具体见
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8 V6 ^2 q( J, bhttp://www.matrixgames.com/forums/tm.asp?m=3185062) g8 T* u& T2 v1 q6 E0 o( w; ~3 \ s
9 O: d) T, z2 S5 e/ S已经共享到岛群QQ和本论坛置顶资源帖* O; f- E, Y& |. w. R' r S
- C n8 Z0 O8 n: A7 q) ^大量更新,详见列表:
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Change History:# E9 c- E7 z( d
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# R$ C8 i" c/ o1. Seventh Update – This release is a comprehensive release updating all previous2 a# r& r* o0 o6 \0 X( J' V
versions to v1.01.17 beta! m7 a; Z6 K/ O
2. Code Changes
. V4 R! J; }" |5 gFixed" j/ v: w/ k3 D' t, V
1. Display of AF/Port icon between player saves based on player's intel
O: F. _/ u7 x8 n2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ O4 w. U& W" M+ u1 ^% oweapon list updated
* G& L# _% Q9 `' Y5 e3. Reported cargo/troop safety values incorrect when no cargo/troop space
X) n7 \3 A; }4. Allow smaller 'reserve' space for small groups on ships, z, B& ?# W+ Q3 {* c0 m
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 D! ]- n9 w& G6 [6. Correct attacking plane count before final post-air combat0 f( F1 k3 r2 M( R
7. Pilot promotion may have occured in error sometimes6 E( r" e# Z$ g1 p8 l
8. Raid detect message sometimes dropped of the combat report
b. k. a* @1 H- K! U! n9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ l y' G4 z- p6 ?- U7 C; Rgenerally
! g( d. s P @" o" Y6 L3 H10. Some pilot-leader connections were being corrupted Q% |/ X. A9 Q" [! X6 {
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few* J, [7 U1 _" a6 d$ R0 V8 V
other move issues due to the incorrect indicator
! g) Y9 R8 W1 J9 G1 _9 b12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 l! p* i) i4 E4 I" k2 ?damage
- I7 _2 u" ^4 I' J3 t1 v3 p13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 w1 i. Z, h6 p1 m9 c% Y
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- V* `1 ] q6 S2 j' Z$ b3 Idate sort% C3 i0 j$ w$ l5 g# M5 r
15. ASW groups not allowed to attack sometimes
4 f2 l: r2 u- R16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 v3 n3 d4 c8 ?) z
HQ/LCU to jump to reinforcement queue
2 {4 D/ o# ]$ c; J5 _17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; v/ B% Q+ ~- N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( j; U' |; y5 V. C/ Jat start of AE but crept back in sometime during updates9 E/ ^4 M( y4 N1 w3 X7 d, q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 W9 G- L% [/ ^: T3 j: X
fragment.
; ]1 p$ [/ E' m4 C/ s# p R1 B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* H8 \4 E4 M9 }3 m% M21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, d6 M% P, J- K/ b l" j
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
! x$ i, c9 f; d2 R0 u' G9 eset# l9 X. g& s$ l6 R/ _5 U K* O
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 C" i, Z- g* k2 J
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
2 d0 T9 M ^$ U: [' y( U [5 m24. Bug caused F/FB to sometimes bomb at low altitude
+ B" ]" s. V x* h5 u; L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 P: i) P9 @% A0 v# y9 goccurring properly.& [: R& j2 S7 \
26. Bug in Industry 'failed' indication not showing properly sometimes" V3 z9 r) m1 p# ~8 V3 u F4 N7 U
27. Location check at scenario load to include small map sceanrios
/ Y* [ Q' m+ C28. Bug in air supply to fragments in a non-friendly base hex, y1 A8 h) ^( X) `# j0 h
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, [% @5 X$ @$ Z. I' i5 T: \6 O) Y$ q
being set to homebase before execution of the mission – ie was returning to base* D: @4 ~3 e+ D
immediately
' _' b; q' V3 _( X4 W) B" y30. Error in Strategic map display6 Z9 c9 B9 D. G0 h
31. Additional and stockpile options were not turned off when base was captured8 h4 @( s8 s, r; ^3 R/ J0 Y! a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on, N) `% [+ c8 u8 t6 ~
mouse over) R% u& V1 x! X4 e u
33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 X% P- P+ ~3 Ochance to gain experience if >75% prepare and < 50% national exp level
$ o1 y. t' P6 o4 V/ s34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ H. b% a2 {& t6 O1 ~4 e3 valleviate the incorrect experience gaining happening while in reinforcement queue4 |% d; }& ^* k$ i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% q2 @* B0 Y% [ @- j' Q+ _+ @caused unit to jump “off-rail” and move overland' s* ?: d* u l+ e2 d6 P# e
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% c% o$ H2 k8 l$ P37. Excessive accident messages on unload from TF reported
9 e' P( V8 x: K. Y$ e38. Reworked editor sub-unit merging as some devices could drop off the unit list when% H" x- E8 I/ h0 H: _% b$ a
merged causing smaller size unit than expected: b' K) [/ s9 V% A( F) P
39. Corrected possible TOE error in scenario data load for inactive units- h; s9 X( g* z) q$ z4 L
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" Q5 ]9 g" m' l1 [& R$ A
however be allowed to do this.+ w9 `2 G6 b! e; c/ C8 q) ?8 c
41. Possible CTD if sinking ship's load was a group9 q$ l) ~$ g3 Q) y7 s! M1 E3 ]3 I
42. Limit the number of devices built from resources per unit during LCU replacements; this" Z% c% M9 F! x! m/ s
was causing an over production for that turn
6 }! @$ @3 O, G' `3 B3 I1 z' D43. Retain day/night setting when creating group fragments0 W0 T1 {1 o5 G
44. Adjusted supply and fuel values in base list not to overrun the space
6 c9 I; |1 |3 F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
+ ]/ ]3 p, E4 W$ M! h; t" l. zadded YMS to Sweep TF in line with manual and code
: K" M9 r4 t$ l46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* ?: d! U1 x( a* J1 V3 ~
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
r; L m; M) z3 arebuilding of destroyed units is not affected by this.8 _! k; F5 V- e3 m
47. Carrier capable and trained text not showing together on Group screen
: r; H- u- L+ K- g48. Handle any blank re-name changes by ignoring them
9 s9 W" Q& G0 o49. Possible CTD when air fragments combine
0 D. d3 N% {6 S2 n; Y50. Unloading TF can freeze a LCU onto a ship under some conditions
" x1 b1 Y# |* k8 Y" `51. AI not behaving if main HQs missing (affects small map mainly)% X# j8 N2 i" D" u% w$ Z h: C
52. AI using AGC for normal land units – removed from TF if not needed
7 p5 d ^3 X; ^53. Soviet activation message not in Ops report
3 e7 Q. C* c0 f1 N) _* [6 |54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' {# u/ m& x: |' w) C6 Z2 K& U
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 P1 j- K y: A$ c2 u8 B
56. Sub attack against docked TF not happening for port size <3" T ` U2 k3 [# |( X0 G
57. Unit type changing unexpectantly
4 [! s+ }/ l+ q* T58. Torpedo replacement on plane sometimes is missed/ W/ e' A# U7 R$ v
59. Double handling of overstacked supply requirements
6 M" E+ r, o% z: K; u6 `: [; t60. Fixed alternate weapons for port attacks
& D0 t& p+ W" }' `/ o8 T! W3 a61. Corrected weapon system damage to show after combat on ships in port rather than wait till' I X6 |- `. F6 z% r1 n' J K
sometimer in the ship repair cycle.8 ~7 o# i( h( [
62. Ship tonnage over 32K could cause repairs to fail
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]. R" k- m5 P; @! E4 K" V3 v( N1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. o- h$ `$ B/ H% V+ b! fport
/ n+ P" X. Y; @1 U: g$ W( N4 m* ^: i: k2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base./ E! c' }" \7 C" \2 b
Tenders not counted# i& h$ `. j% m$ J
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
& c! H. A9 q- ?: o, Y& g4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 i6 @" U* c6 W" {7 [0 m! O3 ~. Tto remove damaged ships from TF
6 @( b# b" @$ I" J L; Z2 u5. New filter for “non-building” devices in Industry pool screen
. r2 y( B. J& j% F( [( [6. New filter for “non-building” aircraft in Air Replacement pool screen
z' e% q/ K6 W/ `- d- J, c. x0 m7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 H) E. w& y8 ?3 c
mines (^) detected( b3 [ x4 e+ l- \* g' T
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 k+ o* Y1 [; d( {' O
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ D( q9 W# ]" A) z' {
standard parachute unit icons
) u- n' k N# l5 U* t" I9. Air/port damage and building is shown in base mouse over' T. N- z0 B! w* f- L7 B j
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 |( H4 n( J5 Z: P* E5 ?6 Q) Z
11. TF can be routed to stay within coastal hexes as much as possible9 r9 m6 I( F! q7 _
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: [# G1 p! @! k6 C4 }' I
13. Added option on group and LCU reinforcement screen to turn off replacements) |: L& B2 }0 u4 q* N8 S
14. Current base can get supply returned to it when reserve planes returned which were6 d$ I; p9 ~7 d1 J! o. v
originally supplied from another base* F+ q" j7 b' y4 U
15. Unit type filter on Troop Loading screen
9 f |! u- J$ D: t2 H* W16. Report killed ground units if not in combat report
' b5 m& H/ ~1 ^/ iChanged! _/ e# N1 g; z( U3 d+ `8 ~' E, @
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 T! @1 R0 L6 B
(complements fix 18 above)
: h T6 I, h0 Y, n/ t/ c# U2. Permanently increased pilot array to 70K0 F, g* m0 n) T2 L" {; `
3. Increased number of air combat rounds are a factor of total aircraft involved
, r1 G1 `; Y# Z' @ j# d4. Allowed submap to submap movement if land connected for land units. Should have been
k7 _$ E5 ], }$ J- S5 wso as per Andrew Brown- ^/ A9 f6 M: N8 w
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% W V+ E5 D' O3 \# o: mdelay toggle instead
4 P _! j4 N& h2 e$ G) E9 n6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 A8 y6 K R$ ~1 `& n4 Q
maintenace a bit more
8 S/ r) `7 f4 o0 ]+ A+ c7. Support device replacements won't decrease the overall experience of LCU units. This does+ ]9 S' [) N4 y o* Z8 A
not alter the overall EXP change due when any replacements are received.) D4 d' `" v/ J, D% U# e' A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: j7 O3 b: E* g9 ~4 j. E% L
between the two but could break current games.' |* `( z9 \8 l1 ?- K
9. Some LCU Prep points may be retained if unit is experienced
5 Y) a/ a$ C$ X4 J3 p! A' CNotes: n/ ]# C, Z0 x! p% `0 h+ T! N
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 |) Y& K/ x! G- E; j0 d( c
should not change player or HQ, even if not in play. These original HQs are used by the AI ]7 k) c; R$ A6 u0 W2 F7 a) N
routines so changing or deleting them can put the AI off. Changing other elements should7 d9 D u g6 A3 N# C! U& B
be okay.5 n1 E8 S$ D" M" I! g' V' ~
2. Clarification to weapon filters for aircraft:
/ k+ U7 Y) @. S' NPM_NAVAL_ATTACK 2 // used for naval attacks2 s* B7 H/ U( J. N+ J+ d
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ }+ G, j1 y2 I* r, HPM_LAND_ATTACK 8 // used for land (ground) attack4 ?* C+ |. f/ S& |3 E2 j0 ]
PM_PORT_ATTACK 16 // used for port attack
1 u" y$ i9 j8 ~1 @, u$ ]PM_AF_ATTACK 32 // used for AF attack
$ H1 ^$ {6 H" N. }) O: @3 a/ x1 RDropped any reference to secondary values for land and AF as they served no special use.
+ V( f# z+ J0 ^# t D. X0 oClarification changes$ `/ |5 X+ C; U7 Q P2 c" w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 r( M3 G. H- T- O7 m" N
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' o8 x) r/ `0 {& S5 j
MONGOLIA(91) or TANNU_TUVA(92).* @( @$ c6 j; o# I8 Y8 W1 r
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ k0 {% s6 P/ |# E) zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 F+ n& X8 n6 W6 e; x9 Z oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# i1 ]/ G8 A8 w1 V. S' I
after Soviets are activated, but can’t move3 b8 o; j& J: ]' c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 E& {( t, X$ b$ | g6 Cdisbanded in port.
4 Q s6 z( F f+ Y5 u) V/ Qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 G- U, N7 P& M% O4 t+ ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |