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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
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大量更新,详见列表:0 K' }! U* `* P$ x9 C4 e* \
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Change History:; t/ A1 @( ^ v+ K
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- G6 o6 g) c/ g# V+ \
1. Seventh Update – This release is a comprehensive release updating all previous8 r' J+ J" Q1 v g8 F
versions to v1.01.17 beta$ T! {, i- J+ c0 h8 J7 {: R+ m9 `
2. Code Changes
, R5 B2 b' v; WFixed
+ L+ t& D* _+ V1. Display of AF/Port icon between player saves based on player's intel" `9 B) m2 |8 s2 C" C) Q4 p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% f' L9 `3 V& ?& W$ pweapon list updated+ {. C( K! |4 t+ e4 P) H* Z3 A
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ g* ?# r4 Y5 c( ^/ i4. Allow smaller 'reserve' space for small groups on ships
% @3 r, s3 y4 }$ g% B5 t5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 S. ^# r* B& k g0 F: z6. Correct attacking plane count before final post-air combat% x& L. e# R9 `' U
7. Pilot promotion may have occured in error sometimes: a9 v6 G' _! i |1 c) N
8. Raid detect message sometimes dropped of the combat report' `# x0 J5 ?) X. |* [. a1 T0 |
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
: e7 @7 n1 a3 I; Lgenerally; ?% b0 Z" g* e* Y Y+ T
10. Some pilot-leader connections were being corrupted
' D$ [3 M* m& i& u1 v11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: X: g1 `. a+ T1 j7 s% S: kother move issues due to the incorrect indicator S' r* j! A s
12. Wrong ship sometimes reported in Ops report for TF movement which causes some7 A" q5 H9 o4 }7 Z$ J
damage
6 u# m: J. R: E9 r9 `13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 r- _( q# e7 d4 v1 ?# J+ k! ?: S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 `. S Z) j9 Gdate sort8 B2 G0 l, ~) N. d5 y
15. ASW groups not allowed to attack sometimes: z1 X% u; O5 Y7 X
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% S% m: T% w$ ~' f) O+ fHQ/LCU to jump to reinforcement queue5 A& ~! `3 u1 i0 Z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ U+ v! }* }7 b18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed- H U1 H. i o. J* p. O1 \2 O
at start of AE but crept back in sometime during updates
: X) ?) Q( G4 |9 T! a% ]! D6 v19. Removed the fragment/parent swap during a TF unload as it could often orphan the/ r% t# b7 q) A9 o; Q/ k* _9 J1 m
fragment.7 }* w) h% t9 p) T, I* r3 r( F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 c. ~, F9 P4 I3 Q- g/ z, ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
" P8 A$ y' H) Q, Ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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! e( t% o- w8 _$ d, k, S; a l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base) [- V0 v$ T, m7 ^. L& ?
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- O, N/ L: L6 _6 S' g8 n' z24. Bug caused F/FB to sometimes bomb at low altitude& f, A% k# z0 c
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* q h$ Y" K, j( Loccurring properly.: T# B1 M( L) X$ `9 Z5 ^ c
26. Bug in Industry 'failed' indication not showing properly sometimes# [& {- X7 \* l% W4 e
27. Location check at scenario load to include small map sceanrios: w. Q# e- C9 k r: L) J
28. Bug in air supply to fragments in a non-friendly base hex. G2 f8 ?$ f5 V" E3 a+ e! {0 G
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 E, [% C( J9 \6 W7 t' Z& _0 vbeing set to homebase before execution of the mission – ie was returning to base) q/ C5 f2 B: X+ K1 U2 l
immediately
( t2 M6 K; H' C4 T7 J30. Error in Strategic map display
+ C2 `# |9 K$ C4 a31. Additional and stockpile options were not turned off when base was captured: w$ _6 Z# E) j6 J# n% S2 {4 s
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
7 r- v% @6 d8 _: d+ pmouse over% O$ q& \% f7 u; Q( \
33. Army experience being gained when not 100% prepared as per manual; changed to allow" `7 ?& [9 ]2 M* @% M) {) k4 q
chance to gain experience if >75% prepare and < 50% national exp level
9 g* I7 W- g9 A- {: j) L34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! r: K+ x g4 X R: _' S1 w" Talleviate the incorrect experience gaining happening while in reinforcement queue4 [! a9 {5 b! k0 H" K; n* ]
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' F G9 z! q- l! M: jcaused unit to jump “off-rail” and move overland
& Q& F! r& T# E. g0 C( M, q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: p: ~' d. V8 y
37. Excessive accident messages on unload from TF reported1 {1 ?% G Y) p4 x
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: Q9 A6 `8 }6 B
merged causing smaller size unit than expected6 a* v* b% `' j8 C" D( Z! T
39. Corrected possible TOE error in scenario data load for inactive units
7 f) i0 Z% Z t; M' D7 T- v# O40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 w5 x" t8 v& \! F8 m
however be allowed to do this. s, h- } f" k
41. Possible CTD if sinking ship's load was a group4 F0 ?! s+ V0 k! I# l
42. Limit the number of devices built from resources per unit during LCU replacements; this$ R. a! o* M/ W- L; v. s2 X3 X
was causing an over production for that turn
- |* Y. \, l! {43. Retain day/night setting when creating group fragments0 O( @8 h |6 |3 K9 w4 S4 t7 P3 D
44. Adjusted supply and fuel values in base list not to overrun the space0 L9 R4 [7 x5 N. Z1 v1 R y& V d
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ f* F% N4 P3 o, E0 G2 `
added YMS to Sweep TF in line with manual and code
3 m6 J6 u1 K2 O4 R9 j46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' ]: a! ] N7 w9 K$ I
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# ?+ j1 I- b c* D) H# U* q2 jrebuilding of destroyed units is not affected by this.
9 F3 o% z, i! r* M0 v) u0 E47. Carrier capable and trained text not showing together on Group screen
* y; M4 i0 i$ f7 U! i1 `48. Handle any blank re-name changes by ignoring them; A: i- H2 p" `. r, r! j* b0 C0 Q
49. Possible CTD when air fragments combine
0 u3 h; Z3 a) h8 m50. Unloading TF can freeze a LCU onto a ship under some conditions
# R f& Z$ e @7 |4 y1 q51. AI not behaving if main HQs missing (affects small map mainly)
C' N9 `1 ]: O$ P52. AI using AGC for normal land units – removed from TF if not needed
! t4 B" y7 m3 z) l/ Z53. Soviet activation message not in Ops report& Z) K3 E6 s( z W; \& C3 o. S) h
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range: f2 [' r7 m" k9 \- b' ?8 N( l
55. Clear Soviet air balance if not activated. Possible incorrect base switching
1 U! o' Z K0 T56. Sub attack against docked TF not happening for port size <3
; v1 ^' }( m+ `) I! ]57. Unit type changing unexpectantly2 S5 w# {2 F# y& P, l
58. Torpedo replacement on plane sometimes is missed w. l: t; y8 o( y& Z
59. Double handling of overstacked supply requirements/ ?3 b3 ?1 b( k) W8 \3 u* t2 m
60. Fixed alternate weapons for port attacks
6 v. X8 b+ ?" N) E p b) h61. Corrected weapon system damage to show after combat on ships in port rather than wait till
) p' @( n$ @( f8 Wsometimer in the ship repair cycle.; k$ U1 `1 i+ m! Y3 t
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 V( Y `! m" m* Tport
) M) @ Q7 I! |+ e0 a! f8 h2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# S) o+ D( W' f' g6 X# N3 Q% STenders not counted+ p& q( W4 S8 h5 V* A) s8 N# b2 E6 D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base$ R# W' x2 t* {6 i S
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 r+ K& v% h5 p
to remove damaged ships from TF+ n/ e7 b' u! G3 v( H
5. New filter for “non-building” devices in Industry pool screen' a1 C4 }, ^- P# w
6. New filter for “non-building” aircraft in Air Replacement pool screen: ?# R6 b5 }9 U- ~9 g0 X
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- }' Z2 `1 x5 w0 b3 {- _
mines (^) detected$ W! h! F2 @! Y; ` ?% f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% m! g: Z* Q }3 r/ _6 I6 Q
‘button6..’ image files, then these will be shown. If not, by default there are shown as
# y3 [: _% h2 xstandard parachute unit icons
1 k0 y# {* E( R* D7 y9. Air/port damage and building is shown in base mouse over, H1 Q1 u( N7 g+ V2 X- K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 s1 }9 { L& I. ~; r" L/ P11. TF can be routed to stay within coastal hexes as much as possible- l# f; ]8 b5 o1 Y7 x; |
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! t. h" n& f M6 Z13. Added option on group and LCU reinforcement screen to turn off replacements
: W2 r+ e, H Z3 R Q# u14. Current base can get supply returned to it when reserve planes returned which were
) F( L' z0 K. _: l4 Noriginally supplied from another base$ o a$ N1 o- O1 z
15. Unit type filter on Troop Loading screen
* M1 s5 b0 I3 S. j2 Y- Z16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
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2. Permanently increased pilot array to 70K% m! b: o) p* L' ~% d; L* w
3. Increased number of air combat rounds are a factor of total aircraft involved
& p- ]; W+ G @1 M4 ?$ H4. Allowed submap to submap movement if land connected for land units. Should have been
% T7 Q& d2 O! z# X& F- c, q) V! b' mso as per Andrew Brown' t/ t5 ?8 M2 g; P& N; c
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 l" |- W% T _- Y9 j
delay toggle instead
3 E$ J8 r9 ?. G0 M4 O% H0 [) G* Z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( m! \8 C: f3 \1 ^maintenace a bit more
1 f" P. g o7 a7. Support device replacements won't decrease the overall experience of LCU units. This does
3 s! v6 W: U: l m; _not alter the overall EXP change due when any replacements are received.+ T% p% E: j/ m1 z; M( y+ n
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ ?8 K, F1 r- A; i: T6 b$ ^between the two but could break current games.. X# [8 ~+ L, w2 a0 A l
9. Some LCU Prep points may be retained if unit is experienced
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+ ^0 x0 ~) l% d1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 G. N2 U$ W: d7 Gshould not change player or HQ, even if not in play. These original HQs are used by the AI+ m* b: m' d+ {( t1 @5 L& t4 ] M
routines so changing or deleting them can put the AI off. Changing other elements should/ \2 [$ ~6 j- n
be okay.
: [' S2 z- I" P( T- L8 \5 M: u2. Clarification to weapon filters for aircraft:; d" t5 `9 l2 E6 A
PM_NAVAL_ATTACK 2 // used for naval attacks
) y1 D6 f4 {; U$ t+ K! |/ gPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* ^. l7 t9 ]9 r. K) u% |PM_LAND_ATTACK 8 // used for land (ground) attack; z: x8 L. Z$ T) G: y% z1 a
PM_PORT_ATTACK 16 // used for port attack {& b* X- g+ f3 |7 S- }
PM_AF_ATTACK 32 // used for AF attack
$ S: ]& ^" d9 g# ~/ uDropped any reference to secondary values for land and AF as they served no special use.
' f. S( G( ~' y! @Clarification changes. \9 p& c5 ~* K8 s) n; L* i) q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; x7 d0 N' S" E' ^4 \9 s2 B
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 c; _) ^: F' L1 v
MONGOLIA(91) or TANNU_TUVA(92).
! ?! i9 \- }" ga. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 V7 e4 h( T% p9 I6 ]7 `
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& Y8 K8 k. ?+ }! G: P' ?c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ x4 o" H1 q B4 `/ X. c0 D6 N. ?
after Soviets are activated, but can’t move
3 F! b; [! @: k1 O/ m( Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. f3 C$ r4 F/ j
disbanded in port.+ g9 u# D# p: M: I
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, }% l0 b' q; h
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |