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; n0 u$ |) V1 k. P9 C大量更新,详见列表:
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9 C" _9 |* {7 D+ g2 D8 L0 RChange History: I* D Q: A. x6 G* X
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* O/ |8 H! u$ w1. Seventh Update – This release is a comprehensive release updating all previous& N- \& m! H8 x( W
versions to v1.01.17 beta Q. Z, ~: [8 z8 W' q
2. Code Changes5 x# C& l: O& b/ F
Fixed$ K0 U' s7 g+ S! ` c' t% {4 c
1. Display of AF/Port icon between player saves based on player's intel! M }' K) M, i2 D- B# ?
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- Q9 c: H" l) k8 x! e. u
weapon list updated
* W- p9 n' _1 N2 h9 c! u3 k2 X7 m3 k3. Reported cargo/troop safety values incorrect when no cargo/troop space
. c" X: [, Q5 [/ [! c; R% `% a4. Allow smaller 'reserve' space for small groups on ships
# ~9 W2 a! e5 F0 q1 h9 O" k! C1 q5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: A# l% u2 U2 o; ]. c+ r( D, a6. Correct attacking plane count before final post-air combat
* U* ?6 s8 L4 e7. Pilot promotion may have occured in error sometimes
& a* D2 C; i2 `8 i* c. k1 a8. Raid detect message sometimes dropped of the combat report
8 R% r9 P3 W8 b/ }) j$ f2 j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ l8 R& F( j# R% K
generally
2 q+ }' o2 k$ P4 S10. Some pilot-leader connections were being corrupted
4 o, e1 Q c8 `; S( _) [3 e11. Movement bug with following units due to incorrect move indicator. Seems to fix a few$ _# ^/ b6 y) [' N3 Q
other move issues due to the incorrect indicator f# v3 Y( J2 b n% R3 R
12. Wrong ship sometimes reported in Ops report for TF movement which causes some) a& a9 [! S* ~" U0 ^* c7 e% G# d
damage" S1 v# A8 g: X& o2 B: ]
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool2 G6 A3 S0 a6 A- J( {) F1 e. y) ^$ x
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 i! v2 S! Q' t/ d; \
date sort# o0 x% ~3 V; ^* T6 t+ {
15. ASW groups not allowed to attack sometimes& N! i# Z" b2 u: S" I1 T8 v
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ f$ d% s L1 q# `3 x4 Y
HQ/LCU to jump to reinforcement queue+ w* t' M5 k) N; s* D7 f/ J# _; j
17. Bug in bomber intercept if too many rounds of fighter v fighter combat a4 g" i7 ]/ @% F( M4 H0 p) w4 n
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
- ?" g9 ?& `" G% f% l2 h, h2 Oat start of AE but crept back in sometime during updates
$ a8 {" L9 l7 \6 B! r) g4 X19. Removed the fragment/parent swap during a TF unload as it could often orphan the
& k% R, i9 d2 v/ O' hfragment.' N& v: L0 D6 ^; H
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 a2 }, T1 A' L' d21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
* [7 ? }& I, [" v. N4 R6 d% Gshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 O4 \8 h9 I7 o! _3 d( R* g5 C4 E
set6 m$ [9 Q9 s8 C8 g! G% z1 |
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
, {+ j* Q' I& G0 x; g23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" I; |; Y% p$ C$ j+ P
24. Bug caused F/FB to sometimes bomb at low altitude% A! ~. q9 c" R* Z) J
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# m9 u$ i* Q: m( t( ^# B/ \2 e
occurring properly.
4 u& i1 L3 V6 [4 T8 \26. Bug in Industry 'failed' indication not showing properly sometimes5 H1 r2 |$ `! U
27. Location check at scenario load to include small map sceanrios* x+ O9 j3 J$ L: ?) C4 _9 P
28. Bug in air supply to fragments in a non-friendly base hex
, ]1 z1 ^8 S$ C1 j29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. `, n1 X k0 k2 j1 Q$ E" Zbeing set to homebase before execution of the mission – ie was returning to base
2 L: i1 N5 q( k# p) B D6 f7 x. ~! s0 iimmediately
, o2 m+ s& Q" o+ M30. Error in Strategic map display
" E+ u" w" E& x2 F31. Additional and stockpile options were not turned off when base was captured' N( P" d! o+ u5 `: F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 C1 x% y V2 y- a5 Q, j- v" z
mouse over. }. Z5 {% z h7 ^) B. ~9 ] Q
33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 K2 D8 x3 C( _* x" D4 j3 _chance to gain experience if >75% prepare and < 50% national exp level
4 J8 F4 v. c) u34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ C6 c7 O' n6 N$ yalleviate the incorrect experience gaining happening while in reinforcement queue9 L1 A# K2 c H$ ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* x& B' Q& R$ d' ?' y
caused unit to jump “off-rail” and move overland' i0 C* d3 K0 d1 y! A/ V, x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" [7 Z" ?4 S3 y& |0 t
37. Excessive accident messages on unload from TF reported
% ~" g4 J6 g! }% `5 Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 P# T/ m3 j- `0 ^& gmerged causing smaller size unit than expected' _* i$ ~' |. h+ W* p# s$ D* R
39. Corrected possible TOE error in scenario data load for inactive units0 } ?. R6 }" Y( R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) `2 d2 _5 p0 ghowever be allowed to do this.
! H3 r8 v Z1 O0 H41. Possible CTD if sinking ship's load was a group+ d) [9 L: j' {7 `
42. Limit the number of devices built from resources per unit during LCU replacements; this
% C$ X3 A' A* p- {was causing an over production for that turn/ e0 q$ O) y5 D! K1 V0 d; ~5 O
43. Retain day/night setting when creating group fragments
2 V/ d/ M) u0 |3 L6 q) @/ _44. Adjusted supply and fuel values in base list not to overrun the space- o4 b ^6 q9 a/ c7 l5 D+ I) {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 X/ S' q; H" K( n) ]( [+ {' c. L
added YMS to Sweep TF in line with manual and code/ D9 M8 _8 a1 G& U: Q: o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 n I8 M" P/ w. g5 h( y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; d, {( p! ^# ^9 O5 G( n5 f4 ^, `' hrebuilding of destroyed units is not affected by this.) U+ \7 A7 _, h8 S: @( h/ t7 @ r( e$ H
47. Carrier capable and trained text not showing together on Group screen
" ~# C; y( q/ {; U* h' F. @6 g48. Handle any blank re-name changes by ignoring them# O+ a% W" @& j
49. Possible CTD when air fragments combine
7 I6 O8 z: s( D6 Y. I( x50. Unloading TF can freeze a LCU onto a ship under some conditions- s" R, j+ M2 |3 f; K
51. AI not behaving if main HQs missing (affects small map mainly)
0 b6 _% y6 J1 L; s52. AI using AGC for normal land units – removed from TF if not needed6 I$ m6 x# H7 k5 G, h2 O2 b+ S$ N
53. Soviet activation message not in Ops report6 e2 `! | ~" }8 r+ E# ~, F
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: V" S) @) {: z e; v55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ |- f5 d! s- o, H3 N! k56. Sub attack against docked TF not happening for port size <3
+ W+ Q C# G3 L% [, {* l( M! ~4 c57. Unit type changing unexpectantly
) M- R/ U2 H8 g$ G) L. A58. Torpedo replacement on plane sometimes is missed
, K0 g6 T( n' v+ Q/ l59. Double handling of overstacked supply requirements5 y/ x+ [" Y; g6 _
60. Fixed alternate weapons for port attacks: e9 k% d R5 i2 Q& U
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 k) v/ w& x' }6 A* e! |sometimer in the ship repair cycle.
. w+ t: I& S s+ L7 E; M1 ~62. Ship tonnage over 32K could cause repairs to fail
" O5 ]$ o: {, | \* Z, NNew: J3 J" T% ?5 s# W- \* b; Q4 D# ^5 M
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* E" Y% g8 B" oport
4 T) L/ k/ G& Z) n1 \5 ?2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( E1 F9 T% H( L
Tenders not counted
0 l- ^( |# ]+ q$ Y; G( U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
0 R! c( e0 r/ C: h4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 {2 w* r9 J, j( O5 \/ {. o0 dto remove damaged ships from TF3 y8 x9 z9 N {' X+ f# a0 ?) }% @
5. New filter for “non-building” devices in Industry pool screen! c. M4 T9 ?3 z0 I& r
6. New filter for “non-building” aircraft in Air Replacement pool screen( ]" ]; N8 v8 d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
2 s: x3 F( d7 Vmines (^) detected g6 [* j& H; U2 e& a, ?: S
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 g) l A2 u e; A‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 _: e) H2 @+ ?$ p4 z" Z' Ystandard parachute unit icons3 q: }/ z R& f9 U: ?$ d; S6 b
9. Air/port damage and building is shown in base mouse over$ r- o8 P% V& s! F
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on$ F6 E: e W/ }
11. TF can be routed to stay within coastal hexes as much as possible
: o3 @( p: J% G4 D- q12. On Top Pilot screen show the 'ace' cut-off value if more than 11 @4 W- z( m" n6 R) ]9 m+ G
13. Added option on group and LCU reinforcement screen to turn off replacements# c9 q: ]8 Q( T) Z" Q
14. Current base can get supply returned to it when reserve planes returned which were1 Y4 ^2 U3 E! E! h* H, e
originally supplied from another base2 d$ m S/ a7 _
15. Unit type filter on Troop Loading screen
4 O9 }4 G, ? [8 c$ \- _16. Report killed ground units if not in combat report( p) _: e* M: U2 {6 R% J! c
Changed
) P3 q3 B6 W/ g1 q1. AF of 8+ have AV support doubled for purposes of determing support for air operations X* X+ _9 @+ d$ y6 d N
(complements fix 18 above)
* O. j; k: D$ ~6 K/ @' B( x2. Permanently increased pilot array to 70K$ y9 E) `0 j' k
3. Increased number of air combat rounds are a factor of total aircraft involved4 Y4 l6 g. ~' _& l$ ]
4. Allowed submap to submap movement if land connected for land units. Should have been
4 m K$ O2 Q7 v9 D5 D1 u% lso as per Andrew Brown. l* {- j2 N2 e# @7 B2 s1 Z' U2 `
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: B U0 o; }, M- k; h5 Tdelay toggle instead
# A7 J1 n( u9 C h9 X4 o6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 S4 T# G8 _$ \, W1 {7 _6 smaintenace a bit more
4 U7 y( Y: f4 g9 D7. Support device replacements won't decrease the overall experience of LCU units. This does& W/ Q& p2 M/ j& m1 o6 ?
not alter the overall EXP change due when any replacements are received.
0 @) r& c( U$ j( \. e8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
6 G6 h$ i( @1 G8 abetween the two but could break current games. Z% {. K3 U9 t2 j0 Q
9. Some LCU Prep points may be retained if unit is experienced
D l' e; [, ], z& qNotes4 M: @/ C v) n- E
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 m0 Q4 k4 _1 D4 b; Z: Ashould not change player or HQ, even if not in play. These original HQs are used by the AI# t% k% M# S R- U/ t: z& a
routines so changing or deleting them can put the AI off. Changing other elements should
9 Y5 [/ w" ]# l8 d W3 tbe okay.* a7 i, o0 z& [- c+ ]5 T2 K q
2. Clarification to weapon filters for aircraft:$ U7 m7 O4 [6 ^1 }2 s3 B
PM_NAVAL_ATTACK 2 // used for naval attacks
( t4 Y3 a( t4 L2 s3 aPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 U. k. r) R9 M1 p: C
PM_LAND_ATTACK 8 // used for land (ground) attack8 e+ d7 U1 Z& a1 g S
PM_PORT_ATTACK 16 // used for port attack' C1 C# ]# R) z: g% F( a
PM_AF_ATTACK 32 // used for AF attack4 w* x5 O2 T6 d
Dropped any reference to secondary values for land and AF as they served no special use.1 b1 R0 Y1 R( i6 G/ w3 @! O
Clarification changes/ z: A7 y7 R X* e* _4 e/ {2 Y3 _ ?
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 n% E/ _$ [* K+ ~" jbases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," D5 u; t2 D4 p3 {
MONGOLIA(91) or TANNU_TUVA(92).
p U7 l N. R6 N* ~a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; E' P' d, c. _b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( N! p: Q" M# f/ `c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 R5 ?" u6 I& j5 T8 e9 n' E4 S* v3 H
after Soviets are activated, but can’t move7 O- Y& F8 h! ]+ c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if) i: s7 p5 o% [- o2 c
disbanded in port.# V1 {7 R& e& \5 V( J/ w" T
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
6 K( G) `5 m2 l7 V8 f1 A8 Qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |