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http://www.matrixgames.com/forums/tm.asp?m=3185062/ y( p9 R$ u3 s# h) }! G' n
0 F8 @2 G+ e8 U3 Q) N已经共享到岛群QQ和本论坛置顶资源帖7 z" b& N n. t% j' X
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大量更新,详见列表:- _0 q: M9 }7 P& [
7 c8 z! P- a) Y, p5 h
3 }) A/ q% v' q1 HChange History:, N8 Z& `/ Q$ m d& E8 b" n* _" U
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# W- Z8 z: w. V N- X# X
1. Seventh Update – This release is a comprehensive release updating all previous
1 ?3 X- C% a8 t9 O9 W( a s5 aversions to v1.01.17 beta/ q [( Q; Z: \7 |9 L
2. Code Changes- T* g0 i5 ~. p" h3 o5 b
Fixed& L) z2 L$ @1 a
1. Display of AF/Port icon between player saves based on player's intel. K7 h1 h* U% v' E5 e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ ?7 [3 s3 B( oweapon list updated
8 [- }" x% O- ?3 U0 T; V2 z( W* V5 U+ m3. Reported cargo/troop safety values incorrect when no cargo/troop space( E9 k& w3 z4 Y
4. Allow smaller 'reserve' space for small groups on ships
/ g- _# h6 V8 `1 y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 a7 H8 S+ S- Q6. Correct attacking plane count before final post-air combat& y. N, u: [, d
7. Pilot promotion may have occured in error sometimes0 J: e: z) E9 @* s# y7 y
8. Raid detect message sometimes dropped of the combat report3 W; |. G4 }) d8 s* e1 z J
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ v! x9 a. Z$ qgenerally" d5 z# K# f8 s5 a3 ~$ N5 a
10. Some pilot-leader connections were being corrupted1 X5 R- [1 s t& ]9 U
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% H. |8 ?0 U0 O9 x, m
other move issues due to the incorrect indicator; D8 s/ Z1 F8 F
12. Wrong ship sometimes reported in Ops report for TF movement which causes some! A% d) E* z' e* N8 @; M
damage% s; r& A7 |8 m; p
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
) [8 P" a9 F A9 M9 k1 p1 ^14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( C! u, d$ O! g: ^ xdate sort9 X7 ~2 o6 w+ x5 C8 @
15. ASW groups not allowed to attack sometimes
; n: J% H" I4 o1 f1 f( j16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ l! o; l o$ V" s
HQ/LCU to jump to reinforcement queue
. e; r& n9 P* @' p1 G17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 Z* n' j$ l: e0 ~* i: l: _18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
8 d+ Q) H1 u2 ?" o# F W% {$ Mat start of AE but crept back in sometime during updates
2 H8 h* B9 s8 _1 G19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" b" ^- m1 M$ \. C* @fragment.; e* K- C9 ~) _0 G
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ P( x6 t( l( u
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. Z; R: i9 O3 K- x; Z' U
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 d& }. D2 O- jset
# k% X# ?6 V/ r- y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& G# j* {1 n$ I: M, p23. Enabled 'z' to speed up all animations; was commented out in a few animation replays! L5 Z9 y, A+ i" V
24. Bug caused F/FB to sometimes bomb at low altitude
' j+ b0 v/ R0 M/ ]- n& R; h+ c: v. F25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 A# o2 z/ p: d) ? y$ A% j+ K
occurring properly.4 G: w* k; @( r9 F
26. Bug in Industry 'failed' indication not showing properly sometimes
( J% `# a) u/ n, |( J+ s27. Location check at scenario load to include small map sceanrios
8 ~1 w$ u8 }4 ?/ j; z28. Bug in air supply to fragments in a non-friendly base hex
: ^9 p" J. Z5 r2 P5 y9 w29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: G; v2 G1 a0 a! }
being set to homebase before execution of the mission – ie was returning to base R1 K. x5 F: S/ p/ c
immediately: D# F( V5 V# {5 J4 u1 O K% W
30. Error in Strategic map display
! A& n: v: Y8 B3 W" Q1 w31. Additional and stockpile options were not turned off when base was captured3 d P: a( Y6 k' ~
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
; X! ^$ J2 ~+ N: vmouse over3 V* U0 @3 ^% Q3 n1 m
33. Army experience being gained when not 100% prepared as per manual; changed to allow4 ]8 n9 @7 t+ C2 Y8 d6 C
chance to gain experience if >75% prepare and < 50% national exp level! S0 d: y! l W
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 w4 _* t Q% F2 P
alleviate the incorrect experience gaining happening while in reinforcement queue
3 K0 F) P+ H+ ]# J( V% y) E35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ N+ U5 T' ?6 ^: p
caused unit to jump “off-rail” and move overland v* T( P; t& z' S9 f) b6 A- j
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% _3 B% n/ [6 D6 {/ R- R2 P37. Excessive accident messages on unload from TF reported1 @+ T" k# g( u
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ ?# Y; I7 z& Zmerged causing smaller size unit than expected
% Q! C8 T7 F) I5 m3 D/ L# @39. Corrected possible TOE error in scenario data load for inactive units
2 C" S( G+ V. P0 y, ^3 a2 x: }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( h2 P" Y9 q; q% o I" m2 B+ @/ E% f. h& f
however be allowed to do this.
" k0 @$ y( R2 y41. Possible CTD if sinking ship's load was a group
* n7 ~5 o* v4 x! f8 s$ H. Y$ D42. Limit the number of devices built from resources per unit during LCU replacements; this6 e. R2 Z" B# z# ~8 J! r! o
was causing an over production for that turn: @, H% k# v3 S
43. Retain day/night setting when creating group fragments$ s# \6 _* l) z. n, R" k2 n
44. Adjusted supply and fuel values in base list not to overrun the space
6 |/ v1 B* N8 ^$ l- ^9 n45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 z( I1 ~. a6 Q0 P' S) |* `8 Zadded YMS to Sweep TF in line with manual and code. K4 j' w) C* C7 i0 i, s
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 w+ \+ {" v: Q' lrule relates to the abundance of manpower and is not covered by replacement pool. Normal N- z. K9 ]: D9 l0 V; e( \5 I& Y
rebuilding of destroyed units is not affected by this.
. r y4 J. a6 r% q* C47. Carrier capable and trained text not showing together on Group screen
5 B$ l) I# p) q# R( a5 Y5 v" N$ z48. Handle any blank re-name changes by ignoring them
{% S" Z* d6 G( e" g1 E5 k g49. Possible CTD when air fragments combine; ?5 H u1 L8 Y$ S/ M0 _
50. Unloading TF can freeze a LCU onto a ship under some conditions
2 R% i9 z6 O v51. AI not behaving if main HQs missing (affects small map mainly)8 w7 e- f* X' y7 O0 e, t; [
52. AI using AGC for normal land units – removed from TF if not needed9 Q5 [. O, s9 Z# [% |
53. Soviet activation message not in Ops report# m% m! V8 ^0 O
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 H, d9 W- e. K+ H& G+ C55. Clear Soviet air balance if not activated. Possible incorrect base switching: P4 c) _' w" Z0 M. r5 k1 F, @
56. Sub attack against docked TF not happening for port size <3
/ K) c. X( s1 a& e1 O% B57. Unit type changing unexpectantly& H9 I; B! W; r/ S. B5 S
58. Torpedo replacement on plane sometimes is missed
# ]$ [. l4 ?; w1 y( D59. Double handling of overstacked supply requirements! `0 _8 b' D- u; G7 V
60. Fixed alternate weapons for port attacks
- V& `% g1 c* {; C* y61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 `* c7 r. Z$ W, f2 i, |
sometimer in the ship repair cycle.- f7 ~2 x; U; _9 ?/ `
62. Ship tonnage over 32K could cause repairs to fail
* R* K+ V" V, N: Z2 qNew
^+ C5 F5 Y& k) s: G1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 s6 n3 N+ ?# ?% e- j2 p: s4 r# y
port2 j, G4 O# N7 x: T, `: E
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.) h8 @# u& a9 P! O. Q. L
Tenders not counted/ o5 e9 c' p% N" R
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 C: N) ~* L3 Y- S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( u9 v8 f) v& X- f0 nto remove damaged ships from TF
+ g4 _6 s# E3 l# A5. New filter for “non-building” devices in Industry pool screen
( e! t" o; e6 `) S# E8 ~6. New filter for “non-building” aircraft in Air Replacement pool screen2 M0 a/ i& V" l2 O/ k7 N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( p$ D0 T5 r7 B! U7 J3 L7 f; _" E
mines (^) detected
/ |" N: m" D& Y- V8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
$ q# ^- F7 f- i& o2 W6 G: E‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 }- T- y1 }: M8 Z+ |standard parachute unit icons1 M- u! d% y0 U2 V+ ~' l. S& w! t
9. Air/port damage and building is shown in base mouse over7 |# m% E$ |' _0 B! M0 |% k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 c( @% W2 i, W2 u5 H: z
11. TF can be routed to stay within coastal hexes as much as possible, q( P4 r- G! ?
12. On Top Pilot screen show the 'ace' cut-off value if more than 18 D4 G* S* U7 E$ s! S
13. Added option on group and LCU reinforcement screen to turn off replacements
/ B5 r) {- ]' w$ a/ c( V& P3 i) E1 g14. Current base can get supply returned to it when reserve planes returned which were7 N# g- d1 r. ~2 P' S/ F/ E6 ~5 i
originally supplied from another base
8 A" s( Q% T& Q/ O8 D; d$ z) ?9 r15. Unit type filter on Troop Loading screen
/ K# Q& i3 V: h$ {- e16. Report killed ground units if not in combat report% `* Y# G) \0 K
Changed) R3 T6 b. e' U/ h. \" A: Q% r! V1 J m
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. M6 u1 C& J# j. ?. N(complements fix 18 above)
% P* A7 z/ K5 E% F2. Permanently increased pilot array to 70K2 K Z F: h$ @ e* z% K
3. Increased number of air combat rounds are a factor of total aircraft involved
3 O# b0 Z+ u$ g9 {" I+ o) k# d4. Allowed submap to submap movement if land connected for land units. Should have been
5 |/ q/ Q8 ^- W9 Dso as per Andrew Brown3 N+ s r R4 D- w7 @; u+ h
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, S# s6 j- n" c9 L
delay toggle instead
! T1 B: U c1 Z+ ?* a5 w/ I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 A. e) s( I* w! N: n# R" x2 Omaintenace a bit more9 C$ Q' M1 O! k! o4 v) d# S
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 k5 p' ^, o( B# D: \not alter the overall EXP change due when any replacements are received.+ f! z# A! i% y8 a
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. [, H& c% ^0 A% N8 l* R% ]
between the two but could break current games.
9 Q" t+ _; y: c6 W8 l' g q9. Some LCU Prep points may be retained if unit is experienced" c/ ]' C3 }+ x9 i
Notes' F3 Y" _5 t1 v4 @5 M- h+ r0 Y
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% R* f( F+ @: _- oshould not change player or HQ, even if not in play. These original HQs are used by the AI
. p4 L; r% p; I' I1 lroutines so changing or deleting them can put the AI off. Changing other elements should# n, S" P. ?+ R; k; A i* w
be okay.
E8 \+ J7 u% X7 j9 p2. Clarification to weapon filters for aircraft:
' R" |+ ` q0 J NPM_NAVAL_ATTACK 2 // used for naval attacks$ ~6 b' W* H; X I3 z6 c5 X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% M0 `9 u1 O; j1 \* T$ I+ V& l
PM_LAND_ATTACK 8 // used for land (ground) attack7 V4 h6 Q0 X* T1 o4 L3 V
PM_PORT_ATTACK 16 // used for port attack, E* z! P; k. u* R
PM_AF_ATTACK 32 // used for AF attack, H8 t; I) ~( e, j) S( P- `* r
Dropped any reference to secondary values for land and AF as they served no special use.
# P6 d/ d( V) u$ N- G$ ~Clarification changes
3 F/ Y0 @+ i* e: l# }1. Some clarification and changes in regard to use of the Soviet Motherland bases. These* S. E8 E7 Y# q0 r
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),/ u7 ], X( ^! D8 D# G
MONGOLIA(91) or TANNU_TUVA(92).
- w! A7 N0 |. s3 C8 h3 h8 e6 }# Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases* J# W$ q8 y; \1 Z6 N
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 R, e& |# P: r1 C8 h
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 w1 K! o6 {; Z3 L7 J( ]
after Soviets are activated, but can’t move
" }+ k# O9 U* b) Q; M. Q8 e/ U" ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 v- p6 k9 f o; Z
disbanded in port.+ l! r4 W9 t9 _' y0 g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% ]: `% e" t3 w9 j8 n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |