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http://www.matrixgames.com/forums/tm.asp?m=3185062" ^/ X W# m' V3 h' k( u8 l
: k/ p. G- i. r7 p+ Y; ^已经共享到岛群QQ和本论坛置顶资源帖/ z- c( [: F8 _6 k/ W; |
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大量更新,详见列表:
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1 J$ [! F- `. T& ^( N% e# Q5 }+ I7 I( N; Z: ^
Change History:$ v) D( A1 A7 p
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 ^( E8 @2 s# S8 ]
1. Seventh Update – This release is a comprehensive release updating all previous, N8 d* M0 |( T# R, b8 U
versions to v1.01.17 beta
: I/ I5 `. v' R( c6 ]2. Code Changes
6 K7 Q- D- d# w$ n8 Q( sFixed5 Z$ p" G3 C( I* |
1. Display of AF/Port icon between player saves based on player's intel/ y0 i7 l" U/ Z
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when+ t- {$ {$ ]4 m+ u
weapon list updated
( I r' w$ m4 g3. Reported cargo/troop safety values incorrect when no cargo/troop space% h) E; g0 R) p9 F- z" C8 p
4. Allow smaller 'reserve' space for small groups on ships
& w! s4 i( W1 Y5 Y: p+ M6 g5. Preserve some more data when swapping fragment and parent to prevent lost of parent7 [" v5 t7 u& w# p' n
6. Correct attacking plane count before final post-air combat# R* A( Z4 |5 d9 I2 V
7. Pilot promotion may have occured in error sometimes
1 c# m& J6 E' n. q6 H8. Raid detect message sometimes dropped of the combat report
) ^% A, R0 }/ h" X; C0 [+ _6 _9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 C" t5 Z9 g" R1 v$ ^" Z8 {
generally, i; I2 U1 v' x0 J2 E$ h0 i. O
10. Some pilot-leader connections were being corrupted
A/ [" r$ R% `11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' I( w- i, X* z* ?other move issues due to the incorrect indicator
+ S* D' \: @) C3 \' h. b5 d2 L12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 L. k3 u& R# C/ U1 P
damage
7 S" D9 D: j& w& Y6 r! ]13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool6 k0 T: [1 {. X
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' [3 L" T/ M7 I+ v7 K
date sort
) ?1 Z& r& r3 D$ I6 X; D. H15. ASW groups not allowed to attack sometimes$ Y: J; |4 n; X1 f. f ?7 Y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 z) P# m- V, z& dHQ/LCU to jump to reinforcement queue9 L3 @* i0 P# ?
17. Bug in bomber intercept if too many rounds of fighter v fighter combat" H! Y% f- _5 N0 y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed, c/ @" V" w7 R
at start of AE but crept back in sometime during updates x$ j9 }! O+ e' e
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 G. O+ K. T& I& ~/ e: t3 w/ l1 Vfragment.
: O7 g" i% b$ u; d20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
4 t+ s& D2 @+ o; V+ X21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" [. `' O# C7 f" n( o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) b2 w4 N4 j7 F7 x' {
set
6 e- ]) n( c/ }& L( l* f* h4 y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( O! T5 H' ~4 a/ E
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ T2 t; N; G: x3 o1 p7 X5 \
24. Bug caused F/FB to sometimes bomb at low altitude
: d t: D& A1 J% B" U$ @1 b25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% g7 Y% X6 u/ z- M: K. E- coccurring properly.
: m/ S9 }5 B6 f1 d26. Bug in Industry 'failed' indication not showing properly sometimes
3 e2 `: I9 [9 \+ S9 y, x# @4 [27. Location check at scenario load to include small map sceanrios
% b B {/ b5 f+ f4 e& T6 N: a28. Bug in air supply to fragments in a non-friendly base hex
, h* I$ F$ p# B# I4 r" e+ \29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 } y5 H- v: {$ Z. y: K- Obeing set to homebase before execution of the mission – ie was returning to base$ W' g# q* D* j' F4 u
immediately
" o/ q0 i K( z8 b30. Error in Strategic map display) |: L { u2 r: y' ]1 i
31. Additional and stockpile options were not turned off when base was captured- M2 v* `7 S3 N. P* _5 }
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ B* L% u$ T5 T$ ?2 h2 w* N: p
mouse over
9 Y' D& K" x& H3 |33. Army experience being gained when not 100% prepared as per manual; changed to allow1 z* f/ n W3 n0 O
chance to gain experience if >75% prepare and < 50% national exp level5 r/ @2 C& m( D" n7 u3 m: t, @
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, T$ ?: X) q9 n5 Y8 Xalleviate the incorrect experience gaining happening while in reinforcement queue8 r6 F( u& s/ R1 d& P9 g
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& J+ ], Z8 K6 k4 C7 v a$ lcaused unit to jump “off-rail” and move overland
) j+ l! o5 t+ S36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: g8 }) c. R; b$ ?+ \5 f, H' m37. Excessive accident messages on unload from TF reported) L8 l) m5 X9 |4 u4 Y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when# g% F( l- y3 ?; W5 q- S1 @! y
merged causing smaller size unit than expected
& U' c3 A g- v9 b2 f) Q7 j39. Corrected possible TOE error in scenario data load for inactive units8 E% H6 ~: `( ^0 w' j
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ C4 V, a' Z) \0 Z6 Y! Y# I! Uhowever be allowed to do this.
8 f- D% {1 S* M1 @ a4 A4 W/ k+ }41. Possible CTD if sinking ship's load was a group
( Z: ]* U& i( G! X# r42. Limit the number of devices built from resources per unit during LCU replacements; this; u; V; ?0 A- d: [8 v
was causing an over production for that turn3 J0 K0 v7 o0 N0 V0 ]$ U
43. Retain day/night setting when creating group fragments% y0 M! H# Q* G3 J5 A$ N" H
44. Adjusted supply and fuel values in base list not to overrun the space
9 m f H+ C$ i8 y" h, Z2 ]. }45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
) Q# e# i- H& ]8 l0 Tadded YMS to Sweep TF in line with manual and code# n5 e( ~$ {7 t/ K% g& |5 ?) u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 @2 Y# W6 a, @; {5 X* ^0 Trule relates to the abundance of manpower and is not covered by replacement pool. Normal
* K2 G, `2 ~& _& Hrebuilding of destroyed units is not affected by this.
) v W1 W! Q, ?; A' t47. Carrier capable and trained text not showing together on Group screen# z: h' n4 V( D9 j1 l
48. Handle any blank re-name changes by ignoring them* P& D$ G5 {2 }6 R5 m
49. Possible CTD when air fragments combine9 [* V$ m& P6 c6 I# y
50. Unloading TF can freeze a LCU onto a ship under some conditions, n" U1 p N% `% A2 p
51. AI not behaving if main HQs missing (affects small map mainly)% K& l& E$ K+ q; `" q' y
52. AI using AGC for normal land units – removed from TF if not needed$ F7 n. P p4 ]" @: W; W
53. Soviet activation message not in Ops report8 N; w. f& V7 G6 G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range9 [/ J7 j" }; ^& }. h, s% j7 B
55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 r& Z1 }' m: v7 b- z$ p56. Sub attack against docked TF not happening for port size <3
! S$ k ]2 ]9 K% p- y1 f' Z57. Unit type changing unexpectantly
' t8 n& w- Z6 ]* H& i& y X58. Torpedo replacement on plane sometimes is missed ^( q% |) i" m- S
59. Double handling of overstacked supply requirements; z/ \& j" \( O* e
60. Fixed alternate weapons for port attacks
; o0 ]( Q+ R) K% Y7 B/ `61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# ?- t# t, f7 Xsometimer in the ship repair cycle.
5 C7 z! R% N/ H62. Ship tonnage over 32K could cause repairs to fail, P: S* `/ ]" f' I$ S& {
New. b" v3 i% S# [; J0 i7 Q0 m! t
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" B1 ?3 h% c. z* |) N" Bport
0 F* B4 d! o' w7 T9 l2 r2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base./ u( k7 Q/ T/ a6 R9 D% G6 z. f% Z
Tenders not counted/ A5 T- x) m, l6 ?
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base* e; m* r/ Y. c# i8 D# _$ \6 s" P" a8 k
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method s4 e) A$ t+ p- K
to remove damaged ships from TF/ U: z7 Y( |" l* s7 S
5. New filter for “non-building” devices in Industry pool screen+ f0 v" R9 v" g
6. New filter for “non-building” aircraft in Air Replacement pool screen
\) j+ i, G1 Y1 _" N! z7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 d% [; y1 o9 l4 w2 ~1 \mines (^) detected4 r) ]/ i6 o- d" J
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- b, I4 X5 \% N: D
‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 e8 q& s Z. c( fstandard parachute unit icons/ @5 F$ C1 G0 L; h% @) y
9. Air/port damage and building is shown in base mouse over/ ~: F: y0 m, t, P, N
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, y* W. b, K8 Z) y# R- v0 C
11. TF can be routed to stay within coastal hexes as much as possible
0 i9 q2 x# p3 {, C8 x1 Z2 W12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ M3 q Y; ~+ B
13. Added option on group and LCU reinforcement screen to turn off replacements+ T, x, z9 C- {' |0 Q
14. Current base can get supply returned to it when reserve planes returned which were( O6 w" u5 `: o L( O
originally supplied from another base
4 i/ L2 p0 B- \7 k7 N) _8 B- l15. Unit type filter on Troop Loading screen
4 y+ j- b& c2 B1 K+ O16. Report killed ground units if not in combat report7 I B% z2 ? V( k. e# x
Changed
# j, p8 p2 m5 l! m* K+ x7 \: [1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ e9 k& f& b: e9 m+ ^ F
(complements fix 18 above)& N/ J' u3 K+ P) e0 A/ h
2. Permanently increased pilot array to 70K
: A& ~/ }1 _* `$ W7 a, o3. Increased number of air combat rounds are a factor of total aircraft involved, Z( j. S- g7 ?$ i- B0 i
4. Allowed submap to submap movement if land connected for land units. Should have been
, p) o* j E a. K: f9 W A8 R) Oso as per Andrew Brown" L/ [8 B3 z, c0 Q, G
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 b H) f" i: [5 }4 [3 q+ t- ldelay toggle instead
. W' b; s0 L3 l0 ~1 I) v6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# d' z4 Z" G- m4 ?: W' T) L) ?maintenace a bit more
5 T: q3 Y- o" E% ^: s0 U, u+ s7 ~7. Support device replacements won't decrease the overall experience of LCU units. This does
4 r; S M8 b5 Z5 \& [; l: onot alter the overall EXP change due when any replacements are received.
/ m" t0 i. h9 C8 l* a8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction- F1 B+ L& _% k3 o. B z0 I
between the two but could break current games.
) K( G5 Z' K9 b/ c% q9. Some LCU Prep points may be retained if unit is experienced5 ^0 b3 x9 I+ B+ J/ D
Notes
3 V; w, D i2 A2 h/ P& s1 H1 e3 C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 Y5 {% O2 ]9 a* f, @# J+ w2 Ushould not change player or HQ, even if not in play. These original HQs are used by the AI2 k5 X, C7 B: p+ c U
routines so changing or deleting them can put the AI off. Changing other elements should% E# }! w" S: V6 S
be okay.
( u2 e M+ Y# h3 U* K+ A) F2. Clarification to weapon filters for aircraft:
$ S* N, E4 v: w! k4 {# @PM_NAVAL_ATTACK 2 // used for naval attacks: N8 ]& B7 C- |
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' y& x$ [0 N# g- E
PM_LAND_ATTACK 8 // used for land (ground) attack
! C1 C7 M! L( |% TPM_PORT_ATTACK 16 // used for port attack! Y% l$ c' ^) k
PM_AF_ATTACK 32 // used for AF attack8 A6 V( S% X2 o+ j
Dropped any reference to secondary values for land and AF as they served no special use.. O' e( ]$ ]8 \8 s" u1 @
Clarification changes3 }( P. j% u* j+ h) b9 P
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
! i y4 V- O& d- ?* O6 i$ [% E; Obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ r6 ^. M6 ^3 N2 n$ a# ~
MONGOLIA(91) or TANNU_TUVA(92).; z% v' H* E( J. F) \- q6 U- U$ I% o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 F7 v* w% \' C1 M" A6 vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) A- E0 f: D0 P
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
& c# S4 l9 Z& q% }0 b3 Y0 t1 Yafter Soviets are activated, but can’t move
; ?# w6 K# C0 v8 ]& e" Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 _% q* F" \9 ?7 J0 Ndisbanded in port.! b3 I( W+ b( a8 R; V5 d
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 i$ m" H {7 J% l
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |