% c. p2 P/ E$ @( bc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ E( A! H3 I+ D' Wafter Soviets are activated, but can’t move. C" z- X2 \+ R
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 F6 w2 m. h' X9 X
disbanded in port.
% R. T1 w K1 A; re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& e4 p( D) T. Z P& Q5 l- I
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |