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[AE] 最新AE第7个补丁更新至1126b

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/ n5 y2 t- n# o' y" _$ }$ ~6 shttp://www.matrixgames.com/forums/tm.asp?m=31850621 w% B) P% u" V: X6 w; O
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已经共享到岛群QQ和本论坛置顶资源帖5 [: A1 a6 \& `) O5 U
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大量更新,详见列表:: m7 T- g, K. Y- ?& I4 Y
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$ e3 h4 t* u- V' L& oChange History:% A' D+ K: P& z
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)4 `! F8 L& D2 F0 f  h9 G1 {
1. Seventh Update – This release is a comprehensive release updating all previous, y( f$ @! J  @% g8 n+ v+ ]2 y3 w
versions to v1.01.17 beta+ R/ h5 @( e: a% Z$ m
2. Code Changes: Z  @( b( l, Z5 w9 w( t5 r! z
Fixed
7 O; l- S- e. K1 z1. Display of AF/Port icon between player saves based on player's intel
, Y9 t" i+ s/ {+ d1 T2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when9 w+ O1 ^4 ?6 J' o
weapon list updated+ Q3 e2 O; m5 ]0 |
3. Reported cargo/troop safety values incorrect when no cargo/troop space6 C+ D$ k0 m+ u. F4 m
4. Allow smaller 'reserve' space for small groups on ships
! I5 T3 ^0 F# B4 A) G3 S4 s1 V  R5. Preserve some more data when swapping fragment and parent to prevent lost of parent& @6 n5 C  M! C3 |+ k" S9 H$ c
6. Correct attacking plane count before final post-air combat9 D" V& P% Z& M6 z# }5 l
7. Pilot promotion may have occured in error sometimes
& P0 Y% m1 J9 Y- a) u. s8. Raid detect message sometimes dropped of the combat report3 Z) N# @/ S: |/ m/ d
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% `( B$ S2 [/ b+ \& W- l
generally
* D- ]& j7 }% K& G; W10. Some pilot-leader connections were being corrupted
0 ^5 ?( n; y' n' q6 J6 y0 ^/ R11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 e6 x1 N7 F9 B- t+ C" o
other move issues due to the incorrect indicator
0 l& S9 o7 h7 f) z# x12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ m2 Z& d, ?; p7 S. r# [+ odamage7 y6 M5 s: a$ D2 p  A  |8 f4 {
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool* F0 o3 m, \3 E' f! N( ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% c/ i6 j. B& ]8 I' [
date sort
8 Z( J* ~7 i, ]8 p: S1 g: T15. ASW groups not allowed to attack sometimes2 D6 y7 e  V/ M( F
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 F$ F7 P9 V6 ?( }: M7 Q* J6 lHQ/LCU to jump to reinforcement queue, L* ?8 c! @& c5 X! B; `
17. Bug in bomber intercept if too many rounds of fighter v fighter combat- z. a" N! ^" s$ {( m9 T0 V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 @* G( H% f- Y$ U1 B+ |
at start of AE but crept back in sometime during updates
! a; L/ E# {3 k5 Z3 J. d4 u9 ^19. Removed the fragment/parent swap during a TF unload as it could often orphan the
  M1 E1 r# w5 q, t1 Hfragment.
7 l+ j. B% M) o0 G! E2 k* a20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade6 J. p$ ~8 F& h9 w9 v  i
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: {+ g! s* O8 W$ M& y$ I# n
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 I" s: _- E  i) [set
- {4 c1 j5 t/ L/ S% M- G7 m& \22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ U( g3 T! n: Z2 ]
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( [. o/ |3 y" G+ m7 f. `) E
24. Bug caused F/FB to sometimes bomb at low altitude
; Y! G5 s9 s& Q! z' r( A- ]9 f25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 i/ C9 N$ Q" }! _  s9 ?occurring properly.. d1 d' Y4 j4 J$ m" b5 `5 D0 ]) f/ `
26. Bug in Industry 'failed' indication not showing properly sometimes
4 }+ V, z2 ~0 ]7 x1 B27. Location check at scenario load to include small map sceanrios
- C& e9 v5 S- X. Y, o28. Bug in air supply to fragments in a non-friendly base hex% |9 Z% C1 c" e3 p  w. p0 X8 r
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, t( E9 ]4 w/ ~! ebeing set to homebase before execution of the mission – ie was returning to base
" O1 a* p8 x  ^6 fimmediately- T7 m. U: @) e, ~
30. Error in Strategic map display/ l; {7 V3 ]8 {6 ~
31. Additional and stockpile options were not turned off when base was captured0 x3 ]. A9 E7 G  {( ?! Y8 N# D
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ S( x% @: X" W' a9 C( {
mouse over
( i3 R$ _6 b3 M6 X5 I) U! F/ P& M33. Army experience being gained when not 100% prepared as per manual; changed to allow
) o$ m5 f3 J5 o" x: h+ Nchance to gain experience if >75% prepare and < 50% national exp level
* s7 X+ Q4 r) C7 x4 l34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 G3 B5 s/ t' S  j- calleviate the incorrect experience gaining happening while in reinforcement queue
" c. F* z' t! P# c35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ e4 k9 J1 ^+ ?! Vcaused unit to jump “off-rail” and move overland
" @. O. }. ?! o8 U8 S4 R$ I36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
8 q# D7 n! B1 m4 s1 n& w) o37. Excessive accident messages on unload from TF reported
+ b8 |/ P- E" ?8 ^, e38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 w9 s, P. |, o
merged causing smaller size unit than expected
8 `" b  y/ ?% N* I* G$ ]! L39. Corrected possible TOE error in scenario data load for inactive units
# S) ]. c: L6 }# `9 |' K) ^5 S40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can1 m! O6 h* }; [0 R" u7 `1 \8 I
however be allowed to do this.
4 ^& O6 {2 r: `7 m" A41. Possible CTD if sinking ship's load was a group
9 l5 ~! S; E3 ]) b42. Limit the number of devices built from resources per unit during LCU replacements; this8 j3 y' U2 R  Z1 @* i8 j6 x- _
was causing an over production for that turn
0 i: U( B3 X4 w, H: ~% Y43. Retain day/night setting when creating group fragments
3 P' m! H" {; o- }* W' K- y3 f44. Adjusted supply and fuel values in base list not to overrun the space5 T2 A' ^' N0 h% O+ T( N4 D8 ]& [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but# E6 f0 b0 b$ M7 |0 H3 n2 i
added YMS to Sweep TF in line with manual and code
5 A5 I/ n6 k: s( J2 V46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
: J' S& ^8 k$ A# h7 ^rule relates to the abundance of manpower and is not covered by replacement pool. Normal" f7 }8 [, V/ U) K9 b: J
rebuilding of destroyed units is not affected by this.
( c# B7 s+ T8 `& {' @0 s47. Carrier capable and trained text not showing together on Group screen$ ~7 \# C) _" ?4 y
48. Handle any blank re-name changes by ignoring them1 [3 j" f4 B% k
49. Possible CTD when air fragments combine1 a& `) K3 U- L! j' d( v
50. Unloading TF can freeze a LCU onto a ship under some conditions
' i7 O( Q" E8 M6 X; {! z51. AI not behaving if main HQs missing (affects small map mainly)
6 E9 ~5 H5 U$ N# A! U52. AI using AGC for normal land units – removed from TF if not needed; d' G! `6 g) u+ {
53. Soviet activation message not in Ops report, q) h0 H% z3 k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 i9 ~8 X3 A, X7 N. K3 C
55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 g7 j; k7 u- N  v+ C2 Y/ H/ h/ y56. Sub attack against docked TF not happening for port size <3
, J% n6 u1 @0 ^/ i5 c5 S9 D! I57. Unit type changing unexpectantly
% s) J; v9 J$ ?5 }4 I3 N( a- I) z58. Torpedo replacement on plane sometimes is missed( }! W* M5 Y- [8 ^6 b3 U5 c
59. Double handling of overstacked supply requirements/ k/ B" [& n4 y$ a8 h  f
60. Fixed alternate weapons for port attacks2 x( r: w( V, B( o, m- R; b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. v5 e$ M9 `+ d& C1 x
sometimer in the ship repair cycle.) C. @1 l/ `5 p( x9 k
62. Ship tonnage over 32K could cause repairs to fail2 u0 a; F- N. Y+ \1 f
New: B9 F: X" w! ?+ b. o$ i) d" V
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the% ?4 B1 f$ V: Y" J' h* Q! i
port+ p+ G; r4 d* H/ _( ~; s5 i! V7 j3 A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- v: u* J; a9 u( ITenders not counted. b6 C; F# I  B( \* B2 }+ H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 b; X3 P3 \# }/ T* C1 a6 t7 ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! `  s! Q( u# ^9 u$ w/ cto remove damaged ships from TF$ o, k' z2 w& X% I. V9 I2 a3 {3 u& B
5. New filter for “non-building” devices in Industry pool screen
. R6 X) i4 W  d2 Y6. New filter for “non-building” aircraft in Air Replacement pool screen  a: M8 g3 N! H* R# L
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
, s! [# X# j6 f! ~mines (^) detected" C8 [- G. P8 V4 e
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! M' V6 ~  Q% ?" Z% Q3 ^4 ~9 n6 {% e2 T
‘button6..’ image files, then these will be shown. If not, by default there are shown as
" S, |4 m; ?6 _: Xstandard parachute unit icons
, l% J2 o( x6 m: E4 ~: h# M  k9. Air/port damage and building is shown in base mouse over
, x7 c$ K5 n: b" F% F10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* {* M* D4 t+ E& ]
11. TF can be routed to stay within coastal hexes as much as possible, i& I. _8 R8 F% s
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- Y( S- O8 U& ^  k13. Added option on group and LCU reinforcement screen to turn off replacements0 u% K3 J5 C0 f' \. p& Q
14. Current base can get supply returned to it when reserve planes returned which were& u0 l3 I5 m/ G) o3 B/ A) y: G7 \, I
originally supplied from another base% ?" _( k% ?9 b% G) B/ a$ K# C9 ^3 y0 z
15. Unit type filter on Troop Loading screen
0 n8 Z3 Y# i* O& e- Y16. Report killed ground units if not in combat report0 }# r. q( _' N5 p
Changed
4 p* L, d/ y1 T/ B0 H' w1. AF of 8+ have AV support doubled for purposes of determing support for air operations( A! p/ c9 y9 T1 F  A
(complements fix 18 above)0 z/ D9 j' J/ l2 e, w
2. Permanently increased pilot array to 70K1 V% ^) \! Y0 k3 n0 L' R# x; u' Z  H& G
3. Increased number of air combat rounds are a factor of total aircraft involved! O! J$ V' _3 ?. H" c2 n
4. Allowed submap to submap movement if land connected for land units. Should have been5 o3 t: K- D7 j: `% n3 ]/ R& d
so as per Andrew Brown
6 e# Q1 E! _; w5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% C8 p- J) k) x1 W0 x+ J* sdelay toggle instead; B6 E' _! m$ L; c- M
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% l' i( `6 z" Z6 d& j2 V' [* o( |
maintenace a bit more9 }" D9 {) w7 c* s+ E0 H
7. Support device replacements won't decrease the overall experience of LCU units. This does
' V5 E& {2 |. |% \not alter the overall EXP change due when any replacements are received.5 ~; F. T9 c% J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
! X3 ~/ T  I- n: N0 G1 Hbetween the two but could break current games.
# d+ a0 x! Z" a$ X. M8 z) @9. Some LCU Prep points may be retained if unit is experienced' Z7 h7 `9 u* d; }
Notes
4 N, N- w7 a# |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
3 C( r. }9 a* \% e/ X7 W' [should not change player or HQ, even if not in play. These original HQs are used by the AI
( ^8 i) d( R& M1 E7 _# Mroutines so changing or deleting them can put the AI off. Changing other elements should/ i; X& P! w8 w
be okay.0 |: q- \, r. W, l/ f2 W% E
2. Clarification to weapon filters for aircraft:) c. `, B- e: C, H
PM_NAVAL_ATTACK 2 // used for naval attacks8 b7 n- a- l- P$ I& d  q( `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" h7 ?3 u( O% k/ ^* r% I  k8 CPM_LAND_ATTACK 8 // used for land (ground) attack' A2 M; o: q8 C* O7 k" H8 V
PM_PORT_ATTACK 16 // used for port attack/ l& t6 R9 v2 V- n" V9 v& B" v% S
PM_AF_ATTACK 32 // used for AF attack
$ L* j% u  ~. _* c* s/ aDropped any reference to secondary values for land and AF as they served no special use.
1 R2 b( V3 }5 _& s$ X4 dClarification changes
1 u, E% g( X3 r6 ~& y" \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 ]( |6 w- P* [
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),3 U5 [1 ?6 C2 T1 h$ \" @  L% i
MONGOLIA(91) or TANNU_TUVA(92)./ u* f& d7 H6 o4 N8 j% i3 I% S5 |/ x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: ^- v  T, h/ Y( D+ P6 G/ k8 x" T
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' p- W" e3 X0 r- T9 \" a
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ x4 {2 `8 a- h) w8 K( xafter Soviets are activated, but can’t move) e9 E( I  n5 L$ D; D/ \2 @8 w
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 P5 p5 z; |8 U; X  X6 fdisbanded in port.
8 f- H' {1 S+ {e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# v( s6 C4 B# t$ k, K( ?9 u) ?; Q7 Xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet
The most persistent sound which reverberates through man's history is the beating of war drums.
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 M" o7 H/ Z9 ?4 G! o7 Zmaintenace a bit more, O* r& o! R$ E6 M4 }6 P

: C3 L9 v1 h' ^, H! ~% K- }- A( y  u3 \+ `8 l6 G# u" ^

, [, m/ W) T  U  L维护难度对地勤的需求加大了,以日军中后期飞机的维护难度设置,经实测,继续杯具,三分之一趴窝在机场是常态。
The most persistent sound which reverberates through man's history is the beating of war drums.
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