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9 [5 W& I9 U! Y: n9 ghttp://www.matrixgames.com/forums/tm.asp?m=3185062
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2 D. y) P1 P1 U) W已经共享到岛群QQ和本论坛置顶资源帖: x0 Q2 H3 g; f5 C
) M6 R* F) K" S# h大量更新,详见列表:
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& l( v2 J& j' H* D# [* f. IChange History:+ ?5 ~. p6 f3 e3 r$ D5 _6 ?5 r) a* U
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). I/ F/ u2 y' z; Z6 }2 ~ p2 K7 G5 Y% P
1. Seventh Update – This release is a comprehensive release updating all previous) f) `1 \0 N8 m! L5 V
versions to v1.01.17 beta2 ?5 d0 X5 p, E. T! h0 W
2. Code Changes
9 U8 v$ Y# q- W9 L" XFixed
+ x3 P' b- q8 g4 [1. Display of AF/Port icon between player saves based on player's intel
/ a0 b' G. x+ F# q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# {) O0 h# @/ E }9 e4 H$ {
weapon list updated
! d0 r" n1 @, ^% N ~' z) d3. Reported cargo/troop safety values incorrect when no cargo/troop space; v; q1 R. t7 `2 k3 j
4. Allow smaller 'reserve' space for small groups on ships6 _1 {* x. ?/ N5 p( R* N2 l2 e6 N
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* h+ g; C: H2 X0 }6. Correct attacking plane count before final post-air combat
( k5 `" x H9 G. G, s7. Pilot promotion may have occured in error sometimes
( q6 u+ z9 Z* Y; f8. Raid detect message sometimes dropped of the combat report
* f3 B% M$ m; _4 U6 Y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& u% E7 N; y, w" L' e5 ]generally
* p1 B5 |: z7 q8 o0 [- o7 g3 E10. Some pilot-leader connections were being corrupted
- A/ J/ z6 {- F3 X X3 U11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
k4 V9 r1 }0 n" fother move issues due to the incorrect indicator3 \6 X+ m! e- m8 b2 }
12. Wrong ship sometimes reported in Ops report for TF movement which causes some: e& Y; ?% [7 u
damage
5 p* W( q$ V/ F: C# F13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 I# e, j7 f; l6 s) ~) u14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ [0 `* F7 z6 i: c4 [7 G1 u. \date sort& H& ~6 M+ q6 `( F) N8 w
15. ASW groups not allowed to attack sometimes( ]- f5 p) ?4 g* K' ]5 I2 @
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ o- r. V2 P7 `+ l }, e' R6 NHQ/LCU to jump to reinforcement queue8 {% K' G1 j8 Y$ o! L, C0 m
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ {5 [ a9 D6 v+ X3 g+ n18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" E5 m6 Z3 s* ] E$ R. m T9 B/ Mat start of AE but crept back in sometime during updates$ o, \/ `1 _" o2 K/ b
19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 `- K( a' ~8 s& \/ l
fragment.2 D# F! ]/ V* s' K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ T1 |8 N, {5 _, f1 W0 F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 B, j3 p5 M) A; q( i2 a0 _
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 h+ }" U, D* ?, w! ?( H6 N* H0 h4 Y L
set4 C$ d$ q! V+ {5 z, ]- S
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
% N5 {6 V3 g9 l$ |) h! \23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 C5 R$ [* Y9 u8 O4 |. j& x
24. Bug caused F/FB to sometimes bomb at low altitude
6 X6 @& B9 E& y& o* D- F25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 B: @! N2 y8 N! r' K
occurring properly.* w3 l5 }8 d( V+ @
26. Bug in Industry 'failed' indication not showing properly sometimes
$ g/ R, Z* I! L8 X27. Location check at scenario load to include small map sceanrios
" H0 h2 T( d/ D: C* {28. Bug in air supply to fragments in a non-friendly base hex
( O( Z* `. J+ J" e _29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 e4 K/ y% P5 A0 |being set to homebase before execution of the mission – ie was returning to base
! m# ] {0 M3 {immediately
) V- I$ r( |, C+ r4 o/ u% U( a30. Error in Strategic map display
: t J2 E4 C. k+ T! k7 ^31. Additional and stockpile options were not turned off when base was captured5 B1 ] |: C, a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 d" h; I% t7 O4 \) V2 U1 o/ {
mouse over# n, x) M, A# Z% ?6 `
33. Army experience being gained when not 100% prepared as per manual; changed to allow; G! O4 n: \2 F2 D' Q
chance to gain experience if >75% prepare and < 50% national exp level
! s2 f4 ~2 C7 G34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# f. @. h6 p+ W1 Y6 _4 \alleviate the incorrect experience gaining happening while in reinforcement queue. m8 \. T s5 C! G5 H1 A7 o' R: c
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
0 z- m0 [6 ~$ G P- p" qcaused unit to jump “off-rail” and move overland
1 A6 Z& J+ z4 j& Y' U36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
; Y3 D* `& R, Y6 E* m# X. q; N37. Excessive accident messages on unload from TF reported
! g8 e+ H3 _+ a! l& D4 v( {8 u9 K38. Reworked editor sub-unit merging as some devices could drop off the unit list when8 b% v: y) n) G7 E7 z
merged causing smaller size unit than expected! q7 ^9 N5 H; f" y" u
39. Corrected possible TOE error in scenario data load for inactive units
# J& v2 q- m5 Y# z: E% A40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can& l) B6 u/ V8 `8 H5 N! j
however be allowed to do this.. O* h/ e2 m5 l
41. Possible CTD if sinking ship's load was a group) D, N& u r/ P- \& d; L0 R' p" O
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ R: D7 A# T, s( O6 a- a1 nwas causing an over production for that turn- |+ D! ~: b& p. \
43. Retain day/night setting when creating group fragments: n( M. l$ ]9 T: u- D
44. Adjusted supply and fuel values in base list not to overrun the space) A! V) @: J1 o" p" a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 K; B4 K' n/ c: j. z8 b3 q/ b3 kadded YMS to Sweep TF in line with manual and code# x* h, ?. ]5 V! D* I# ^6 X1 D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- b0 I1 [ N1 S4 f. E7 H: H/ I
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 \; @- w/ V5 i% G0 yrebuilding of destroyed units is not affected by this.
6 i8 I5 C% }+ K6 A. H; k/ j47. Carrier capable and trained text not showing together on Group screen
7 R& c. x% W- ^/ R- @8 b! A48. Handle any blank re-name changes by ignoring them
. U, f6 H2 u- P5 H! b+ E49. Possible CTD when air fragments combine( I' l# T/ A; C3 w: p4 g
50. Unloading TF can freeze a LCU onto a ship under some conditions
+ q. |% j/ o- c2 g51. AI not behaving if main HQs missing (affects small map mainly)
* f$ `5 N8 t- \) ~$ u# h; ?52. AI using AGC for normal land units – removed from TF if not needed
1 n4 }0 q% c8 d0 i1 Z% J8 c$ u e9 W53. Soviet activation message not in Ops report6 O1 W; V" B2 q0 N/ ?) @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( {/ n$ A$ v/ V! [& D55. Clear Soviet air balance if not activated. Possible incorrect base switching
m& X3 X- U g" X* K56. Sub attack against docked TF not happening for port size <38 {/ G6 Q1 s/ p: {' p, U0 _& r
57. Unit type changing unexpectantly- r) D7 g6 U0 A; `* b& ~
58. Torpedo replacement on plane sometimes is missed) t9 g7 a. W0 w+ x, D9 w6 [' U
59. Double handling of overstacked supply requirements
" n) f* l# |7 Z2 }8 }' G60. Fixed alternate weapons for port attacks; G0 R/ w d+ W( v
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ v( S- B5 ^) Q1 bsometimer in the ship repair cycle.
& ^3 _: y, [9 f9 o! x) o62. Ship tonnage over 32K could cause repairs to fail
' o' o" [4 b3 f* NNew
# d- g: J- f% v- d1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the9 O, n Z( \7 m
port B. @" a! P9 h, o7 ]( U1 U/ r! {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 G; N/ @5 Q1 e( {- Z
Tenders not counted" k6 v( `8 x5 U" Y3 E
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
$ x4 w" D K2 N. v9 O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 U" i- b% h- l8 f- g6 mto remove damaged ships from TF
4 g) l, n6 e' Y# I; R5. New filter for “non-building” devices in Industry pool screen
' ~1 M" a' Q$ A# U% D6. New filter for “non-building” aircraft in Air Replacement pool screen( G( T6 ^- Z# N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% S9 [# V; G* _- [. x" C' M) nmines (^) detected
" B4 D, z; E; Q/ d1 W7 P8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; E" K3 j* ?' i) A1 w
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ M* k1 o @% T2 E7 z0 Gstandard parachute unit icons
0 n4 R. m( E' P, p1 [1 ^+ x0 @6 {" _9. Air/port damage and building is shown in base mouse over
/ ~/ C5 ?' x" T$ O$ g8 x10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' q3 ~* c. K9 i/ g& O4 I11. TF can be routed to stay within coastal hexes as much as possible
0 k6 f: S* w9 D+ a- h12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" d, Q. s3 K6 m& l$ t$ y1 _3 L) w13. Added option on group and LCU reinforcement screen to turn off replacements
8 \$ q9 T# {/ e6 v14. Current base can get supply returned to it when reserve planes returned which were3 L$ w6 J, e2 z0 r
originally supplied from another base% r- e2 ?: n* [* y! [& j( {0 P" _; D
15. Unit type filter on Troop Loading screen
4 Q, P! D% u7 g( D16. Report killed ground units if not in combat report" d5 d9 s* D) W) K: n. H
Changed
5 b1 ~8 Q; n) h& i; D1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ q$ z) q: u# C(complements fix 18 above), \2 y0 C+ h" J( |2 L4 s& f
2. Permanently increased pilot array to 70K
/ |( d; [; H1 w# j l6 X, x/ l2 `3. Increased number of air combat rounds are a factor of total aircraft involved
x2 S L$ [5 k4 |$ F4. Allowed submap to submap movement if land connected for land units. Should have been
! A/ @/ A8 u5 fso as per Andrew Brown, G8 \' \" C$ l: j) V+ \
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message' D* x4 W) d2 }: U& \
delay toggle instead
8 f6 }8 R" ]( L5 L0 I8 V6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ a" M3 r+ S3 ^
maintenace a bit more% S- R' j7 U2 x( Y, U2 ?
7. Support device replacements won't decrease the overall experience of LCU units. This does
1 u$ @9 b4 e& n P, Inot alter the overall EXP change due when any replacements are received.- v6 d: I" ]6 n
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. w0 l* u1 @* l0 T3 {+ g4 u& c7 f
between the two but could break current games.
6 C& M* n8 [* h9 ^" R5 g9. Some LCU Prep points may be retained if unit is experienced
; K/ V9 {" A2 T5 g4 |+ ]Notes
& x4 }3 T# T* w( O# `4 m; P1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; ~5 [1 O! r4 a4 I% i$ \should not change player or HQ, even if not in play. These original HQs are used by the AI
4 l6 m* P7 [6 I2 xroutines so changing or deleting them can put the AI off. Changing other elements should4 [1 d" A/ @- P6 y. d% c
be okay.+ {9 L( I d! G
2. Clarification to weapon filters for aircraft:5 Y2 R" s7 S" ^/ v- N
PM_NAVAL_ATTACK 2 // used for naval attacks& c" j6 V9 F5 J
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). p: T1 ?# P8 u9 Q4 e8 [) m+ e
PM_LAND_ATTACK 8 // used for land (ground) attack2 Y5 V' e4 J9 ~4 l1 o v
PM_PORT_ATTACK 16 // used for port attack
2 u: R2 T+ U5 I# G4 M& pPM_AF_ATTACK 32 // used for AF attack
+ F- S4 W/ [! Y. _' fDropped any reference to secondary values for land and AF as they served no special use.8 g" I7 K/ A* J! f7 z" M
Clarification changes3 E u7 |$ p/ A \" f7 O
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 B( ^" C8 R r' P$ ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),4 G4 {, s6 p* \7 j }/ y. @
MONGOLIA(91) or TANNU_TUVA(92).% c/ ^( X5 y# r
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 ^) v; ], s, Y3 }0 f) cb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
) U( B/ B8 c2 uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% A- G/ N D- {) K6 r# v- B% E2 Z7 J
after Soviets are activated, but can’t move
7 P; Q5 O! f" e( a+ Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: p0 c4 G1 K& W$ J1 f5 ?8 g( W' ~disbanded in port.
, i: i' {5 H) |9 C* e E+ me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( w2 g6 F* G( T' f _f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |