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大量更新,详见列表:1 q! I( j4 s1 }5 ?. Y7 ~1 x& D6 H
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3 P: ]7 j$ s6 v( k. bChange History:* m; A: ^, Y5 v
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% K9 o, \. X! V; Z- e2 ]
1. Seventh Update – This release is a comprehensive release updating all previous- P/ o1 t! Z. R) I; j* ^, i
versions to v1.01.17 beta: |3 [ t' h& B0 Q, j6 q
2. Code Changes! m. _( t* c! b! `/ W+ o
Fixed
2 c* e8 v" s5 i1. Display of AF/Port icon between player saves based on player's intel& ^2 X) }* G+ @
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) Y5 q6 g( f$ }; K- z3 W0 \, T) kweapon list updated
) U/ G/ l5 K* n' V$ B" o1 u3. Reported cargo/troop safety values incorrect when no cargo/troop space
, X) N6 h( i6 ?, d. P2 q8 o4. Allow smaller 'reserve' space for small groups on ships |3 L% p, ?# H( N! S k! Z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent" Z: G- Z% M' a+ X
6. Correct attacking plane count before final post-air combat
( O" \# n: a% w/ S: q0 }' D& D1 w3 m7. Pilot promotion may have occured in error sometimes
$ m% k! V+ v4 D# p. x$ Z" f( _8. Raid detect message sometimes dropped of the combat report7 s# J: r/ h: F, s6 [& L* }$ Y' H
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
, H& S* M4 M' |. a$ ggenerally8 O5 T/ ~: ?' y+ \9 r9 r
10. Some pilot-leader connections were being corrupted& ^! K( w) w( c" ? @3 h. w
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few( x& U/ v6 @1 D) n+ D2 y
other move issues due to the incorrect indicator% K1 Z- p/ `, q* V* x
12. Wrong ship sometimes reported in Ops report for TF movement which causes some# X5 |& w9 j0 N n( n
damage
% ^7 Y( k- f$ d+ I% W6 }: f13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: d8 c) y. G9 G/ _0 _. H7 i14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, v& l/ g3 j: ~" B7 D2 h9 t6 Mdate sort
! i a% U9 B1 C9 a$ n, Y15. ASW groups not allowed to attack sometimes0 H2 @# u: r9 x6 i$ J! N8 z
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- q6 R2 ~% y2 N: t7 N0 a
HQ/LCU to jump to reinforcement queue: k' i* P P5 H
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 O$ v+ W4 {7 Z# C4 s18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 K/ ?5 G* {$ x: w
at start of AE but crept back in sometime during updates
+ I1 S f1 b a5 e0 @7 K& _19. Removed the fragment/parent swap during a TF unload as it could often orphan the& W, v x: ~! s% Z+ X) O
fragment.
- ?1 n8 T% Y% u# C, t7 F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 m! w) d' I6 U/ m" n
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: z0 Y9 _; B+ v
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full a6 t' j# S% Z. J
set
1 A" l4 K) A- v& W! n22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base. r8 p4 G% i$ n8 x+ r0 Y- x
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 @4 l5 g, r8 j8 R7 k
24. Bug caused F/FB to sometimes bomb at low altitude
x2 t' S; g; x5 C. _6 ~1 `$ v25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& _' R& @$ X0 Z5 s# doccurring properly.
5 [* S5 W$ e4 ~/ E# k3 S26. Bug in Industry 'failed' indication not showing properly sometimes# d' t _) D7 Z& g5 Q3 r; B0 N
27. Location check at scenario load to include small map sceanrios/ R9 Z- c* @2 a/ {
28. Bug in air supply to fragments in a non-friendly base hex
1 c( w4 ]% t, v* b' p0 q9 A; ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was- m( X5 c5 ^9 n, s0 e& A8 E
being set to homebase before execution of the mission – ie was returning to base
' D' y# G3 w) D$ h. S7 Kimmediately
& ^; _: J2 e2 W, r/ s4 @$ S4 m- e30. Error in Strategic map display& ^. X% ^" T* K* _+ B5 `8 Z
31. Additional and stockpile options were not turned off when base was captured
: x! G( ^ D/ i4 K32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on, u1 b+ I$ t* u7 j
mouse over
! a( R! ]7 j( m& t9 n- u) A" y: C0 P33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 n6 Z/ t- ^- a; zchance to gain experience if >75% prepare and < 50% national exp level! i6 C& b# V/ g1 |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
* w: O. y/ \5 H! valleviate the incorrect experience gaining happening while in reinforcement queue& G; L" A; K& k8 ~ V% V0 _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 D ~& \7 y2 z2 M2 @6 I
caused unit to jump “off-rail” and move overland
. ]9 D+ c: {5 C1 Q' ^36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 h+ c2 k1 k+ O4 T% a5 M& n+ H37. Excessive accident messages on unload from TF reported. Q# y5 ~2 _- I& ~/ S
38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ s0 H4 p; B4 i3 z7 _4 o! U3 ^$ |
merged causing smaller size unit than expected9 U# P8 v* j* Y
39. Corrected possible TOE error in scenario data load for inactive units- [& B' Q: _# @$ h8 Z/ e3 D
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
$ I/ L$ i1 E2 _: t4 v" C: ~however be allowed to do this.
6 V4 N0 D7 D$ H) ]9 F' Z& K( ^41. Possible CTD if sinking ship's load was a group. E- o& H' z9 t
42. Limit the number of devices built from resources per unit during LCU replacements; this8 b! q4 x: p# d+ d1 ]" G
was causing an over production for that turn
, N- X$ I9 {; P9 T8 f* m43. Retain day/night setting when creating group fragments
; ~$ [, }( `/ s# m44. Adjusted supply and fuel values in base list not to overrun the space b( u# u/ B" W% [" C
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 h e5 \; \8 T/ I: d- S
added YMS to Sweep TF in line with manual and code7 L! K+ V! B2 k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; U- ~ m1 N# b# rrule relates to the abundance of manpower and is not covered by replacement pool. Normal
( m7 C% u B# [* \& d$ Yrebuilding of destroyed units is not affected by this.) ^2 h; x5 Q0 R P' S
47. Carrier capable and trained text not showing together on Group screen
9 f6 w' E0 J# u. P1 @# a8 r' q; g48. Handle any blank re-name changes by ignoring them# [& D7 N7 Q2 `5 J3 a8 T# M- [( k
49. Possible CTD when air fragments combine
' R8 q v9 U0 {3 c& _1 C, W" g50. Unloading TF can freeze a LCU onto a ship under some conditions
8 z5 j* A" t( k c3 K6 s51. AI not behaving if main HQs missing (affects small map mainly)4 [8 K; \2 l5 _
52. AI using AGC for normal land units – removed from TF if not needed
8 v1 o' ~$ T& S& [' i53. Soviet activation message not in Ops report) C* g8 I* h0 [2 U a \0 X8 a
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' ?2 S, w: F3 m. s5 n
55. Clear Soviet air balance if not activated. Possible incorrect base switching
; {4 T3 ]/ ?6 L3 m1 c' ^, v3 u56. Sub attack against docked TF not happening for port size <3
0 S# V' f; e5 h8 ^! Z: _57. Unit type changing unexpectantly N! J! r- V7 B$ q0 `" }+ y
58. Torpedo replacement on plane sometimes is missed1 ]2 ?% r% N. A9 W9 L+ m+ _; a
59. Double handling of overstacked supply requirements
* }9 P7 U+ E5 s L* s2 D60. Fixed alternate weapons for port attacks
( {$ \) t9 i+ l61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ y5 \2 z. F, p! R( r4 N+ V
sometimer in the ship repair cycle.* ^" Q$ C1 a; f8 { N8 _! G* ^
62. Ship tonnage over 32K could cause repairs to fail
# G" @5 N5 M) b3 F0 l) oNew
( G4 a; v/ c. e: q9 s- R0 J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 y( x% x' f) t7 Y) H5 x0 k
port
! A' _! F# e. G, H; a2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.: H. z, `, }* `$ C( c0 k+ r
Tenders not counted% a* \6 u" O }7 u6 Z: z( x- Y
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! e! R* n! h* G
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: V8 o) c5 N) [$ l( t2 W' m$ ato remove damaged ships from TF
- H+ E% Q7 q- P, h# t! X1 P5. New filter for “non-building” devices in Industry pool screen0 t) _7 C4 P' ]# q* g
6. New filter for “non-building” aircraft in Air Replacement pool screen
) T$ j( l5 |9 x$ ] l1 I! a% Y7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: c6 f+ D9 j0 y$ ]+ qmines (^) detected
3 n, ?1 {9 w& ?, a; b8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 h7 \( I5 ?; X8 U
‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 o/ E6 @9 P( m+ l4 I4 }& Fstandard parachute unit icons
7 `! o6 x; Y0 k" L; x9. Air/port damage and building is shown in base mouse over
2 r4 q d% y, \6 i10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ u1 `. D+ e/ f% q0 R$ f. t
11. TF can be routed to stay within coastal hexes as much as possible7 \' {( D( g2 I- N) t/ p5 \3 i
12. On Top Pilot screen show the 'ace' cut-off value if more than 13 n( _2 j. r$ x! I
13. Added option on group and LCU reinforcement screen to turn off replacements# O! `5 l9 k" c; s' @! H; Y
14. Current base can get supply returned to it when reserve planes returned which were U1 D7 s# m. Q+ |1 f$ m$ J& r) F
originally supplied from another base) g2 C2 V8 O; M6 l8 Z) I" W# S
15. Unit type filter on Troop Loading screen+ b9 _* S t+ d. t4 R
16. Report killed ground units if not in combat report
$ v8 r4 |5 t1 A; a+ Q3 F P" d" D/ rChanged3 [; h* \5 q/ b1 ~$ r8 U
1. AF of 8+ have AV support doubled for purposes of determing support for air operations0 y& r% Z' l m6 Y
(complements fix 18 above)4 ^% n5 [' a" m
2. Permanently increased pilot array to 70K4 [; Y4 D6 n2 D! g" D
3. Increased number of air combat rounds are a factor of total aircraft involved
' [) X8 M6 L# w( p4. Allowed submap to submap movement if land connected for land units. Should have been
/ X1 J( j+ [5 R* Q8 F; T' x* }( v- B3 vso as per Andrew Brown
/ P4 c: E$ v2 z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 f/ h# R' O( Y9 S5 e3 n/ Q
delay toggle instead
* s) p5 f7 F6 g: c" U( s6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
% [) K* V2 K3 v+ R& emaintenace a bit more
$ z: g! t) Q5 R$ j% c' y7. Support device replacements won't decrease the overall experience of LCU units. This does
" T* x. C9 i6 e) S) ]not alter the overall EXP change due when any replacements are received., m2 V% y* H1 j" Y w7 B5 L
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' \3 f) ?, B) s+ {+ m& [1 e* S( Nbetween the two but could break current games.
# q7 U" I" _4 b% g$ \9. Some LCU Prep points may be retained if unit is experienced
, P8 n. T+ I0 a+ P; q: Y t2 _Notes3 O r' l) J' @: v: f/ d
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" D- }: }% `7 @# M+ Cshould not change player or HQ, even if not in play. These original HQs are used by the AI
8 R6 n! z" I/ P7 lroutines so changing or deleting them can put the AI off. Changing other elements should1 ~9 | V4 Q4 c" f, v+ _
be okay.
) e9 E1 c3 `% k, h2 m. h% b& H2. Clarification to weapon filters for aircraft:8 X' _ n4 ~* p8 t
PM_NAVAL_ATTACK 2 // used for naval attacks" I3 \& ]% P0 I9 b* Z
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
0 c) p5 c, u: h; c! Z3 jPM_LAND_ATTACK 8 // used for land (ground) attack
! R( m' b6 Y [" Z2 ~. QPM_PORT_ATTACK 16 // used for port attack; N; I* C$ V! p
PM_AF_ATTACK 32 // used for AF attack
5 Q; y1 [/ b0 A7 f4 p& O+ P+ IDropped any reference to secondary values for land and AF as they served no special use.
- T8 w" J0 z, O$ p3 ]9 [: z- |Clarification changes
6 N0 d/ y1 x" M6 N* k5 @! K8 I1. Some clarification and changes in regard to use of the Soviet Motherland bases. These) V4 N4 T: @! f( K
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ @8 A3 q% ]0 m. U- w+ E: vMONGOLIA(91) or TANNU_TUVA(92).$ `# R5 A, E8 U& q: ^- `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 Q# ]7 E3 J$ Q1 a( a& ]/ K( x' E4 hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes5 N# i" K# K1 m: T; B' K8 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, d: T9 z3 ^! f( k5 H- j
after Soviets are activated, but can’t move
E9 |- w# i$ i7 D1 `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! G# g. U ?% o0 W) Y
disbanded in port.
{. ^$ s- T7 w: q0 Ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
! l. w" K( \+ a4 F6 S9 tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |