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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖- o7 J' m8 b! a
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大量更新,详见列表:3 \* r& o% [2 f, E1 Y
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/ f9 l! x; _# V: jChange History:5 n8 W- Y3 x% I
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 Y# a( U' y3 C. W9 H1. Seventh Update – This release is a comprehensive release updating all previous9 Q9 q$ D$ z9 C6 o1 `$ n* S) S
versions to v1.01.17 beta, ~9 [. |0 Q1 U; `
2. Code Changes
3 o- ~) o h9 H ~" qFixed
3 J! n! z, o0 M# k0 ?/ f$ o1. Display of AF/Port icon between player saves based on player's intel
- m3 i7 {. s# {1 D- k2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# o! ]# w. B$ G: C6 l0 l5 gweapon list updated
0 f) ?# t& S: I- |# k8 a2 k2 A3. Reported cargo/troop safety values incorrect when no cargo/troop space
& t* F+ P5 T/ @/ a- Y4. Allow smaller 'reserve' space for small groups on ships
m0 O) I5 D2 F8 y0 Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent: [. z1 M% A1 K* n( w: Y7 w
6. Correct attacking plane count before final post-air combat
) i0 u6 m5 G# N$ S. M$ X7. Pilot promotion may have occured in error sometimes
5 @/ y/ p/ H7 H2 t: Y8. Raid detect message sometimes dropped of the combat report
* x2 P: I% Z ?8 p0 y! {. R3 E9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) m8 g2 E2 n1 ^" i$ ^. Igenerally; h9 t# ]4 |8 J' f1 g% r
10. Some pilot-leader connections were being corrupted
$ A! E7 T1 H: o% v. J( R1 l* {, A11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" |' J3 ^6 T2 ?! ^& s6 Gother move issues due to the incorrect indicator
/ c- K1 v7 k1 i% L5 v; ?12. Wrong ship sometimes reported in Ops report for TF movement which causes some
^8 l5 G6 \& V; ldamage
0 ]$ @8 a9 ?1 z* J$ j4 O) k$ V8 J! ^13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ s" b( n& P: {2 C8 c1 v6 r( Z, q- _/ G14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 Y: X9 |8 }2 L- y+ ~date sort
- Y" j4 q- ]# l& Y* E# j) W15. ASW groups not allowed to attack sometimes+ Z5 N0 {4 ]! f# x9 J8 _! C8 U" r( {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing3 X) P0 |, j6 f5 p+ _
HQ/LCU to jump to reinforcement queue5 i) G' K2 D4 T7 {9 u
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 i' e3 u8 j: V' S' _& c18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed" [; f* [$ @, z& x: _/ p# H) T
at start of AE but crept back in sometime during updates
) e, Q$ v# M1 t) i19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ {: d% R) x9 B9 N% E3 b( P1 q
fragment.& {) G) e m5 o) M
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 O" U8 m& |6 W7 D5 i% i
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 P$ V+ `8 X5 J" G2 c3 ?9 u$ Rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
2 p- O S6 s/ E1 M9 d3 zset6 p# `; O4 x* o7 ~+ G& x# u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 V( ^- a, B% K# b- E
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) p4 _6 ]( A4 P- R; `' }7 n4 b2 k
24. Bug caused F/FB to sometimes bomb at low altitude- z" Q2 S3 i; v; J, t! b/ x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 N* k7 O6 _' I* {( ?! v6 @occurring properly.; m, P* ^6 Q6 c& N
26. Bug in Industry 'failed' indication not showing properly sometimes
4 `& Q( s$ n. M. }4 _0 G27. Location check at scenario load to include small map sceanrios6 @$ T2 J/ l/ N- I& W* \3 p: G
28. Bug in air supply to fragments in a non-friendly base hex
+ ^: y; I% |- n) n) h. w29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
- _' i x7 M: c" M- kbeing set to homebase before execution of the mission – ie was returning to base( ^8 ~8 n) A: V1 E
immediately+ D# v7 q' l+ ]8 Y' k6 D
30. Error in Strategic map display3 n: D+ @' o! E
31. Additional and stockpile options were not turned off when base was captured
# ~8 |5 \# [" m X+ K) L32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) @7 s; @2 N, p' k/ _' @
mouse over: \" `/ B& j& v5 Z6 E6 B
33. Army experience being gained when not 100% prepared as per manual; changed to allow# [/ n% @- \7 a1 g4 ~
chance to gain experience if >75% prepare and < 50% national exp level
9 Q# a- m) A3 o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 H1 P# e7 g, G) n; {alleviate the incorrect experience gaining happening while in reinforcement queue# R) N* j: ]9 B; K; J( s1 R' Z) d0 s6 T
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
G8 [8 B* b! }7 {; B' Qcaused unit to jump “off-rail” and move overland' |; w* G+ r* Y* d
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 H/ P: Z# x. f/ J' q& O
37. Excessive accident messages on unload from TF reported6 J! q0 s: `" L% w N4 a6 V
38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 ], f% k9 x2 @# J% f
merged causing smaller size unit than expected
) D1 p3 K! l) \0 a39. Corrected possible TOE error in scenario data load for inactive units4 @! ?3 l1 k& Y' F+ o% z% Y) x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 |8 X+ Z& X! v1 F/ G$ N
however be allowed to do this.
6 o. ~9 H7 K0 n2 ?$ K41. Possible CTD if sinking ship's load was a group' w5 e$ C' W$ y6 Z. h( H
42. Limit the number of devices built from resources per unit during LCU replacements; this
: V+ ~! J: A$ n9 \was causing an over production for that turn! W4 Z4 x$ h5 C2 c; N) m3 p' ]
43. Retain day/night setting when creating group fragments( H. I- H0 [9 \- W
44. Adjusted supply and fuel values in base list not to overrun the space
$ u; Q& R8 z7 Q/ p4 g7 l' Z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. O8 H0 L' f, B, }, j# ]7 H/ v
added YMS to Sweep TF in line with manual and code L. Q' i% W! A2 }
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& F B3 R0 c$ e1 p* `& J! G8 A- trule relates to the abundance of manpower and is not covered by replacement pool. Normal* D: c- S1 ^4 d T* R1 B, }
rebuilding of destroyed units is not affected by this.
/ @6 a9 E5 v# d) i1 W# v47. Carrier capable and trained text not showing together on Group screen
5 B4 R* A9 K3 `; v48. Handle any blank re-name changes by ignoring them+ s- [6 E+ R" o7 t
49. Possible CTD when air fragments combine$ p2 X- }) R. _( \" f" K0 Y
50. Unloading TF can freeze a LCU onto a ship under some conditions8 D! l0 y$ N$ H! B
51. AI not behaving if main HQs missing (affects small map mainly)
. q1 W* p7 h2 _+ p* _- X: Q52. AI using AGC for normal land units – removed from TF if not needed
- D9 g2 k% q* h53. Soviet activation message not in Ops report: W% k! _. Y4 M; x# R/ k8 _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" G) }# A7 s6 [, g% H55. Clear Soviet air balance if not activated. Possible incorrect base switching
1 }/ \ g: b3 j; ]& J6 A56. Sub attack against docked TF not happening for port size <3
9 T/ X6 y3 J6 ] U9 }57. Unit type changing unexpectantly
) v" y# m& ~) A7 x58. Torpedo replacement on plane sometimes is missed
- n: |# T3 E+ }- O: R3 b59. Double handling of overstacked supply requirements
2 A' H5 `7 {- o9 B1 q3 d60. Fixed alternate weapons for port attacks
; a' n$ l' \' T0 N61. Corrected weapon system damage to show after combat on ships in port rather than wait till
% T/ v* \) i7 Y- G* I5 I$ O# asometimer in the ship repair cycle.& x! w- F4 }+ m5 B4 P0 @/ z: V
62. Ship tonnage over 32K could cause repairs to fail; m5 l f! `5 r" x& L
New
7 U) v* m! ~ S! E4 o; {" U# f1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& V( ?% V# Z) A4 z* z$ D( x1 Qport
2 W; n% a0 ]+ j( G2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.1 \: h& W% v7 g0 Q" h
Tenders not counted0 v( y* [* n. |
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; ^! y, Y8 g/ `# @0 p0 K' w
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; k6 f0 S9 @9 D, w
to remove damaged ships from TF
/ t$ _) C6 _4 O3 L2 x( w, q: H5. New filter for “non-building” devices in Industry pool screen2 v. [" ^- B% S9 |
6. New filter for “non-building” aircraft in Air Replacement pool screen0 A2 |4 i3 `( ?3 B- V' g- h5 \
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( n; H" C& o3 |2 Pmines (^) detected7 C3 Z( g' b! u) ?" J) p* y0 I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% s' a6 Y1 d" [/ T, \* q‘button6..’ image files, then these will be shown. If not, by default there are shown as1 y# Q7 ^; s/ l
standard parachute unit icons/ S6 f4 Z5 b& U* L7 r+ _5 Z5 Z2 y
9. Air/port damage and building is shown in base mouse over# O# C% f0 j, Z0 y# j; ]/ V
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
: N {4 o( ^% N S: _4 Z11. TF can be routed to stay within coastal hexes as much as possible
0 A+ R% W- b3 ~+ L. C12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& R Y* ~; z1 Q/ Y13. Added option on group and LCU reinforcement screen to turn off replacements
. `4 |- X+ v b* j+ f1 {14. Current base can get supply returned to it when reserve planes returned which were" o. N! Q$ _" Q) e' {4 m6 r# c8 s
originally supplied from another base
- y9 S4 h" q4 `* O15. Unit type filter on Troop Loading screen
i5 ~2 p3 I* X& ^, F3 G( {16. Report killed ground units if not in combat report" E7 x( G- c" P' v$ ?2 M! c0 t
Changed, z# t: b) S3 E* E
1. AF of 8+ have AV support doubled for purposes of determing support for air operations! f- {/ ~3 }4 {( m8 Y
(complements fix 18 above)
1 S( k4 F( \5 k5 Q; e2. Permanently increased pilot array to 70K
4 K" k: s; X' v/ ^, P1 t) z3. Increased number of air combat rounds are a factor of total aircraft involved; V4 R1 Q' F) s: H' Y
4. Allowed submap to submap movement if land connected for land units. Should have been
9 H) E1 M0 ~0 j2 h/ dso as per Andrew Brown
g/ P5 S- H- L5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 @: S4 ^- T2 Y- ]% ^) O& y. n
delay toggle instead
0 g1 r& ^2 z) N5 t' Z3 m5 \$ }6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 R$ l2 M" Y G/ g! qmaintenace a bit more
G, @" Q% ?, z0 t/ J Q# x7. Support device replacements won't decrease the overall experience of LCU units. This does
; |; _* t! |! ]1 G; nnot alter the overall EXP change due when any replacements are received.( v, k7 ]$ T8 x
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; n) t }4 {% l$ j$ N! [* obetween the two but could break current games.
6 Z3 X! s1 E0 a/ F) X9. Some LCU Prep points may be retained if unit is experienced4 g$ T- u; l4 e5 \+ f& O
Notes& X( v d0 d1 R# f, A
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario, N2 k- b3 V& Z/ N. y/ \
should not change player or HQ, even if not in play. These original HQs are used by the AI$ A+ D+ n- |' n P
routines so changing or deleting them can put the AI off. Changing other elements should! P' E) |* _) y
be okay.
0 P7 |# g" c2 v6 E e# P9 A1 F2. Clarification to weapon filters for aircraft:- ~4 `! T+ h& {+ E+ X
PM_NAVAL_ATTACK 2 // used for naval attacks- z$ C, ~6 n. u, e
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- V3 n( F: }1 p- d; c @( m
PM_LAND_ATTACK 8 // used for land (ground) attack& |1 f! a0 R. [0 H; f8 |
PM_PORT_ATTACK 16 // used for port attack. n! Y6 Q9 k; L) _2 x, O
PM_AF_ATTACK 32 // used for AF attack( [- b" R& ~0 j3 j
Dropped any reference to secondary values for land and AF as they served no special use.
/ ^% E+ ]# U( N0 i5 BClarification changes7 G q9 C/ a3 w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 I7 a4 b; m) P4 B0 C ?' e( q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 M& L: x d5 ^' n' YMONGOLIA(91) or TANNU_TUVA(92)., [$ S f V# k' y. x& ~
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases4 E @- y" b* [9 G
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 i+ _/ o- s" b" J, E( C1 [
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' @. g4 t" {: Y. o1 w# z0 z- G" T: pafter Soviets are activated, but can’t move; i& q2 X3 M% N$ o
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 k f* _ v% O$ c
disbanded in port.
5 D: s3 A+ L3 ^5 k' x& l$ Me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently o& K8 A* c1 J7 b1 \- y: K
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |