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http://www.matrixgames.com/forums/tm.asp?m=3185062
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. c! a' v# O3 e1 ~/ b大量更新,详见列表:
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6 H4 n7 @+ z6 q% E* o3 ~Change History:
4 }/ O0 d6 w0 y( _/ {V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 U1 l- q1 _. U+ F g5 ^1. Seventh Update – This release is a comprehensive release updating all previous8 q! _$ y4 A0 X4 a) H3 L
versions to v1.01.17 beta( X: {$ x4 ~5 R& B" z
2. Code Changes( ]6 l9 i9 p o7 F4 c
Fixed
; n' I9 Q0 p* \7 ^9 m) s1. Display of AF/Port icon between player saves based on player's intel
! |+ \: Y5 Z# _$ Y3 Q1 i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
w* C4 A9 f. j; h2 Bweapon list updated4 ~+ A* c& U/ J+ Z6 [
3. Reported cargo/troop safety values incorrect when no cargo/troop space: F0 a+ }9 j3 V8 l3 B
4. Allow smaller 'reserve' space for small groups on ships# H# W6 P' ?3 P& X8 _4 N; I
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 A6 L% G( [. y" ~( p3 e( |6. Correct attacking plane count before final post-air combat
( \ w: H( O# S8 `8 k$ t" h/ N7. Pilot promotion may have occured in error sometimes
, v3 L$ j: B6 x5 P2 Z% K& u9 M8. Raid detect message sometimes dropped of the combat report
7 t& c& J5 x1 ?- c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ m0 B5 e! ^- v" cgenerally
& s' h4 s0 V. y& ~10. Some pilot-leader connections were being corrupted n8 y7 N! z% `& I- k
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 Y0 C- }8 g& v w$ O
other move issues due to the incorrect indicator. O9 |0 w3 ], K. B* J1 z6 a* f6 ~. l
12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ v5 w" T$ L- y0 u# p8 Z
damage7 ]( L3 M% m1 i& Z% Y$ ]+ r
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ {/ u j, V( f
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the* H8 N5 C$ B: g+ j) v8 @) m
date sort
P" w, E5 `6 t8 A! ~15. ASW groups not allowed to attack sometimes1 {; k* `$ \! d1 d
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, `6 D4 V y. A/ `! p' |' C7 _
HQ/LCU to jump to reinforcement queue
5 A) e* m6 j2 D% j' g, _6 H17. Bug in bomber intercept if too many rounds of fighter v fighter combat' V7 F6 K- H) F1 i6 a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) z) `0 `8 C4 hat start of AE but crept back in sometime during updates
( V4 l$ Y; ^( o8 W' k19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ {; X& a/ _* K' wfragment.7 ~- R) E e2 y) N" D, d
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ G5 n6 f0 G; z# i# _1 g21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
" b& {( \! b& r, Y9 W, Jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 E: B, W* r3 T+ L! U
set7 z$ l" J/ H' e+ N& U( V
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 l" j2 \3 M* y. C
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 X6 C3 q- a6 N L$ b' \0 W) Z
24. Bug caused F/FB to sometimes bomb at low altitude6 B4 r' d3 ]+ X/ ^3 ?
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' F, P {) s2 D, o8 J G& w0 A/ \occurring properly.
* p8 {3 W1 V; D5 H6 {26. Bug in Industry 'failed' indication not showing properly sometimes s" U1 F! M* D% l6 m- D" L- T
27. Location check at scenario load to include small map sceanrios
. g6 I" Y' I7 e( ~9 Z28. Bug in air supply to fragments in a non-friendly base hex1 f0 L, B8 Q' w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
) M% n# Z# k" abeing set to homebase before execution of the mission – ie was returning to base( f% Z/ t5 C' L5 {9 ?5 U/ C
immediately
# r6 J7 S" v4 b9 Y30. Error in Strategic map display2 l- i7 k4 Y' Q0 M
31. Additional and stockpile options were not turned off when base was captured4 A E' H/ ?6 I# w
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" G* x5 M5 m( U& ?3 }- Q. k
mouse over5 N% Z9 b& d" Q9 m! ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' X2 p' o6 {# i/ {) v8 T; Z4 k; Uchance to gain experience if >75% prepare and < 50% national exp level
+ ?0 }3 T/ |! O1 ^1 ^+ \3 v% o x34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 Y! v! X; C' ^ A# r
alleviate the incorrect experience gaining happening while in reinforcement queue
$ m7 ]3 ^3 h: m7 }6 A. C. |8 x35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 S, o3 n+ s7 F% T
caused unit to jump “off-rail” and move overland" E$ Q- M4 i- T
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# n$ z$ u( O; E7 ^& \9 f% A* ?
37. Excessive accident messages on unload from TF reported
# {( b, C5 R" M* k, U38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 `# O& l- r1 K+ j$ x. e; Mmerged causing smaller size unit than expected
- L/ _ |* m5 k: J39. Corrected possible TOE error in scenario data load for inactive units
1 F3 f3 i4 a7 S3 k: ]& [! ?40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 h7 @8 r+ Q& p8 Xhowever be allowed to do this.
& H, E+ ]& C1 k- @+ T41. Possible CTD if sinking ship's load was a group
9 d1 t. i( [& U) m$ v7 H" \42. Limit the number of devices built from resources per unit during LCU replacements; this
0 S$ d# I+ z q( k4 ^was causing an over production for that turn
$ _7 [+ q3 Q* E6 b1 \: I43. Retain day/night setting when creating group fragments6 c4 c! N! x/ P3 b! {2 {6 {
44. Adjusted supply and fuel values in base list not to overrun the space
: C* R9 O+ c) B; L) \7 A; X45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 {" m S, c* k2 n) ^2 V
added YMS to Sweep TF in line with manual and code& H2 S8 h; Q' |
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" P# Z# \' u" qrule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ [& i4 U# Q" P( nrebuilding of destroyed units is not affected by this.( M$ q N& `3 n. h, g
47. Carrier capable and trained text not showing together on Group screen: X" c" K3 O% n3 p4 V3 ~) k I
48. Handle any blank re-name changes by ignoring them( h$ \ a8 F) J0 c6 n/ i5 a, i
49. Possible CTD when air fragments combine' F. @) D, X7 a: t0 U6 W1 j: Z& T
50. Unloading TF can freeze a LCU onto a ship under some conditions
2 ?3 D* @, j5 i/ e" O51. AI not behaving if main HQs missing (affects small map mainly)
5 C% R1 T: o; E9 \) T' Y52. AI using AGC for normal land units – removed from TF if not needed$ r% k8 h) E% Z( g
53. Soviet activation message not in Ops report
p4 }9 W Q: H% I# y2 y1 I. O7 M54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% ^1 ?7 B$ I3 }7 y, ~55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 n' J# X3 d& q- e, i56. Sub attack against docked TF not happening for port size <31 N A4 L% h: m9 W! g1 i
57. Unit type changing unexpectantly& U: t: f0 ], t8 o
58. Torpedo replacement on plane sometimes is missed9 U$ P9 K* _( _7 i' \
59. Double handling of overstacked supply requirements# y& W6 K/ O8 \+ ` g
60. Fixed alternate weapons for port attacks
+ Q2 v+ N- q+ r. a61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" J. Q6 u. K- }1 O1 h: Bsometimer in the ship repair cycle.* S ]6 i! Y- E2 l8 d+ z* F
62. Ship tonnage over 32K could cause repairs to fail& c% Q& A' y) ?0 }4 a
New$ @9 R$ v+ [+ Z) I$ H5 A
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
u r0 j' y5 r! P9 ]* `3 ^; ^, Lport
4 ^6 M( O) Z+ C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( a V6 m6 D9 OTenders not counted. S! F. M& W/ D: {; H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 ]; q: K0 ]9 a4 @/ Y4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. d0 E' L! ]* Q6 Kto remove damaged ships from TF+ L ^" j' \7 h5 e# @0 x
5. New filter for “non-building” devices in Industry pool screen$ x7 m" ~# _% B& N! W
6. New filter for “non-building” aircraft in Air Replacement pool screen1 u. B+ [# E. z& S1 S% n8 H: v. B
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 f2 m, G" K$ {. q" h. e0 h' H2 Lmines (^) detected/ f, D$ y0 W0 D# `3 x( V. G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& x9 @; O) G8 p! t+ r
‘button6..’ image files, then these will be shown. If not, by default there are shown as
' v% q/ p1 N+ F" xstandard parachute unit icons+ W* G; ^9 L; d4 }/ x) c$ H3 _* b7 ?
9. Air/port damage and building is shown in base mouse over. Y @. \/ A+ M' F0 V0 v1 z
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 p. x# X: N% F/ Z0 C$ X11. TF can be routed to stay within coastal hexes as much as possible/ P4 V! u% a. r$ m ?
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& a8 ?9 R* F F& D. r
13. Added option on group and LCU reinforcement screen to turn off replacements
+ }4 i, T" h! [$ ]% ?14. Current base can get supply returned to it when reserve planes returned which were
0 H/ i8 s! N0 Z5 D" N, O4 Foriginally supplied from another base
1 \7 H: a# p4 x' ?. }* U15. Unit type filter on Troop Loading screen1 L- }( S( D6 k
16. Report killed ground units if not in combat report; Q, t( z7 Z4 F( Y9 f5 z& `
Changed
+ W/ f3 ?( Q3 S1. AF of 8+ have AV support doubled for purposes of determing support for air operations# m% s# a7 v# N4 E6 `
(complements fix 18 above)
* ^3 H+ q* ^/ E7 G& x1 d2. Permanently increased pilot array to 70K* Y$ R7 ~* M+ d8 o
3. Increased number of air combat rounds are a factor of total aircraft involved3 \: \1 w# N! H4 e* o# Z. k
4. Allowed submap to submap movement if land connected for land units. Should have been
4 B5 \- A- ]* l" E( Rso as per Andrew Brown4 y# q+ T; b4 u/ b5 d( w \
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( Z! e1 M8 N ?1 u2 vdelay toggle instead
9 E, Q! q7 V- F0 M% _6 R; j6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 M( L, \& d/ Pmaintenace a bit more
- U4 j2 A# }- G1 [! c4 s5 H7. Support device replacements won't decrease the overall experience of LCU units. This does8 p# n5 ^' z" u
not alter the overall EXP change due when any replacements are received.! k9 a$ k5 w# e3 k! f* T
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# @# s4 E+ \1 S3 J E- N4 P/ @
between the two but could break current games.. T0 e4 y& `4 O M! h+ M3 c: b
9. Some LCU Prep points may be retained if unit is experienced% j8 g+ }0 h8 V% f. Z7 Z
Notes( H- T3 t% S: J/ X1 B. l& d
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario0 z% U& @ J5 [$ \$ O# @ q0 G$ a
should not change player or HQ, even if not in play. These original HQs are used by the AI: D" ~6 `+ P m/ A! M5 N9 G
routines so changing or deleting them can put the AI off. Changing other elements should
. z" ^) g8 v _+ F+ {0 S( p1 G2 r7 }be okay.; g( ^* a, q9 g- C, s6 C1 v% O6 q
2. Clarification to weapon filters for aircraft:6 j$ \0 ]6 W( x4 \0 N
PM_NAVAL_ATTACK 2 // used for naval attacks, G7 y8 n/ \+ e' w8 S& Q9 H/ i
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ b- w& }2 `7 \& jPM_LAND_ATTACK 8 // used for land (ground) attack
9 ~& A) I& t& D g$ |9 {PM_PORT_ATTACK 16 // used for port attack0 R m! h- O" j+ Z2 @
PM_AF_ATTACK 32 // used for AF attack
' t$ M z: u/ gDropped any reference to secondary values for land and AF as they served no special use.1 D8 p+ H0 ? d$ n& f% [
Clarification changes
& W/ M+ y6 |, k* |* g/ B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
+ o5 C$ f4 ^5 J/ t5 Nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# q, x7 q. h) S, o7 kMONGOLIA(91) or TANNU_TUVA(92).+ K" N, w* u6 M, |5 W$ I! U) ?3 a
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* M; z( r( \: ]8 g0 K yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* l6 S c/ S* I" {/ s
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ v% f* s5 k- Y; i* o& Q3 c
after Soviets are activated, but can’t move
$ n# V% f" D+ @; Dd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( `* |" J) Z! y: `( }% P' Udisbanded in port.- t" K# ^: `6 [3 R0 G; X! K
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
9 o& y/ R; u/ A/ M+ @' Gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |