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http://www.matrixgames.com/forums/tm.asp?m=3185062
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5 i; x: A; F: k. j8 G- w9 v9 B4 K大量更新,详见列表:
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# c5 S/ o" a$ K2 W9 CChange History:
2 Y0 N- P. s1 }) S! WV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 H: A5 \: i _6 {' R
1. Seventh Update – This release is a comprehensive release updating all previous. p) e6 X0 ^6 m$ u
versions to v1.01.17 beta8 g8 H' K) y2 b' v7 E
2. Code Changes
' @% o. B( \6 I' J, C" x: l7 gFixed: M8 Y' Y6 N5 |1 y- W; h# M
1. Display of AF/Port icon between player saves based on player's intel# Q- f9 ~3 K( D: [7 g8 p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ B5 p- B6 h% A& [! x, a3 j% xweapon list updated3 ?5 }, K6 j$ A$ \1 B
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# r: F" T6 U- m" \! o2 O2 R4. Allow smaller 'reserve' space for small groups on ships( I! g/ q% S, {- Z9 Z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ w6 a9 e* ?" P& H. D4 R
6. Correct attacking plane count before final post-air combat6 z$ o5 l; E* O$ v" J1 ]& L$ A
7. Pilot promotion may have occured in error sometimes; l& X' w6 P; }$ b
8. Raid detect message sometimes dropped of the combat report
. R8 Y+ ?" F# N9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 V) c d9 E* m9 |) u
generally
, s% s+ J1 u% f4 r1 e, T$ F+ D10. Some pilot-leader connections were being corrupted
- j" f9 d, c3 A7 g11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% s) [. o& O$ y: u Xother move issues due to the incorrect indicator: w) H& }% G' M3 S" w
12. Wrong ship sometimes reported in Ops report for TF movement which causes some' M& T& Y- ^: ]' b% f
damage
, z( ?3 N( k4 k+ v. b, Y13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, Z7 D3 X1 ~9 B( H6 L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& |3 S% m8 K. e' u! ]+ ?. w& ~
date sort! \ O4 w5 a& J/ w9 }, L" ~
15. ASW groups not allowed to attack sometimes: |$ G ]- Z( |8 ~" J3 ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, B2 s R1 _ {7 }7 ~( LHQ/LCU to jump to reinforcement queue* e8 y5 o3 k* y" {) M& p# v
17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ g1 W. V1 f" G7 f+ `) I9 B
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: q4 ^) {. j6 mat start of AE but crept back in sometime during updates
# I. Q5 O$ A3 h/ J8 b19. Removed the fragment/parent swap during a TF unload as it could often orphan the' ?0 v. H2 S, x6 I
fragment.2 k+ s& e/ D4 `: e7 ]$ b! ]. A+ q! m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- B- G I4 n) W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 i" C! N- M+ L% L6 ]' B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full- B4 F* k4 p" I
set
. T, F1 k6 \+ U+ \. @" l$ Y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ I: V2 d/ W% A& n23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 m8 F& s# Q# b; d8 w0 X% a' [# U
24. Bug caused F/FB to sometimes bomb at low altitude
' j2 j' ` a; o8 o6 v5 f* {25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 T: {1 I6 |# I/ U+ `7 L/ K4 E
occurring properly.
! f8 t& s/ }. }3 _. m26. Bug in Industry 'failed' indication not showing properly sometimes1 f- j* l# T/ i! |' J; ^# U
27. Location check at scenario load to include small map sceanrios( e$ ]4 \6 c2 C2 F/ y* b5 D! W
28. Bug in air supply to fragments in a non-friendly base hex
2 Z6 |7 H6 M* S" u: X29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! Y }) l4 j# w7 m* M
being set to homebase before execution of the mission – ie was returning to base6 ]. S% D7 G; | P( [" z z
immediately
3 C" j/ h) p; o% d e: _3 a3 ]30. Error in Strategic map display u. {, e# t% L# b3 ^* D0 x
31. Additional and stockpile options were not turned off when base was captured
4 C- Y! ?$ |1 H& B% H3 J32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 a4 V# i( t8 {+ A$ O
mouse over
( A% Z2 o1 }4 A7 I$ o5 @33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 y' w4 t+ {8 H" ? n$ xchance to gain experience if >75% prepare and < 50% national exp level. E8 C* C9 c( k& o' m ]
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 c3 M/ U/ `+ r7 C' x. B
alleviate the incorrect experience gaining happening while in reinforcement queue+ r8 F6 U5 z3 a5 _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –9 ?5 D% c, W G' y1 t3 ^
caused unit to jump “off-rail” and move overland
, E- ~+ \, W7 k- M36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 C" h2 R2 u# M( ]% D. G" Q' V( l
37. Excessive accident messages on unload from TF reported
- I9 N: _% O; ^* @! E+ t- h38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ B) _+ K0 b9 r* K9 |! R) a0 v7 o$ U3 S
merged causing smaller size unit than expected
6 z9 i& `1 v0 P% I39. Corrected possible TOE error in scenario data load for inactive units
& p) a2 W3 }% `1 A( A7 F% V40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can9 x6 |, Z9 |' n- _5 R$ `
however be allowed to do this.
4 |$ N; ]. i% d: ~41. Possible CTD if sinking ship's load was a group* E, b/ A- w% H' H
42. Limit the number of devices built from resources per unit during LCU replacements; this: C% e/ L$ X+ L( L8 o: L
was causing an over production for that turn" M# p, A7 D! k2 T
43. Retain day/night setting when creating group fragments
3 Q; {1 [4 a1 H7 T2 r5 J44. Adjusted supply and fuel values in base list not to overrun the space5 v6 l! @- D1 V
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 ^8 Z! i. }8 b% w7 P
added YMS to Sweep TF in line with manual and code
: }* ~4 M; o$ {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' q8 B5 X7 [4 g I5 U7 u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
! H4 _" j6 k7 b; t9 J( yrebuilding of destroyed units is not affected by this.
7 i/ ^/ e+ j* f$ r$ M9 C3 D) W% x47. Carrier capable and trained text not showing together on Group screen1 U* p! h) B4 d, ~3 Z
48. Handle any blank re-name changes by ignoring them
; v9 d$ G8 p1 d4 \49. Possible CTD when air fragments combine
4 M! Q6 r& U" x2 K. b; W5 ^ D4 Q50. Unloading TF can freeze a LCU onto a ship under some conditions
" a s4 E- c& e. c51. AI not behaving if main HQs missing (affects small map mainly)
3 r; ~* m9 z% |# J9 y" T: s* O52. AI using AGC for normal land units – removed from TF if not needed! s% f( d* L* X4 D
53. Soviet activation message not in Ops report1 s. q a# ~, K6 A C% J+ d
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 [, {% {- `5 p n7 \% Z55. Clear Soviet air balance if not activated. Possible incorrect base switching
9 z. M- w" {4 R% C% d56. Sub attack against docked TF not happening for port size <3! n' T5 I$ C @7 {
57. Unit type changing unexpectantly; `. P, H0 m# T7 S) Y* b
58. Torpedo replacement on plane sometimes is missed" s( r! Q4 e# q* n' v
59. Double handling of overstacked supply requirements& n3 |% T W+ [2 K/ \% S
60. Fixed alternate weapons for port attacks* _# O, ~' a# H" r
61. Corrected weapon system damage to show after combat on ships in port rather than wait till( J/ B. ^: R b$ [1 C+ L7 o. J/ N
sometimer in the ship repair cycle.
5 G9 c# y- {2 @6 z8 S62. Ship tonnage over 32K could cause repairs to fail8 {6 R" |/ h& r2 O/ S3 A9 H
New
, N3 W' ^+ i3 W# d& [1 k- v1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the/ G0 _. j& f0 ?
port/ v7 x6 q' i& V, A" S: H/ ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* c4 ^) x* T) p" d( B4 N% x! h4 s
Tenders not counted
4 T7 n' _7 z, j' O4 B0 D& A3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# Q9 X+ {+ Q1 z4 U9 y8 |) t' ~4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: q- b( W f/ P2 X* oto remove damaged ships from TF1 o3 s# A' @0 Z! \" e3 t
5. New filter for “non-building” devices in Industry pool screen
( g; h1 B8 R; o# w1 N# Z6 b& U' N& g" W6. New filter for “non-building” aircraft in Air Replacement pool screen6 g4 I6 I, }1 Y4 X8 U0 o" n
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: t0 t4 H) \& ]# i' B- M j
mines (^) detected+ B; ^: H5 d. g
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* j+ a: f$ w# {0 r5 W! U4 m
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: I: F7 u; R/ Q( k, X) Ostandard parachute unit icons
( f- ?/ B' c1 @- i9. Air/port damage and building is shown in base mouse over# b1 ]% c4 I* g+ d+ _" A' l+ K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 ?0 ?+ `# q. N, A2 a e U11. TF can be routed to stay within coastal hexes as much as possible
* ?% j# m( `6 b; x" x) W3 {& S+ B4 m12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 ~- Z( F9 n! f/ O0 W6 V% l! J13. Added option on group and LCU reinforcement screen to turn off replacements
4 \- t* `: Q6 ?' J% p& z% P2 j+ Z14. Current base can get supply returned to it when reserve planes returned which were2 D6 ~( R3 y+ [) ]0 n' I( \+ s
originally supplied from another base5 S, H$ ^5 @) Q
15. Unit type filter on Troop Loading screen
q( g9 @4 H- I: I9 k" o% d16. Report killed ground units if not in combat report+ P9 m# ~1 R+ ^2 G' ^8 ?- f
Changed- D; T' u j; T, I
1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 N8 q( t- e& k
(complements fix 18 above)9 B1 T! v( C: J5 b
2. Permanently increased pilot array to 70K
& c/ M& V/ d, x3 y- n1 A, H+ E3. Increased number of air combat rounds are a factor of total aircraft involved, c' a% @4 p% h! ^9 ~
4. Allowed submap to submap movement if land connected for land units. Should have been" R. J/ F- t( c5 X$ Z7 o
so as per Andrew Brown0 I. z* I% L: c
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
& v0 y* c; l3 H& {0 w, ]delay toggle instead
" s0 l0 w [* a9 p3 M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ T" Z# M: @# {" ?% `maintenace a bit more
2 K5 |# z: t' v7. Support device replacements won't decrease the overall experience of LCU units. This does: {7 ^- U; b- x5 k) h) g
not alter the overall EXP change due when any replacements are received.
9 z8 y$ p# s M( O j# M9 i. m# ?8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% T4 ^& `" ^ L. o3 @
between the two but could break current games.
. S9 x$ F1 S& J$ I: ~9. Some LCU Prep points may be retained if unit is experienced
3 w, e2 B! y4 b/ A! t9 ANotes
2 c& O: c+ H! J1 U H1 \, U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ m0 g+ b4 W7 i, w
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 _" O1 G3 w7 croutines so changing or deleting them can put the AI off. Changing other elements should
$ l @& I- m$ Z+ i" Abe okay.
9 J4 c- b! E; z, `2. Clarification to weapon filters for aircraft:
/ ?% k+ S$ s; f8 s/ r8 j3 }PM_NAVAL_ATTACK 2 // used for naval attacks
7 z, V" v9 f; E5 \# t& |' T& o0 K1 IPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
- Q2 O% f. ~; D& |& z) zPM_LAND_ATTACK 8 // used for land (ground) attack
) _! D9 q {( U) \5 aPM_PORT_ATTACK 16 // used for port attack6 d0 i* x1 R) s0 h! y+ O6 k
PM_AF_ATTACK 32 // used for AF attack8 T3 E5 o) q. M1 }
Dropped any reference to secondary values for land and AF as they served no special use.) A7 p$ r5 C, i( R# a ?
Clarification changes
" t; \, X- `. O$ e1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 J$ _8 E* h" C" w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," P z% T$ K* _( m' G
MONGOLIA(91) or TANNU_TUVA(92)., B }& u9 s/ x, w& }
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases F ^- ~' s. w% X9 Y! d( B% p9 y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes5 ^, C+ Y- [) n, E! O/ C
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' } R( p. ?- G, n5 a* Cafter Soviets are activated, but can’t move- w' |( _; H* w' R g
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% K2 I# g" J1 m) C& [
disbanded in port.
8 q/ V4 d. e! pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 c% g x, Z, L" Q# B3 r4 {0 K5 `
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |