具体见4 ?6 T( e7 o: B5 l- L; R; w7 |' L- D
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖# \# ?$ h* T. s$ G% s
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大量更新,详见列表:
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# R, o7 n5 Z3 bChange History:
9 H) \( \! U/ J6 }4 m+ fV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: p, d" c3 M4 T* N1. Seventh Update – This release is a comprehensive release updating all previous' d+ _7 r" K8 N. X( ^# o
versions to v1.01.17 beta
7 i. F# G: `9 z, ~4 N! v$ T8 N) A2. Code Changes
# w" N# n% I8 ?3 cFixed
& m$ ]# }( Z) l2 `0 }) w+ u1. Display of AF/Port icon between player saves based on player's intel
: m, I+ P$ C' E5 c6 J- E2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when: q- R% ]; P; q {
weapon list updated7 z0 I9 f, h0 }1 R
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" q! T3 j7 O, y4. Allow smaller 'reserve' space for small groups on ships3 V8 \# Y" B/ n$ u- g1 m# I3 P1 _
5. Preserve some more data when swapping fragment and parent to prevent lost of parent' a/ C9 L6 _( t4 ?1 k# @' @
6. Correct attacking plane count before final post-air combat# |; W2 t; Q% v7 A/ o6 w
7. Pilot promotion may have occured in error sometimes
$ o! Q) {9 @% k1 n6 z$ I. y8. Raid detect message sometimes dropped of the combat report, C' Z; T7 F. A
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply! s1 E$ `& d4 M4 J/ S* g
generally
- b7 V. M/ N0 F6 F10. Some pilot-leader connections were being corrupted8 L% O. C, {1 l
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 n1 s. i, B( m& O, Y0 p% Lother move issues due to the incorrect indicator
9 p. [ v3 x. P12. Wrong ship sometimes reported in Ops report for TF movement which causes some! L+ k! y- B( r- ?+ k4 W/ t% b7 R. }
damage' v, {& o2 F+ B J9 _" E9 t2 b% ?
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& U/ c) S. r* ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! o) N0 R' V) h, L6 `- e. @ hdate sort
1 I) a) Z4 y% a0 x15. ASW groups not allowed to attack sometimes& J2 j. z9 y* s5 U2 u6 C
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing! M. |# [. l2 f* e! ]8 ^ x
HQ/LCU to jump to reinforcement queue
$ V: {0 o l& m4 i$ ^3 l/ J# [17. Bug in bomber intercept if too many rounds of fighter v fighter combat7 L! f$ i- X$ ], s" A& R/ R
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 h0 F c3 n/ ~2 ^' ]7 ^2 G
at start of AE but crept back in sometime during updates6 w8 P! g; N7 @1 j) j w
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
2 N+ a* L( D# g! I, \* \: Ufragment.
" Q/ M! u1 l! h20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
% L& z# C ^9 |% m2 b! l! h+ J( T21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not5 L6 U3 d4 j1 U
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full, b2 M+ o" U# j$ q6 m9 q: V
set$ @) v/ m5 Q( |- o& k
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" Y1 b5 N& t( Q1 ]3 M
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) R% Z. o& `" d/ k7 i- G. d
24. Bug caused F/FB to sometimes bomb at low altitude8 w- L3 Z9 M2 B
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- E6 B, q/ Y/ U; ^8 V( z3 u: r
occurring properly.
9 x+ l1 M' }5 w6 o: a# L26. Bug in Industry 'failed' indication not showing properly sometimes
B- s2 P: l+ Y- w27. Location check at scenario load to include small map sceanrios: w$ T; o4 d0 G4 w" e- V
28. Bug in air supply to fragments in a non-friendly base hex! C$ k1 c0 \. S
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" B9 q; a% c: W$ z, y: c: f4 Vbeing set to homebase before execution of the mission – ie was returning to base
5 M1 H: A* v; _8 ^immediately7 _$ V5 T7 ~& f3 u4 W
30. Error in Strategic map display
' c" B: Q+ B9 q! \" C31. Additional and stockpile options were not turned off when base was captured3 I( z1 v4 e9 X' N3 E3 {# R
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on& o- g1 V3 b$ ?
mouse over/ s. y8 Y$ o# P
33. Army experience being gained when not 100% prepared as per manual; changed to allow( \+ C! d4 u6 ~8 _8 g
chance to gain experience if >75% prepare and < 50% national exp level+ h6 e7 w, D' w) C% D% D+ |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! u5 V! ^1 _4 k) ~% g0 @5 s0 l1 ^* }( \
alleviate the incorrect experience gaining happening while in reinforcement queue
1 q: F: O& R2 q l35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
0 D. ^! R) E+ s& u2 t% K* Xcaused unit to jump “off-rail” and move overland. W6 D: ?$ K! ~8 S# r# S" s
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- {5 y, l; n2 B& {
37. Excessive accident messages on unload from TF reported) P) n0 R0 M4 ]8 g6 X; \8 V
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
. h, U3 h0 R# f1 D1 r# _merged causing smaller size unit than expected
' k/ m* x7 j& b( x7 |39. Corrected possible TOE error in scenario data load for inactive units
% y4 M2 l5 |/ X4 y% q9 O' L40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, D' f) B6 ?+ l& {
however be allowed to do this.2 t# } ^8 w: s, V7 s o n8 E
41. Possible CTD if sinking ship's load was a group+ N* g4 Y# W% m8 Z
42. Limit the number of devices built from resources per unit during LCU replacements; this* J" O, U# M# A" X3 z
was causing an over production for that turn( K! f; R$ E$ _4 B8 Q
43. Retain day/night setting when creating group fragments
4 l' K U0 X; L+ N- n44. Adjusted supply and fuel values in base list not to overrun the space8 T/ c2 \3 ^( u# u: J
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 d/ o$ ^7 e7 j1 G
added YMS to Sweep TF in line with manual and code- y& _' x. ~$ M7 V0 ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% |! u# k I# L0 l/ W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
, _2 |; z6 t+ o. urebuilding of destroyed units is not affected by this.+ g9 S9 e! \8 P3 T8 d
47. Carrier capable and trained text not showing together on Group screen2 }/ Q! e, J3 s7 l+ f2 y
48. Handle any blank re-name changes by ignoring them- N, j; C, ^% H. I$ b) {
49. Possible CTD when air fragments combine
0 \* Y" p$ Y6 L50. Unloading TF can freeze a LCU onto a ship under some conditions j" e; a+ d. g$ l6 p, ]: U
51. AI not behaving if main HQs missing (affects small map mainly)
5 U/ v6 d" J' U$ K52. AI using AGC for normal land units – removed from TF if not needed
# s: h* o' U' ~2 L# s9 M1 A. j53. Soviet activation message not in Ops report- D$ ~: ~# ]; p& p! I5 ?( h! m) m, c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' t$ A% \3 r7 t2 M) L; D& |
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( r% q4 E# N: L$ p3 R; [' \56. Sub attack against docked TF not happening for port size <3) `0 {4 d" f* Z
57. Unit type changing unexpectantly
4 L! ` P' s$ t: N58. Torpedo replacement on plane sometimes is missed
6 {; W4 Z* t; v' a' V6 j1 x59. Double handling of overstacked supply requirements8 E Z* T( H O7 }1 \- d* I1 F" A/ N
60. Fixed alternate weapons for port attacks
! ~2 x' f; b* N) B61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& `9 j0 }! ~8 p5 n. K$ ]4 k; ^sometimer in the ship repair cycle.( Q7 z9 i- P; N, I. C6 R% T
62. Ship tonnage over 32K could cause repairs to fail
% F# n+ o' W E9 w% bNew
. b2 b2 @$ A3 b7 X, ~: R: C2 H: R1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the% T0 [$ l* b3 t# X
port
1 Y4 t$ g0 x+ j2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% F; B [ ]3 L; |7 S( x
Tenders not counted
) f4 H" r+ G: d7 A" e( H% [( E3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, }+ |$ q& y" l' l% l
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. a: I6 k2 i! @4 T% k
to remove damaged ships from TF
7 \9 H. y% g+ \6 M n" T9 l" N5. New filter for “non-building” devices in Industry pool screen* q1 `9 H, L: a0 u
6. New filter for “non-building” aircraft in Air Replacement pool screen% ]+ o9 q6 m9 G
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" L/ |2 r; C. Lmines (^) detected
0 Y, D; u& ~$ V3 E& E" y# I/ f8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' I1 i' e& L3 h" t7 F$ b8 _! ^‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 K' Z* Z2 B& D. i! B1 v/ ~standard parachute unit icons4 K5 t1 Q3 Y: ?0 L. o
9. Air/port damage and building is shown in base mouse over
0 L5 b/ D3 M( X. f5 T( O9 l10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ a* ~& d- ]$ n5 X11. TF can be routed to stay within coastal hexes as much as possible) a# L# Q: u0 ?; F4 a
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ u4 M& d1 ]3 k2 N8 N9 k! x1 O13. Added option on group and LCU reinforcement screen to turn off replacements
9 h4 J7 e+ b' O' t+ p! r% }: F14. Current base can get supply returned to it when reserve planes returned which were
$ ]5 e b0 ]% u. N; k# N8 eoriginally supplied from another base
- |0 x$ h- ~3 r15. Unit type filter on Troop Loading screen
* R$ z9 [# ?7 Z1 t3 _' G( _9 F1 O7 [* y16. Report killed ground units if not in combat report
$ x0 O. g# ~* i8 FChanged0 ?6 Q2 x- ?$ ^5 V
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 r5 o: Z8 C1 }3 i2 u% L0 g3 [
(complements fix 18 above)
2 f+ g1 n3 F4 X6 w2. Permanently increased pilot array to 70K
# w8 J% [- I8 t6 `3. Increased number of air combat rounds are a factor of total aircraft involved' S+ }5 Y0 Z+ F" ?' f
4. Allowed submap to submap movement if land connected for land units. Should have been
+ c, F1 ^& p4 l) c# J- Eso as per Andrew Brown5 N; U1 X/ ~2 t' C
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* f: ^: G" ?8 W( @5 f8 l" P/ s1 Mdelay toggle instead, j* H, S e, S5 {5 Y
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 q; q; @8 A. G2 j
maintenace a bit more6 D) _7 L% a1 B8 s" L$ [8 S/ d
7. Support device replacements won't decrease the overall experience of LCU units. This does" p* T0 p5 c9 F' J7 m. D
not alter the overall EXP change due when any replacements are received.- A1 s# e% y* ]' m6 K7 g
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
. @* n; H+ M8 \( q; N) M) [between the two but could break current games.6 P4 P' n& F. j* k
9. Some LCU Prep points may be retained if unit is experienced( I7 E0 c1 _# c/ Q
Notes* u. ]4 w! [9 o+ u, e) o
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario5 g/ X- e+ B2 H. s* D) j$ I8 m0 V
should not change player or HQ, even if not in play. These original HQs are used by the AI+ j3 D7 t5 u, F% `0 W
routines so changing or deleting them can put the AI off. Changing other elements should" s" m* B8 a! T5 R6 J, i
be okay.+ K( o" H6 F6 w) k D
2. Clarification to weapon filters for aircraft:# `$ ?" t2 i# P; A
PM_NAVAL_ATTACK 2 // used for naval attacks
0 W% E0 o, q) _( Z2 y! G) v T' bPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)8 l! W3 _) K8 @; g' Q0 @8 x
PM_LAND_ATTACK 8 // used for land (ground) attack0 U3 Q- ^/ A3 l: ~; w- \3 H
PM_PORT_ATTACK 16 // used for port attack
4 k/ l( \! _8 Y2 j# l9 a$ o9 K$ mPM_AF_ATTACK 32 // used for AF attack" |. I! k. I. y8 ^
Dropped any reference to secondary values for land and AF as they served no special use.
1 m9 O3 _# ?+ J3 QClarification changes- n# [3 ], p9 C! J$ i
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, C) E6 {$ B7 J( kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 J/ d. ]& i8 H; d6 K" kMONGOLIA(91) or TANNU_TUVA(92).( A* x7 g1 W1 J3 c# @
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases' V( Z6 \4 B" Y! V. A/ {
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes9 P/ ~- F: J! v9 [
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( l6 X* X. _; \% c; [
after Soviets are activated, but can’t move0 E. T: ^0 g9 ^1 L0 o- Y! @
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 Y) A+ m- p) w3 G5 W$ N9 ?3 i
disbanded in port.
@! `$ k# S9 I E4 [% {e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 B. r. K. a% R" n( Rf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |