具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖
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6 G+ [/ _9 B: Y; o8 h8 f大量更新,详见列表:
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Change History:
7 ~& f5 M6 w+ Q7 UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& G k$ z- q) [$ @8 j1. Seventh Update – This release is a comprehensive release updating all previous, s8 @$ j' N6 S8 s. c* J( j( R
versions to v1.01.17 beta
3 ~# d, f7 z! {2 V) e2 _2 j2. Code Changes6 |% H6 z Z! a- I: _4 c
Fixed
P( d0 x0 K- X& t4 m1. Display of AF/Port icon between player saves based on player's intel
* p: g0 P5 |9 H5 Q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
9 Q* J q2 B5 d5 L8 rweapon list updated
T" q, X! ^0 ]" \+ \3. Reported cargo/troop safety values incorrect when no cargo/troop space
; `% R; S, h4 ]1 {4 C4. Allow smaller 'reserve' space for small groups on ships! W& ~/ M _) Y6 {! z) {6 i+ g
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# W% u3 C$ C6 b+ O( K7 j6. Correct attacking plane count before final post-air combat
. L: n- X, M2 ?( t& _5 s" @, Y b7. Pilot promotion may have occured in error sometimes6 C$ h# G2 G! G$ }' a1 ?8 Q
8. Raid detect message sometimes dropped of the combat report% s, F+ o. M7 q3 }
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted1 S1 `" \5 G# P
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- V% l6 z4 G o0 f; C$ T
other move issues due to the incorrect indicator
6 g7 o0 e' W' f6 V# i {, I12. Wrong ship sometimes reported in Ops report for TF movement which causes some M+ ~5 }; U0 ?
damage* p9 w! e4 Z6 I9 {/ S* P* o8 H
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 K2 |! v- P: C" M3 E- e% d7 z6 d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 e( k, ~. T; ?" B; ` V4 w
date sort4 _- @3 b& H" z, R
15. ASW groups not allowed to attack sometimes
, \, q- Z5 d, B! i16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing1 {8 S3 T; z0 A' R; P4 R6 m. h
HQ/LCU to jump to reinforcement queue
; B$ @. [* o/ H$ ~( o) ]" Z17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 h! q+ Z; P3 e. G3 `- u; V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" _% ?# X, k: }$ b2 Vat start of AE but crept back in sometime during updates' ~% r- h5 I' E& ^( K
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" }* h8 `1 y( g. a: I& Yfragment.
) L1 z- o l" ]/ Q! `20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# Q4 d& p! i' z+ g1 m% H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' Y* B) L ?4 B7 F, ~9 N& R
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 K. Z0 n/ S/ b' c: m! \7 @23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 j9 G3 F6 R. t% R- K5 R: X# b3 x24. Bug caused F/FB to sometimes bomb at low altitude
. f# |+ s) P' _7 v0 x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ S5 [$ ]1 R5 |/ X. Q+ X6 ?
occurring properly.
) F- {. [, m8 C0 O0 ?2 A26. Bug in Industry 'failed' indication not showing properly sometimes, i9 p: \7 O8 c. ?
27. Location check at scenario load to include small map sceanrios
5 o- W6 M9 r" J7 F6 y' D" v( M$ {28. Bug in air supply to fragments in a non-friendly base hex
2 x5 C4 L4 O, l: Z. [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
- | u/ X W& t5 E+ nbeing set to homebase before execution of the mission – ie was returning to base
2 h. }0 ~4 B, w) t; q' ^immediately
1 n! G r) |6 [& M9 o/ o Z, N2 ^30. Error in Strategic map display
% S3 C2 u+ K$ }7 P( R- k31. Additional and stockpile options were not turned off when base was captured
6 \5 y0 [- Y: j2 E6 D$ T32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' Q ?) g. R. @6 s2 \' ymouse over9 w8 e0 U0 l3 g/ r% a: k9 C/ a6 w
33. Army experience being gained when not 100% prepared as per manual; changed to allow1 l9 |9 m( U" l' P
chance to gain experience if >75% prepare and < 50% national exp level
' V6 m3 k, ^( R5 H) E0 S( Z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. l1 u7 V/ q: A) balleviate the incorrect experience gaining happening while in reinforcement queue
' r# |2 R; \" g# v5 b8 F' y35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: G, @+ C0 d/ Y( V! f+ Tcaused unit to jump “off-rail” and move overland* k6 j* G- ?2 K: a
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 R2 {. L1 g4 _: I. b, ~+ `$ X) x37. Excessive accident messages on unload from TF reported9 [/ R6 ?$ E& n: ]# w
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, l, J6 b$ u1 @& H Wmerged causing smaller size unit than expected
' p/ T: z7 Z9 G9 k3 Z39. Corrected possible TOE error in scenario data load for inactive units
8 x, \+ y+ m* j2 Z+ }# B40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 i4 `# H- x# i+ k& Q) K: l& S
however be allowed to do this.$ r" j9 j/ O5 P4 N) T0 k
41. Possible CTD if sinking ship's load was a group
' U3 j' o; r4 @42. Limit the number of devices built from resources per unit during LCU replacements; this
' s& M* ^% L, _* U/ }2 rwas causing an over production for that turn& Y: ~& `6 W( v/ \! N
43. Retain day/night setting when creating group fragments
) [- ^+ e7 c3 z6 B1 D44. Adjusted supply and fuel values in base list not to overrun the space
* e/ A+ e5 n. {# L& ~8 F) P45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; ~: H! V2 \$ B2 P7 s% h3 z3 oadded YMS to Sweep TF in line with manual and code
; Q f) X- Z- E0 A) d. w46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ J$ s- B3 V3 T: T( w& N* Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 d! `/ a* g/ Rrebuilding of destroyed units is not affected by this.; N# D( h9 H( b' g
47. Carrier capable and trained text not showing together on Group screen% ]& V: Q( b7 h# s5 l
48. Handle any blank re-name changes by ignoring them
$ R" ?1 E! f, {4 a) |49. Possible CTD when air fragments combine
, ]: \* N$ a/ J: K# {+ }% \50. Unloading TF can freeze a LCU onto a ship under some conditions2 m* S$ u6 t9 E8 X5 O0 b0 h& j
51. AI not behaving if main HQs missing (affects small map mainly)' H$ y$ f- }: | S! A2 i5 p: C
52. AI using AGC for normal land units – removed from TF if not needed
4 q+ B: g$ K' O. Z/ ~$ a53. Soviet activation message not in Ops report
- ?; B, N' u% t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 t9 l$ ]- S9 p' I55. Clear Soviet air balance if not activated. Possible incorrect base switching
9 s) E% w% ?" o56. Sub attack against docked TF not happening for port size <3! {# ]0 e W. F: d
57. Unit type changing unexpectantly
% s3 \( s" l4 }/ _* r4 O58. Torpedo replacement on plane sometimes is missed
1 C7 n7 g. `, R# x# m59. Double handling of overstacked supply requirements& K4 {2 O, y; B% \
60. Fixed alternate weapons for port attacks3 P, p$ |7 g6 |/ f, M, m6 @
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
0 u; u! Q4 U7 g% d' L* gsometimer in the ship repair cycle.: l# v8 i) Z; e1 o4 e) d
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; @& t7 L5 Z8 E8 v' ^
port
/ H/ I+ u4 q" u# r7 v, L2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 H4 G, _( p0 J" r, |9 U* ?* ETenders not counted; z5 @* P' ?( B9 i y3 o$ S3 W+ K
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& h% o Y2 ?4 R8 a- N) ^6 \
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* V/ S. O' [6 b2 k) Fto remove damaged ships from TF* w- s9 w, _6 }, C; Y' Z
5. New filter for “non-building” devices in Industry pool screen
y9 ~6 ?2 G8 @# C5 x& b6. New filter for “non-building” aircraft in Air Replacement pool screen$ J0 x' `) _3 h
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# W! g* Y0 J1 Q; d4 p7 d! amines (^) detected
2 s: |; z* n/ m+ ^$ Y6 x; F- S8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
6 W& `' `. J! h5 j' c‘button6..’ image files, then these will be shown. If not, by default there are shown as) j/ U: N; a+ ?
standard parachute unit icons
0 M) i# F! T; N# Z9 e9. Air/port damage and building is shown in base mouse over
# ?0 h7 ?- J. n- d10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
! Y, ?3 V! v/ f5 s {! l11. TF can be routed to stay within coastal hexes as much as possible* x; c) c% L0 S' `) ~9 T
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) w4 P$ o6 n+ _
13. Added option on group and LCU reinforcement screen to turn off replacements) Z9 o9 v9 Z( R1 n- V( r! J
14. Current base can get supply returned to it when reserve planes returned which were+ E6 I9 G% A8 n. q3 h; D
originally supplied from another base5 U/ ~% J9 K! b3 ]9 Z* t
15. Unit type filter on Troop Loading screen* k# K% [7 b' h2 Q7 f
16. Report killed ground units if not in combat report e, U j' P5 ?9 W
Changed# G( E/ ]2 b0 d4 t) v
1. AF of 8+ have AV support doubled for purposes of determing support for air operations u( i; V& t& X; s
(complements fix 18 above)
, s8 n1 n+ N1 P+ M% x- D6 o2. Permanently increased pilot array to 70K9 [9 C. C* u; Y( L. R7 w
3. Increased number of air combat rounds are a factor of total aircraft involved
" e, p- h$ [; s7 k4. Allowed submap to submap movement if land connected for land units. Should have been2 w$ c R. p& f) G# B
so as per Andrew Brown$ c0 R6 ]6 d, E0 }7 D/ J. D8 l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" B5 C5 ~1 @6 D1 z/ g% S" ]
delay toggle instead
! b3 W6 X9 U& L6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ P* T1 [0 X, L7 y# M. Emaintenace a bit more- O2 {6 V7 a; e9 @: l2 H# X( m& T
7. Support device replacements won't decrease the overall experience of LCU units. This does0 v6 H- X8 R# f" X3 l
not alter the overall EXP change due when any replacements are received.
# k! ?; [3 p- \9 d; A8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 _" w9 e+ e( y7 t! ~2 h5 F
between the two but could break current games.
( ^: F# k9 F1 a9. Some LCU Prep points may be retained if unit is experienced3 z5 p$ o h2 y' H+ a$ C. n$ G9 }
Notes2 R0 V4 X M8 T/ U. H# g; j& ?2 e2 c
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% Y! g$ B8 `5 Q' u- d, {( @should not change player or HQ, even if not in play. These original HQs are used by the AI# m$ _3 S% Z. }
routines so changing or deleting them can put the AI off. Changing other elements should. q! V4 v, q; X% c3 u' B0 i, R
be okay.
) h$ D( a+ P( U- m, Y# y4 M2. Clarification to weapon filters for aircraft:
$ J) \$ g" J9 u: U. V$ T) Q5 s6 JPM_NAVAL_ATTACK 2 // used for naval attacks
* [8 \8 q7 G5 _+ LPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& [) `* g$ \" d+ G- p
PM_LAND_ATTACK 8 // used for land (ground) attack' a4 d; u! ?6 b* _: M; `! Q5 D' Y! e/ }! |
PM_PORT_ATTACK 16 // used for port attack9 P `$ h/ R( J- c
PM_AF_ATTACK 32 // used for AF attack
( ~. Y7 U3 N+ [Dropped any reference to secondary values for land and AF as they served no special use.
9 b5 F! D8 X7 Z+ J( `, L$ uClarification changes
8 |* y/ h/ m; s& ]! u+ |# W1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' O7 X( E9 u$ f4 D
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' Z; m2 A6 Z' V, T: ^- JMONGOLIA(91) or TANNU_TUVA(92).3 f" n% T' q8 f
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases" i7 ~7 k* z3 i4 S* J
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 _8 ` I( R9 \c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 I# Z) }1 k! Z* k/ a$ A3 Y) r3 q
after Soviets are activated, but can’t move
) d, Q6 q5 c) ?+ [8 ~8 t& Id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' @2 ?8 O1 k0 ~$ u$ X6 N1 F1 ]
disbanded in port.1 ?. b' D2 x0 F2 {& g2 T' g. O
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
6 J# p) m, h4 K% j, Mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |