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# t4 S3 f! p' H# w0 ~" _$ V0 Vhttp://www.matrixgames.com/forums/tm.asp?m=3185062# P' Y& Z4 N9 ^% o+ B! G1 s
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大量更新,详见列表:: T/ d! r+ t! z3 P% Y
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; n1 C) e( h: Q: e3 _) bChange History:
% F0 C7 `9 u; f1 M# Y3 F7 g# f1 k% OV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17), N, q' Z k% C' E9 _: v3 P
1. Seventh Update – This release is a comprehensive release updating all previous$ ` g" O5 p2 m; K; x% G ?+ i0 B0 Y4 ^
versions to v1.01.17 beta
6 l4 y* ^ S! [5 Y+ D2. Code Changes6 O0 U5 `1 L: [$ C
Fixed( p* @% E" _% p0 _$ S4 r4 o
1. Display of AF/Port icon between player saves based on player's intel' `+ }" T+ }7 |5 J
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, G7 i' v9 E% P/ X2 Cweapon list updated$ j& i$ Z' M4 j: O3 z$ d
3. Reported cargo/troop safety values incorrect when no cargo/troop space6 f2 z5 K- j! H% I+ A
4. Allow smaller 'reserve' space for small groups on ships
8 Q0 s3 B* f* w9 f+ Y0 R8 }5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 l" N8 D0 t% g' ?, Z8 Z6. Correct attacking plane count before final post-air combat
: q6 m4 @( {3 v$ p6 v H. a7. Pilot promotion may have occured in error sometimes' R# P1 V. _' w) x4 ~5 v: z
8. Raid detect message sometimes dropped of the combat report
) i6 k5 q! s5 i9 o9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( H, l9 T4 }0 Z4 M) v
generally! g3 p0 W, x/ W* C) H0 W
10. Some pilot-leader connections were being corrupted& Z7 i+ h# c2 i# w& S4 }
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% J% u$ l( }7 U# L# T7 Qother move issues due to the incorrect indicator
+ n$ Y" }1 K4 |: [# t% J1 K b' ~' Q12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 E/ J9 R& ?' M. k$ F1 |
damage
l6 H0 ^) w1 ^' c6 S, {- @13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
# z8 p' n5 }0 F( r' K* {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; @# e2 ^, r7 G8 l( k
date sort8 V* k( R$ `- _9 p& N% P7 Z
15. ASW groups not allowed to attack sometimes! o4 b, H' ^% @; x
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 l7 p O: L e& _3 ]
HQ/LCU to jump to reinforcement queue
6 U0 l* Y: e! s5 s6 D17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 W1 D3 `4 l2 R8 F; g18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( t: i' e$ C% jat start of AE but crept back in sometime during updates
, }+ w' Y5 f% K" k8 ?/ c, x$ _& R! \19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; g/ K* R1 `" Q4 ]4 {fragment.
4 T- x O8 y& B0 I' i( v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
`) t" X# v6 {& a$ C; G' z8 F+ |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
$ k% O( _) o7 u$ U+ q; Xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full& G" |3 V; o& s4 W
set6 L4 r8 z1 Y, l2 J% k% Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- k& Q* |' ~* N/ e ?
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( N! A: i0 A" Z4 `- d: v2 t; s
24. Bug caused F/FB to sometimes bomb at low altitude, W) X! e9 d I& x2 ]( I
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( R# [4 ^! d& R4 }9 L3 `8 i xoccurring properly.; W/ l- c2 _* b; T5 e
26. Bug in Industry 'failed' indication not showing properly sometimes' }# I2 ^6 C( P: Q! X& B* b8 R
27. Location check at scenario load to include small map sceanrios
" m; G+ D) y$ D& `28. Bug in air supply to fragments in a non-friendly base hex
2 \9 C/ f* L2 b. ~' W# K" U1 `0 v29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& @& z. {$ R4 [: ]being set to homebase before execution of the mission – ie was returning to base
8 w5 N7 r% ?, D- z+ N" P7 \4 M0 ^immediately1 Q$ t5 a& _+ _; \6 [2 r2 k- q% @
30. Error in Strategic map display1 T4 K! D! o3 f
31. Additional and stockpile options were not turned off when base was captured: O* W5 `3 F* Q& Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, N8 v/ P; G4 I5 X( I/ tmouse over
5 N$ y) ?! p, W7 g33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 Z5 V! e/ ~$ Zchance to gain experience if >75% prepare and < 50% national exp level, h! {1 }% B8 p% f7 k% M
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: c1 u( h9 a2 ]. F! y7 k! j2 T; Talleviate the incorrect experience gaining happening while in reinforcement queue
( U1 A+ L. W6 z4 R8 ^8 `35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ f+ g. L' E7 [# P, B6 N* icaused unit to jump “off-rail” and move overland
1 o! J( A1 @6 C! s* ]$ U36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
# }% l9 l; g2 ]4 q/ ]37. Excessive accident messages on unload from TF reported
( r1 g- q5 w3 ^1 b" k( E38. Reworked editor sub-unit merging as some devices could drop off the unit list when2 O$ M' H4 I8 l3 Q: J4 V) @
merged causing smaller size unit than expected8 l; Z. e/ |0 z8 O7 Z6 w4 b1 {
39. Corrected possible TOE error in scenario data load for inactive units% F- U U: g4 O- w. K2 F6 C
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 e+ n$ ?, ?) E5 a4 H& Rhowever be allowed to do this.* O# E7 x* ?1 N3 L
41. Possible CTD if sinking ship's load was a group
$ b0 J; d e6 H' V* P/ U" e( `; l42. Limit the number of devices built from resources per unit during LCU replacements; this% s: } w4 I' W0 b8 @- {0 J4 i
was causing an over production for that turn
7 y j0 T5 O. F, q43. Retain day/night setting when creating group fragments* e1 y! @7 d8 i; e0 t9 q% j( q4 \
44. Adjusted supply and fuel values in base list not to overrun the space
0 Y1 [2 K+ g- X: {1 t- \45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
v, f/ R$ S# Nadded YMS to Sweep TF in line with manual and code8 x2 q# Z% r( S9 ~& h7 V- `/ S; ]( W
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the/ y+ Y( Z+ J) r! j6 }! p
rule relates to the abundance of manpower and is not covered by replacement pool. Normal1 V( P" p' K+ u5 N2 g j: H" x
rebuilding of destroyed units is not affected by this.
- {) s( y0 ^) Y. P" q4 r- S9 M47. Carrier capable and trained text not showing together on Group screen
$ I% V6 O% C0 A0 B. W9 T48. Handle any blank re-name changes by ignoring them
% P. t+ F: g+ _9 @3 Q4 C9 S0 H49. Possible CTD when air fragments combine5 [; J& t- D: j
50. Unloading TF can freeze a LCU onto a ship under some conditions
% N" |0 g" G/ a: u4 E51. AI not behaving if main HQs missing (affects small map mainly)
3 ?9 I. s/ ]2 L% f4 _52. AI using AGC for normal land units – removed from TF if not needed* [6 K A' h% O4 P+ {
53. Soviet activation message not in Ops report
2 b% l1 x b0 J5 C' f54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# F& t3 Q) D6 ], h! j55. Clear Soviet air balance if not activated. Possible incorrect base switching
. H1 [' s- n: P, u% }/ u4 I56. Sub attack against docked TF not happening for port size <3* j) l- w: W1 {. \; I. X
57. Unit type changing unexpectantly
. h3 i* d i: v. ?5 k5 f( q58. Torpedo replacement on plane sometimes is missed
( ?( h! r& V8 q C' d59. Double handling of overstacked supply requirements% u0 ^- @* N4 `3 g" D( v* p
60. Fixed alternate weapons for port attacks% c. W3 N* X! Q8 Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till" t7 z2 ?# i3 j+ s* l+ M9 w
sometimer in the ship repair cycle.+ T% H7 l: Z! h% e
62. Ship tonnage over 32K could cause repairs to fail
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5 f9 t1 O" O3 F ~1 J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 s: o7 ^0 A$ i- _0 K
port9 e- D9 Q- C$ d/ ?" N# M
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 m* U4 l! X; e3 ^/ w. N; H% `
Tenders not counted- n. v- H! R$ _, Z4 u9 H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 N- ]! S' W5 C4 j/ k4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 k O) |) J8 @* I7 e3 N! ito remove damaged ships from TF
. B, d! u& e/ z5. New filter for “non-building” devices in Industry pool screen# \3 T E# S; {! U2 Q: V- q0 K
6. New filter for “non-building” aircraft in Air Replacement pool screen' }$ X7 g4 u- [/ w# m9 `" W" l! n$ Z1 A
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 Q2 H5 @: W+ T3 W2 U" ~+ B: }mines (^) detected
# G5 y! x! s* A1 s; y8 a% [8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" G0 H8 \( U7 C# Y2 ~‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 a/ [7 F$ T' a; O- { K3 I# [$ Kstandard parachute unit icons
" o. S {+ s0 B& D8 i5 @% B: B9. Air/port damage and building is shown in base mouse over
' z* n; u2 Q y1 h3 |2 I10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. j6 |2 ^2 y* l b11. TF can be routed to stay within coastal hexes as much as possible, e* }' y. x8 }, {9 N; |
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 s$ t. ?1 c6 B9 a0 ]& }4 Y3 {# i$ E. z% q13. Added option on group and LCU reinforcement screen to turn off replacements
2 t1 a' z5 \$ N( v14. Current base can get supply returned to it when reserve planes returned which were
+ o6 {' y: I$ Q5 Roriginally supplied from another base
4 r8 u* m) v* Y7 C' M8 ~+ k15. Unit type filter on Troop Loading screen) G" p8 V6 [# T) W b
16. Report killed ground units if not in combat report- D2 L4 i1 W- B" ]
Changed6 V2 J! V8 s$ n3 n# y5 b3 J
1. AF of 8+ have AV support doubled for purposes of determing support for air operations! Y* s- n0 ]- a- q
(complements fix 18 above)
1 W. l3 e2 d0 p4 R2. Permanently increased pilot array to 70K
8 {- p4 n$ h. Y( M6 Z3. Increased number of air combat rounds are a factor of total aircraft involved" \2 }* r1 w5 ? g$ {/ d
4. Allowed submap to submap movement if land connected for land units. Should have been& A3 c. A8 p5 q/ _
so as per Andrew Brown! J- X* v) d3 s/ K) m: F$ R
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# U) C; f+ v q) f2 qdelay toggle instead5 q/ O( u# O6 i( ]4 {
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
[$ G8 k4 K( F6 f+ Mmaintenace a bit more
0 e- ?/ |0 c a9 ]- t7. Support device replacements won't decrease the overall experience of LCU units. This does, u+ b# U+ S0 L3 S
not alter the overall EXP change due when any replacements are received.
( B& e( C# O) @! u8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 x* q# q6 v3 x4 E% s, @3 f9 ?
between the two but could break current games.9 Z5 n$ p0 X# a* a" ^
9. Some LCU Prep points may be retained if unit is experienced
/ s2 F/ y8 o+ q+ B0 H, |# LNotes G; ^# y& o0 P2 m+ G y" a! L, `2 @
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 s x- @: l! _1 s: X& k9 ~should not change player or HQ, even if not in play. These original HQs are used by the AI5 }$ u7 N O( s# Y$ y5 G/ i. W
routines so changing or deleting them can put the AI off. Changing other elements should& \! d/ f, h7 t5 _* o5 J( V
be okay. Y/ M5 ~- Y4 u$ }; J. d P
2. Clarification to weapon filters for aircraft:% _0 o4 e, y8 M; i2 T* J
PM_NAVAL_ATTACK 2 // used for naval attacks
' i: P0 A3 g3 q- e0 `; }PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* F, E$ H; B- R9 b* `. v
PM_LAND_ATTACK 8 // used for land (ground) attack! E! ?" F) j6 v W+ M5 `
PM_PORT_ATTACK 16 // used for port attack: O% ~: c! y* z2 W" K# Z2 A7 J1 K
PM_AF_ATTACK 32 // used for AF attack: E y( f# O4 i. H7 {) J8 r
Dropped any reference to secondary values for land and AF as they served no special use.1 q0 c7 Y. \8 T7 v" A4 t
Clarification changes
- j% d8 c6 k1 Y0 j( \3 u7 I* K1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ ^6 r- u" h+ t* s8 Q7 tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 N& m; ]) O* ^- R( p
MONGOLIA(91) or TANNU_TUVA(92).* y& @& e p) y0 T" D; S) {: z
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases. }+ X7 c$ {7 P6 ^' r% A
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 o) ^2 D; X, x$ }' cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ U, A; j, C# |8 x8 i
after Soviets are activated, but can’t move
: G7 Q6 o" P$ j+ Vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, J0 i# I# Q! {; H& M6 ]9 Zdisbanded in port.
/ w1 o- l3 n2 F! G% he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 n+ R, j" @5 O4 Z" o' X4 Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |