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7 v4 d1 T) [) U+ G4 B$ A) v4 jhttp://www.matrixgames.com/forums/tm.asp?m=3185062" A# ^% Q6 M7 W
/ C& p0 s5 d+ {: n* S已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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6 J4 g' f- S; cChange History:
" f! S! e! |4 |$ z/ I% e0 s) sV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
$ W( C4 f: ]. T. w2 P1 @8 a/ ^* X( z1. Seventh Update – This release is a comprehensive release updating all previous
. t- S. B# F( C9 Eversions to v1.01.17 beta! q5 G# Q2 h2 k0 B) j/ n# N. y! v
2. Code Changes$ i) r; W' i. z; A
Fixed
9 C7 b6 y. f. s1. Display of AF/Port icon between player saves based on player's intel
% N( p/ @/ M9 r- E% b8 g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# e0 L9 s0 M2 y0 J; Cweapon list updated% l# P+ d) X4 A9 M7 l
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# X4 q% j4 a5 A# ]4. Allow smaller 'reserve' space for small groups on ships1 q& O* [; H9 }' y; a9 H
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 e2 k3 r) T4 }$ o# d- ?, O) A( I6. Correct attacking plane count before final post-air combat1 K! T6 x/ P* l d( K6 E
7. Pilot promotion may have occured in error sometimes# U/ F$ ~# V$ q& Q0 l' I
8. Raid detect message sometimes dropped of the combat report- O. [3 Z, H) X6 G( x
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 K+ N% j) x: P
generally7 c. V: }2 M3 k9 U
10. Some pilot-leader connections were being corrupted1 p& @5 R' i6 A
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: z% H8 W* l4 H/ J8 W- q! }: D
other move issues due to the incorrect indicator
( ?- D3 b1 t" B12. Wrong ship sometimes reported in Ops report for TF movement which causes some
& z4 y l) p0 Zdamage: a8 x1 I9 }9 Q. f- n7 D! S d' E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 V2 T x% S5 i) k
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 N8 u+ F; u8 V& K: _; T: y
date sort
' k. i. b" F) h8 ]! b15. ASW groups not allowed to attack sometimes
2 _: _- z) s ]& H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ S4 J0 x3 \' b8 A/ hHQ/LCU to jump to reinforcement queue) m. y$ D- Y: ~0 _2 M% n" r# V
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" M7 ~2 C" a1 d6 p4 y: A18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ ^$ H+ K" z" ]4 ^6 a3 A8 fat start of AE but crept back in sometime during updates" [, \, j$ B% \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 H: N! F2 E# n0 c0 y0 |3 K' U
fragment.
6 L6 b# c7 D- O20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ A. o2 t4 ?& q4 ?9 @. S1 E9 s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 |; t% Q; \# Q( M
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- a3 M9 V) t' b% Zset
& V! C+ f# y9 U: i; b( G22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 A! E, r! s% J! y4 S b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- U! |& M8 R7 D+ q
24. Bug caused F/FB to sometimes bomb at low altitude7 {, V" }6 ?; d, \, E# G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 ]% \: d4 D. `& M) m1 ]
occurring properly.3 x0 d: Y/ v6 t/ r
26. Bug in Industry 'failed' indication not showing properly sometimes
5 w3 g: ?2 H% Z' J' x27. Location check at scenario load to include small map sceanrios1 W1 g* a2 B: i, ^ t* x8 a O
28. Bug in air supply to fragments in a non-friendly base hex
- f6 ^! x* x' F7 P! }29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 c) Q& C; t7 F0 z
being set to homebase before execution of the mission – ie was returning to base
0 P4 ^& g1 j* m# Gimmediately
6 C- N, W% E, v4 x% D: q/ U30. Error in Strategic map display6 u3 z/ b q' Z; |0 G7 Q
31. Additional and stockpile options were not turned off when base was captured
, |' F% G. `, E p( j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, ?) _/ O: v6 f" r9 S6 T% z rmouse over
; ]2 W# @, O1 A5 m, y, x33. Army experience being gained when not 100% prepared as per manual; changed to allow
" _ m' @1 u8 J* Ochance to gain experience if >75% prepare and < 50% national exp level6 `; G- {' T5 B9 s* Q! L# s: d
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% o# q' F4 p8 V! w4 d* |alleviate the incorrect experience gaining happening while in reinforcement queue
. \9 O+ |, k# I0 U' U! S8 O35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ g8 L& {8 `! U- Q, w0 L% l/ Q Y
caused unit to jump “off-rail” and move overland* M3 y9 S, b9 U( F9 q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 `5 U/ y# ^* i/ L$ `% B# f" {0 P" @37. Excessive accident messages on unload from TF reported
1 G/ h! r2 g9 B; V# w0 A38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ z/ t4 F2 P# g% U% \, I; Tmerged causing smaller size unit than expected5 n$ A5 K1 p/ q' K- x2 a
39. Corrected possible TOE error in scenario data load for inactive units" G7 [( j2 t8 L" ]
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 _5 \, H+ L6 w! P, w0 ^) j& ]$ Phowever be allowed to do this.
7 v7 ~. [1 ]: C41. Possible CTD if sinking ship's load was a group
7 T% @3 c2 Y8 h5 \+ U42. Limit the number of devices built from resources per unit during LCU replacements; this
7 u- p- z" A+ z6 R6 x2 ?# hwas causing an over production for that turn; E! q" F @3 U/ l1 u8 @7 P2 n+ Q D
43. Retain day/night setting when creating group fragments
0 R/ c: Y4 G! i/ C j$ y- ]( S& F/ y" V44. Adjusted supply and fuel values in base list not to overrun the space
6 b0 u* y7 B6 [& d- V }45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 k1 G% W: y( k; l. {
added YMS to Sweep TF in line with manual and code7 U* ^% ?9 z" I1 h
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. W" a, z, B+ d/ @8 L1 u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
% ]" O3 c V. p4 g3 D) Hrebuilding of destroyed units is not affected by this.
z# |; W) [, f9 ?% V ]- H47. Carrier capable and trained text not showing together on Group screen
9 Q0 v; C5 Q2 W48. Handle any blank re-name changes by ignoring them9 ]( V6 h; T5 n
49. Possible CTD when air fragments combine: G) O p! Y+ ? m2 G$ p* V6 m
50. Unloading TF can freeze a LCU onto a ship under some conditions
# B7 s) d3 c: ^4 A0 K7 B51. AI not behaving if main HQs missing (affects small map mainly)- y7 I4 C d# }! O
52. AI using AGC for normal land units – removed from TF if not needed
3 b- {& T7 Z6 j& [* h53. Soviet activation message not in Ops report
7 q; K0 ]; }* ^" d54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- v, m4 X# S: z; R6 ]4 V55. Clear Soviet air balance if not activated. Possible incorrect base switching5 l$ p0 ] {# P/ K; A6 L
56. Sub attack against docked TF not happening for port size <3
2 J; \& ~. a) a1 [- h% r57. Unit type changing unexpectantly' x7 r) R6 D' I& f S" ]' b
58. Torpedo replacement on plane sometimes is missed
8 P3 V5 C T' v v59. Double handling of overstacked supply requirements
1 z3 i7 b7 W4 @( h3 m6 r60. Fixed alternate weapons for port attacks ^+ j& V a# q" t( ^
61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 l4 {2 V7 ~9 M1 _/ W {
sometimer in the ship repair cycle.# o& R5 Z" I" U' g. w( M/ k2 ` z
62. Ship tonnage over 32K could cause repairs to fail: z0 W% r3 q1 C1 w
New6 b! Z0 g2 n3 N& n- m) ~0 R
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! g' v S3 ]3 @$ f- Z1 O* ~
port7 [* E0 q2 ` ?; ~
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.- h' o6 E! B: s
Tenders not counted
" l! A* ?6 s7 I5 h% u3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
$ _) B5 N/ R* G7 ~4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) o7 L( }/ ` w
to remove damaged ships from TF
; }+ Q. h5 k$ C/ }3 M5. New filter for “non-building” devices in Industry pool screen
3 u' L7 _/ N0 v' F. _/ D- ?. c7 C6. New filter for “non-building” aircraft in Air Replacement pool screen7 z% G+ P) U0 ]9 N$ P
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) }4 I# }6 Q3 Pmines (^) detected
4 R! }" \0 J& d6 Y' E) P$ ~9 i8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' ?4 |5 B7 J: ~) R7 C
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: [ k2 x" {& }, y$ ^, @# g6 ^standard parachute unit icons
+ Q2 \2 \ S1 _* V5 N' w4 E( |7 p9. Air/port damage and building is shown in base mouse over
+ J$ Q `1 J; A$ @3 C. I* `10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. Z2 Q' T* M# ?; `11. TF can be routed to stay within coastal hexes as much as possible* s b2 S. u; K& E# ?9 H5 S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 G" a+ ?6 i% k8 F. r B13. Added option on group and LCU reinforcement screen to turn off replacements
9 d A0 @; p1 k p! l4 a14. Current base can get supply returned to it when reserve planes returned which were
! F( y9 Q' ~0 n0 \2 A6 W; uoriginally supplied from another base# W( n" m5 M% H6 }% K
15. Unit type filter on Troop Loading screen
: v$ o% z+ ?: W& d16. Report killed ground units if not in combat report' m' f& N( E7 d
Changed/ P! O6 C# k' w [, }! H$ C# `2 j3 h2 `
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) v+ f9 e; I/ Z1 i8 y(complements fix 18 above)
- Q' N* d, f! n; ?2. Permanently increased pilot array to 70K
0 F0 O$ G8 ~) S4 b3. Increased number of air combat rounds are a factor of total aircraft involved7 z/ k+ i& i4 k: f, w, J+ Q
4. Allowed submap to submap movement if land connected for land units. Should have been' S6 A3 C( z, |# Z: t3 {- D5 q
so as per Andrew Brown. S$ V6 _4 {4 s+ [
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& F5 w' @5 K: `* C) w: S
delay toggle instead
( s0 G" `) d0 s1 [6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 L3 E/ I; P O' @6 E9 s w
maintenace a bit more: Y6 b* N6 X( J, p' p
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 V# B! j$ [/ vnot alter the overall EXP change due when any replacements are received.
4 \4 g- E4 S+ N" }0 F8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 M. j& K3 D6 }& t: m. h
between the two but could break current games.# Q# p: f0 H8 |/ B4 X8 x/ k. k
9. Some LCU Prep points may be retained if unit is experienced
' E; M' L p! S. n) ~Notes
7 _' A4 w, j5 ? r: v4 f! [1 Q0 Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 N c- q* {' y, o( o% Rshould not change player or HQ, even if not in play. These original HQs are used by the AI; i( v: e$ |! T( G
routines so changing or deleting them can put the AI off. Changing other elements should' K- X8 L% s* B7 s' `/ i8 k
be okay./ ^5 ]( R4 x& `6 d8 ]7 {3 j
2. Clarification to weapon filters for aircraft:
, I" j# s \0 O' E9 LPM_NAVAL_ATTACK 2 // used for naval attacks' ]+ R8 E! U$ @- G! Y( f0 ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 Z- i7 V# ]! ]PM_LAND_ATTACK 8 // used for land (ground) attack E# z- f; R) b! q8 V
PM_PORT_ATTACK 16 // used for port attack3 Q- j4 W% j# z$ q1 ^+ V
PM_AF_ATTACK 32 // used for AF attack! _/ ?5 s/ e6 x
Dropped any reference to secondary values for land and AF as they served no special use./ g0 b+ x; ]0 d6 a. _
Clarification changes
2 F$ t5 q+ c: z$ o& T6 M1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ P, J1 B' J+ e. m6 n9 [
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( ]- z! B5 Z5 u) I
MONGOLIA(91) or TANNU_TUVA(92).' M% n9 ~9 e$ j; q$ P
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases9 v* `7 L' H3 e6 j' r
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: p5 X9 X3 H8 t4 n5 dc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases; W2 y# i9 n2 t1 k2 W
after Soviets are activated, but can’t move
1 G5 d4 n' h/ f; rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ I5 R; l4 J! Jdisbanded in port.& s2 J, \7 v7 B( s z0 G
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' Z1 n3 c. p9 n/ T; @3 {f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |