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9 b, V1 ^$ Z( }( Q! S- l8 {' Thttp://www.matrixgames.com/forums/tm.asp?m=3185062: K# E; O6 O/ u6 m1 `4 r! @
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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:& b3 c( a( o& ~* o2 n) i9 e& w+ S' z( I
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Change History:2 i0 s' ^; ?% `2 R" h7 @
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( p! s9 {+ [1 v- S6 {
1. Seventh Update – This release is a comprehensive release updating all previous
7 g. f V$ n' h y2 Yversions to v1.01.17 beta* u `. C. j- a9 R3 Z4 A' M6 W3 Y
2. Code Changes' A6 L$ @6 {9 V
Fixed
/ X# `2 M& k0 K" N1 S5 d/ b1. Display of AF/Port icon between player saves based on player's intel& {3 V# ~5 f( A7 K
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 B$ d& @: _& X& t: ?
weapon list updated0 H2 N+ y2 L" x4 ^" B( {2 d# l
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" V; o K& P# _4. Allow smaller 'reserve' space for small groups on ships1 Q/ ^/ N$ p% W5 A& V4 A1 m6 V0 b$ M
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 E4 |" V- M9 I$ `' e; }+ U6. Correct attacking plane count before final post-air combat
. ~* a& B; `4 G8 y7. Pilot promotion may have occured in error sometimes
# }* o1 T, e( S, A& v* {; M8. Raid detect message sometimes dropped of the combat report8 q3 l2 K D2 P! r# ^
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 }0 W9 x$ s3 `9 ^
generally
% R# n( ~" _# l: T4 F6 i; }10. Some pilot-leader connections were being corrupted5 _& C' S8 r" N! j, C0 q; }' L
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
9 o- K' q- t9 P1 M- h9 Sother move issues due to the incorrect indicator
3 G- x4 n$ U+ m6 @- M/ @5 e- r+ @3 H12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ Q4 r$ d# K. }
damage
9 ^4 m* E h8 U; J) L9 D13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- [, a& w5 g4 j( _/ k$ _, b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 T6 ]; ]4 b& G( qdate sort
: c5 ]) g8 u6 H- c) @15. ASW groups not allowed to attack sometimes
3 J1 E/ n; c% e1 c! Q7 l! M16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing: F( h# B6 X( E4 z, m# k' B
HQ/LCU to jump to reinforcement queue
# a$ e8 e5 R4 C) Q# P17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 }* G0 f U% w! [ {* Y5 u% w
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# z! V% x& A6 v) ?2 oat start of AE but crept back in sometime during updates
{/ j# g# G) {$ k2 V) B$ \19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 p% ] i+ E. I; X5 m3 |$ h; |, wfragment.. b7 O; m* I; s" r8 h% r/ M1 j
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 h: Z2 |" R U& M# E& N4 _ x; m
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. s! Y( d( Q; k& b3 f( _
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full6 M7 V0 ~% c/ U. i) ?6 R
set. Y8 @/ I6 p% R6 z( P- y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base* @. N9 h2 P3 r: Z ]# |
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays! X9 X- M, Y. j' {! W9 m
24. Bug caused F/FB to sometimes bomb at low altitude
' p% P! [) a, @2 b4 l8 U25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not2 H7 n+ X; j# \% T; _, d3 p5 J
occurring properly.
x2 k- a5 H" z( r1 ?8 u, z26. Bug in Industry 'failed' indication not showing properly sometimes x) A7 p* f$ h. L% S
27. Location check at scenario load to include small map sceanrios
* }0 O) @+ ~5 R; P- o* M9 K! u- M28. Bug in air supply to fragments in a non-friendly base hex+ k3 q4 I: X* ~; G* \
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: l- z e0 H7 p
being set to homebase before execution of the mission – ie was returning to base) r! s! F5 \' K8 P; ?1 _* G
immediately& O' Y9 {; @1 m( P4 w
30. Error in Strategic map display; F% ^: H* ]. M5 o& }% u* k
31. Additional and stockpile options were not turned off when base was captured
1 F; S' \' r6 D0 I7 j& c+ h! q l& ]32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' X% {. s0 k, [& I9 L( v7 ~% ]mouse over7 ^: r# u- U! [, z2 K& y
33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ G. X; x1 e! F achance to gain experience if >75% prepare and < 50% national exp level6 B O* ?: ` e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# x* s3 F! r0 M4 `4 v8 @alleviate the incorrect experience gaining happening while in reinforcement queue( h$ \8 q, V+ p
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ l! ]( F+ e4 Z2 t1 f# h9 o. L
caused unit to jump “off-rail” and move overland# R! ?) ?& E$ M7 |4 T8 i% K( H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 z6 R6 x! ~* o0 P2 C5 X9 B- j37. Excessive accident messages on unload from TF reported i0 s$ \. j* m9 x+ Y+ i2 l6 z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when" S( g$ s) l) b& X5 C: S
merged causing smaller size unit than expected7 m* R( ^2 u Y& ]
39. Corrected possible TOE error in scenario data load for inactive units
, w1 u" K/ s' N) b: a40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" J% b; }: r# L3 r7 D& ?! i, ^9 |
however be allowed to do this.1 q$ |4 l% P* O; j
41. Possible CTD if sinking ship's load was a group
; N$ w3 y- K Z/ j8 y# }42. Limit the number of devices built from resources per unit during LCU replacements; this
^+ _ T8 ~% I) dwas causing an over production for that turn# b3 S( x; M) s" I
43. Retain day/night setting when creating group fragments& c% Z. N- P' \: ~; v3 ^! P/ _9 D
44. Adjusted supply and fuel values in base list not to overrun the space
% O" g/ k, Y; q" G" u7 h1 k, o45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 d$ y- A8 q+ Qadded YMS to Sweep TF in line with manual and code, n O0 W, x# v" c. k' f S. u7 d
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
8 ^0 S8 f& S# X0 r3 W6 B6 k( w8 }rule relates to the abundance of manpower and is not covered by replacement pool. Normal
( D: T5 V5 F- t* z* z; A% lrebuilding of destroyed units is not affected by this.
/ p: k4 Y3 X9 J5 g/ R# e# J |' J! B47. Carrier capable and trained text not showing together on Group screen; |/ y( F( D0 p! h2 @4 t% B. i
48. Handle any blank re-name changes by ignoring them& Q1 e5 t' _: s _
49. Possible CTD when air fragments combine
' p [. d# P0 J* }, @50. Unloading TF can freeze a LCU onto a ship under some conditions
6 E* b# k4 k* t. k$ F( r: V" X1 i51. AI not behaving if main HQs missing (affects small map mainly)( }( j. @; u/ [% W
52. AI using AGC for normal land units – removed from TF if not needed% @: `9 H5 R$ M4 ]: h" _& A
53. Soviet activation message not in Ops report
) d y* T9 P7 X* R1 \4 l4 w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 g. `) {$ ?- D# c
55. Clear Soviet air balance if not activated. Possible incorrect base switching" ]2 m; ^7 r c& e* d5 ^7 u! z8 E: C
56. Sub attack against docked TF not happening for port size <3
7 z3 P8 x: W7 x1 F57. Unit type changing unexpectantly
. ~1 Z$ u/ |9 `58. Torpedo replacement on plane sometimes is missed
0 B4 S/ Q+ T/ _" _59. Double handling of overstacked supply requirements; p/ e) `) `! K6 d0 k0 S5 T
60. Fixed alternate weapons for port attacks% w' M/ d" h+ G9 e0 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
9 U3 @ |( A: o, l3 zsometimer in the ship repair cycle.
1 T5 h- ^. ]" q2 i" |4 L, g62. Ship tonnage over 32K could cause repairs to fail
& W2 s7 ^& w" @& u& S. V" z5 C1 |, F% X7 RNew; J# r7 ?* J3 z+ y* @# J! v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 Q9 v& A- H, x
port
- i) @) v: u' m. F2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." V/ {- b9 k0 o- r# G8 n& v& H+ A! i$ H
Tenders not counted# j! V% a3 ]1 L6 h7 I
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base9 w9 Y3 G/ I! j
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 w" W/ t" n6 S1 F1 w3 b+ T7 N& a1 Mto remove damaged ships from TF! b! t) K ~0 k( N
5. New filter for “non-building” devices in Industry pool screen# E, k, d5 `+ g2 v9 ?) j
6. New filter for “non-building” aircraft in Air Replacement pool screen/ R. Y6 C1 V. [" n, t3 L! e
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 |8 p4 k7 Z( R( b- A% R$ p+ m. u3 l
mines (^) detected
' {1 A# c: w& W- l& ~+ C5 h- i. M" B: @8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( K. X3 I6 @" {
‘button6..’ image files, then these will be shown. If not, by default there are shown as6 C4 y E% H9 I% ]2 C5 [
standard parachute unit icons
* y5 E) S+ X: K4 ?5 q4 A9. Air/port damage and building is shown in base mouse over& o) p2 z+ V5 r3 {
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, l: s7 I# @8 {2 y
11. TF can be routed to stay within coastal hexes as much as possible2 h1 R8 g4 @8 Q
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
. |# X# ^$ p1 P4 `$ G/ |& t" {' q13. Added option on group and LCU reinforcement screen to turn off replacements
) b0 S% V y0 b3 j7 N5 a9 z14. Current base can get supply returned to it when reserve planes returned which were1 k- W. |) N/ l4 r4 l* E
originally supplied from another base
) Z7 G$ Y) }1 |( f9 `1 Z15. Unit type filter on Troop Loading screen
( T" ]' p# p1 \1 ~16. Report killed ground units if not in combat report" n/ |& V7 t. y# Y, u) X
Changed t$ _/ }3 i( h9 G
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! N* [% Q: t; m- \, \6 l6 c5 J(complements fix 18 above)7 B9 k/ @0 K @- F1 [. j
2. Permanently increased pilot array to 70K& g4 b0 J' C2 T* } g; ]) C! Y
3. Increased number of air combat rounds are a factor of total aircraft involved7 v( H1 g; G* ^- v7 C; K9 v
4. Allowed submap to submap movement if land connected for land units. Should have been
+ h% u$ _7 W3 `* @( z) t" aso as per Andrew Brown
, D c$ S0 N) e& Q+ [5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) N7 u- Z. b" z6 h. O
delay toggle instead" }- I2 m! Y( O- g
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& M* q0 z7 \1 ~( c1 u- ?( o! [& @7 V
maintenace a bit more" h6 J( {; a; k& H' W
7. Support device replacements won't decrease the overall experience of LCU units. This does
- k: _1 A! D9 F! Y" ?not alter the overall EXP change due when any replacements are received.: K- y3 Z& ?9 R# W
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
6 Z0 t. g0 J+ u& |between the two but could break current games.% V7 k ^4 G0 r/ R4 c6 L
9. Some LCU Prep points may be retained if unit is experienced
6 u$ \* ~8 U9 p0 H: Y H% u* M/ ?Notes
/ L0 s8 e8 X" L6 _$ [4 ?1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' M* ~2 |2 @0 Y; \0 r5 @4 x
should not change player or HQ, even if not in play. These original HQs are used by the AI7 g2 Y- Q0 M. x: z
routines so changing or deleting them can put the AI off. Changing other elements should X9 r4 W# y: S0 R: @
be okay.7 M- ~% f C7 A
2. Clarification to weapon filters for aircraft:9 l, V# [& k& ~) t A4 T9 h4 y
PM_NAVAL_ATTACK 2 // used for naval attacks1 q$ u5 K2 R5 w# }
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ K G( t: X9 W0 R. |1 yPM_LAND_ATTACK 8 // used for land (ground) attack: c/ ~. s5 B, D A
PM_PORT_ATTACK 16 // used for port attack
& {. T# Y0 e: A7 A1 g: fPM_AF_ATTACK 32 // used for AF attack
) A: G q9 i! j' j! ]0 \; Z. rDropped any reference to secondary values for land and AF as they served no special use.
, Z+ s% o! c+ \4 e+ FClarification changes
' \2 L8 E9 ]( n; x1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- g2 y' b6 [ Y/ r, b) V$ [) W- ?
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
& d3 G$ P+ H: m. k- f8 PMONGOLIA(91) or TANNU_TUVA(92)." M2 u# f/ q, }. \; F% q3 a
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" D1 z2 u" ?5 nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 }% m4 Z% j4 X; ~. }) |
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 o; e, j8 ~2 j$ [! d/ ?after Soviets are activated, but can’t move6 Q) |3 D' Z7 ~# j
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; D% c' n/ ^0 V, L7 ydisbanded in port.( e, ~: c; e& }5 e( j, J; D, V
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% v; P( F8 ^2 w, F) e3 Y+ E& S: E n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |