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! D4 g/ G" o* D7 Whttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:( `$ X: i9 A9 K) H
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: x# L8 A$ }2 f0 nChange History:
- g5 C/ h& S* e5 k3 b& j" `* lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; J6 z( z4 J3 O# a0 f, j9 P4 X0 L1. Seventh Update – This release is a comprehensive release updating all previous0 L2 D) p2 N: ]
versions to v1.01.17 beta p9 R6 z7 w9 Y$ E: k; |( P" |
2. Code Changes. }/ [* _+ o/ s
Fixed
1 W+ S, z8 {& y8 E- Y1. Display of AF/Port icon between player saves based on player's intel
1 m( A M% }! I; \2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
* m5 { B. P% W1 h, |9 b' m, vweapon list updated( |: D- L/ ]2 h8 N/ y
3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 p# [( P: |9 N1 q4. Allow smaller 'reserve' space for small groups on ships6 c, \4 m9 q4 }' f( W5 A9 K- l; g
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; }8 A' }, ]; d# ?6 y( t& F8 C6. Correct attacking plane count before final post-air combat1 i4 t& @. V7 e; c0 Q& C
7. Pilot promotion may have occured in error sometimes& S; {8 s- {* { j7 k& r& r1 X! F
8. Raid detect message sometimes dropped of the combat report ]% ~' Y+ m( K. }6 p
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 L- e& C% b. {' F/ ]
generally6 B2 g* Y1 |% w+ K
10. Some pilot-leader connections were being corrupted
( N, Y( f2 g! l( n( Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 ^6 h |! x' u( X2 r! f/ k
other move issues due to the incorrect indicator3 l( r& G, A2 E( J7 O2 V* K) @
12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 N3 V6 v; P! b- \& O
damage
% F! O% r g9 E4 [; K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 t- i/ O0 k/ l' s( F8 |! k+ M
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, c2 q( U( }3 g0 wdate sort
6 g& ]; x4 Z0 F2 l15. ASW groups not allowed to attack sometimes1 [" ?1 K, g3 ^4 G! }+ @
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 p% _$ E! @2 g9 f" n- n9 A
HQ/LCU to jump to reinforcement queue8 a0 R! c, L0 l4 b1 n1 {
17. Bug in bomber intercept if too many rounds of fighter v fighter combat" X* D K0 z& I0 w
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed c: s3 x( U$ _, ]! N6 s
at start of AE but crept back in sometime during updates! O* Q3 \3 [- f, \, o$ O* t
19. Removed the fragment/parent swap during a TF unload as it could often orphan the" j5 K* F6 g8 T3 x
fragment.
! w2 w4 G' s! x: y+ _8 j ^6 t3 i. D20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ m% e: G6 ~5 A, r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 M& [ I1 @ g; A( k" f3 g
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 K, c% t J4 C! iset
; L$ g% O/ Y: A! Z+ A22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( p% l" c1 C& d. A- H- V0 e* r2 }/ v23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
7 M' H9 \! z8 g0 Q) }24. Bug caused F/FB to sometimes bomb at low altitude3 d' e K2 r' r
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 }! c3 P! D1 b$ Y z3 V$ m# Goccurring properly.6 q; t9 w0 [3 Q+ @5 u ]
26. Bug in Industry 'failed' indication not showing properly sometimes6 [) s' k. c% F$ i" \
27. Location check at scenario load to include small map sceanrios
% [* S2 V! g/ Y4 q; @9 b, e X28. Bug in air supply to fragments in a non-friendly base hex# J$ t: t+ M$ O9 J8 K
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 j' ~( k- l" ]! I3 h8 c9 ibeing set to homebase before execution of the mission – ie was returning to base
% v" V3 B/ S7 }6 a7 [immediately3 t3 R9 L4 y' Z& }
30. Error in Strategic map display
* y: k4 c$ P$ j! ]+ t31. Additional and stockpile options were not turned off when base was captured
5 O7 ?# ]; B6 g32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" V+ W4 S- n0 Emouse over: c* X% C5 h5 ^
33. Army experience being gained when not 100% prepared as per manual; changed to allow8 V& R6 g1 l5 J( s& {
chance to gain experience if >75% prepare and < 50% national exp level% d5 a, L1 ]( }8 P" c W" q `
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
; Y; j' k2 y) valleviate the incorrect experience gaining happening while in reinforcement queue) r; T" W8 d! A- Z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 X) K' o& m6 f2 p6 k8 E* T1 a
caused unit to jump “off-rail” and move overland6 {# x( \9 e: \! \* p7 L* s2 C0 r5 E
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 u* V" R) s+ _
37. Excessive accident messages on unload from TF reported& y( F9 U& X2 g. ^- I
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: S% {* Z4 U7 e* j# i) l. e
merged causing smaller size unit than expected
5 M. q' e3 C0 k$ q4 c39. Corrected possible TOE error in scenario data load for inactive units
3 A0 F. b$ o) t3 ?40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can4 z+ w: e5 k) q
however be allowed to do this.
: N* R' Q, P j0 C5 R+ z41. Possible CTD if sinking ship's load was a group* p `, R. e- o# \% f& E' E
42. Limit the number of devices built from resources per unit during LCU replacements; this
9 @0 C$ J& ]! V" T" pwas causing an over production for that turn
& H3 g& d. O9 G' Y" u3 e43. Retain day/night setting when creating group fragments d: y, q: W. Y8 F# q( ~- J8 |
44. Adjusted supply and fuel values in base list not to overrun the space
; i$ P! y# [, ]45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 N& a ~: v7 l$ w
added YMS to Sweep TF in line with manual and code
& j q: d6 J$ p' Q" N8 E5 h+ P" Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( `* x: Z# H9 h& }7 |: s* t0 @/ H* u4 zrule relates to the abundance of manpower and is not covered by replacement pool. Normal3 ]3 _8 K0 T, N1 Y: Z) g
rebuilding of destroyed units is not affected by this.
* B) ]/ \% x# E# R' L6 J47. Carrier capable and trained text not showing together on Group screen
3 L- }4 ?/ J0 ?7 v48. Handle any blank re-name changes by ignoring them
: c' u3 }" ~) h0 d( J$ c2 z49. Possible CTD when air fragments combine( x& T+ {5 U# U# ~0 v8 K1 O7 k; f
50. Unloading TF can freeze a LCU onto a ship under some conditions
( q7 l( R5 y' q. J51. AI not behaving if main HQs missing (affects small map mainly)2 X5 A0 y! ^1 L8 p. g/ ?0 `
52. AI using AGC for normal land units – removed from TF if not needed$ b; a4 R0 p g# G w8 M; `8 @( f: @. C
53. Soviet activation message not in Ops report/ s/ J* U1 ?3 b# G8 k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 r$ a5 q- m A8 b7 ~
55. Clear Soviet air balance if not activated. Possible incorrect base switching0 l$ s1 I+ z5 \
56. Sub attack against docked TF not happening for port size <3
# ~4 u5 k+ K/ i& w; Y# e) D57. Unit type changing unexpectantly5 D5 c+ V" ] d# C% w/ N3 k4 d: b; C, p
58. Torpedo replacement on plane sometimes is missed, \6 x/ [$ @# }% f8 ^ k
59. Double handling of overstacked supply requirements
( [/ R t& I2 S/ W) ]60. Fixed alternate weapons for port attacks+ W) Z9 u8 M, B% Z1 b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 M( b5 h! c5 u" l7 k/ A- bsometimer in the ship repair cycle." t) U" w+ b) B# ~3 a1 D4 @( 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
$ u p( @ G2 N3 _3 O7 c+ U+ Hport
: H$ g( V. K- |4 N4 f7 v2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# N3 f |1 }3 U4 U# K ETenders not counted$ N( L4 [, k, R' |; _4 R
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 f. Q" |: v2 z( r
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ J6 F: z* z, v C) L, h Kto remove damaged ships from TF
- V+ ~* @( | w4 x5. New filter for “non-building” devices in Industry pool screen! S/ C8 g A1 n( r9 D
6. New filter for “non-building” aircraft in Air Replacement pool screen( A! a. |5 [5 n# |8 |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 H. H, ]& E& ]; _6 e m3 n/ @mines (^) detected5 D8 \) q. l5 ?6 o
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
) x9 }- k( N' I‘button6..’ image files, then these will be shown. If not, by default there are shown as
. _* `* o- G+ Q1 qstandard parachute unit icons
( l w7 s/ t# s; ^% o& H0 b9. Air/port damage and building is shown in base mouse over8 [$ u Z7 m. h' q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 H- |& Y) L) N! t# A5 }4 F) D
11. TF can be routed to stay within coastal hexes as much as possible
* n8 k$ |. \( S# ^! G0 w4 w12. On Top Pilot screen show the 'ace' cut-off value if more than 1! Z- H* C! L" _0 U
13. Added option on group and LCU reinforcement screen to turn off replacements
o* [9 }5 d5 _- f14. Current base can get supply returned to it when reserve planes returned which were
V ^+ N! i( W M3 Voriginally supplied from another base9 v: S K) ]. I! o3 i0 S2 S
15. Unit type filter on Troop Loading screen/ Q# i7 @$ z3 L+ ] Z' n2 X( ]5 G
16. Report killed ground units if not in combat report7 ~, y' R4 Q- T# l0 B
Changed
( ?7 B+ d0 S9 E' F, ?" u. L$ ?1. AF of 8+ have AV support doubled for purposes of determing support for air operations
# [8 Y2 F+ f+ {1 u0 D9 {. i(complements fix 18 above)
% H( a3 b1 k) F2. Permanently increased pilot array to 70K
0 ? F4 Z3 D; a' D9 q" H! h$ ?/ k3. Increased number of air combat rounds are a factor of total aircraft involved" x5 `- v5 Q C e
4. Allowed submap to submap movement if land connected for land units. Should have been6 F* h6 \: y3 K
so as per Andrew Brown
+ K2 `* s2 i0 n5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 i9 t+ _4 i$ w1 Edelay toggle instead$ ?3 C! R* A8 m1 r3 z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, N9 Q& g$ y0 H/ s6 I N1 v# X
maintenace a bit more6 ~1 w1 E. S1 `& o; m0 k
7. Support device replacements won't decrease the overall experience of LCU units. This does
+ @: U! X( X) N6 o% p3 Anot alter the overall EXP change due when any replacements are received.
9 \5 j: w# c! `: Z. |7 t9 _$ {! ~ Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ o A, a( f/ J1 R) ebetween the two but could break current games.: m% P5 H- X7 Q1 Z# N7 l
9. Some LCU Prep points may be retained if unit is experienced2 F- m8 C5 h; V* v K5 l, i3 \
Notes6 _* G# {& }* V0 E: ^
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. z0 M& j6 S7 H' f. J" V Oshould not change player or HQ, even if not in play. These original HQs are used by the AI
. l" A% ?5 C! V! | d: \0 }routines so changing or deleting them can put the AI off. Changing other elements should+ Q" B" @6 V$ B) r( l1 q" F" F
be okay.7 S% R* Q+ e0 W) A5 [
2. Clarification to weapon filters for aircraft:
. O# w3 X O7 k* hPM_NAVAL_ATTACK 2 // used for naval attacks8 P: y. y- x( b4 T! m
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 m" b6 O" F; `* C4 s
PM_LAND_ATTACK 8 // used for land (ground) attack
- D8 I+ O: a8 B7 }+ LPM_PORT_ATTACK 16 // used for port attack/ n% }6 @/ B/ e/ {, S
PM_AF_ATTACK 32 // used for AF attack
, L& K6 g- _7 z: O+ G3 P* D sDropped any reference to secondary values for land and AF as they served no special use.) e! _0 G. B" ^, y8 I; Y1 O7 y, X
Clarification changes( U2 N8 t* p; I) c/ X3 I6 C" K
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 [- S* t3 }2 `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) K1 }. M# O% a0 H0 w' @
MONGOLIA(91) or TANNU_TUVA(92).( m2 I) }4 B! q: j) B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 E! p& @5 O, c' O; [2 nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes0 B" O3 s2 \; N+ ?5 T
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ C/ t8 M- B; iafter Soviets are activated, but can’t move, a" { J, b# _1 g& X6 G- j
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if: w7 ?5 F" F" O: Q L' m, V7 ?
disbanded in port.
# O) p% P& I [4 ?8 S$ R9 V! xe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( Z; S, X# X3 g Yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |