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http://www.matrixgames.com/forums/tm.asp?m=3185062" k8 \* f0 X2 `3 ]+ G" H9 ?# t
* A& O' K+ u4 x* \已经共享到岛群QQ和本论坛置顶资源帖+ S7 d5 {. P4 g' x7 ?4 E
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大量更新,详见列表:
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Change History:
: n+ S$ I, ?( s5 n0 ]V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% Y( f: x3 G& G) B3 D5 D. J
1. Seventh Update – This release is a comprehensive release updating all previous, R! N* I4 ?; k5 M
versions to v1.01.17 beta$ e9 K; X! Q' \: c& L/ I9 q
2. Code Changes
3 c3 b, U: c# ~7 I1 V- n. ZFixed- C4 x6 S6 d: _6 z
1. Display of AF/Port icon between player saves based on player's intel! ?" a+ `6 D- l5 L
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# g- D/ [, ?+ j, C% t/ Wweapon list updated) ?# b4 R6 Q% I2 f& u/ N
3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 `% x( m7 N8 _. z# ^4 i4 x4. Allow smaller 'reserve' space for small groups on ships
- \ M" l; G# j3 L5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 P+ P2 [ h4 V0 C# _% o! D6 H6. Correct attacking plane count before final post-air combat
2 j! X) V- Q+ U' X# k7. Pilot promotion may have occured in error sometimes" u0 j. G% G; \/ I" G* y
8. Raid detect message sometimes dropped of the combat report. b2 f, K( W" n5 ]
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 J: h: B+ F: w2 zgenerally6 \! \& p& H5 W% X
10. Some pilot-leader connections were being corrupted
" i" e* b1 d& t2 n11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 |% r; X+ h n% e
other move issues due to the incorrect indicator/ j. G0 P4 ~0 q8 G. V
12. Wrong ship sometimes reported in Ops report for TF movement which causes some- a; S5 ?3 u2 `# d9 L
damage# O3 W' m* `# ?# r$ ]! Q/ D7 @
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
. j$ t1 u: A( E! E# F14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the- k9 K6 ?. N/ L5 u" }* T! h+ q3 p( w# ^
date sort* X& R8 \2 j+ f. P5 M" K, |* v* o
15. ASW groups not allowed to attack sometimes
4 V+ c5 H+ Y% {4 g! v4 e! K& n16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) `4 v: j" \9 r4 B
HQ/LCU to jump to reinforcement queue
- w% ~( z0 j. l; j0 @! `3 Y8 d( z/ h17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& Q% A3 ~* R9 r18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 W9 M7 h3 ?* ^* hat start of AE but crept back in sometime during updates, ]! i/ R0 D8 Y$ Y8 J2 z3 e+ k
19. Removed the fragment/parent swap during a TF unload as it could often orphan the) X' f7 b6 A: _/ z- a2 p
fragment.
2 K9 }9 A# G' e R20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. `0 J! @6 J2 r5 y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" ]; d H! W! V9 k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! o; g# r9 I7 S% x3 B0 k5 D1 l3 m7 Z
set
4 J( ~3 y4 D' o# J22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 R( J6 V( T1 y8 {23. Enabled 'z' to speed up all animations; was commented out in a few animation replays K& x, z. w6 Q' I
24. Bug caused F/FB to sometimes bomb at low altitude
# A( v# v5 U- a0 R6 h& f3 W/ a" Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- k, S# N8 m( D O
occurring properly.8 Z1 D7 Q# z/ ], Z# p
26. Bug in Industry 'failed' indication not showing properly sometimes
: F7 \7 @0 z. N. V+ `5 O! W# y- f27. Location check at scenario load to include small map sceanrios
f; j: v1 C# H) G- a; t28. Bug in air supply to fragments in a non-friendly base hex+ S8 M5 A' N7 C+ o& Z
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 t3 W; }. B$ v/ B9 m4 Rbeing set to homebase before execution of the mission – ie was returning to base
- m% E& N. @. f" v* e$ \immediately
" O9 V& l, [ G- r3 @! A9 C, [30. Error in Strategic map display
4 `. R- `7 \1 Y4 }2 F4 F31. Additional and stockpile options were not turned off when base was captured
- W1 ?* n% u) ] ?6 M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 h$ Y0 U& G: n0 R5 b! ?% D
mouse over
( H! [8 P, x% n( _6 D: i33. Army experience being gained when not 100% prepared as per manual; changed to allow
, ~' V0 S) z4 X V& m! V9 n7 a9 c6 _chance to gain experience if >75% prepare and < 50% national exp level. G+ Y1 I. J# W3 E" V
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to1 c1 h! [4 Y: `3 [
alleviate the incorrect experience gaining happening while in reinforcement queue1 e0 O* ^8 q( ]# ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" y7 U2 g+ E) C B. h8 Fcaused unit to jump “off-rail” and move overland) q- T* D* J/ H) P+ E8 H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) H; H8 f5 _; T1 e! ~+ |37. Excessive accident messages on unload from TF reported8 u+ U8 E: U; J
38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ g0 F9 a" H* R% q: x
merged causing smaller size unit than expected; a) T& W1 c# x5 }
39. Corrected possible TOE error in scenario data load for inactive units
8 b |5 h8 v# R: Y5 j- ~40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& B2 A. I) m7 j9 m6 yhowever be allowed to do this.
# f$ y1 X8 J# Y9 d) f4 J% _41. Possible CTD if sinking ship's load was a group' z9 o: a- {9 ]
42. Limit the number of devices built from resources per unit during LCU replacements; this6 A w% _9 ?* b8 K- x& {
was causing an over production for that turn/ S" m* e. B" V( p- ]
43. Retain day/night setting when creating group fragments
. {# l$ r8 A1 S! L1 H44. Adjusted supply and fuel values in base list not to overrun the space6 @- Z& _, M( Z* o! E6 E/ a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 ~0 y' c V+ a" [ S- h. _! O4 `+ i) \- Tadded YMS to Sweep TF in line with manual and code
' r) a1 n5 r! w% W0 ^3 R( x46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
P! K, Z y% V0 {8 J erule relates to the abundance of manpower and is not covered by replacement pool. Normal
; I% O6 Q' z; M+ drebuilding of destroyed units is not affected by this.( f- o9 _/ F: z, O% e: k
47. Carrier capable and trained text not showing together on Group screen) W7 J# l) d- `
48. Handle any blank re-name changes by ignoring them
& x' W. x+ x v4 y+ m49. Possible CTD when air fragments combine/ l/ s+ ]1 U% G3 w$ X! Z2 M! A, _
50. Unloading TF can freeze a LCU onto a ship under some conditions
/ I- [8 p/ J- _" d5 G0 A. f4 k. E51. AI not behaving if main HQs missing (affects small map mainly)& X9 [; k {1 v; Z0 i
52. AI using AGC for normal land units – removed from TF if not needed
& y$ P# `( m% J) P4 ^& G- }7 W0 `53. Soviet activation message not in Ops report/ t h: n1 u* W8 z
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% v2 u6 q" x$ [/ W6 [ T% N55. Clear Soviet air balance if not activated. Possible incorrect base switching" z! e; i. z: P
56. Sub attack against docked TF not happening for port size <3+ I2 y- N, u: O; c1 f+ @1 `
57. Unit type changing unexpectantly- @9 U* q4 N. W
58. Torpedo replacement on plane sometimes is missed4 _) m3 o% T3 N
59. Double handling of overstacked supply requirements
4 G" y7 W" w: T' c3 H; P$ ?5 u M5 ?60. Fixed alternate weapons for port attacks
' ^ A( I, t) v: Y' N& v$ `, k! K61. Corrected weapon system damage to show after combat on ships in port rather than wait till, ~2 }" d7 b$ H
sometimer in the ship repair cycle.
2 F c/ e, C5 m- _! M62. Ship tonnage over 32K could cause repairs to fail6 g& Q9 @: p8 z2 V' q
New; c6 w+ J2 [0 k0 h3 w$ K3 Y' |. T
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
% d* X. i9 h1 U2 Tport
$ W9 e8 f- f! w3 ?& ]( h2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 g3 I5 |1 I! h* Y% |5 b1 T( K4 B6 l
Tenders not counted6 m+ j5 n, R0 s C, b% q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: I, T, l7 E, b+ f. T/ v# a# P4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method, d% r- P3 v: \8 k% A& n6 ~
to remove damaged ships from TF( L) \: b) ^+ r" g k
5. New filter for “non-building” devices in Industry pool screen& T6 w6 x+ c! z+ E+ z. R
6. New filter for “non-building” aircraft in Air Replacement pool screen
6 V- E) f E! c. @& D j, ^7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
b5 N N# E* Q+ R& S" amines (^) detected
* A( n- K9 g! a$ Y" A o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! X1 v" w" h. Q8 u* R0 D
‘button6..’ image files, then these will be shown. If not, by default there are shown as8 {, h' ~8 ^6 W! |, `9 X6 B
standard parachute unit icons
# c% _, b) Q& l R5 {3 b9. Air/port damage and building is shown in base mouse over
+ o* v$ \4 D* }8 N10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 C- b* V" p2 Z. N* w1 k% b* j
11. TF can be routed to stay within coastal hexes as much as possible
% m/ q# c- N$ s12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, p+ B3 s7 Q9 P5 B# ~! P13. Added option on group and LCU reinforcement screen to turn off replacements) g. ?: r7 `4 O# H3 p! Z* I
14. Current base can get supply returned to it when reserve planes returned which were
& l7 n- X+ d& o" T2 U% horiginally supplied from another base
% }8 D* M+ i/ Z& I) r15. Unit type filter on Troop Loading screen9 P: i0 H3 p; \# \* x
16. Report killed ground units if not in combat report
( l$ f" ?; d# Q, g: _1 y, KChanged
/ g) Y [, G) k& Y1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! G. u0 a( |% d. W S(complements fix 18 above)
* I1 D; u ^' A. [9 |! d& j! `2. Permanently increased pilot array to 70K( A; w$ C7 ?3 \" v% x4 {7 {
3. Increased number of air combat rounds are a factor of total aircraft involved
7 j: R2 k+ Q# a" ?/ l2 _0 b4. Allowed submap to submap movement if land connected for land units. Should have been
. N n2 w( B: S1 l) hso as per Andrew Brown
, Z$ R+ a9 [+ E5 M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 B. n1 H6 `- { ^* u* sdelay toggle instead* a: D. q! n8 z; a, B4 Y; W
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 L4 x% L6 }5 F2 V- Gmaintenace a bit more
) \' r2 W2 ~% U8 ~' ^" b7. Support device replacements won't decrease the overall experience of LCU units. This does
- A9 h" G O+ u/ Bnot alter the overall EXP change due when any replacements are received.
$ ~5 E/ x/ g6 d( Y7 ~& v8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: K- \8 m$ }! `between the two but could break current games.
' s; S" M& ]2 I7 r4 m9. Some LCU Prep points may be retained if unit is experienced" m7 @4 w5 y+ C' y' z. h( G, M
Notes
/ ]. P# c7 h- a. D- q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 s, d4 n0 j4 S8 @" S* E
should not change player or HQ, even if not in play. These original HQs are used by the AI: L1 e/ |( D9 b) y) U# s% K/ K* Q& E
routines so changing or deleting them can put the AI off. Changing other elements should
( a5 {6 j, s" T* G* p1 G) ebe okay.
5 ^# c" b( i5 y( `, n- M2. Clarification to weapon filters for aircraft:
" }. e0 s- p; bPM_NAVAL_ATTACK 2 // used for naval attacks" J( x8 L' c& |$ I
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); t) V5 e: B: B E1 E
PM_LAND_ATTACK 8 // used for land (ground) attack
4 `, A1 D& v: T" a) ]) H/ uPM_PORT_ATTACK 16 // used for port attack; O. o/ v6 ?9 K1 L2 e8 E
PM_AF_ATTACK 32 // used for AF attack& A& Q5 g, E+ s7 w& K
Dropped any reference to secondary values for land and AF as they served no special use.0 d7 a, f" p- O3 V& c
Clarification changes
' S# T/ {. M5 Z. Z0 t1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
) v5 c. H9 S) v4 o% l4 Y N+ fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90), a, t' B3 f1 ^+ @, h9 ~
MONGOLIA(91) or TANNU_TUVA(92).
! a2 I# F8 `" H' }9 f3 }! r- B( va. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* ]3 w6 f' y& ?0 L C# U( ^b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' @/ z ?& [5 g" y0 l
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 d( t9 X4 K2 p4 \9 J' {# o
after Soviets are activated, but can’t move
' H6 F0 Z+ X% c# |# _9 F1 o" vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ [0 K* d! Y" X
disbanded in port.% l! s% K" [/ ^. A4 ]$ h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 o: _# I. [- T
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |