具体见' o9 d' p T4 \, R; ^: h
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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2 L9 f8 b* G4 {9 J+ P: {( O1 c已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:- j* ]" T3 u* ]7 d8 N" D3 S
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$ f$ c5 \& Q3 j3 lChange History:; ]1 d! ?8 g! ?" v. h3 R# \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 M8 f6 @5 @3 E. i0 [
1. Seventh Update – This release is a comprehensive release updating all previous/ C2 g% i7 E+ U0 C
versions to v1.01.17 beta! p% p+ s6 X; L8 H: U( J7 } S2 D, N
2. Code Changes
5 s# N& e6 a/ R) }% [Fixed
7 B$ L0 |, ^6 `* t: z# N/ H1. Display of AF/Port icon between player saves based on player's intel
- |( R x$ P: G: ^& S& D; g2 q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ i) [# F3 @( ~
weapon list updated {& z3 S" H9 Z, L* }7 ^
3. Reported cargo/troop safety values incorrect when no cargo/troop space1 v* b0 R# G4 C+ `$ j* W4 V' D
4. Allow smaller 'reserve' space for small groups on ships2 @2 v: p2 x8 H, l
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 C+ t! _. `6 v, z6. Correct attacking plane count before final post-air combat8 `* R7 i$ | j! ~5 V
7. Pilot promotion may have occured in error sometimes
6 e5 M- K; |; ~. ]! i, R5 t8. Raid detect message sometimes dropped of the combat report: z/ Z' @( o5 v$ Z; R, A3 I- z9 ~# g' v' ], B
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 q: v8 P. {+ D) l! N' d* ]: ]
generally" d) n! \" d. B @0 _) p8 X
10. Some pilot-leader connections were being corrupted
: J$ ?) f- w- P. \ t2 T11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 h: r+ M1 q2 D$ M* ?% I8 M/ Vother move issues due to the incorrect indicator0 b, `; [/ S- r$ l/ _: V, {
12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 P; ]4 d, W: B+ o0 r+ A! w
damage
5 p; V# B) _. T6 }+ |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 w9 n% N2 ?3 P) j& y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* x! ?3 g0 d' ?9 F6 sdate sort* k8 s. d! m9 Z; B# P
15. ASW groups not allowed to attack sometimes
0 q) z% `/ c6 L- U+ I16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. k2 `4 F i: Z, WHQ/LCU to jump to reinforcement queue
# h+ B; t; ]( F& w( q3 a. [17. Bug in bomber intercept if too many rounds of fighter v fighter combat
# q6 A! P3 o; ~0 w7 ?& R18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 B3 j- a1 O8 H. `+ |. `
at start of AE but crept back in sometime during updates1 o1 A/ q" x s9 g8 m c5 E6 h* \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 u. q5 A/ { z8 l
fragment.
) |; H) H! r& H! l2 S* @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! J4 [! j; P% S; _2 o) e21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* X# ]: a. y2 r/ G$ b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 B2 V+ K+ d3 @3 G; o! P* z5 Kset
1 M' \0 L. [5 d; M! W' s( {. Z22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base2 f/ p7 C" t, N6 B: a
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& B- Z$ a; W" u8 \& F24. Bug caused F/FB to sometimes bomb at low altitude
" I- R! x0 U4 K7 Y8 U/ T25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* R* \% F! G% B& ?
occurring properly.
4 e: L( @2 S) z0 `26. Bug in Industry 'failed' indication not showing properly sometimes
5 ~' m, n0 g [9 f0 I+ j8 B9 J27. Location check at scenario load to include small map sceanrios& ^6 W4 R, U: J8 d2 B P q/ b
28. Bug in air supply to fragments in a non-friendly base hex
- {5 n% V3 y4 \29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 q. L: s, A* Z; h) a9 Z9 H7 Xbeing set to homebase before execution of the mission – ie was returning to base' c% X( o2 A0 R; M" l0 C& X
immediately
2 e+ Y! B3 J0 G( W1 [! W* q' D5 T30. Error in Strategic map display
$ I" z5 l$ p1 @% B) {$ p1 K* u7 r31. Additional and stockpile options were not turned off when base was captured# z% B3 O3 U& H5 k: F! }% r* W
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 \+ `7 H# N9 [8 W# l
mouse over
) ~5 ^. u o: m( {8 F33. Army experience being gained when not 100% prepared as per manual; changed to allow
- ~" X* Z+ u: [& achance to gain experience if >75% prepare and < 50% national exp level# D! B' e, ~! j: e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! X0 }5 a- `: ^5 c. f* g1 v$ H3 s
alleviate the incorrect experience gaining happening while in reinforcement queue
& e9 N. [* Q7 L$ a3 M# X3 x2 @35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* Y) ~0 W9 T2 h+ C$ r
caused unit to jump “off-rail” and move overland! J+ z- {- m2 e: W0 R' b/ z& Q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
. L6 Z( W, P6 }2 Y: F* w) J37. Excessive accident messages on unload from TF reported
' g: d7 X; v9 Q/ E! [3 r38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 p8 o0 D3 W1 d, L1 K
merged causing smaller size unit than expected, @7 D$ c9 @3 I: R0 R
39. Corrected possible TOE error in scenario data load for inactive units h4 A j+ P' Y! ]& l+ F1 U) g" \
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ W6 _1 D0 q0 ?# u. N4 h/ M: R; phowever be allowed to do this.) \2 I1 ?; A E s& v
41. Possible CTD if sinking ship's load was a group
! j5 Y) G% L" R9 L% P: J42. Limit the number of devices built from resources per unit during LCU replacements; this9 |0 Y$ C' Y* c) {" J6 E
was causing an over production for that turn
8 P- u% T+ K0 U- O43. Retain day/night setting when creating group fragments" y% a& G: c% f3 \' E! Y% U
44. Adjusted supply and fuel values in base list not to overrun the space' z6 q# h( v7 j
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" c( j0 \; ` B4 }( B
added YMS to Sweep TF in line with manual and code2 t% \% E4 ~9 K& _4 c/ U
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. o B) C) k1 |/ _* n. W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- v* K" S1 D& z, Q' \, m6 o: ~
rebuilding of destroyed units is not affected by this.0 |5 L$ x+ ~% \1 b: e+ x
47. Carrier capable and trained text not showing together on Group screen
- v z9 t- ^6 X48. Handle any blank re-name changes by ignoring them
( Y' e$ T1 l4 D49. Possible CTD when air fragments combine+ |) t ?+ |# V6 P) k* m8 I) X
50. Unloading TF can freeze a LCU onto a ship under some conditions) g: \% @7 r" ]8 {1 c6 m# D6 f/ ?
51. AI not behaving if main HQs missing (affects small map mainly), `4 w- U/ t4 _( @, M( @
52. AI using AGC for normal land units – removed from TF if not needed) `2 H$ i) l( }
53. Soviet activation message not in Ops report
: b* y) G. I+ K" C# J$ ^0 U54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 W2 K- I/ ~* t$ |, g0 v55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 [9 o- L, U* a1 [, M56. Sub attack against docked TF not happening for port size <3$ r: x) \. G9 }* x3 M {8 z
57. Unit type changing unexpectantly7 C, C) C9 U l9 _9 g
58. Torpedo replacement on plane sometimes is missed! Z, N( ?) A4 }9 l
59. Double handling of overstacked supply requirements8 e% o& x2 f/ k% K7 d
60. Fixed alternate weapons for port attacks
+ J, I" r. U( X. W+ R, ~( M6 ?5 D61. Corrected weapon system damage to show after combat on ships in port rather than wait till. S# N k! ]2 m3 P5 J
sometimer in the ship repair cycle.( I2 }/ S* k7 T% A
62. Ship tonnage over 32K could cause repairs to fail
) J: Z: Z1 ~! A+ o; f4 H4 CNew. p1 e1 ]4 p/ h# O
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the% K, B, H$ l1 M6 z% V9 A
port9 Q A- ^5 I4 k8 q0 {: E& O* w8 P
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 `5 N+ f% k$ X+ ^Tenders not counted
, ^9 U; ~) w6 @7 @' u6 Y$ L4 N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: F# C2 V8 K' ~; m, W4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
3 K% C0 Z9 f* F$ ?to remove damaged ships from TF
" m* \9 ^+ ]% P9 }- n5. New filter for “non-building” devices in Industry pool screen
8 ]& c9 J; ? _$ o# D1 q6. New filter for “non-building” aircraft in Air Replacement pool screen
8 c0 g& U+ {; `; d7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' X8 B; V: Q8 a8 c8 {2 Qmines (^) detected$ k& B* I; z- e; L, R
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 Z, S% M' a3 o" Z- X" x
‘button6..’ image files, then these will be shown. If not, by default there are shown as
' X4 `7 o2 ]6 Z/ nstandard parachute unit icons8 a4 B6 S# J: i5 u8 Y
9. Air/port damage and building is shown in base mouse over/ b2 x4 Z4 @# Q& q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on {, ~% s; ]9 I. Q# i
11. TF can be routed to stay within coastal hexes as much as possible
! j5 u0 g+ I V% `- L6 z. B12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" m6 T# T; Q2 Y! L! {. U13. Added option on group and LCU reinforcement screen to turn off replacements
. h2 b8 U1 |# J; f" \* w& C: Q14. Current base can get supply returned to it when reserve planes returned which were' W) W2 F1 `) C& u* `5 E. a; G* d
originally supplied from another base
6 c5 Y5 _! j4 {! t' t% }15. Unit type filter on Troop Loading screen
1 Q* u7 C! O4 a16. Report killed ground units if not in combat report
1 g0 o8 U1 o. p" `) E" x8 P3 VChanged
) }5 I7 ?# }! Y. k5 j: b1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ U! x( k+ \' i3 ?
(complements fix 18 above); Q" X& q! N$ \. W. Y- J4 A/ {" j
2. Permanently increased pilot array to 70K
# H1 x: |: M! O- \3. Increased number of air combat rounds are a factor of total aircraft involved
: m G; X8 \$ C; e3 d# x4. Allowed submap to submap movement if land connected for land units. Should have been6 G* w. p* m! |, ^/ F6 p: ^& c& ~
so as per Andrew Brown) k) l" L$ u2 [! N# @ s3 n
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. i" t/ l% a i5 D y
delay toggle instead6 }+ r* p5 _+ n& l. k2 }1 L
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. E0 C1 i7 J% a4 }. v1 i* n e
maintenace a bit more
* u' b* n! E9 }6 R7. Support device replacements won't decrease the overall experience of LCU units. This does1 o) ?: k9 @' v1 r' m7 ^
not alter the overall EXP change due when any replacements are received.' r5 q6 I' j( @$ I
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
) ~& \% m: G% _+ H+ |5 J7 r8 Qbetween the two but could break current games.
4 x; J" U# V @. z9. Some LCU Prep points may be retained if unit is experienced& S3 H, [- A. `$ S
Notes
0 w, S p7 e5 d' _, T2 N: G. ?1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( l6 B3 h) ?2 c
should not change player or HQ, even if not in play. These original HQs are used by the AI" H( `6 N1 H+ k, k
routines so changing or deleting them can put the AI off. Changing other elements should
. Q$ }1 {5 N6 ]3 N3 X8 P+ ]/ m- Jbe okay.9 j# e: U$ p; D! [, w
2. Clarification to weapon filters for aircraft:2 s. J1 G9 j6 h1 M: t3 h4 t9 `
PM_NAVAL_ATTACK 2 // used for naval attacks
3 p- N# c2 y$ t' D9 u& IPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& m' |1 u9 \9 H0 _
PM_LAND_ATTACK 8 // used for land (ground) attack
. ~ E/ I3 F6 a+ ?& E( e& P' w4 hPM_PORT_ATTACK 16 // used for port attack
* M; n, J- n, V( HPM_AF_ATTACK 32 // used for AF attack* x- V/ O( C: H# M! ?
Dropped any reference to secondary values for land and AF as they served no special use.
8 t5 H5 B2 |+ K, K6 yClarification changes
1 o* R& p8 P3 c3 X1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: A; c. p7 x" Z7 W# K: S& h) u
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 ` n p+ C" ^4 {MONGOLIA(91) or TANNU_TUVA(92).
7 p, h l/ T0 X3 T7 Q7 O' S7 C( ^a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; {* v- N0 n9 ]6 \, V Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 }# w: D3 o! N; |* n
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# e: i; `8 K/ [! T0 b0 C# ^after Soviets are activated, but can’t move
* P0 S& A, i+ l8 I- h& od. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
L0 a* Q% o% J* G3 ~! C7 }disbanded in port.6 w( z6 x0 n5 {5 I% q$ w4 x$ H" `/ K
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently1 p6 o4 O5 n+ S& l% y+ F+ n9 b
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |