具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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# q* n& f+ R- h; A3 V3 Y J* r" q! q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:
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Change History:
' c* \$ V2 s% U" t. QV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; {, J* X( I n7 A$ X1. Seventh Update – This release is a comprehensive release updating all previous. Z- c2 \# u- X
versions to v1.01.17 beta/ \6 t- j% u: D0 Z# S
2. Code Changes) f S; f" u- D, `% T
Fixed
; ]* i# ^" s% j& w: R6 d" U1. Display of AF/Port icon between player saves based on player's intel2 S$ r7 d* b s% t
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
* Z% G; m) j! ?, M {- sweapon list updated
5 s( Z' y, P% K' J3 F e6 N) m3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ Y, ~7 A$ ]8 L. N% s) L9 c4. Allow smaller 'reserve' space for small groups on ships( ^: q8 q4 r5 h0 F( `
5. Preserve some more data when swapping fragment and parent to prevent lost of parent; i" ~; H- k1 X: S1 U' W
6. Correct attacking plane count before final post-air combat
* S# z& w# `3 a2 S) a5 g2 c% X7. Pilot promotion may have occured in error sometimes
9 Y3 }0 G" |/ b& i8. Raid detect message sometimes dropped of the combat report
" f. k0 j& w5 f0 i9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 M4 y0 E0 X7 n$ d' \ J
generally; m9 c* y$ J! I$ R) y0 w6 {
10. Some pilot-leader connections were being corrupted
! t; {2 e4 s' q7 I6 d11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- N3 P5 s- ~! Bother move issues due to the incorrect indicator/ r) g( w' W" a
12. Wrong ship sometimes reported in Ops report for TF movement which causes some a% @% Q5 d% ]5 c
damage$ t, m+ ~. I8 U& K1 ?
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. {. `8 P) E/ Z' m
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
6 n: D3 z5 D i# } @! l2 Pdate sort1 }; G A) M4 u7 W$ S% P9 L
15. ASW groups not allowed to attack sometimes8 I/ T( ]: q2 r- R- N" ~; M9 |* }
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing8 ]: W% b9 F/ ~; J+ j
HQ/LCU to jump to reinforcement queue8 `0 P4 W7 S( A
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
) C& o3 e! T/ W; J+ H, e9 X18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 a$ S# {: I% p' }! Uat start of AE but crept back in sometime during updates
! w# _+ h b1 _% x$ d5 e" P: c) e19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. q# C3 C$ C: N# y+ _; Ffragment. T3 i- Z; ~ f: v
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 y( F8 I& A' y; |5 [
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" z7 A t1 O) X2 I0 R) q8 J
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full% A4 N9 d+ M9 U; Q: D
set7 s! O9 ]7 r/ R, K
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 o `* F$ \! @( u23. Enabled 'z' to speed up all animations; was commented out in a few animation replays. t( a* X- r# x4 y9 Q1 i5 @2 w
24. Bug caused F/FB to sometimes bomb at low altitude
& T8 ~9 Y# t h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ {/ _7 d2 } n0 koccurring properly.
, T% G n# O0 v1 F6 K26. Bug in Industry 'failed' indication not showing properly sometimes- ^ _' @; X8 u( O e
27. Location check at scenario load to include small map sceanrios+ W- A7 @* G- Z! r" R1 w# q' G
28. Bug in air supply to fragments in a non-friendly base hex+ Y9 ?1 o4 I0 F- Z* @! G! c
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 Q' y1 B3 L6 M5 hbeing set to homebase before execution of the mission – ie was returning to base
6 E' r$ p2 L3 X% }' W z; a% ^immediately
8 w; E' H' w: w- x+ D30. Error in Strategic map display% S2 _0 O& V/ x2 k
31. Additional and stockpile options were not turned off when base was captured
# m1 _- f- i( t0 j' x! K32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
! ]4 z4 ?4 b& qmouse over8 B8 f' A, u0 u8 W8 K7 x. f
33. Army experience being gained when not 100% prepared as per manual; changed to allow
, o5 e9 x3 \5 s5 E+ mchance to gain experience if >75% prepare and < 50% national exp level$ @2 |( k+ E( V5 G6 Q% ]* G
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 `% p# F( t- Y- H6 q; z
alleviate the incorrect experience gaining happening while in reinforcement queue
8 Y7 [! T/ U' ?5 U: n35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# {0 J7 b3 E/ g7 w) t# `( b, [& p. Ocaused unit to jump “off-rail” and move overland7 Z9 e. m8 A8 q0 Y* C; Q7 G+ _
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ B' o+ Z! j+ D% \& [
37. Excessive accident messages on unload from TF reported
( ]; |5 L. p( T) E! s38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 y1 ]8 P' q' C7 `4 z. l/ H* q, D4 D
merged causing smaller size unit than expected
& F/ ~# t/ L0 j& V5 z- y39. Corrected possible TOE error in scenario data load for inactive units
& T# A6 @+ u3 m1 q3 S) l40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# |- G' z! s5 B: ^0 O
however be allowed to do this.
+ I2 x/ S4 d' C; ]& A9 z41. Possible CTD if sinking ship's load was a group5 K# i, @# U+ ^" W Q( O
42. Limit the number of devices built from resources per unit during LCU replacements; this
2 y5 `$ z! J( _) Hwas causing an over production for that turn1 d9 ?" N2 T2 a3 v# P
43. Retain day/night setting when creating group fragments
! m* R/ L2 m8 I" x6 U44. Adjusted supply and fuel values in base list not to overrun the space9 q, M2 l2 ^9 K$ ?
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! s# |$ Z i2 k( N7 vadded YMS to Sweep TF in line with manual and code' L1 U- }( j. m; J2 ~! {3 P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the/ V* E) M1 \0 Y$ S0 L
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
2 y+ D. I; R0 O+ p+ a3 y7 v3 x& nrebuilding of destroyed units is not affected by this.
0 p' ?% E h& m: l0 B47. Carrier capable and trained text not showing together on Group screen) A$ X+ h7 X% ~
48. Handle any blank re-name changes by ignoring them
# @. s& K5 P- ?- L" T2 v; y49. Possible CTD when air fragments combine5 \/ l z) K0 h, |
50. Unloading TF can freeze a LCU onto a ship under some conditions& u/ ~( O7 {1 X4 y: E2 s4 g
51. AI not behaving if main HQs missing (affects small map mainly)
1 r, q" e1 P6 D5 F/ t52. AI using AGC for normal land units – removed from TF if not needed: m8 `7 `$ d/ }7 ], x
53. Soviet activation message not in Ops report2 i+ Q& x# M: @, M" P5 K/ e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" r: @1 y& d6 _) U1 L55. Clear Soviet air balance if not activated. Possible incorrect base switching
! Z. W0 W) z/ |56. Sub attack against docked TF not happening for port size <3 I; l8 W* r& e) R
57. Unit type changing unexpectantly
2 b6 ~4 s8 R6 ?* D- b, s$ f58. Torpedo replacement on plane sometimes is missed
5 n! S; q! W6 f# P( n9 X/ @59. Double handling of overstacked supply requirements9 x& L* ~: R4 N: {
60. Fixed alternate weapons for port attacks, g/ ?5 ?9 V @* q
61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 a/ M+ U' e9 b, B. F& p# A
sometimer in the ship repair cycle.
4 o+ g& V8 y+ e62. 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 the4 Z, c/ b1 h' y0 k9 M
port" R* G8 [, A8 V8 L( M, z0 t5 ?
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, Z* b" V5 |$ U' u) gTenders not counted- \! I9 o0 W, f+ t o6 d; N* n
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base B4 t. y; `1 Q0 [/ d! U2 x
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ S. n* u3 q; gto remove damaged ships from TF
- {2 A' b! Q, `4 b5. New filter for “non-building” devices in Industry pool screen
. @8 m1 U9 e9 ^2 _6. New filter for “non-building” aircraft in Air Replacement pool screen- \5 D- {4 Z0 o) y+ D
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 I2 @- ?4 y7 V0 `mines (^) detected
; ]* w' ]3 U5 f2 [8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
d% c- D5 E6 h! G" Z9 z‘button6..’ image files, then these will be shown. If not, by default there are shown as1 e/ y3 O9 z6 d- ]6 @
standard parachute unit icons
3 f1 \/ e# i6 s8 `+ Y S! e! I9. Air/port damage and building is shown in base mouse over; O7 s* D% h; o0 f& y$ O) p9 W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
* y6 @: q* n- m2 y# v3 l11. TF can be routed to stay within coastal hexes as much as possible3 g2 ^3 a" q# P E- B4 I6 Z- y
12. On Top Pilot screen show the 'ace' cut-off value if more than 11 d5 l& p8 t+ a
13. Added option on group and LCU reinforcement screen to turn off replacements
" {" `$ o* k) A* r1 r2 L" w14. Current base can get supply returned to it when reserve planes returned which were2 V( B3 K. Z& o" y R
originally supplied from another base
4 s4 D7 ^8 i" e& O15. Unit type filter on Troop Loading screen, Q& H+ O0 H- {! j6 l0 ]3 R! \" Z
16. Report killed ground units if not in combat report
' s4 h# _& F+ [9 _5 J6 WChanged
$ r5 q2 X8 K- v1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 m, ~6 e: y8 w" a; ~$ N6 \
(complements fix 18 above)3 M8 }8 O+ M' W( Z" K7 B: N
2. Permanently increased pilot array to 70K- ]& l. Y6 r8 {
3. Increased number of air combat rounds are a factor of total aircraft involved7 O$ o C& v' Q( X* _8 `# L
4. Allowed submap to submap movement if land connected for land units. Should have been1 ]: ?: R4 {* k$ J: |5 j/ B
so as per Andrew Brown
! \! a1 z3 m- i! E+ }8 S5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 v: I- a- ^% F# Gdelay toggle instead9 V0 ]4 L0 [" `( }9 @( |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 \. a8 P4 o% y0 r
maintenace a bit more
: d$ o4 u4 U; r: q; l7. Support device replacements won't decrease the overall experience of LCU units. This does0 w5 S8 f& _: h" Z" w
not alter the overall EXP change due when any replacements are received.7 a1 x6 u$ G* @* A9 z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
) I/ Q7 o/ l- }6 Q V$ U" _1 Lbetween the two but could break current games.
/ U* I0 W# k" X5 i0 K# t9. Some LCU Prep points may be retained if unit is experienced6 p5 v# M3 S% e# @9 e: ~
Notes
) w7 L+ A% {; R5 X8 T1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* o3 S& V, k, _( `* P! w* eshould not change player or HQ, even if not in play. These original HQs are used by the AI( X# I& f: i6 `9 f0 W9 O; x
routines so changing or deleting them can put the AI off. Changing other elements should4 q1 l: S% Q; _' r+ h( F5 v1 V
be okay.2 ^4 ]( L9 f' B- h$ U& |' z
2. Clarification to weapon filters for aircraft:# D- |3 s; P- O0 c
PM_NAVAL_ATTACK 2 // used for naval attacks. q6 c5 M/ Z7 ?0 D( l$ N+ i
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ C, \+ N& T7 Q6 n% ^, Q, m# bPM_LAND_ATTACK 8 // used for land (ground) attack
+ `. Q+ E8 ~3 @: X7 B6 mPM_PORT_ATTACK 16 // used for port attack. m9 y" \) ]( ]1 I4 N) _
PM_AF_ATTACK 32 // used for AF attack
8 X# J/ i- ?4 J+ U! }4 E' K$ u. `; ZDropped any reference to secondary values for land and AF as they served no special use.
# |, a/ a: a {4 y) c6 [Clarification changes$ p7 O0 T* d' X( d" Z% H5 z1 E1 {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( V7 {0 t* B f9 @( m+ X N
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 E z! n* N/ D! |' F) oMONGOLIA(91) or TANNU_TUVA(92).* ^3 F; Y( _* \4 c9 U2 W% q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 B( |. P; ?( L& r: {8 W5 r! r7 Db. Allied non-Soviet LCUs can't move into Soviet Motherland hexes3 e& u0 `9 L4 I1 v4 V$ H! W
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
z7 U* K+ c: ~8 Z8 A. V6 Bafter Soviets are activated, but can’t move
( P4 p1 P0 I+ Ad. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. x! a2 ?2 U: [1 {9 ^* `
disbanded in port.! {" P5 R x. i* _5 i3 u1 h7 ]% o$ D2 n! I
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 K/ k7 b2 ^6 i( W5 _( [. ^f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |