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( D% B$ W! @) V$ dhttp://www.matrixgames.com/forums/tm.asp?m=31850622 }- M, R& b) o7 C
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大量更新,详见列表:8 c. b8 U+ F* y' ^1 C$ C" f
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Change History:
9 g6 [3 y) u2 R9 \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 z9 @6 v6 `6 B; W' y" W* t( K
1. Seventh Update – This release is a comprehensive release updating all previous
, O& N/ X$ P- \, j4 h1 v+ Oversions to v1.01.17 beta, W4 Z" }+ x% Y
2. Code Changes) E/ @' s7 y' L$ F" U; g
Fixed
6 y: Q+ X, V) l# i- U0 _1 v. ]+ r( J1. Display of AF/Port icon between player saves based on player's intel
4 N( D! o q0 b9 M2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& O. w. R. R5 O( kweapon list updated
) P- o; s- o/ y, M6 I0 `3 l c3. Reported cargo/troop safety values incorrect when no cargo/troop space. U8 L$ r6 o5 J/ z
4. Allow smaller 'reserve' space for small groups on ships/ }- T+ y# x T% x- L
5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 m- }% Q- S+ R
6. Correct attacking plane count before final post-air combat
9 Q8 z2 ^2 H% [6 \: u7 t7. Pilot promotion may have occured in error sometimes
# o( ]/ b$ s' q1 d( {8. Raid detect message sometimes dropped of the combat report
G8 g" F% Z* D- u" K6 X9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 G1 Z' |& S+ l, ~
generally, g7 ^; d0 J- P2 y9 l0 ]
10. Some pilot-leader connections were being corrupted/ S8 z8 z% D. }- j; B" v) M. D* a
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few" T; p* g7 |8 X: c
other move issues due to the incorrect indicator
) R9 A: Z4 m+ H% G% r12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 y* U# y" G( b8 R& T$ Odamage- K' `0 [5 _ m2 P9 G5 M$ o- d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ O( H9 b$ o% L% L4 i0 t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- y; X8 Z6 b' [9 p) q& D$ sdate sort
, D6 } E# s N4 |' _15. ASW groups not allowed to attack sometimes
! S7 ~( Z N/ S& W, i' K, l8 t16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) G. Y+ f9 @0 k; \& V$ I7 n$ {% A
HQ/LCU to jump to reinforcement queue
8 S1 }+ a: Z% j* l5 [3 P2 j6 m17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 l: E# o2 R( T7 K18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed d. \* V/ h0 v/ G$ j) A7 E& h
at start of AE but crept back in sometime during updates
: q) s: F9 w6 ~ n. G* m3 v {19. Removed the fragment/parent swap during a TF unload as it could often orphan the' m# U: I+ u2 [, n! T* W
fragment.+ b% A4 H7 J' \3 i' y3 [. j) g
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; l$ B' z8 Y( l! O% [( \21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 B( T( H4 u* ~/ U4 W w' r0 b0 [
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
4 H% a$ Q8 t6 [: s- Qset
+ J% p1 b) b1 ~' _22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% C# W3 R; g* _9 @; d. K8 W
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, d7 L* d, ]$ I. s# G24. Bug caused F/FB to sometimes bomb at low altitude" _8 N9 r# u7 o6 H& y9 o5 [
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 M9 r0 e& q/ Yoccurring properly. o! @/ X/ }; \ S0 p
26. Bug in Industry 'failed' indication not showing properly sometimes7 n: m, C5 h6 I1 m9 k
27. Location check at scenario load to include small map sceanrios/ {8 E7 y- D" e* a; N0 v
28. Bug in air supply to fragments in a non-friendly base hex- q8 x" T: w' ] _
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# _% I/ l, u! k6 z% Q) t- F7 hbeing set to homebase before execution of the mission – ie was returning to base
# @8 M" R5 E: rimmediately
' [% y* A! G! h! Y30. Error in Strategic map display, X& r: F. E( i5 {
31. Additional and stockpile options were not turned off when base was captured) k1 Y# K) f% _: q' w# ^! N K3 g
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' Z) Y0 W6 X5 d* S9 s3 fmouse over5 r1 m$ ~# ^) O1 x
33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ l, G; H4 K$ e P" g. E! Jchance to gain experience if >75% prepare and < 50% national exp level) c H0 F/ Y3 G+ W* \. D& O# Q0 q, o
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 E7 E8 T4 X' [* E$ Z& aalleviate the incorrect experience gaining happening while in reinforcement queue& \0 r- {6 \8 ~' e
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; g8 R! r. m9 S$ F( m& K8 _( Y5 M
caused unit to jump “off-rail” and move overland
% S" K M r9 y) Q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! d2 E: L) B0 k- ?- X( H37. Excessive accident messages on unload from TF reported
5 m- C2 E6 y5 W38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' B( E3 e0 Z4 s1 vmerged causing smaller size unit than expected
9 A/ s+ A3 X. ~% P7 I39. Corrected possible TOE error in scenario data load for inactive units
( F5 Y! M1 Y, D! D9 {2 e0 C) X6 g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can3 C% h/ H, ~" g9 ~: j) a
however be allowed to do this.
$ _1 o1 H5 P- @! V41. Possible CTD if sinking ship's load was a group3 O. v. u. n: T: g7 b* u6 Y+ R
42. Limit the number of devices built from resources per unit during LCU replacements; this w3 h7 |, c: k, R
was causing an over production for that turn* K: s% q5 Q. c, i
43. Retain day/night setting when creating group fragments
! s! I% [+ ]' b' q- L* j44. Adjusted supply and fuel values in base list not to overrun the space3 m! l! j) ?' ~3 }) K
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 h6 @. _8 [( X$ F" E: e4 C
added YMS to Sweep TF in line with manual and code
, D' [) I2 @$ H46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. @: v* L7 S; A# _; a0 }3 Srule relates to the abundance of manpower and is not covered by replacement pool. Normal1 T2 N( w0 J4 u# c) Y
rebuilding of destroyed units is not affected by this.) [5 x3 Y9 A r" E; W6 e2 n; W q3 w
47. Carrier capable and trained text not showing together on Group screen W/ k6 S* x; y" U k7 c% S; y
48. Handle any blank re-name changes by ignoring them
. ]! k6 U- b7 j7 d! Z. T* w49. Possible CTD when air fragments combine
* r- d6 I# f6 W( a L4 W! {2 a50. Unloading TF can freeze a LCU onto a ship under some conditions
5 L' w0 N& _7 ^* Z# f" b51. AI not behaving if main HQs missing (affects small map mainly)
2 } M( U! a% d52. AI using AGC for normal land units – removed from TF if not needed6 }( J. T0 p3 |0 e
53. Soviet activation message not in Ops report
% z4 I' C3 b9 }8 Z9 o1 c54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 S* R4 p6 Y7 c" I( l( [" M55. Clear Soviet air balance if not activated. Possible incorrect base switching6 g* y2 L, @2 }3 v
56. Sub attack against docked TF not happening for port size <35 i* M; w( y6 n& p) Y
57. Unit type changing unexpectantly9 \4 i) {- w: h( |3 s
58. Torpedo replacement on plane sometimes is missed
2 \3 m& [9 H+ P- o! S; {! a. {. l" a59. Double handling of overstacked supply requirements3 [1 _0 t8 g% \; ]3 Y. x$ f
60. Fixed alternate weapons for port attacks, x8 ]2 d! Y6 P# d" m* g8 j
61. Corrected weapon system damage to show after combat on ships in port rather than wait till, _! l7 x$ Y ?
sometimer in the ship repair cycle.8 \3 i( Q! v& [' `0 J( ^
62. Ship tonnage over 32K could cause repairs to fail
) [6 Q1 }/ P \* b. ^New
$ H/ C4 E9 }$ Z' J9 `( w, n1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 z0 {: S; |0 U0 q. K+ h# K: t" h
port
5 u7 @# g+ _3 R! w. A7 f/ c2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." U- {+ J3 v/ V$ L9 [9 d, C" V1 J
Tenders not counted
$ w. s: q1 m. z& Y3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) c, ]4 {+ }" W& E9 e4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 j: P N+ e, } ?
to remove damaged ships from TF
4 v/ K5 _) I" V$ O, F% A5. New filter for “non-building” devices in Industry pool screen
f; T$ _" U# \6 \/ W6 @6. New filter for “non-building” aircraft in Air Replacement pool screen# Q! u! E6 y ^ H9 ]7 N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) l1 s3 Y) x \9 e7 F" a9 O7 tmines (^) detected
" w2 g' H( F( _3 ] o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the. i* j$ b1 }7 O4 }+ W* S. W4 g1 l
‘button6..’ image files, then these will be shown. If not, by default there are shown as
, h' b: f! j" M# y( a. O( {1 Fstandard parachute unit icons
2 ^5 q$ Y7 m, S+ z- D3 p9. Air/port damage and building is shown in base mouse over
( i1 T% Q' P! T2 h( f6 p- v' V10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, x8 C6 ~, L: w/ l
11. TF can be routed to stay within coastal hexes as much as possible
7 K7 J6 D) d" f/ ?12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& ~1 Y$ s$ B# f- w9 O6 ^13. Added option on group and LCU reinforcement screen to turn off replacements
3 w0 q: n" x+ \4 [7 x& W14. Current base can get supply returned to it when reserve planes returned which were% ]0 w) c+ W& P' O
originally supplied from another base0 V& q9 P$ g: t' w
15. Unit type filter on Troop Loading screen
) O1 K$ B( Y: t5 L- b16. Report killed ground units if not in combat report& l, c. b, Z7 t1 M! u9 G4 t1 R8 x
Changed
; I7 p( a3 ^! y7 r) J1. AF of 8+ have AV support doubled for purposes of determing support for air operations* t B6 C% D: p5 |9 ]0 i, u$ ]
(complements fix 18 above) F+ X/ r$ F: z; ?- x
2. Permanently increased pilot array to 70K
- G' i/ e: z. A) C0 P* K. V4 y3. Increased number of air combat rounds are a factor of total aircraft involved
1 Z, H& b4 ~7 T4. Allowed submap to submap movement if land connected for land units. Should have been' u' ~+ i, i' g; ?+ G/ L( F& Z1 S
so as per Andrew Brown0 p. _+ ~1 ?! E/ p" w1 u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! W& F: E# a) G- E5 z9 l, _( t
delay toggle instead
0 i$ @: u+ x' K9 J' {) W6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" @+ n! ^3 a5 s& t
maintenace a bit more
' ?$ L& K4 v/ u* q( k( Z7. Support device replacements won't decrease the overall experience of LCU units. This does) M* r: ~5 R; k5 K$ L
not alter the overall EXP change due when any replacements are received.
7 f, W' n# Y& t/ x% i1 P! t: l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# P. v: Y- B1 p$ `, z3 |
between the two but could break current games.) ^/ V# u9 S% @4 E; d
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& M6 r7 \/ J4 G# }5 K0 kshould not change player or HQ, even if not in play. These original HQs are used by the AI
- e3 G- w' L- f' f$ Proutines so changing or deleting them can put the AI off. Changing other elements should; C* b! h) Z6 [' U/ o; u
be okay.
8 I" [. `1 \, x& K& j* F( |2. Clarification to weapon filters for aircraft:
* S3 `' |) E, S0 I8 J$ x3 x5 kPM_NAVAL_ATTACK 2 // used for naval attacks
+ a' x, T' A* CPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); l0 g7 _: E1 S- R* J" w$ E
PM_LAND_ATTACK 8 // used for land (ground) attack
# T, v9 ]: C2 }6 fPM_PORT_ATTACK 16 // used for port attack2 N. P+ V7 L( O9 X3 f' w
PM_AF_ATTACK 32 // used for AF attack
! E% v1 v' g, b) b+ a) bDropped any reference to secondary values for land and AF as they served no special use.
. }$ ^0 s$ p$ A8 p# k) R+ U7 OClarification changes9 V% E$ o X( F a) \, y$ G; k
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( p& u0 J, n: q! m ^9 O2 k+ C/ [bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( w5 s- ~6 A" o } uMONGOLIA(91) or TANNU_TUVA(92).1 @; Q" S$ M; e" b5 A( K, | K* m
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases) Z6 y/ f' i: ~ ]' `2 O$ V& [
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 m3 X# L2 E9 g6 n4 `! wc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
! E8 P% U3 D4 t8 c8 p- c- Bafter Soviets are activated, but can’t move
! W, Y3 U6 A, V. b2 X8 Dd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 p* t Q# B# e+ V
disbanded in port.( {& Z$ c7 j7 i; O; O
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& m* A9 i) H* Z+ n D5 {- N$ ff. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |