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$ u% z& z8 A) S7 Vhttp://www.matrixgames.com/forums/tm.asp?m=31850621 }" E# @+ E1 a+ R+ ~
* z3 B+ Y4 B2 k已经共享到岛群QQ和本论坛置顶资源帖/ x4 C. O+ p- e
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大量更新,详见列表:
9 Q; G/ t/ V: l' j' t9 K( @& E# j0 O" n8 L( T# J9 R5 g7 {. s, F
/ k1 [/ _( e$ ]) _# S( sChange History:( ~% X/ ]1 Y: O, @- p
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 p& W, U+ E9 X( T
1. Seventh Update – This release is a comprehensive release updating all previous
3 h- ` l" K/ fversions to v1.01.17 beta
2 Y, i& P& C- |+ I5 b- ^2 }. r2. Code Changes
0 ?! M7 o# S; D; _Fixed& P6 X& S+ A; |5 y2 S
1. Display of AF/Port icon between player saves based on player's intel
: @( C0 s5 D5 U, R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 Q0 V2 |/ y% C
weapon list updated0 e: \6 l1 q0 P9 t9 R. v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
$ [4 ~3 B( A2 ]9 W- V' A2 L2 b4. Allow smaller 'reserve' space for small groups on ships1 ^' h1 k3 h0 _! d" s) H3 S3 Z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent) X5 c3 X6 O3 B u: F
6. Correct attacking plane count before final post-air combat
( _$ i- ]/ U3 `9 g/ B, V: f7. Pilot promotion may have occured in error sometimes d$ S. `5 s% D8 f5 V2 d. Q
8. Raid detect message sometimes dropped of the combat report) [, O, o4 b2 x6 n) K
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply' U2 [) R. y- i% c( ?. Y2 E
generally
/ R1 g6 N( t- J8 q- o* v- X8 e0 j3 }" f10. Some pilot-leader connections were being corrupted
9 T6 N5 F* j- J4 }3 N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 z' ~6 q* @1 z+ k) f
other move issues due to the incorrect indicator
3 R k: K- h* e. r9 f12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 [4 w/ A& Z5 `* h0 q4 ~, { i$ c# Q
damage
- g: g% p p9 o% M$ Q* S- T13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ a: h+ j* G, i, f+ l X+ l14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 L1 {, M4 B" @" ^
date sort
& ~. S; H2 {, n+ c8 H* e0 g/ N15. ASW groups not allowed to attack sometimes; E+ B' P9 d# a. c/ w7 A1 V% B
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 e [1 o( {$ o' i; }
HQ/LCU to jump to reinforcement queue' p. G$ ?" e7 d/ D i
17. Bug in bomber intercept if too many rounds of fighter v fighter combat* I( g X' u2 E* n$ V; s! L" z8 Z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% ]1 `& s: V% O$ \! B
at start of AE but crept back in sometime during updates- v! ^9 ~/ t6 G* `4 T- |
19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ A. ?. p* e/ V' k+ {8 H
fragment.6 v: {# J5 X. B, \# F9 ~6 t( @, H9 m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 c! r- x% i1 V* K9 l' p2 o! ^. o2 E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' q& e4 r S6 y; {5 ?6 F! ^+ Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full% \& A. g, h3 y& J1 e, M
set
0 ~, U7 O- {9 ~& d8 \4 a q8 R( f22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 U' j, C4 W8 ?/ H
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) @8 D3 Z; Q, K8 k9 i9 K2 q
24. Bug caused F/FB to sometimes bomb at low altitude/ X7 V& I8 a. I, X6 k! Q: L! P% j
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. Z2 y7 T- X; U1 ?! h0 a( v8 Eoccurring properly.
2 {7 w0 B# z( M$ U8 b% ^# Q26. Bug in Industry 'failed' indication not showing properly sometimes
- {6 K, G' L4 F) _3 e- v7 t27. Location check at scenario load to include small map sceanrios0 B" b# u- H* _$ ~5 J2 P' J
28. Bug in air supply to fragments in a non-friendly base hex7 C! W* C4 u( T) D) a q9 z E+ }3 a
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 r% \& _) E, M/ Q7 i- f! n5 ^being set to homebase before execution of the mission – ie was returning to base
# |$ x' J0 w! |6 {: f4 Yimmediately
6 i2 v3 P X4 S& U3 I* f2 \9 R& B30. Error in Strategic map display
7 {7 L8 _2 H# j, x6 D# p31. Additional and stockpile options were not turned off when base was captured
8 y6 ~) k+ u) e" S32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ r% [" T% W6 n1 Y5 G9 ~ A% Xmouse over
& _8 L1 R5 r7 F, d1 o) Z* L; s4 ]33. Army experience being gained when not 100% prepared as per manual; changed to allow" n% Z5 s* P2 I$ T* m
chance to gain experience if >75% prepare and < 50% national exp level
* _( ~# F1 [* F/ a1 h# E34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% p# ]/ [* ]3 @
alleviate the incorrect experience gaining happening while in reinforcement queue
4 G1 E/ y; M" u h3 _& M35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; W4 O' h" {7 i" g2 S' ~/ B
caused unit to jump “off-rail” and move overland
, s4 o4 I2 t- \& \36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: [7 v" I# y6 R5 a' v37. Excessive accident messages on unload from TF reported/ Y6 o9 \. x- Q. e$ L0 x$ V( o
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
8 A2 q3 p/ h5 _0 E: d# p$ d9 N+ ~% ^merged causing smaller size unit than expected4 r$ o- F2 S! N* F1 i4 v. m
39. Corrected possible TOE error in scenario data load for inactive units
% q. |' O9 c( P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
* E+ I# O! {: t: S6 j5 Jhowever be allowed to do this.# ~ `( V2 |- g0 D/ {% K2 Z; @: {4 i7 T" S
41. Possible CTD if sinking ship's load was a group9 ~' |1 v2 @' w, g0 M
42. Limit the number of devices built from resources per unit during LCU replacements; this
! A0 P( V$ B9 {8 Hwas causing an over production for that turn
( o$ f6 N& B+ N) F! F- P43. Retain day/night setting when creating group fragments7 v) \0 U4 l8 ^4 v3 i& G9 |9 o
44. Adjusted supply and fuel values in base list not to overrun the space
% j- I+ t3 K, G4 U, e) ~% _ l3 c7 m45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ W+ ]6 N8 v% d4 D
added YMS to Sweep TF in line with manual and code# k e" A; }( F' c$ n7 J% F
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" C. ~ J3 Y- b, e
rule relates to the abundance of manpower and is not covered by replacement pool. Normal X* v$ n5 y4 u6 {" e/ B! k
rebuilding of destroyed units is not affected by this.
) P0 z `7 l6 l47. Carrier capable and trained text not showing together on Group screen
' ]3 o) h: a4 g* x- d1 Q48. Handle any blank re-name changes by ignoring them
8 z3 |) f) _0 R8 `- `49. Possible CTD when air fragments combine
* y- @$ _ u. p50. Unloading TF can freeze a LCU onto a ship under some conditions3 G" k- j4 d* M- G5 y0 r2 @
51. AI not behaving if main HQs missing (affects small map mainly)0 w4 C# H. i% D; C w3 c$ N& x
52. AI using AGC for normal land units – removed from TF if not needed& U- B% B V( t$ s0 h
53. Soviet activation message not in Ops report6 m+ Q- {" r( t0 N1 R
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- z; n( @" C: h3 I
55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 p3 i) e: w6 l# W) U; N, R56. Sub attack against docked TF not happening for port size <3
; M! `9 [+ t& _+ P! ^57. Unit type changing unexpectantly
% `! T! {3 j$ Q, V, V7 @! }58. Torpedo replacement on plane sometimes is missed; l2 N' [0 o( F( q+ _* H5 v
59. Double handling of overstacked supply requirements7 _7 ~8 B- T8 x, I! [# B: W. o% w
60. Fixed alternate weapons for port attacks0 s! N7 F; n) L: ^2 ?
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 j$ i% u R7 A) Y6 \! d5 T/ F
sometimer in the ship repair cycle./ _. _1 K% D+ g+ r. Q
62. Ship tonnage over 32K could cause repairs to fail2 Q& m2 v4 @9 N0 U- m
New4 C' u6 }: ~3 K. A% h+ \$ S% x
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 n& l- F+ ]9 k7 K
port* z, v5 |" P; W0 k: \2 u
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ Y ]! e! E G! M% _: b3 f4 sTenders not counted" |) t9 }" J6 e# m, X& K O
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" W- w% S2 C E# q( ]: c! S1 \4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& f7 f$ v1 q6 I7 f4 Pto remove damaged ships from TF' V6 G4 \+ L; Q/ F( t: d
5. New filter for “non-building” devices in Industry pool screen
% ~ E: j4 j/ ~8 n6. New filter for “non-building” aircraft in Air Replacement pool screen
$ Y7 v% u) S3 H7 ^- h6 F7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ p: Y2 s! ?2 |4 emines (^) detected `5 v' J; G. G6 Q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 r# P5 g/ R% {# H‘button6..’ image files, then these will be shown. If not, by default there are shown as. T1 I& ?$ {# d" j* R0 y
standard parachute unit icons
5 `3 x0 @* u }: Q- L4 ?9. Air/port damage and building is shown in base mouse over
9 F# \: x% R% Y/ W) b10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) r! W; y v Y" x2 h: D11. TF can be routed to stay within coastal hexes as much as possible
1 I# e) v/ k8 p, D1 i12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ {( K0 A. _' c! Z& z, g$ f6 D9 x13. Added option on group and LCU reinforcement screen to turn off replacements
6 J4 T% C2 ]/ f; g: L! @5 I14. Current base can get supply returned to it when reserve planes returned which were/ t! j9 M D, U$ V6 L2 V
originally supplied from another base
6 w. @) b( g6 ~$ j4 H f1 P$ U# j15. Unit type filter on Troop Loading screen
+ ]; c8 Z- u& x9 l' }% S16. Report killed ground units if not in combat report% s/ c! }$ S( V# o. B8 {
Changed- Z9 a) V2 s) }
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 d! A9 k S6 V% F, ~/ P' o(complements fix 18 above)0 M& H' ^7 {" J0 ?/ }
2. Permanently increased pilot array to 70K
: D- N. ]' v0 K" I8 U3. Increased number of air combat rounds are a factor of total aircraft involved
7 X+ Q5 m! s8 V. S0 }4. Allowed submap to submap movement if land connected for land units. Should have been
- G$ D: H3 e4 C& p: Q- Tso as per Andrew Brown
" B: P ~: N; q! ~# i, H" k5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 g) ?- q" G* }' ^$ Q0 {/ |+ z4 N5 j
delay toggle instead; R9 y" L$ ]- ?$ S4 ?% ?2 D4 E
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: s0 X2 L, a4 ]maintenace a bit more0 K( r6 M' }0 L; A, k4 T) T* s+ f9 o
7. Support device replacements won't decrease the overall experience of LCU units. This does
) S; Z7 V' c1 r1 enot alter the overall EXP change due when any replacements are received.
- e& J; C: v/ c( {' [8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
_ V8 _* C7 w0 c! [" ebetween the two but could break current games.9 P* ]9 t' u; F, P1 N1 p/ V! ~* l
9. Some LCU Prep points may be retained if unit is experienced
1 {% g# h; P5 g( PNotes7 g$ ]. g$ v; S7 v( H" L3 {
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- M2 b0 C* }# U: N. I3 M. U4 d3 [0 Z& R
should not change player or HQ, even if not in play. These original HQs are used by the AI; ]* ?, W6 F4 K1 B% `% a
routines so changing or deleting them can put the AI off. Changing other elements should
! _' J6 O% \9 e6 W$ B4 Rbe okay.
+ O8 d. B5 T' k2. Clarification to weapon filters for aircraft:
& k* D* e# k! N2 L+ W7 c. ]( GPM_NAVAL_ATTACK 2 // used for naval attacks
7 ?5 @" ^. `% ]" }PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- e% {/ j8 F6 O- F
PM_LAND_ATTACK 8 // used for land (ground) attack1 J3 k# q6 W# ~3 b) A% ~) K
PM_PORT_ATTACK 16 // used for port attack
9 d, N% v5 I \" |8 s Z+ }; D: kPM_AF_ATTACK 32 // used for AF attack
8 B9 X8 E( M$ i% xDropped any reference to secondary values for land and AF as they served no special use.* D6 |* O' M( ~* k# v9 _6 i- B
Clarification changes& \ L4 ~9 i9 U" b8 W9 x% G- o
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; B2 c; v7 R" j$ W1 A; u) |
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
G9 M5 h- Q0 R$ eMONGOLIA(91) or TANNU_TUVA(92).8 S: }/ K9 r$ r+ a* D0 q W
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases* `7 V! f1 J8 T2 t* J2 M4 j
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& }/ Z" \, v$ o {& A/ c
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
5 C7 d1 e Y1 o& z7 Y0 i- v: Xafter Soviets are activated, but can’t move
( s/ R4 q k) r: `' Ad. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 |/ u; ~6 d/ f# O& L4 p3 }
disbanded in port.# R" M7 P- U; ^- w. F5 x. n2 u9 P
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" a8 ~! u h5 D' u1 a: l9 K2 ]
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |