具体见. K$ @. G+ S( B0 C6 O3 H# |
/ n5 y2 t- n# o' y" _$ }$ ~6 shttp://www.matrixgames.com/forums/tm.asp?m=31850621 w% B) P% u" V: X6 w; O
: a" j# O5 q4 n- i: D. ~. u* k
已经共享到岛群QQ和本论坛置顶资源帖5 [: A1 a6 \& `) O5 U
$ D1 p$ F) k9 H% d1 l
大量更新,详见列表:: m7 T- g, K. Y- ?& I4 Y
3 ~ N! ^4 J) f' U6 x; }+ Q6 o
$ 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 |