具体见
5 w# F8 D! ~+ W. z- K$ {" L5 T
! T8 v$ ^' k$ q3 j }http://www.matrixgames.com/forums/tm.asp?m=3185062 W( ?3 Y4 O1 z1 |) J, V; H
5 p, O' }! n4 k9 y8 M$ V. S( N' I! n
已经共享到岛群QQ和本论坛置顶资源帖, [: G7 l" p: g
" l2 E. S0 ?; s/ o2 h大量更新,详见列表:' k- M9 @9 n0 f2 K0 n4 ]1 G
( p9 \; [0 Z; j1 s* D; ]2 r0 x
0 D3 C9 S7 W/ O; i! p! S3 q; G% _Change History:
' U8 l9 u0 N8 W. K. SV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: T9 L7 u, _% m4 O, e1. Seventh Update – This release is a comprehensive release updating all previous8 H n2 w7 J9 `6 ]. x
versions to v1.01.17 beta$ S7 r8 R" k0 q5 V. G+ n
2. Code Changes
; _) A( D( @. Y6 z1 X# [. }Fixed
) C7 y$ K" Z8 M2 C: O1. Display of AF/Port icon between player saves based on player's intel8 X$ z) m3 r3 |9 c7 `% `
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 l+ L- a+ Y9 l \- T" x! T
weapon list updated
% k" ~% o( m( e( G: i- p! `* Y( Y3. Reported cargo/troop safety values incorrect when no cargo/troop space
* T- i3 u- \7 W- f' L0 O# F4. Allow smaller 'reserve' space for small groups on ships& Z& ?- m Z0 N2 t/ t. Z% F
5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 l v/ ?& {/ h) a3 [8 S. u
6. Correct attacking plane count before final post-air combat
& _- s# r" ]% }2 n3 ]2 c, Z7. Pilot promotion may have occured in error sometimes4 [ O5 O( }0 q: c
8. Raid detect message sometimes dropped of the combat report3 X; i5 j6 _+ K b; m; P' e
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% N7 ^+ H& _% D1 K! Z9 L3 ]9 a
generally
0 ]$ {0 ~' A' p& s3 ^" l7 ]10. Some pilot-leader connections were being corrupted
- v$ m# j9 E1 B# O6 E11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" e8 Y0 X" V5 Vother move issues due to the incorrect indicator4 A; P( v4 f `; B( }3 l' A2 f
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# \2 M1 a9 L: o7 ^% F, W* Rdamage
) R" `3 R* e0 x; G13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
9 x, H! _$ U+ i7 t8 @2 {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' O$ K& R7 R$ v2 W3 j
date sort
0 y% N/ m# i% [( v15. ASW groups not allowed to attack sometimes( T6 I- ?6 D: v4 c/ t' B/ _ B: N
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' W0 d& x& ], ~* S
HQ/LCU to jump to reinforcement queue5 ?1 F- l$ F6 Y4 x3 @
17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 Q8 ]0 p& [6 M6 ?# s
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ U) ^6 T% O9 v( `
at start of AE but crept back in sometime during updates4 J" a+ e* e: `
19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 F* h; e& V8 k. u7 _; c1 a
fragment.
( C4 v! p( X" L; B5 W; m20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* [! Q; V$ B& u1 C7 K5 {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
1 J- o6 w% H8 U2 J. T0 Y( xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full' @ W, k, V% ]9 |$ @% ?8 t
set6 W% k$ C* h; v' b& j) y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 o! L2 |. }" x! j0 }( W( A7 Y23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( h$ e7 U9 D# ]- H/ O
24. Bug caused F/FB to sometimes bomb at low altitude) W- j6 c2 _5 v+ q" Y5 I6 r
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) l3 J6 i$ ?! E9 xoccurring properly., `% ^7 h1 @8 O, E o R. ^
26. Bug in Industry 'failed' indication not showing properly sometimes$ T) K6 |+ N6 ^; {$ ^
27. Location check at scenario load to include small map sceanrios/ F0 ^2 E7 x' s1 @
28. Bug in air supply to fragments in a non-friendly base hex& Q+ _5 R8 ?7 P' Z
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was2 y4 B; T8 B5 T, t
being set to homebase before execution of the mission – ie was returning to base7 [5 z% d' O: N! \6 M' [3 l
immediately
' C; _1 Z4 l1 r) ?( F) ^30. Error in Strategic map display
. _* {% i6 R2 h! m2 |8 ~31. Additional and stockpile options were not turned off when base was captured
1 u, q: G" d4 E5 b, e32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
]5 U8 v) _, n5 L0 {3 D- imouse over3 q6 L( o1 }( i0 X2 K
33. Army experience being gained when not 100% prepared as per manual; changed to allow. w x( J$ S2 z0 _8 V
chance to gain experience if >75% prepare and < 50% national exp level6 n! u* e' m1 H$ }, D8 P
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ N9 V2 i& g& j$ k" D( Talleviate the incorrect experience gaining happening while in reinforcement queue
: W' Q, h8 P2 y" _1 O& ^35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 D; q# T' \0 |, L! l2 a
caused unit to jump “off-rail” and move overland
( J0 w& W- g5 p* G- {36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- q2 z; E5 G# E8 \0 H0 \% O+ J- t
37. Excessive accident messages on unload from TF reported
7 @2 G3 J. B; b0 x7 G38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 L5 G% R! u% F7 q) Smerged causing smaller size unit than expected
. x* L- ]4 [$ q) W2 f8 j39. Corrected possible TOE error in scenario data load for inactive units0 ]- v7 t" e; E8 v5 e+ ]
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- u, N; ]1 A" r1 U7 \# Ehowever be allowed to do this.6 @) Y5 [. j2 a% X, P
41. Possible CTD if sinking ship's load was a group! U! i5 o' G. F% G6 _% o; O
42. Limit the number of devices built from resources per unit during LCU replacements; this
! T! C& F0 w2 j" a. Ewas causing an over production for that turn
& h; n/ f) L- T# Y43. Retain day/night setting when creating group fragments5 H6 a1 u! L7 e
44. Adjusted supply and fuel values in base list not to overrun the space5 }1 U. l! U$ a# G0 b
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 M/ l/ G+ }" l. \9 n. Sadded YMS to Sweep TF in line with manual and code9 n) T# @, n$ L
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ u. J4 n9 P: brule relates to the abundance of manpower and is not covered by replacement pool. Normal$ X b( o9 E4 D8 \! Y
rebuilding of destroyed units is not affected by this.
+ D3 \& D5 c- a' R$ `( y. f7 E47. Carrier capable and trained text not showing together on Group screen# F- j: u/ m) F5 x9 L4 U5 Z4 _8 ~
48. Handle any blank re-name changes by ignoring them
9 i7 G* f3 ~5 p49. Possible CTD when air fragments combine
2 j- q+ \+ m8 a: T1 \# z8 c% ^9 O50. Unloading TF can freeze a LCU onto a ship under some conditions' B; B8 h: u0 ?- p
51. AI not behaving if main HQs missing (affects small map mainly)" W) h1 k3 `* j$ r) o
52. AI using AGC for normal land units – removed from TF if not needed
+ Z8 {2 j3 F1 M- v53. Soviet activation message not in Ops report6 k) T2 n* Y2 D1 a5 _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. L, F( J; B/ [: E) o" q2 k
55. Clear Soviet air balance if not activated. Possible incorrect base switching
p9 T& J1 X6 M. v: A N56. Sub attack against docked TF not happening for port size <3
/ x( H* X/ i/ [; ]! u4 Z57. Unit type changing unexpectantly2 Y; i. B' `, U* L1 L: b
58. Torpedo replacement on plane sometimes is missed
) J/ g& k. F7 C& \% E$ b59. Double handling of overstacked supply requirements0 |/ |+ |# d8 \( e/ X
60. Fixed alternate weapons for port attacks
( y* l( ]; }% O$ m61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 F3 E+ P4 j2 c7 y: a) j
sometimer in the ship repair cycle.
9 F6 }" i( t; K( u3 w( M62. Ship tonnage over 32K could cause repairs to fail& z, `- q. G( [% e( }5 m! J4 U S
New. k) l1 \9 o' j4 T- z6 V% x( B1 R
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
+ |$ l3 j) \' H& Aport# x$ |3 B$ G2 ~7 t
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% m4 `1 m% u& `9 |Tenders not counted
. \& w8 N2 f( u8 L3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
4 b% W) g& n5 @, F2 I" |3 v5 k2 c4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) b, ^' M) Z2 m& ?9 F3 K& C1 `to remove damaged ships from TF/ q$ V3 V% }' d- S8 O
5. New filter for “non-building” devices in Industry pool screen
4 `& \+ L1 O8 s q6. New filter for “non-building” aircraft in Air Replacement pool screen. v6 c9 B8 e' y$ J
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy I9 {4 m O! c. |! U5 p
mines (^) detected
) d& Z) a1 r h3 M" f6 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# u5 i; z" h O
‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ m& P; o* V+ U @& E' h& @" w6 Hstandard parachute unit icons
. W, ~/ O) C, M+ C* ]9. Air/port damage and building is shown in base mouse over
* f9 g( f# h/ X: w! v0 M" g10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ i4 l- R1 w5 u5 H1 w0 y11. TF can be routed to stay within coastal hexes as much as possible' V, L4 n2 B7 h) _8 `% X& E1 B# N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 G3 O( ]# I& O+ @( t8 H13. Added option on group and LCU reinforcement screen to turn off replacements, o5 L* K3 |5 G9 N
14. Current base can get supply returned to it when reserve planes returned which were9 b1 w0 {3 I( I1 m7 K; `5 n6 w: {4 w
originally supplied from another base, r- r ]& n5 r8 J( p: ]4 a
15. Unit type filter on Troop Loading screen
& H* s e3 Y U7 m8 e3 w16. Report killed ground units if not in combat report
# M% j, S; A8 q1 OChanged; k1 j; z1 n6 {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 G% ]2 M. H; P$ Y9 w
(complements fix 18 above)
% H. H1 l/ v1 ]4 c8 q2. Permanently increased pilot array to 70K
. D. ?/ i: `* V: I) R3. Increased number of air combat rounds are a factor of total aircraft involved( U& Z& T& a7 }* V7 ]9 p
4. Allowed submap to submap movement if land connected for land units. Should have been- p7 C* ]2 w: _
so as per Andrew Brown
8 f4 Z- P7 A& Y/ `0 f9 }, a9 v3 h1 c5 Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. s5 I0 r5 y c: W/ B4 Zdelay toggle instead9 m! J9 z% F4 Z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the! I* h% G4 s2 }( m+ F
maintenace a bit more$ D8 U7 @/ @9 q- j+ i
7. Support device replacements won't decrease the overall experience of LCU units. This does
- Q4 d" y7 X6 E9 \6 U* b0 Knot alter the overall EXP change due when any replacements are received.
8 j4 z$ o1 H! Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- N- X3 Q: h* E8 Kbetween the two but could break current games.+ v6 b0 o3 y5 D2 P+ Z+ R8 ^7 B( F
9. Some LCU Prep points may be retained if unit is experienced
8 @! m+ F% o( tNotes
1 W1 j' R9 \4 p1 ]) B2 J1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. w9 m5 P- P( ?" s ~9 ~2 c! r9 N
should not change player or HQ, even if not in play. These original HQs are used by the AI( E7 Y7 r& y% L# ~; K8 _0 u4 I
routines so changing or deleting them can put the AI off. Changing other elements should V0 F: {4 s9 A8 S- d
be okay.; X0 K! c1 a2 L) U8 _+ w7 O
2. Clarification to weapon filters for aircraft:; |' V+ Z7 ^( R c( J7 [4 ^4 `
PM_NAVAL_ATTACK 2 // used for naval attacks$ B8 {, ~6 a5 z0 _8 F3 L: {2 W
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' U e: j, {& D, {) @
PM_LAND_ATTACK 8 // used for land (ground) attack
Q. O/ {4 T( s( F" H, R) b: {PM_PORT_ATTACK 16 // used for port attack- u3 L; Q; h3 y; M; Y& {
PM_AF_ATTACK 32 // used for AF attack
! i* F; K% o) z- @( GDropped any reference to secondary values for land and AF as they served no special use.0 _8 ]% X: Y- S' O0 H' u
Clarification changes
1 h2 w0 b; L7 x3 @+ g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 O2 F6 L& L+ _+ i4 X8 I2 \bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 e q6 E9 ?- [: M; ZMONGOLIA(91) or TANNU_TUVA(92).: g0 K- a9 X# w# O
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 E1 I5 p% n4 a/ l7 L; gb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( z- q3 q' h8 Oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 X5 y0 V" N$ B8 Y \8 H) W3 dafter Soviets are activated, but can’t move
0 H& W8 t" c% i* X& O" R$ H/ `# e; od. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ ^2 S! M* Q+ c' k9 v) d; v W, A6 Jdisbanded in port.$ [8 S- i! {4 H6 R2 W
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ e' @& e J2 h# g: ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |