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http://www.matrixgames.com/forums/tm.asp?m=3185062' B( D6 v" s; A. B! y7 h, N+ w* a. n: U
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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:
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9 v. ]4 p5 }% uChange History:6 D3 ]2 P, ~1 `% Y1 q) f5 ?% k
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 G1 L/ |3 }4 D+ M1. Seventh Update – This release is a comprehensive release updating all previous9 a9 m. ^, ^4 P6 i. v
versions to v1.01.17 beta+ G; L$ E2 f% h% K
2. Code Changes
9 h3 N* D% z {( o+ `) JFixed9 f- v9 k: ~: g: q7 @
1. Display of AF/Port icon between player saves based on player's intel7 H5 G( n5 w, t
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ I, x- h( v: R" P0 c( A8 J+ T
weapon list updated1 V G2 W6 C6 P3 S& s
3. Reported cargo/troop safety values incorrect when no cargo/troop space- ~) ^% r) B) M) N
4. Allow smaller 'reserve' space for small groups on ships
" n3 C- u. B% k& B: {/ i1 Q5. Preserve some more data when swapping fragment and parent to prevent lost of parent
a% a" V' g6 g2 M6. Correct attacking plane count before final post-air combat; {9 a- ^6 z; V* Q8 {" M
7. Pilot promotion may have occured in error sometimes4 z2 F' O$ T" s$ H
8. Raid detect message sometimes dropped of the combat report3 P. G& N3 w6 U, X0 A% x+ f( z& I
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; W3 l, ?1 _' ^) o6 H. `
generally
* ~. W% T7 _' H* G9 I7 h8 E) R10. Some pilot-leader connections were being corrupted3 V$ P1 F f! p# S7 e2 j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 t4 F+ p: [7 a, `other move issues due to the incorrect indicator& z0 v. H0 a0 b: W
12. Wrong ship sometimes reported in Ops report for TF movement which causes some' H4 K- G: D, x8 W' b7 n
damage
% G$ p3 ?7 F) d" G# ]% _! f13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. d1 u0 I3 `8 s) d2 P2 }% v
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( P! ?2 l3 s% Z# w: Y# V
date sort. g) d! c, _3 f3 \9 ~; i
15. ASW groups not allowed to attack sometimes( ?9 b3 K0 ?& Q) d& C0 W' U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) j5 V1 I' r" S) P4 j, BHQ/LCU to jump to reinforcement queue
0 f' Z t( A6 Z+ D0 u5 G% j: M17. Bug in bomber intercept if too many rounds of fighter v fighter combat
# ~+ t2 u1 X! S: L3 B! {! X18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# w' H( L' x) G6 s1 ~at start of AE but crept back in sometime during updates7 k7 G% J4 c) M
19. Removed the fragment/parent swap during a TF unload as it could often orphan the- ~- v9 ]& m! u$ a
fragment.' l# U# c# e4 F2 D0 g
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade5 B# W) |6 W! Q5 {/ a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 q7 t7 H$ I* V/ k1 B8 ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- c7 O, q7 q* ~9 y; I) rset) o0 R# U7 A: }- ?+ ~: R
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 j4 W: f4 e# c23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' s8 @ O# Q* Y: B6 y% v* @
24. Bug caused F/FB to sometimes bomb at low altitude
1 b5 I' K4 u3 W$ S I9 I- G. F) E( b25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ `9 I: |7 | H0 s0 u$ T, ^ |
occurring properly.
; ^0 J# S3 `, l26. Bug in Industry 'failed' indication not showing properly sometimes
' H- D$ G( ]9 V* E5 e27. Location check at scenario load to include small map sceanrios
/ V. b' t, Z$ L. j28. Bug in air supply to fragments in a non-friendly base hex+ b" M; I2 ~/ w. F* y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" N+ }) B+ L v; dbeing set to homebase before execution of the mission – ie was returning to base# z0 k' w3 p- z5 c5 h2 X
immediately
- D; G3 G2 W% p; b" l30. Error in Strategic map display+ G1 Z' J d. R1 G9 |
31. Additional and stockpile options were not turned off when base was captured. _1 Q% h& S/ F. s D* w" g7 M
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 d! R+ R+ p0 Z$ Dmouse over
! R: i/ v, R* I7 Q$ x. C% [33. Army experience being gained when not 100% prepared as per manual; changed to allow; V. k) b6 q% G
chance to gain experience if >75% prepare and < 50% national exp level
2 `2 h/ f; s, c0 g$ Y ^0 z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: f& B' Y' }8 s3 n% m# ^) `# Z
alleviate the incorrect experience gaining happening while in reinforcement queue! i1 [5 x/ U- Z, \5 ]
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –$ W4 l, ]# `1 t$ y+ a# s; h
caused unit to jump “off-rail” and move overland
u. W( q# P; g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 d7 W! x+ m5 i2 J# G) |, s37. Excessive accident messages on unload from TF reported- H8 _( t6 D# ?3 X2 y6 F; m
38. Reworked editor sub-unit merging as some devices could drop off the unit list when% H. w* j. M( _& X4 O
merged causing smaller size unit than expected
% g- T, P$ Z* L. f39. Corrected possible TOE error in scenario data load for inactive units
, v7 |5 D: ]# v8 I0 H; ]40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 ]/ \+ Z/ n& W
however be allowed to do this.8 {2 ?0 R7 U4 u8 `
41. Possible CTD if sinking ship's load was a group5 S4 t# a2 |! |4 F
42. Limit the number of devices built from resources per unit during LCU replacements; this
5 U6 Y I: G# M* z' h9 Vwas causing an over production for that turn! ^ P( D" O# k3 r; R+ _
43. Retain day/night setting when creating group fragments
) J+ w: D6 M2 O0 H' U44. Adjusted supply and fuel values in base list not to overrun the space
3 B1 |1 I5 v# _45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& b8 I" S: s8 K0 Gadded YMS to Sweep TF in line with manual and code' I. e: p, z- `7 j0 q* z' {
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; e' U3 x- @% w; O0 Z+ srule relates to the abundance of manpower and is not covered by replacement pool. Normal- T& k/ c$ D6 y. Q/ [, H
rebuilding of destroyed units is not affected by this.
% s& y( r+ |: ?2 _; W4 J47. Carrier capable and trained text not showing together on Group screen9 O$ J, Q( ]- p! J* a( Z
48. Handle any blank re-name changes by ignoring them! O" p: h6 i4 ?3 P$ f( B$ R" S8 ^
49. Possible CTD when air fragments combine
' h3 P6 t0 D, ~50. Unloading TF can freeze a LCU onto a ship under some conditions
& c2 [$ t7 j, m+ i& y4 j5 L$ p51. AI not behaving if main HQs missing (affects small map mainly)* n4 Z! T4 {& Y% t) K# F
52. AI using AGC for normal land units – removed from TF if not needed3 a4 p# M+ J, o# P
53. Soviet activation message not in Ops report
0 a- y3 O/ o( }8 Q0 c' Q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ N2 t5 P$ H8 h+ f+ X55. Clear Soviet air balance if not activated. Possible incorrect base switching% M4 x8 P- N# {6 G, e6 D
56. Sub attack against docked TF not happening for port size <3 O6 r, b2 V: X0 I- B
57. Unit type changing unexpectantly3 ~+ S/ g! O+ L, G- n/ I
58. Torpedo replacement on plane sometimes is missed
9 g* k- b1 Z( ]+ h2 y( _59. Double handling of overstacked supply requirements# T1 u5 N; \5 f
60. Fixed alternate weapons for port attacks
( k/ M. _2 ^& N5 X61. Corrected weapon system damage to show after combat on ships in port rather than wait till
R! x x1 h$ vsometimer in the ship repair cycle.& H2 F) a- U* r+ U' m
62. Ship tonnage over 32K could cause repairs to fail2 }% m2 ?4 g9 G# @) _0 N
New
$ O1 q y6 F2 ~1 D( i! k1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. T' q9 C4 @6 I! E: ^( R% A
port7 Z9 v% O' \) u5 l( y O
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& x! G+ n* I b) P0 k E' \
Tenders not counted
& h1 K' I5 x# z4 ~3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 z8 U! A( Q8 d" q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method3 K% B5 I3 }$ f4 q
to remove damaged ships from TF# Y" F$ _ _9 ^/ l% M, @5 L+ F" b5 h8 A
5. New filter for “non-building” devices in Industry pool screen1 S) v% s# l; Y/ [& N8 M
6. New filter for “non-building” aircraft in Air Replacement pool screen
2 R& i8 J0 Z) ^: `. O& V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! z% U8 O. \+ E5 \+ J
mines (^) detected
) ]" V y" }$ x1 b3 `8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 \3 _- j5 z- l5 O* S& j) [& v, ~
‘button6..’ image files, then these will be shown. If not, by default there are shown as
; j2 e4 h2 ?. U) o8 X3 Cstandard parachute unit icons3 T7 ?6 x2 h+ F. [$ m4 g* w
9. Air/port damage and building is shown in base mouse over+ S% b* y5 P! X4 W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
* _( g1 W) z5 c1 O$ D# u, k11. TF can be routed to stay within coastal hexes as much as possible
! v3 _5 @7 _& Z& w12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ Y- @/ E" g- A" A13. Added option on group and LCU reinforcement screen to turn off replacements
- n& ?1 Y4 w+ C( s14. Current base can get supply returned to it when reserve planes returned which were7 R( v0 a$ \* U3 N7 L; t F
originally supplied from another base
$ d4 g" y% N9 X15. Unit type filter on Troop Loading screen( Z( H6 v; D9 k o) H; E: o
16. Report killed ground units if not in combat report
5 f# Z% c6 }, r( h; t$ y7 RChanged# x3 U/ o' z6 ]
1. AF of 8+ have AV support doubled for purposes of determing support for air operations! u& E7 c# z- e/ O' [ b
(complements fix 18 above), N: w) J E1 F4 z' y
2. Permanently increased pilot array to 70K( {1 X3 L! U" E a6 U
3. Increased number of air combat rounds are a factor of total aircraft involved
6 d* H" C: G% k- d4 D4 n. }/ c4. Allowed submap to submap movement if land connected for land units. Should have been
+ m# e! Y. H% V+ g5 Q3 D! mso as per Andrew Brown
. t5 g7 s0 K+ @0 X1 F5 i- I2 j5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 |; F- M% z$ p# U( y: Cdelay toggle instead
/ z2 L1 F# ^7 d# k6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 i. f* X8 F" [6 K- s
maintenace a bit more# D3 y1 k" V3 F- J
7. Support device replacements won't decrease the overall experience of LCU units. This does
- N, Q8 k4 C; H- ]8 Nnot alter the overall EXP change due when any replacements are received.1 d$ t0 A" E" c# Z/ l
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, l% c6 N& o$ I3 z9 b2 ^between the two but could break current games.6 `& c+ G0 F6 n! I: y. ~4 q# N! a
9. Some LCU Prep points may be retained if unit is experienced( |1 @9 U# X8 |9 {
Notes
4 R" [1 O/ |& ^' s. r1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) b, ?: a# {1 W fshould not change player or HQ, even if not in play. These original HQs are used by the AI
$ y3 ^$ b3 Q7 W9 b0 Wroutines so changing or deleting them can put the AI off. Changing other elements should
( | @# Y% ]! D( K; H' j' |% F3 Bbe okay.9 W5 d8 I) }* r. H8 J% m
2. Clarification to weapon filters for aircraft:7 s5 q8 U* f, r% F2 ]- x( e- }0 H
PM_NAVAL_ATTACK 2 // used for naval attacks3 Y$ r9 H4 ?. k4 c
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) C7 p2 W5 i/ ^* E4 `PM_LAND_ATTACK 8 // used for land (ground) attack' d/ F* ^/ ~6 k& P5 _
PM_PORT_ATTACK 16 // used for port attack
4 [& ?: [4 E" h9 lPM_AF_ATTACK 32 // used for AF attack" y M( _5 G" g7 u2 C5 B0 i; P
Dropped any reference to secondary values for land and AF as they served no special use.
# |- B! |* i0 `* t* UClarification changes
3 m2 i0 B) k* Z* U" }1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 n& P# }3 \/ o8 W! a3 k$ n6 Obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 d; k9 {& o' r3 U" ]4 bMONGOLIA(91) or TANNU_TUVA(92).
; B9 J7 p) g. A" v2 ?9 Z- @a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 S3 U( K: B( D' [2 T _! yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' P7 `* t" `/ F$ X2 F$ xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 w& c1 P- Z9 q. L; vafter Soviets are activated, but can’t move# q1 H6 h! m; o( \1 ^1 d
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ @: W( ?- p' \5 s9 F7 n+ k
disbanded in port.
; i. s! x; y+ K- k) u9 u3 T5 s" ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ }8 i! g8 v/ J5 x7 D3 J
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |