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http://www.matrixgames.com/forums/tm.asp?m=3185062* z+ J( m2 j7 n- J6 y
) @9 _ V2 ]4 F2 L. r( ^2 v; Z已经共享到岛群QQ和本论坛置顶资源帖. o2 ^, x5 a2 T# Y- w& a2 t) @( {
( T) M2 ]0 i- V+ U; O3 x大量更新,详见列表:
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+ k. W) E! G5 [ R( x8 jChange History:
: D9 w, D6 Q+ V6 ~7 ZV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ L( W4 M" n% G0 w- O/ U7 P8 m
1. Seventh Update – This release is a comprehensive release updating all previous6 A7 N2 @3 | ? l. z! J' v% {
versions to v1.01.17 beta
. P$ m8 O, W' X+ s, C: M2. Code Changes
' m1 Q4 @4 o6 oFixed/ U+ m; F# H8 T" u5 O( r
1. Display of AF/Port icon between player saves based on player's intel
; N, ]$ [$ E/ x& F0 d2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 ]* ~& C; T$ @9 vweapon list updated8 l7 `8 j( v9 x" w- }
3. Reported cargo/troop safety values incorrect when no cargo/troop space
$ N+ t: b- D/ V8 I4. Allow smaller 'reserve' space for small groups on ships
2 f9 J% ?, |; ~ ^5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 F0 d6 U3 p4 I0 C) t* T2 V; J
6. Correct attacking plane count before final post-air combat( D0 G$ \, c. m% z5 \2 }, G: j
7. Pilot promotion may have occured in error sometimes
) k8 a8 t/ M2 p1 Z! c$ V# v$ _5 F8. Raid detect message sometimes dropped of the combat report$ \' y) a. a& f- _ s- I
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ J- P8 c$ R* u
generally0 d- Q5 _! b8 o# [
10. Some pilot-leader connections were being corrupted' U# ]7 c, n& b3 e
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 Q; e8 T& \) z
other move issues due to the incorrect indicator- T3 ?/ l. q9 @1 q' R z2 P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, P, h1 w$ [/ @% F/ L# g, r! jdamage+ x. ~6 H9 l( Z, D# D! c5 P+ | k
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ r/ P9 k2 A' Y* _. p { L: k0 u
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! k' i0 l: {. [; d
date sort- [; n( y v. r# D" }/ g
15. ASW groups not allowed to attack sometimes% [! |+ G: {4 i5 v, Y, k
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
1 j; M% h& J5 A' l. g/ ^, b/ Z- yHQ/LCU to jump to reinforcement queue
6 c/ j! p' g) N9 J* n; t( y17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 |# K/ w% d! @) z. b
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
0 K0 O( `, W2 E) E0 }, X& [) ?at start of AE but crept back in sometime during updates# y% ]/ k( j8 t* ]
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; J# a; m" T* v% }0 u( wfragment.
- y% |& ?; J Q* x( G, Y5 v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ b ]" f5 c5 V! s, W2 e1 Y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 k* P% N# _& B9 E2 d4 R; B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- A/ C. G( B! o1 S( Kset
! H1 l2 r% f1 n! k a# `8 [22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- L" L" S! Z' q' c
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 u) p" P# _/ T8 o7 E* ~
24. Bug caused F/FB to sometimes bomb at low altitude+ f( d* l. r6 E) o% k# J# b k
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
: Y2 P; Y: l) ~# i+ r+ N4 E6 {, Moccurring properly.1 |4 M7 ^ p5 w7 T2 N+ u( L
26. Bug in Industry 'failed' indication not showing properly sometimes
" i" y7 a' H. ~6 A: h1 }) _0 _& ]: k27. Location check at scenario load to include small map sceanrios% [+ J! d- e* g% h4 ^; S& n
28. Bug in air supply to fragments in a non-friendly base hex
0 i- e( Q7 Y: M4 h5 M5 L/ z5 Y2 i29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, E7 ^( A8 F0 p2 M1 v+ F' nbeing set to homebase before execution of the mission – ie was returning to base
5 R0 h$ ^- }) d+ [immediately
: n% T- X8 s/ W- v) ]30. Error in Strategic map display
, Q4 G; R3 w7 y+ V' B/ w2 h31. Additional and stockpile options were not turned off when base was captured0 q0 n6 O7 K- R; ?2 ~& B
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
7 ]- u3 N3 C2 h8 i+ kmouse over
; e3 j9 V9 h2 m- e# g+ P3 _33. Army experience being gained when not 100% prepared as per manual; changed to allow; I8 Y; G% w% `- ^* K) J4 c" O1 ^ o
chance to gain experience if >75% prepare and < 50% national exp level, T; O; R" X! ?' `+ e2 U d
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to u) P' d/ { a5 ?% P6 ?7 T: u
alleviate the incorrect experience gaining happening while in reinforcement queue
' X$ G0 P; ^5 o35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
P9 q4 w$ m. S' b5 vcaused unit to jump “off-rail” and move overland
$ C7 h% }( M d- N7 o& l36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 r( a& x( i7 _& \# ~& e' @% z
37. Excessive accident messages on unload from TF reported
& ^5 I& ?2 r3 [+ n9 G6 W6 r. D38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 a; v) |0 @: g2 @ S+ k1 s/ s
merged causing smaller size unit than expected. D* g. A* w8 y! w& r
39. Corrected possible TOE error in scenario data load for inactive units
1 M0 E0 C, ]. v& v40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, w8 l5 \* T5 M2 |. G" F4 e" r
however be allowed to do this.% d( p9 K2 ~5 h) E* D3 ]) L( u
41. Possible CTD if sinking ship's load was a group- W9 B: e% I F+ l L' ]
42. Limit the number of devices built from resources per unit during LCU replacements; this
: }; F6 @2 b' Mwas causing an over production for that turn
( b$ F) w, y4 c& d$ K43. Retain day/night setting when creating group fragments
7 Z) A8 w4 y0 [7 ~ f9 [/ [44. Adjusted supply and fuel values in base list not to overrun the space
, {5 J+ j' Z* F- G! d45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& B* u1 G3 ]( R, w2 |7 V3 J9 N" madded YMS to Sweep TF in line with manual and code
/ }, Y: U- Q% y, y* x46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- ]+ S1 ]" [+ a- T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal5 ~6 @& n2 Q2 Q
rebuilding of destroyed units is not affected by this./ j3 V7 w2 r) n; B( a, W+ _8 r4 }& w- L
47. Carrier capable and trained text not showing together on Group screen
% | f+ z- }7 j0 x5 x48. Handle any blank re-name changes by ignoring them- P% m1 R2 U- d; I6 H1 s8 ]
49. Possible CTD when air fragments combine
6 W# R$ r! |+ r* _7 d* M* {& g! T50. Unloading TF can freeze a LCU onto a ship under some conditions
& J. ]( k1 _7 f6 k+ `$ b6 X) R* d51. AI not behaving if main HQs missing (affects small map mainly)
2 d- g' ]# v {52. AI using AGC for normal land units – removed from TF if not needed& S. D7 _# S, M* F7 h4 I3 o
53. Soviet activation message not in Ops report6 f9 { `) `. L% G) K7 ]7 _/ z9 g
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; D% B7 ]: i) z! c. \! b2 {- k55. Clear Soviet air balance if not activated. Possible incorrect base switching# j4 [2 X+ S, z4 a+ i' c: R
56. Sub attack against docked TF not happening for port size <3, p5 W( C$ \9 d+ ?$ y" Z- q
57. Unit type changing unexpectantly
9 J# j6 h, c* O' A* C; r58. Torpedo replacement on plane sometimes is missed
2 c3 M/ N4 t/ c! K0 n. D5 T* e59. Double handling of overstacked supply requirements
0 d# a6 G. ~3 W: E# X0 v; K' w60. Fixed alternate weapons for port attacks
3 R4 R: _# L' N4 Z61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 Q) Z! N" D# V) K$ T% @
sometimer in the ship repair cycle.4 W" q! P# ^5 I* m
62. Ship tonnage over 32K could cause repairs to fail
& V9 }7 X( k( d, d2 m( B. N, _New! @9 l4 ~3 Z4 D. H- _! v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; i9 X# Y# }2 ?. _* I6 |$ B/ i
port) y, C3 Z* v2 |* K6 F
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
7 i& n; j3 ?) \' B3 [% J$ L9 bTenders not counted$ `, c8 X( v/ G/ X" W
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 L2 c1 z; G f- K i5 `9 O
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
+ a9 @7 b$ R! v; e: F4 j5 Oto remove damaged ships from TF! s& a5 e* L! ?+ ^# \
5. New filter for “non-building” devices in Industry pool screen; l3 E8 Y9 [, n2 ^, P1 a
6. New filter for “non-building” aircraft in Air Replacement pool screen
6 A* O% ^* v4 S7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 u: y/ {% B" |0 Bmines (^) detected
) t8 T4 m& h6 J8 a/ z& E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
: [& ~) P: H$ {5 y' u* ^! X‘button6..’ image files, then these will be shown. If not, by default there are shown as- [2 }# ~- J& c
standard parachute unit icons: L& a, ]9 v8 q5 j
9. Air/port damage and building is shown in base mouse over0 Z: o8 M! w' `( ]
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 B+ {/ b* e$ [# s/ P0 |( f
11. TF can be routed to stay within coastal hexes as much as possible
5 v7 D6 K S( P$ P! M, W12. On Top Pilot screen show the 'ace' cut-off value if more than 1% J! D, ^8 s: q" w1 H
13. Added option on group and LCU reinforcement screen to turn off replacements
" v1 D: F! }* `9 }0 @( k. z4 W14. Current base can get supply returned to it when reserve planes returned which were0 K" C1 a' f& a/ I
originally supplied from another base; z" v# B5 E3 ?. C+ f) H( [# k6 ?
15. Unit type filter on Troop Loading screen8 f; M1 E: m8 ^
16. Report killed ground units if not in combat report2 C; _$ t+ H0 q, G1 [
Changed" o6 H; r7 x. W) M5 f* ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations* T+ `& g' T$ @0 H9 z: k
(complements fix 18 above)
& q& d- ?% Q9 X( h9 @2. Permanently increased pilot array to 70K
( y( @# U2 ?) w0 h1 z: |3. Increased number of air combat rounds are a factor of total aircraft involved; L& O8 z% Q( C7 P6 f
4. Allowed submap to submap movement if land connected for land units. Should have been9 @" \9 G' Q1 r! k( z# Z
so as per Andrew Brown
9 U, u' b1 H+ j9 B- Z# ~5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% D" i. H2 }0 Q- G! g( ?
delay toggle instead/ g' {$ D$ S( O, S; _& m
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 M' x. ^# `6 Y; J1 a- A# Kmaintenace a bit more' {; N3 Z; D! y) Y
7. Support device replacements won't decrease the overall experience of LCU units. This does
* m; R2 P- i9 d8 \not alter the overall EXP change due when any replacements are received.
+ [$ O+ r8 c7 ]7 c+ C# C5 P' q( |8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" i, \# Q. R1 E8 ~) G4 qbetween the two but could break current games.* d h1 R+ P) p, G6 |
9. Some LCU Prep points may be retained if unit is experienced9 r- K3 F/ d% a0 w% }) b' l
Notes
. m( A/ C1 c( [- z8 I, p3 `# Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario5 \% M% v6 C5 j( L9 n& C/ Q' E. t! O
should not change player or HQ, even if not in play. These original HQs are used by the AI
$ Q4 N0 c F) l8 T. hroutines so changing or deleting them can put the AI off. Changing other elements should
' D+ O; r$ b% Q' @- H5 [& a; gbe okay.' `, @$ x1 t( X8 _ ]3 O0 K- ?
2. Clarification to weapon filters for aircraft:/ R! z% `0 o9 ^! a- m/ a, A" l) D
PM_NAVAL_ATTACK 2 // used for naval attacks
) A: q( D1 _1 J1 n2 x4 cPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 |! l- K( Q3 J7 pPM_LAND_ATTACK 8 // used for land (ground) attack
# N7 c+ J% c( {% Q$ W# fPM_PORT_ATTACK 16 // used for port attack! a4 Q7 u* [/ ?: ]) y# C" o6 @
PM_AF_ATTACK 32 // used for AF attack
; P8 }% M' A, k0 g% G" XDropped any reference to secondary values for land and AF as they served no special use.! F. }3 ^: }0 y
Clarification changes
+ Y3 e7 h/ s% j+ g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& x( y) U$ g8 _bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 A5 i; ^. }0 h# G( L
MONGOLIA(91) or TANNU_TUVA(92).
* m( f# D* b* Y$ Ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 t0 s: i, w! h! }( r; v' f3 t/ ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) s5 _; y+ g2 N) y2 w
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 C( |' P; t1 }9 |# Mafter Soviets are activated, but can’t move* b# Y; m/ s1 |( G$ z+ \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; w0 ~+ V, ^. T) A0 z6 s) i% Q
disbanded in port.) G# J5 I0 x9 g2 l; ^ b4 z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, x% \' \. n9 t
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |