具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062* P4 N/ B: B/ j
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已经共享到岛群QQ和本论坛置顶资源帖# i: ~3 X! b- o* c$ ]
) ~* Q4 H9 ~$ e' ?9 z. l- ~大量更新,详见列表:
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4 q$ T$ d' J( z# {# b. {2 _9 PChange History:
' c8 L# ]2 g) W# ^. FV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# J0 A. x' ^9 M3 h2 V9 U* C1. Seventh Update – This release is a comprehensive release updating all previous
! F; U/ k: U& v+ H. M6 @$ Z7 wversions to v1.01.17 beta* i9 a9 T0 A$ f. {% K
2. Code Changes
U% x3 M1 w+ Z. Y& Y( ^, xFixed
' u& y! y8 U8 [( j8 _5 X1. Display of AF/Port icon between player saves based on player's intel7 [6 k6 D4 K# ^5 s5 o9 F$ j4 Q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( U/ ~6 P/ K3 l+ i! C
weapon list updated- n3 u1 j' {: m% D
3. Reported cargo/troop safety values incorrect when no cargo/troop space* ?/ @ X- Y5 e- b% j9 ?7 R
4. Allow smaller 'reserve' space for small groups on ships2 g/ ?% Z7 s2 y5 N9 n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent5 h6 X' v8 i* |9 J
6. Correct attacking plane count before final post-air combat3 n" I" o) O2 N9 I
7. Pilot promotion may have occured in error sometimes
. ~% d) r" z) S, G9 J& |8. Raid detect message sometimes dropped of the combat report# V% x' k* L7 ^% e- F5 P5 \3 C
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 t' b1 E( Z6 O$ J, l. `
generally* F4 s( Q# g4 ~8 D/ T( |
10. Some pilot-leader connections were being corrupted1 J4 [) ^# F: `2 Q9 [5 t( u- H
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 ^# S& H7 w# ~" m+ B& Z1 qother move issues due to the incorrect indicator
% I9 A) d4 K K/ R, U2 x2 R- Y' M; H12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ u' [4 h6 G8 R9 y+ `! {3 |damage
5 ?5 y5 n" s. P& I4 ]! \+ V* ]( \13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ ]: p; U' m# @1 D+ ?6 f14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 F& m1 h: p% ~: C7 b+ }7 X
date sort
- E* J' i: i; }3 D0 w' t6 ~" Y; w! j* U, i15. ASW groups not allowed to attack sometimes/ F2 { c: X- D% ^+ x) H6 W
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 I& i% ~5 b4 v f) b0 z0 w7 }3 v
HQ/LCU to jump to reinforcement queue/ e* c& l. j: X2 V& r* p% q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 O3 a! v3 S8 H3 J18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 O% @5 L! h! V7 x7 ]at start of AE but crept back in sometime during updates
6 C6 p1 e3 I0 p" Y# s19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 i1 T+ b; C2 e( E( @$ Jfragment.9 f6 Z& m+ Y4 y+ z0 k& R' ]1 l
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 A, v. `' m2 |* h# C# `2 Z' ]21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
* R# O2 ` q( P' \short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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" z; C7 z+ \- f D9 j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ `: a9 l) K9 L1 N
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# K5 M( [( Y, S) |% }
24. Bug caused F/FB to sometimes bomb at low altitude
. t' d; u3 R9 f9 j! g25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' m5 O% M8 [- Z' J
occurring properly.% _2 O+ v1 m* [* _) o( _
26. Bug in Industry 'failed' indication not showing properly sometimes; Q$ H" H C1 p) h" d; m
27. Location check at scenario load to include small map sceanrios
- I+ \1 y Q6 ]$ @28. Bug in air supply to fragments in a non-friendly base hex
& j& A! |6 Z3 S+ W6 r6 {: l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' `/ L; o- g5 P! ]( @8 a
being set to homebase before execution of the mission – ie was returning to base
1 Y K7 l# M* w. @, [" q0 bimmediately' W; V& m9 D- U% W3 h7 A
30. Error in Strategic map display
/ n# t8 x- w6 c1 @, E31. Additional and stockpile options were not turned off when base was captured
# V" ]) f) e a8 ^% i% E* @32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* K% b+ M' m% t8 x$ D5 J" s$ Amouse over p: W5 X' N1 Z
33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 B$ w0 ~( ^0 I8 achance to gain experience if >75% prepare and < 50% national exp level! N f( r3 ^+ }- \% O' r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ q c+ Z S% X6 d l) Malleviate the incorrect experience gaining happening while in reinforcement queue; ?$ x( d0 Q' v+ c2 E3 T
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –5 w3 x3 x' \+ v3 a: V( g8 u
caused unit to jump “off-rail” and move overland+ p, T3 x# g: ^$ Y5 C
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
$ y4 Q, ^3 o: B8 F37. Excessive accident messages on unload from TF reported! `" `3 T6 D+ J/ F5 c, G3 a
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 y4 M, T- ]2 y2 u* S8 xmerged causing smaller size unit than expected
' L M* L' i! q8 h2 Y+ I39. Corrected possible TOE error in scenario data load for inactive units$ f, Y" S' `8 K- }
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: x2 p, i+ j; I: D3 fhowever be allowed to do this.; ~! y0 c6 s. k5 M. J
41. Possible CTD if sinking ship's load was a group
2 c8 `# s- M; p; w8 \( M42. Limit the number of devices built from resources per unit during LCU replacements; this- i# v' L( [. P7 g, Z) X2 |0 I4 C
was causing an over production for that turn, E# O0 ?2 X' V% V/ G. X
43. Retain day/night setting when creating group fragments8 w- w) Y5 N! z. G$ Q
44. Adjusted supply and fuel values in base list not to overrun the space$ @3 I9 U( W9 D5 \+ `' b. C7 g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( Y: R n5 u! x* R
added YMS to Sweep TF in line with manual and code
9 S- i% f( z+ V: D; M' ~46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the# v" E; \6 N3 p) `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# \. b7 ?' M) e5 B' A5 D vrebuilding of destroyed units is not affected by this.
% W* M1 {" u* ^- L2 V47. Carrier capable and trained text not showing together on Group screen
1 b3 V$ G$ m9 ]# H# u48. Handle any blank re-name changes by ignoring them
- T* o9 {2 ^& B4 ^49. Possible CTD when air fragments combine
! Y, V6 i V/ Z& |+ D) s$ H50. Unloading TF can freeze a LCU onto a ship under some conditions z. p( e M3 f, M1 i% b+ t- {
51. AI not behaving if main HQs missing (affects small map mainly)
! L9 g! d8 u$ `" T52. AI using AGC for normal land units – removed from TF if not needed
$ F" @$ X7 @. f0 L53. Soviet activation message not in Ops report4 p6 Y+ z" Q/ _. w
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! i, g2 z; ?! B5 H+ I7 e* l7 }
55. Clear Soviet air balance if not activated. Possible incorrect base switching a$ w, Z( L# W8 m
56. Sub attack against docked TF not happening for port size <36 N h/ ^9 q) l( f' _
57. Unit type changing unexpectantly
% Q2 B# k% y: z5 c, K: s58. Torpedo replacement on plane sometimes is missed
9 f: M2 Z) r. }, a4 k& a7 p59. Double handling of overstacked supply requirements
# v* G% K5 h6 V% D, D9 B60. Fixed alternate weapons for port attacks
3 u: n0 O$ S7 i0 U% u: }* R+ o61. Corrected weapon system damage to show after combat on ships in port rather than wait till
f; M, s4 V8 S( M! c1 [sometimer in the ship repair cycle.+ h+ C; E% p2 E N w% X* @
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: s+ x) h6 T% T. vport
' f! Y G( i- {- L- N2 M- B" C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.4 n0 z x* S; w3 k
Tenders not counted
$ D$ k8 k s, m6 l5 V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 _3 e6 X& v% I* J7 j' q6 M4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& I: b8 o# K7 ^7 Q9 s
to remove damaged ships from TF
3 [- W6 Z/ J& y2 ^ ]5. New filter for “non-building” devices in Industry pool screen
0 o4 E* E$ D& U& q& l4 r6. New filter for “non-building” aircraft in Air Replacement pool screen8 n- L/ s9 x5 H$ b8 g8 X, N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 ?! [" m2 v& ^& U, Imines (^) detected
+ C9 Z$ T2 R5 @) @& v' r9 R8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, p& y4 X1 k( ]+ W; |! a‘button6..’ image files, then these will be shown. If not, by default there are shown as* {9 |7 N5 H6 M/ D/ W
standard parachute unit icons1 \# q7 o6 P$ M3 Y/ G6 I1 j2 a' N4 |- N
9. Air/port damage and building is shown in base mouse over0 N5 f C% a' d3 F/ H( u
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) g1 l$ W8 r1 d% o2 P11. TF can be routed to stay within coastal hexes as much as possible; t0 L! q( }) F) |% ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
+ ?, V B$ d2 W13. Added option on group and LCU reinforcement screen to turn off replacements+ y3 e& t7 f. u7 P
14. Current base can get supply returned to it when reserve planes returned which were' B; }- o7 f( z7 @! V
originally supplied from another base
2 Y6 M( S% z N7 [15. Unit type filter on Troop Loading screen7 u5 M6 m; U! r3 K1 R1 b) Q
16. Report killed ground units if not in combat report6 Q' V6 C/ a: i# e) `2 r
Changed! b3 I# I; l d) Z: O. x
1. AF of 8+ have AV support doubled for purposes of determing support for air operations% P+ _. \$ n8 i4 D8 m: C9 c
(complements fix 18 above)
% W- i5 }$ V% l6 a6 s- l2. Permanently increased pilot array to 70K; g- S! D, S3 P) `$ C
3. Increased number of air combat rounds are a factor of total aircraft involved
" {3 ~0 c O) ]& W- D4. Allowed submap to submap movement if land connected for land units. Should have been
; V9 t/ O9 z( j! ~so as per Andrew Brown2 }& M+ L3 k* Z: V0 V! O( l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: y: v( i. L, z5 a& v7 T/ W. I
delay toggle instead
: ]7 q" B2 x% Z n" ~6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 u! V2 M7 q6 I& b
maintenace a bit more$ e, ~ r$ m- y: o) F \" i
7. Support device replacements won't decrease the overall experience of LCU units. This does
; r0 t$ F7 M, G L. U' L) dnot alter the overall EXP change due when any replacements are received.
4 ?) Y4 @' H% \: H. _/ ~# q$ H6 f: n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 B4 g; d& l: o; i/ qbetween the two but could break current games.
7 o3 f" ?" Z* ~- _% j* ^9. Some LCU Prep points may be retained if unit is experienced# Z, y5 f9 E a7 J+ v' ^9 L
Notes
" C0 `: \% Y0 s9 ^$ H: g+ V/ B' I5 w1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ M" {2 a2 [. w" R9 P8 O# dshould not change player or HQ, even if not in play. These original HQs are used by the AI7 Z! c# f- d& @7 J- F6 ^) ` M
routines so changing or deleting them can put the AI off. Changing other elements should, ?7 ]; L2 n q! [; q; ?+ W9 O' g# }
be okay." g2 n# y( E3 V7 t$ t
2. Clarification to weapon filters for aircraft:
2 n) i* H; ~, r7 f4 X. c" TPM_NAVAL_ATTACK 2 // used for naval attacks& j& _$ T# D0 K/ H: P. _ K
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 u# z2 N6 e) I kPM_LAND_ATTACK 8 // used for land (ground) attack
$ g" L u0 I( Y; P/ jPM_PORT_ATTACK 16 // used for port attack
" V; h& q5 A, hPM_AF_ATTACK 32 // used for AF attack' G9 m* Z' {5 I
Dropped any reference to secondary values for land and AF as they served no special use.
' B" J- n. e) Y. K- t" AClarification changes
: Q9 U, |7 ] s+ s* S5 S# O1. Some clarification and changes in regard to use of the Soviet Motherland bases. These# b- [. e/ ]" _# p6 I) s
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),8 R; m- R3 E$ [" N# M3 C6 ]
MONGOLIA(91) or TANNU_TUVA(92).
: h% v4 @, G3 t. u1 }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases9 W* k+ @8 X! C/ M
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 M1 I5 c6 u0 }2 ^* ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" k/ E/ n% u( x: S1 {% c
after Soviets are activated, but can’t move* e& d8 {9 J( c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! T4 n0 b+ w. w
disbanded in port.+ r6 Y# m: z u) w! Z7 H
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently5 @: Y: j2 R# d) E
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |