具体见0 W+ L7 r6 u, U, H/ p
& G+ q9 l, o+ U( ^: t e
http://www.matrixgames.com/forums/tm.asp?m=3185062; v# D& I) i( D9 ^
7 E- A0 @2 R7 Y& F* r A
已经共享到岛群QQ和本论坛置顶资源帖# c" Q2 s; p, \
V" [( ^% P/ d( O大量更新,详见列表:
5 e( b3 a& M' v- j# r2 h; s
1 Z4 w8 k, t1 a; h" C0 z d* V
. Z; { r4 i0 w2 ^7 E- wChange History:
8 N7 x0 z+ N* O7 EV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 W+ t+ r% z5 e, H' }% a
1. Seventh Update – This release is a comprehensive release updating all previous
3 x. ^2 K" I; i6 k7 c( h3 Fversions to v1.01.17 beta: F2 Q) O4 F" x @/ m4 I
2. Code Changes
, k/ Z% V0 K6 q0 a0 XFixed' E5 J4 O$ w3 c" m( ^% `+ V: x8 F: S
1. Display of AF/Port icon between player saves based on player's intel
^" m1 Q" @9 R0 o7 v2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ V# A2 K9 |) r; K
weapon list updated
; P! h0 _4 {; F' B% @# F2 r, Z3. Reported cargo/troop safety values incorrect when no cargo/troop space% T# \3 [/ Q- v% e& j2 I. Y
4. Allow smaller 'reserve' space for small groups on ships
( x! c5 z2 f- H+ G( ^; ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
]( r$ j; j* K9 J: Y6. Correct attacking plane count before final post-air combat
: R c" o8 E _/ z* B$ R7. Pilot promotion may have occured in error sometimes
/ q: w9 g! ~: h+ T! u% C8. Raid detect message sometimes dropped of the combat report8 a9 o9 s7 `% U! G! x; E2 h
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply! L0 z# n7 d7 m% z* t; z3 Y, [
generally( d5 O& c2 \/ o c) f" ]* r
10. Some pilot-leader connections were being corrupted, S2 H/ v$ L. v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 @; r# j: ^8 o& \
other move issues due to the incorrect indicator+ ~: ^" B# d: ]8 T; y" P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 A8 O. _& E8 Tdamage
, b" _6 r# C' _( ?+ P: n13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool Y8 N* T- h( y- k5 c% |% L7 U* M2 W
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: r) H; A9 ]! Ldate sort
4 f9 H. q# R) e( e6 w( n15. ASW groups not allowed to attack sometimes. y; D* P/ q% }# J4 M- q' _& \
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' o- B: h: J5 X$ O W' v9 G) c. x4 I
HQ/LCU to jump to reinforcement queue5 p3 B& ]$ L i# {$ B
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 B: P' \% C+ S7 o18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 {! s( Q3 R9 g& _( f/ i4 Uat start of AE but crept back in sometime during updates- W& d! x$ N; w0 S2 [5 o3 t
19. Removed the fragment/parent swap during a TF unload as it could often orphan the) _: f% W6 q% d# v. ^
fragment.
: R& h2 l4 M) p: P$ N- f5 L% ?( Z20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade8 K0 p) @' P* o
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& L# R2 r5 V8 E8 `* E, z. ?
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 Z1 h; g9 J; T X; d& \set/ i! K/ a0 y. L
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( N$ l6 t* X, A4 z+ s- f. b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays p, i0 ~. n/ c) M i
24. Bug caused F/FB to sometimes bomb at low altitude: G3 X' B4 c( q+ @1 A
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 i D; Y5 T1 N. koccurring properly.
( Z9 w" D9 H4 U, J26. Bug in Industry 'failed' indication not showing properly sometimes
" ^( C6 \: C Q$ H* l j$ }27. Location check at scenario load to include small map sceanrios+ d$ |+ b" G0 I. b# Z/ f) z
28. Bug in air supply to fragments in a non-friendly base hex
" I! r* ^" j x9 M1 Y1 H- g29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& M- @! Q0 Q4 {being set to homebase before execution of the mission – ie was returning to base
! ?. j7 x$ d! p4 V: Nimmediately
6 n/ d, M( y9 C; u$ }30. Error in Strategic map display. Y8 Q% s3 C/ D, c+ l) k
31. Additional and stockpile options were not turned off when base was captured4 ~2 E7 l9 @; p5 G+ m( C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( f4 B# _( A5 J) U" v7 O' ^
mouse over
' `3 M6 @/ S0 G% `+ e33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ X; t* {9 Z0 Y( E$ }& x3 lchance to gain experience if >75% prepare and < 50% national exp level. ~" p3 _; x8 K2 r$ {
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; z9 m( ^% H- x3 d7 A
alleviate the incorrect experience gaining happening while in reinforcement queue& t1 n( A" [" p2 \
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 S8 Y' X, ~- T7 z1 Dcaused unit to jump “off-rail” and move overland+ B4 a; ? b, ]6 Z8 t
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 i9 R9 s9 J3 Y37. Excessive accident messages on unload from TF reported
# P9 \6 `; c& a8 n ]5 \38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 R H, E8 j. D: e
merged causing smaller size unit than expected$ Y- S+ ]9 ~; Y/ v2 T- {% {
39. Corrected possible TOE error in scenario data load for inactive units
. \1 O T |% K& }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! k1 K' m' v9 c) Bhowever be allowed to do this.( `* X! _$ L+ U2 x' L0 a# H
41. Possible CTD if sinking ship's load was a group
$ e0 P1 D. n/ {/ l42. Limit the number of devices built from resources per unit during LCU replacements; this
3 V+ s/ r( b1 J) zwas causing an over production for that turn6 O+ Q7 O4 D0 a- r, f2 a! R+ a
43. Retain day/night setting when creating group fragments1 |4 g1 O6 b' U/ y( a
44. Adjusted supply and fuel values in base list not to overrun the space5 c& c N% L4 v! ]4 d/ A
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! ? L0 s8 b# O5 p( e I8 v! F) h Jadded YMS to Sweep TF in line with manual and code
6 g- w8 L, j0 Q5 Y: z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 M6 o8 M* c" {+ M; f/ D2 E8 j: ]2 J
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 q2 w) R5 a1 m- v3 K1 A# S" Zrebuilding of destroyed units is not affected by this.
" q) t; H2 a& k8 c) G% ]/ f) ^1 I9 Q47. Carrier capable and trained text not showing together on Group screen3 R$ i3 L" E" a/ P
48. Handle any blank re-name changes by ignoring them
: B% u3 f' N2 u z49. Possible CTD when air fragments combine9 O& }8 h0 T/ c+ R+ e! t" h
50. Unloading TF can freeze a LCU onto a ship under some conditions/ O3 G7 t7 |! Q. M9 e
51. AI not behaving if main HQs missing (affects small map mainly)6 ]( D6 [ \# |' E
52. AI using AGC for normal land units – removed from TF if not needed, c* F) j8 u& g( o- O3 E
53. Soviet activation message not in Ops report
' {1 W" M7 W" f# m! @; }7 F54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; x& Y' J& B" _- l* I j2 F; @6 Q55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 N, }7 w8 ?: v8 D" n56. Sub attack against docked TF not happening for port size <3: H/ }8 X" m$ M- j3 U
57. Unit type changing unexpectantly
/ r7 f+ u; }& h+ G8 @58. Torpedo replacement on plane sometimes is missed
- m2 p l0 }9 r5 [59. Double handling of overstacked supply requirements
4 d" E9 ]* j8 e8 X! \) @$ `60. Fixed alternate weapons for port attacks
4 ~$ t* l2 ?- c3 \0 @61. Corrected weapon system damage to show after combat on ships in port rather than wait till/ B6 C0 U2 N% [+ W1 f& O
sometimer in the ship repair cycle.' @( k7 g9 }" y+ ?) r4 g- V
62. Ship tonnage over 32K could cause repairs to fail9 P: N" ^# b8 K
New7 P$ K5 g; `9 N
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the+ r' D! l# J6 e$ c# l
port( p" H5 O( J; z$ R: ~
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. G+ ?$ f { a# W# J
Tenders not counted5 r5 {. }0 o9 L. N
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% U" B" D9 j3 D
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ m0 `, t" j, }% z+ i. l
to remove damaged ships from TF" ~# Z# d# ?9 ?7 G
5. New filter for “non-building” devices in Industry pool screen
; [; U8 {, H% F7 n* G+ a, y" _( x {1 d6. New filter for “non-building” aircraft in Air Replacement pool screen
4 ]9 `; l. O( h. M3 S/ E5 y# c' n. J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
6 P; @. {; v: M' s) n3 z$ Amines (^) detected
7 Q1 b+ o* E$ `. z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
4 o$ b& |5 a3 ?4 @$ Q‘button6..’ image files, then these will be shown. If not, by default there are shown as' U5 ~! z% F# \& j5 Q& D4 ]2 N" B
standard parachute unit icons
+ O5 V: O _0 B& G2 v$ A r2 K9. Air/port damage and building is shown in base mouse over
, }. I" R O9 e% _/ p# Q. H7 f; T10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" l9 c$ D9 m" v9 n
11. TF can be routed to stay within coastal hexes as much as possible+ f7 O: z* b' D6 _, _5 A
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. c) n8 N8 N( [6 x
13. Added option on group and LCU reinforcement screen to turn off replacements! p2 o. X6 M; ^+ d
14. Current base can get supply returned to it when reserve planes returned which were4 f Q, t/ m0 f1 [9 B
originally supplied from another base3 s" m; G0 d# f6 j
15. Unit type filter on Troop Loading screen+ n2 R/ W# |7 [% c" K! g4 ~, C# V0 W
16. Report killed ground units if not in combat report
. I$ x; g% p7 O2 t zChanged
8 `6 k1 {3 r% O4 p) {) Y, f: l1. AF of 8+ have AV support doubled for purposes of determing support for air operations
0 I) L) O: y9 q! }(complements fix 18 above)
: h7 W6 J* ? n- H2. Permanently increased pilot array to 70K- t/ a& [# {0 Z" m8 t: o* C
3. Increased number of air combat rounds are a factor of total aircraft involved f( a/ X6 x0 j* \& Q+ Q
4. Allowed submap to submap movement if land connected for land units. Should have been
7 V0 Q% w5 f% O! [$ m, l Nso as per Andrew Brown. J! c' B0 Z7 N& I$ w, l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
6 O2 _ n. y G+ x/ N6 Ldelay toggle instead
4 Y$ e) l7 ?* |: y5 d) G3 r3 k. J6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 i- f: t# p1 Y2 ^% W
maintenace a bit more
6 s$ J. o8 v6 x' Q* b7. Support device replacements won't decrease the overall experience of LCU units. This does
$ G" I' M ~, b" O1 W: Lnot alter the overall EXP change due when any replacements are received.
' P/ J7 a3 j0 T7 R# v0 I! B4 }8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& Y: _1 M6 Q R% X0 V4 G+ x* ~$ q3 ]
between the two but could break current games.- W, q6 _ f( Y; q2 Z
9. Some LCU Prep points may be retained if unit is experienced
. i+ J n0 B' b* ? q; h1 t9 c0 [Notes
/ H& Q8 D9 |' I6 J1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 C9 P' t) n9 u+ Cshould not change player or HQ, even if not in play. These original HQs are used by the AI
' W$ i! b7 k5 @4 aroutines so changing or deleting them can put the AI off. Changing other elements should" l3 b8 K6 O/ {
be okay.% J' F: `/ l4 Y4 J# w
2. Clarification to weapon filters for aircraft:
. z- V" b6 Q6 h& E0 u9 s7 sPM_NAVAL_ATTACK 2 // used for naval attacks
7 W6 A* q8 x; O4 S9 C" vPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- _4 C$ a( d: W6 |
PM_LAND_ATTACK 8 // used for land (ground) attack% Y3 T& o. U$ _# X+ f- [3 r
PM_PORT_ATTACK 16 // used for port attack0 }5 `8 K$ P" W; `+ E1 c& Q
PM_AF_ATTACK 32 // used for AF attack; Q- y2 y* F/ r$ f: o3 X" a% m1 f3 h
Dropped any reference to secondary values for land and AF as they served no special use.' |& p1 R; Z) Z9 Z2 B9 d0 |
Clarification changes
; b/ j! h! K' P8 \" X1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 y; Z$ y5 V- t; ]: V; v. Bbases are those defined as having an original Soviet hex ownership of SOV_UNION (90), Q) e3 e6 d4 M; l. F7 R! m
MONGOLIA(91) or TANNU_TUVA(92).
; d# F e# } K8 H! v( i" Oa. Allied non-Soviet groups can't transfer to Soviet Motherland bases* a% |1 {4 u8 |
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ U# e! Y- |3 M/ E: e- V& `9 {
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 z$ R' z; O' R2 i
after Soviets are activated, but can’t move8 t3 w0 S# c9 H. f2 S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: o% z% L' r% {- Q! O" _5 }disbanded in port.
( g5 I6 j! n8 m5 Ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) b4 K% l6 G' E/ A, p2 G" \, Ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |