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http://www.matrixgames.com/forums/tm.asp?m=3185062
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: P, I8 \9 z1 k b大量更新,详见列表:. V8 G9 s; A$ a( `8 y9 {4 l
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Change History:
: v7 ]8 K1 x0 [) I- C/ ?2 l1 W; { zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! C) ?* g3 _; x. q5 l3 r
1. Seventh Update – This release is a comprehensive release updating all previous4 z p9 r ]0 h4 N
versions to v1.01.17 beta: E0 I6 w; W* D# {5 P, A* R
2. Code Changes
( }% I! e5 }6 M5 g7 MFixed
( ]' p" Y7 {; p1. Display of AF/Port icon between player saves based on player's intel
5 ~+ b1 O e- m! ^9 ~7 L2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# Q) D& N$ W' Z3 K# l; `2 J! |0 s
weapon list updated
! F- b% C2 ^; [, S6 l5 g( ^) W, B, D3. Reported cargo/troop safety values incorrect when no cargo/troop space" R# i% ~. {4 x, K' H8 ?
4. Allow smaller 'reserve' space for small groups on ships
: z1 o% G, G; `' H5. Preserve some more data when swapping fragment and parent to prevent lost of parent
( K/ W& z4 H* O; X, t# p5 N6. Correct attacking plane count before final post-air combat
/ ^9 g9 `" [0 i7. Pilot promotion may have occured in error sometimes
6 A, x' Q1 |" X8. Raid detect message sometimes dropped of the combat report
0 y( J! Y1 Z( z: Q2 h9 M$ h9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 h% j, Y( R) W9 T) R& b
generally
; y- J- @" z6 b: p1 T9 A. c* Q' Q10. Some pilot-leader connections were being corrupted, X' W7 X4 `6 k& C1 A3 h1 i
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" \8 o5 V X% c2 U# c' ]/ p' \2 I$ u/ Bother move issues due to the incorrect indicator4 `9 Y: h1 J8 G/ u& o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 s+ Z4 S" x1 I# a7 cdamage
1 G/ w) P3 O1 l) f6 }1 a3 S g* J13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. d$ z2 Q. i/ m& x1 q' @2 {. A
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& q( d" N$ x- N7 r" R& D; adate sort
& U1 R: i, ]6 P2 T9 v- i15. ASW groups not allowed to attack sometimes
2 @+ x3 s6 [% y+ ?0 {8 h16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ ^5 V9 W( a1 M6 b; `HQ/LCU to jump to reinforcement queue
+ w* g5 h2 A+ Q( \$ Z3 D. K4 c17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 Y* s- P* m) j9 `& z8 i18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ u4 H7 Y" s- m+ U/ W) Q3 l' t
at start of AE but crept back in sometime during updates
; t$ }: |" _+ g5 [$ q19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ ~1 I0 J/ D u9 D
fragment.
9 @5 R% R. `0 U O; A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ Z' ]! h- l' D P7 G& [: Z
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 K6 b$ _7 q5 J' K! f3 tshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
! f# R0 F3 G( q* vset
: k X' P/ m8 D: N22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* V: G; j- } g9 }1 _23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' O! i" N. k' d+ s% r- \ p4 ^
24. Bug caused F/FB to sometimes bomb at low altitude
6 x$ I3 W! {8 _, |: O25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* } e5 `$ u* m% e) `3 C2 K: aoccurring properly.% f, {1 Z( `' C1 ?
26. Bug in Industry 'failed' indication not showing properly sometimes3 S w2 q; a+ n9 S# P
27. Location check at scenario load to include small map sceanrios( X9 E5 ]! j- m; e6 n4 t
28. Bug in air supply to fragments in a non-friendly base hex
0 Y7 c; S# J3 K( E8 C! w$ ~29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was$ S) n) F/ Y6 E" B+ L @
being set to homebase before execution of the mission – ie was returning to base8 F9 J4 g Q$ w7 U
immediately2 c: b' R3 i x+ p/ a" ^
30. Error in Strategic map display4 t+ |8 J1 s' d! _6 I$ T
31. Additional and stockpile options were not turned off when base was captured" d- h, i( E7 N4 \( _5 }
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' G* B* ~1 Q$ |; }; p; nmouse over' X! Y8 B+ X( a* p% A& {1 |% S0 M5 c
33. Army experience being gained when not 100% prepared as per manual; changed to allow
* S) {9 w$ K! Q5 S) {2 _6 Vchance to gain experience if >75% prepare and < 50% national exp level- J/ t) n& j+ y: Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 w9 [. ]4 g1 C, ?' ?5 @4 v8 f# qalleviate the incorrect experience gaining happening while in reinforcement queue
0 e- K2 n0 ]! m. l+ t! U35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – X3 i; I5 D! V( Z
caused unit to jump “off-rail” and move overland) c2 a: n/ k6 F0 V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 g( Y* `' K7 | S0 `, |! C37. Excessive accident messages on unload from TF reported
+ M7 O3 d* |$ G38. Reworked editor sub-unit merging as some devices could drop off the unit list when
* M9 Q1 S7 j0 W( L; h9 B' ^: X5 _- Mmerged causing smaller size unit than expected2 ?# J. P( Z2 `$ k
39. Corrected possible TOE error in scenario data load for inactive units
" d0 a- S7 K. {9 u$ s' E9 e40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can0 s+ L6 V$ I0 e" T+ a
however be allowed to do this.
2 t$ ]6 H/ C9 o9 ]$ w6 f41. Possible CTD if sinking ship's load was a group
9 D3 |( R, B5 J/ T' T' O! c+ p5 c42. Limit the number of devices built from resources per unit during LCU replacements; this! A. t X1 Q9 g" t! ^3 H1 U
was causing an over production for that turn4 A4 F" R; e! W
43. Retain day/night setting when creating group fragments" M& k1 a- D/ W
44. Adjusted supply and fuel values in base list not to overrun the space
2 l+ q8 d* \9 H p1 x45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! G# q3 }) { P" r' F. E. ~added YMS to Sweep TF in line with manual and code* r: u h6 a! p
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- R4 k) c9 m& W& @rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 T1 y$ A- l& s! X
rebuilding of destroyed units is not affected by this.
% O! Y! l6 P* b- M( J0 f8 u* A47. Carrier capable and trained text not showing together on Group screen: w$ l3 Z! k7 J0 Q. D8 H2 T4 }7 s$ O
48. Handle any blank re-name changes by ignoring them
- D# z, ^) z% ?, K8 ?! ?% }$ i" `0 |1 D8 H49. Possible CTD when air fragments combine
: p3 x$ P. B( v8 A0 L' I* J50. Unloading TF can freeze a LCU onto a ship under some conditions
* @; M3 l# H% W8 i1 V+ G; t51. AI not behaving if main HQs missing (affects small map mainly)# ~, h* U* K! g* ?7 W
52. AI using AGC for normal land units – removed from TF if not needed
# u2 ?- {: L& R$ A4 `+ y1 z' X" T53. Soviet activation message not in Ops report
4 v+ E; a4 r/ }- K9 P1 A7 r5 ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- F- K0 t! V! a9 c8 ?0 ~6 t
55. Clear Soviet air balance if not activated. Possible incorrect base switching+ d- G* E0 S' U, f R; M
56. Sub attack against docked TF not happening for port size <34 y/ e6 X8 g3 ~ E2 [" M
57. Unit type changing unexpectantly
: A% u$ E* [2 X9 {8 l f( U58. Torpedo replacement on plane sometimes is missed# K2 p \8 V, k9 H a. G2 r9 b
59. Double handling of overstacked supply requirements
4 l) r1 v; |7 C/ X$ |60. Fixed alternate weapons for port attacks) A! i6 f. h! Q2 q* ]
61. Corrected weapon system damage to show after combat on ships in port rather than wait till0 i0 y' ~6 z: e! ?8 `9 G
sometimer in the ship repair cycle.0 [" e0 l8 x* v0 I" q
62. Ship tonnage over 32K could cause repairs to fail+ ?( L. p- L: G9 ?
New
2 W8 ]% l4 F }: E* |8 g' b1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( X1 o9 z4 t3 h8 x% m- T; Yport2 {* [* s* X8 r+ @- |- ~
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.0 C; o* [' |1 i2 K
Tenders not counted7 p' }$ L6 P0 h3 ^ p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base$ I' m6 v. Q$ m' q8 i! v
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 }1 R$ u3 Z, c6 f" [! q
to remove damaged ships from TF2 @- x2 Z: n. u" Q. u5 x
5. New filter for “non-building” devices in Industry pool screen2 e: K) Z( z' u. @1 H9 f
6. New filter for “non-building” aircraft in Air Replacement pool screen
: E' O8 ?& Z3 J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 H" l7 _( R9 @6 V ymines (^) detected& L. w6 r+ {3 |, X$ Q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& V" k: S- b0 P: r$ O& {1 G* Q: {- b
‘button6..’ image files, then these will be shown. If not, by default there are shown as
! l/ x# o' O zstandard parachute unit icons; }# e3 o+ e7 G/ T' o/ g, H
9. Air/port damage and building is shown in base mouse over
# ]5 H4 d& d/ d) y0 S5 R10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; n- g8 v( j7 k6 H! G$ A
11. TF can be routed to stay within coastal hexes as much as possible
& R9 M% Z4 X4 M! r12. On Top Pilot screen show the 'ace' cut-off value if more than 1! O1 Y% @% X) P! O
13. Added option on group and LCU reinforcement screen to turn off replacements* r$ \ k( q& u7 `. @* A
14. Current base can get supply returned to it when reserve planes returned which were0 u5 c) t: u; X, j
originally supplied from another base# {6 T1 s' |, y
15. Unit type filter on Troop Loading screen4 K# `! q7 c5 b
16. Report killed ground units if not in combat report
% Z @! A- o6 T4 X6 ]' `Changed
# o% `- |. g6 L% L2 Z8 T. c* z8 F1. AF of 8+ have AV support doubled for purposes of determing support for air operations! U& Z1 R) d( m; ^
(complements fix 18 above)
3 u' k5 i6 z e2. Permanently increased pilot array to 70K
8 R8 U# I* p% v/ E6 p3. Increased number of air combat rounds are a factor of total aircraft involved
& g) V5 W) h+ _. q4. Allowed submap to submap movement if land connected for land units. Should have been
! E A+ o' T; M7 [& |) G/ gso as per Andrew Brown
/ P: ?; a, Q. |8 `8 V8 N5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
, I; g/ s' p) h+ M* o S; Sdelay toggle instead& ~) }: |) o/ P! U# ^( y: H
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( ? Y, x& ~6 r2 Z" a# xmaintenace a bit more
/ k3 }1 g- D$ l7. Support device replacements won't decrease the overall experience of LCU units. This does( z2 k. M( Z9 m4 |: C
not alter the overall EXP change due when any replacements are received.
, r0 p2 X0 j, Z# X$ o7 G8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, z t$ c! Y* B0 }between the two but could break current games.
* w0 j+ g7 Y& e. C9. Some LCU Prep points may be retained if unit is experienced8 j/ _; ?5 |+ D6 c0 [$ B) u' k( V
Notes
- y* ~" ]; i, I$ A1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# P+ b2 u1 Q9 a a3 B3 Ushould not change player or HQ, even if not in play. These original HQs are used by the AI4 C5 |1 B: T6 I4 f) ]/ y
routines so changing or deleting them can put the AI off. Changing other elements should B' d2 }( p- `" j* H2 }
be okay.5 N- m8 N8 d& w4 P$ H
2. Clarification to weapon filters for aircraft:0 m0 _& n7 N+ i; p7 t
PM_NAVAL_ATTACK 2 // used for naval attacks: [( V8 N/ w! F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ L5 }; M( R/ R6 B0 ]4 p8 I
PM_LAND_ATTACK 8 // used for land (ground) attack. f/ x. J; f! o$ i1 |, @
PM_PORT_ATTACK 16 // used for port attack$ }) f0 V0 a9 D, N' U, ?) g
PM_AF_ATTACK 32 // used for AF attack
% {7 q, k! N' ZDropped any reference to secondary values for land and AF as they served no special use.
2 L' J7 D# W/ S y! \0 d1 XClarification changes
n U& t9 o0 w: n( b1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
. |+ t& ]0 M5 C* \" i: R" K) rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 T R; g2 e8 _( |MONGOLIA(91) or TANNU_TUVA(92).
, r5 g, j$ I; c& B' i; l" sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases& R9 J' w5 U+ L) j' K1 q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# d: m6 x; h3 W! h, C
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: ?' S# }( f0 C
after Soviets are activated, but can’t move
$ E% v# j7 Z8 }* V$ z3 R. R0 wd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# D+ ^+ ~4 n* I6 m( U
disbanded in port.2 ~( c ?% I- N5 N
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. ~# x1 [ G1 ~5 a2 K4 O- R4 }0 }f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |