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0 V' h5 u( e5 Y. I! Y h: r" L( }http://www.matrixgames.com/forums/tm.asp?m=3185062
+ {; U( L5 \& K
1 R5 |1 `" {9 @已经共享到岛群QQ和本论坛置顶资源帖
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* X2 b7 H% y" ]0 {大量更新,详见列表:9 e% H" c2 R0 c
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+ u; V6 n, [% L3 M% `Change History:
6 G& j' H' c4 _" ?: MV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 x- x9 O4 R! _( G
1. Seventh Update – This release is a comprehensive release updating all previous7 j& B: g+ k& a" k
versions to v1.01.17 beta
9 g' d5 _- c; ~# F: O2. Code Changes
8 r4 { O p3 i& j! BFixed5 a8 j5 m+ f2 G2 E; N0 V
1. Display of AF/Port icon between player saves based on player's intel* ]0 N0 i4 ~) J6 r d9 u0 {
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. v X: E- p& c8 ]- Aweapon list updated- x' `5 `6 j/ B% k4 f
3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ h0 z( v1 g5 N/ ? r' y4. Allow smaller 'reserve' space for small groups on ships$ {8 } b; M6 i' r2 M9 G
5. Preserve some more data when swapping fragment and parent to prevent lost of parent' e+ _& B. ^5 l* `# } u% A* }
6. Correct attacking plane count before final post-air combat5 J- M& M/ H7 w
7. Pilot promotion may have occured in error sometimes
2 M: p& v- J @6 _8. Raid detect message sometimes dropped of the combat report! j( r M; N% b7 M3 `: D' H
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
: F9 E( V! l5 o. z4 Q+ O6 @generally
9 d! [; F7 A2 a/ k10. Some pilot-leader connections were being corrupted3 T' o7 n, C5 x
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% K, f6 J! h0 Z0 Kother move issues due to the incorrect indicator
2 a& ]4 G$ R6 _12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- y* m! s6 ?: I( C- }damage
6 ]0 \: r7 v1 ?7 m b13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( _9 ]3 N9 d6 G" d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the# u6 w |% I H' i) e
date sort
$ X! I. y [; R4 b t( l5 ]15. ASW groups not allowed to attack sometimes
2 n& u4 J# ]( Q: C: q6 c) z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; \/ ^8 ]" i% O; _! O# k" O7 FHQ/LCU to jump to reinforcement queue
9 y: `% n3 G8 G0 G; O4 O17. Bug in bomber intercept if too many rounds of fighter v fighter combat: y' `+ F& \/ m- i* z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 D* c* p9 p1 m j/ [! nat start of AE but crept back in sometime during updates5 \* M# a e, _& G8 k
19. Removed the fragment/parent swap during a TF unload as it could often orphan the* ^; c, i& Q. [) k: D5 I! X
fragment.4 d" e3 y% A9 p e2 n3 J" i
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 C: [& ]% t q5 H* j
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# ?9 p6 P7 a2 J. A$ b& @/ ]short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: X8 O! `/ f) W' a
set. q! R- Z7 _+ R( n; x- ^ ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 t: G$ j; Z7 i
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& J- j+ u7 h8 x& [: A, [ v
24. Bug caused F/FB to sometimes bomb at low altitude' z; t1 `6 ~- H' t- i* s* H' Y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 d. N8 g' x( Q! A5 V# aoccurring properly.5 ]! n2 {7 }( A! ?5 B. }
26. Bug in Industry 'failed' indication not showing properly sometimes6 I# ?1 N: F: C8 z0 a1 j8 a9 ]$ j" J
27. Location check at scenario load to include small map sceanrios
$ j$ y8 E( g5 k' o0 M+ G3 O28. Bug in air supply to fragments in a non-friendly base hex
; z/ M. d5 M n29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 A0 C5 X; N4 W9 B+ j
being set to homebase before execution of the mission – ie was returning to base3 s" S0 K/ _7 s
immediately' R' C$ P% S/ j2 u" R8 P% y
30. Error in Strategic map display
' U8 J. b7 |. _9 A, G31. Additional and stockpile options were not turned off when base was captured
# W2 l# z0 G) I32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
/ f% V4 I5 k- s/ t; d9 e, hmouse over
, X* U: o# l5 v( E2 [- b' S33. Army experience being gained when not 100% prepared as per manual; changed to allow
* I* q1 P4 y& b2 Hchance to gain experience if >75% prepare and < 50% national exp level
+ L5 h7 j9 v4 }9 V! B& ]" J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: |9 o+ S! ?8 _4 R8 Y8 N9 c" dalleviate the incorrect experience gaining happening while in reinforcement queue
4 b; f! h% P: O. I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 F u. K' v9 [( Z. m
caused unit to jump “off-rail” and move overland3 ~% ^. h1 V5 ]& R1 J
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
M" T) R* j. _37. Excessive accident messages on unload from TF reported9 O- a7 y4 q& O, ]
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- M3 ?3 B7 N- j3 E3 N5 ^1 J; Jmerged causing smaller size unit than expected( Y( m8 ~2 ]$ x- y+ V. B. \" R# }8 ^
39. Corrected possible TOE error in scenario data load for inactive units# D2 A- a1 {% u
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can4 p( k) \/ h3 a# g6 T9 G
however be allowed to do this.7 k- O# B3 M" I0 t* @
41. Possible CTD if sinking ship's load was a group$ t/ D/ S5 j' O
42. Limit the number of devices built from resources per unit during LCU replacements; this
& Q" q9 @+ m# P% ]9 h: f- fwas causing an over production for that turn
) N/ h( Z( ?: g8 c+ Y9 F43. Retain day/night setting when creating group fragments8 Q& ~2 a5 F9 t m. S- @2 N, d
44. Adjusted supply and fuel values in base list not to overrun the space" h g# c& L! r( U, |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' A5 }8 ?. Q! ~- R \
added YMS to Sweep TF in line with manual and code) g# x: ~ ]$ y* P: a) Z- l+ P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- y% p5 X9 m' b1 z- W* u" N# p
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 V* U! c$ J$ i: s* f- B s0 ~2 O
rebuilding of destroyed units is not affected by this.4 \- X7 I7 h5 h( s, z/ A5 L
47. Carrier capable and trained text not showing together on Group screen0 M4 b1 P6 G, Q% A0 S& L
48. Handle any blank re-name changes by ignoring them d. `3 i' F0 T T7 d, |
49. Possible CTD when air fragments combine
: q' f- w$ j, p! C50. Unloading TF can freeze a LCU onto a ship under some conditions
' R. [; t; U8 k; x( G1 g5 ~51. AI not behaving if main HQs missing (affects small map mainly)
% q% }5 }- C! ?2 v9 B5 q% t* ]52. AI using AGC for normal land units – removed from TF if not needed {7 G1 V6 h. s, C# j4 d
53. Soviet activation message not in Ops report
+ m% y& f& ~+ ~, e4 X% \54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 W/ E! t6 n9 M" Q8 B1 O4 y9 g4 b
55. Clear Soviet air balance if not activated. Possible incorrect base switching0 A ~/ L- ^/ S" p
56. Sub attack against docked TF not happening for port size <3
& l' n$ v# r; w3 g. B; D* J57. Unit type changing unexpectantly* p6 k4 ?/ ]8 j" {" F3 R8 t
58. Torpedo replacement on plane sometimes is missed
7 y. }- b. S2 |9 C* D59. Double handling of overstacked supply requirements5 n: v8 X8 m5 [ k. J2 `
60. Fixed alternate weapons for port attacks
* \$ _% P0 B' h$ C$ X" l3 Q9 i+ |, D! [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# d- d$ c/ Q; V2 Dsometimer in the ship repair cycle.
U/ s# o U% `' b( ^( a62. Ship tonnage over 32K could cause repairs to fail2 Q, g Y! i* U' ]$ {. l
New
, W1 H O( a+ I& W; A% g8 i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 f( G# x& V% \; L& }6 |. Fport
% h7 A3 v0 c& v. ] I& w0 T9 R2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 B/ ^% r4 {6 v8 bTenders not counted2 @# k" E6 ]7 ]3 y; f
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, P/ i# m; g: B3 O4 R2 V
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
3 @- `. v( m# k* t8 oto remove damaged ships from TF) E& h, {; V/ `. i7 ]+ s e5 `: T
5. New filter for “non-building” devices in Industry pool screen1 k0 N/ [0 Z) M3 |; k" K7 U
6. New filter for “non-building” aircraft in Air Replacement pool screen
: V j: B$ f" k7 R3 m7 S( \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 `5 H- i% p" ^mines (^) detected
: i7 x- O" k, V1 q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% a7 a) P$ k/ M) ^4 ]$ z# L" l
‘button6..’ image files, then these will be shown. If not, by default there are shown as& M q! e3 Z ?5 C8 b$ p( M# x7 l
standard parachute unit icons
: ]) ]. x3 Q* T9. Air/port damage and building is shown in base mouse over
( E! y4 c4 z/ U z8 j10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 Z; k1 ?, |( C) s
11. TF can be routed to stay within coastal hexes as much as possible4 F! w5 [+ x8 U1 J7 ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 10 B5 i/ C+ C! ~9 Y! r D
13. Added option on group and LCU reinforcement screen to turn off replacements0 z+ k* |, D. F' \: @. d
14. Current base can get supply returned to it when reserve planes returned which were% [1 [, j4 t7 k
originally supplied from another base
& @+ G6 s/ n: u5 H15. Unit type filter on Troop Loading screen, M, y, s5 [1 L! U$ H. g2 v* i
16. Report killed ground units if not in combat report# ?2 [# g3 z6 W
Changed7 }7 |5 U% b$ E8 @
1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 @- P+ j/ |0 ?9 ` ^
(complements fix 18 above)
; N5 K2 E p" S" s2 i2. Permanently increased pilot array to 70K3 g. ], g0 t8 N- n" L a
3. Increased number of air combat rounds are a factor of total aircraft involved2 ` o2 ^! r: w w; j& i
4. Allowed submap to submap movement if land connected for land units. Should have been
4 I: f& H% B) Vso as per Andrew Brown
( w6 [; S3 |, ~, |% W5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ b; ]: |3 B/ ~. \7 Ydelay toggle instead
" Z$ X& W" H3 `" j! h" h6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, _1 U) |* T5 Q% ?+ t
maintenace a bit more
3 ^0 Z2 x7 s2 P# R Q# u7. Support device replacements won't decrease the overall experience of LCU units. This does
" o8 C1 L% q2 onot alter the overall EXP change due when any replacements are received.9 r% q3 A( z/ p4 i" |
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 ~. r4 Q% C! t9 p! C. \between the two but could break current games.
) ~( p4 A$ X# D5 s9. Some LCU Prep points may be retained if unit is experienced
z/ C, `8 }7 Z3 D) Q7 WNotes* X( V1 b& |) W+ B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# W. O/ ~4 p8 F( B* k2 ]& Mshould not change player or HQ, even if not in play. These original HQs are used by the AI- p. A u. C4 Y: B0 h5 U) o4 t6 j
routines so changing or deleting them can put the AI off. Changing other elements should
! g$ ~5 ?) k$ u& O `be okay.
0 F6 C8 ]$ v9 V) B% c, q2. Clarification to weapon filters for aircraft:
' \; W+ T, x1 q$ u* dPM_NAVAL_ATTACK 2 // used for naval attacks' o! D1 ?7 E9 Z
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ v' X6 P) s8 i8 N$ e& c
PM_LAND_ATTACK 8 // used for land (ground) attack5 [: V- e5 ]& ?, G: w8 _( V
PM_PORT_ATTACK 16 // used for port attack" s- [3 ]7 v0 b' T9 H4 Z
PM_AF_ATTACK 32 // used for AF attack
. O, p' ~: k8 |8 Q0 x) {9 FDropped any reference to secondary values for land and AF as they served no special use.
: c# A2 Z3 l- b m" ~Clarification changes
- I3 ^+ D3 m d& Y+ o7 U# j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, l# }8 a9 {: O. b1 d. Ybases are those defined as having an original Soviet hex ownership of SOV_UNION (90),9 I& Y$ Z% E( D
MONGOLIA(91) or TANNU_TUVA(92).: O$ C& G3 o1 }: W1 ?
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 {( ~* A) p! e8 R1 d$ `1 P' y* d$ S V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; K4 F7 |: R6 ?! Z7 @) G
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) P- Z- F, X }: k+ [4 L& I8 j) oafter Soviets are activated, but can’t move' w0 N" w0 T9 R# j4 Q; J
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; ]+ A% n: @, `5 p5 I/ u5 a
disbanded in port.
& N) {8 F- {+ q2 y8 v4 ~4 r9 Ue. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) c' o$ a! A6 S7 d3 g9 ]( Vf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |