具体见
: s3 b% }* s' d! \2 ]. J$ Q9 R9 K: w: D4 t0 j- T7 z
http://www.matrixgames.com/forums/tm.asp?m=3185062! {+ s% Z; x: [5 j1 b
+ A; L6 m4 j8 T* a- E, B! G w
已经共享到岛群QQ和本论坛置顶资源帖$ ?0 R$ }+ u) k. j
# I/ V4 i% {4 f6 Y
大量更新,详见列表:0 q. z! i% _+ M) W
- X5 j& T1 I: V: W# H& Y. X& X+ Y! D% ~* P
Change History:: e4 N* D3 r. h. t- [
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- v& C# Y7 W+ x$ x6 w! Z3 Q2 r
1. Seventh Update – This release is a comprehensive release updating all previous
. ]6 c7 k ]9 W/ L6 I- Yversions to v1.01.17 beta
" W0 F$ y+ A% x2. Code Changes/ r& b5 t/ n J2 T) ]& t) E( r
Fixed
! w, w$ V* J9 W w+ ^) G) c1. Display of AF/Port icon between player saves based on player's intel
/ @* ~2 l0 d% a* q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when: s* _& E$ x& z7 M0 S" B" p1 |
weapon list updated
) O4 C8 b* n4 Y3. Reported cargo/troop safety values incorrect when no cargo/troop space! U( a6 b! D4 G' s- u
4. Allow smaller 'reserve' space for small groups on ships6 T. H2 T) R% J
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( Z0 O9 M7 s( d! J+ i6 Q+ S
6. Correct attacking plane count before final post-air combat
/ k1 v% z" P p0 S7. Pilot promotion may have occured in error sometimes
* S: m# B+ Z/ S# d* \8. Raid detect message sometimes dropped of the combat report
9 z. u! @, L4 B9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; _! j. _7 K' v3 ^; m/ o
generally9 p- j! G# P7 D$ |
10. Some pilot-leader connections were being corrupted3 P7 Y& [1 O. @% d1 `1 t" s, T
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 M' i r) V3 J2 A/ `5 ]2 _other move issues due to the incorrect indicator+ X# E1 A% \9 V( Q- e
12. Wrong ship sometimes reported in Ops report for TF movement which causes some# X2 P0 H, P' r; z/ s
damage: r% { S, D. S) y, E; `- X! \$ d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ w0 l3 p R" k! B. l
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! n* c% K6 A" T8 Y4 _
date sort1 s% l2 t1 y1 U7 B! \
15. ASW groups not allowed to attack sometimes" G( L- a ^, g2 \/ r
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) I0 C* S0 v- c7 {/ p. _# yHQ/LCU to jump to reinforcement queue
# J# o1 R5 y" }1 i5 O17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: Y. p$ z) B) I7 V- U- l4 p18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 W9 a3 N2 v: O5 b# l
at start of AE but crept back in sometime during updates7 U) l; p' a! G) \( i
19. Removed the fragment/parent swap during a TF unload as it could often orphan the( S' a+ F& ~3 @% \$ Q3 `* i
fragment.* i. K# K9 w3 F+ Q" ^1 m: [1 c$ Z! m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 R, M$ z$ l! ]+ ]+ q5 p21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 e, ? u9 B& e* W- W1 n- B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ \1 n3 H9 G* L2 n) \3 O
set9 i6 Z9 d! ]) H* v" v* u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* A1 m! {+ M, y' \8 x% Y7 b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 E- Z/ S7 w$ ] t7 _, c2 w* f24. Bug caused F/FB to sometimes bomb at low altitude
7 N" ~9 j1 c- ~8 D; p3 g/ g25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not! w; x* y& z' X' K$ @( {
occurring properly.
" l8 W' [: H# A8 ~- `26. Bug in Industry 'failed' indication not showing properly sometimes
6 {0 L7 u2 }! l) o/ F27. Location check at scenario load to include small map sceanrios; n0 n" y8 ~8 y+ V0 Y1 y7 n, e
28. Bug in air supply to fragments in a non-friendly base hex3 l1 l; D& o& I+ s# ^
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 L* h, v* j: R. I; e
being set to homebase before execution of the mission – ie was returning to base" u& q' V6 r. j# N" h! k
immediately
- @" X- U/ p f2 q0 x ^30. Error in Strategic map display
: F6 J2 O% X- D$ `' r3 O31. Additional and stockpile options were not turned off when base was captured
6 u* ?1 Q* l6 x2 V- N6 |5 t( b32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 _% j6 U8 w ]6 }
mouse over1 V2 o* x0 Y- d; G1 Q/ W
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 Y3 h; `3 e( ?2 v5 R2 W
chance to gain experience if >75% prepare and < 50% national exp level: ~" Q; H2 f2 n/ ^1 w0 B! I; S
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# {; ?* x/ n* e$ w% N6 O
alleviate the incorrect experience gaining happening while in reinforcement queue
: r) J6 R, l' t9 k1 q. [$ g35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& E" s! J% g' Z6 ]6 l
caused unit to jump “off-rail” and move overland9 L. y9 ], s0 h* r& Y. _
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
$ {& K" Z3 a& W4 d37. Excessive accident messages on unload from TF reported2 A( o# _8 p+ a5 @; _8 M6 D
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; o' J1 p5 x/ I1 o3 Vmerged causing smaller size unit than expected6 F# I) H$ E+ ~: Z1 Y
39. Corrected possible TOE error in scenario data load for inactive units) R$ E3 A4 P, M
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 F+ e$ J. N& b- _" w" Y% Chowever be allowed to do this.
7 }3 w: {! N! K1 u5 D41. Possible CTD if sinking ship's load was a group; ^3 M+ @4 o6 k0 t6 w {7 z
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 ?$ d% x3 M8 fwas causing an over production for that turn
2 @& _6 J/ {9 }. Y0 L/ V t43. Retain day/night setting when creating group fragments! M1 l7 X% H- U. P# [
44. Adjusted supply and fuel values in base list not to overrun the space
; u& w* f- y; w& S r/ r45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, k/ b' |1 e: Y' kadded YMS to Sweep TF in line with manual and code; j2 ^6 r) m1 d+ V* |
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 a( q4 }5 T7 {2 g- Y0 m7 v. L
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
8 i$ }1 m, H4 Y) o2 Wrebuilding of destroyed units is not affected by this.; Y+ ]3 j. Y+ z
47. Carrier capable and trained text not showing together on Group screen
: m2 Z1 j) ^" r& ^% E" d48. Handle any blank re-name changes by ignoring them8 [8 w& `. H: b$ h4 Q) ~ b
49. Possible CTD when air fragments combine6 ~ s. p! u) m( o% Y
50. Unloading TF can freeze a LCU onto a ship under some conditions, S2 f+ v2 D9 d. M
51. AI not behaving if main HQs missing (affects small map mainly), \0 s# O5 f$ W4 n
52. AI using AGC for normal land units – removed from TF if not needed
! C$ Y5 V% d( k% O- t& x53. Soviet activation message not in Ops report
# f5 U) y3 X( T4 f& M1 M54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range+ {6 `" r5 [- K/ y
55. Clear Soviet air balance if not activated. Possible incorrect base switching: t* D m7 N: O5 N
56. Sub attack against docked TF not happening for port size <3
" V1 D @' x) h8 r7 @57. Unit type changing unexpectantly
/ |. z7 X& c' y58. Torpedo replacement on plane sometimes is missed, ], V0 J" q$ q
59. Double handling of overstacked supply requirements& f9 [6 ?% G9 h
60. Fixed alternate weapons for port attacks! N$ l$ R+ r0 G1 z. p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ y( x" |, l0 e9 o* G
sometimer in the ship repair cycle. I* y$ Z* A7 B# ^, y
62. Ship tonnage over 32K could cause repairs to fail
3 Y5 Z$ @* G t' W" YNew
- `9 g6 O3 U' u2 g1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, H/ f$ o7 O$ e: |, ^- R
port
7 b- ]# M4 A" X- N, B' u2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% A, `! H, L% _ v# }" z/ y1 d
Tenders not counted
8 x" }) X* ^6 C3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 o% q6 w$ k) E8 A8 \1 u
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method4 x7 V5 `1 u5 Y% |; L y
to remove damaged ships from TF( I6 U9 B, H8 s2 r7 y
5. New filter for “non-building” devices in Industry pool screen
H0 e) L* L3 L0 X! w8 X& F6. New filter for “non-building” aircraft in Air Replacement pool screen" O' K- q N* X/ @ t
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 h6 {7 \3 J8 V1 B2 Tmines (^) detected
! R5 N) H/ s( K: k1 r/ u0 s8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 W) `: K$ f7 e9 m
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ v" f3 ^7 c/ Z0 z, F' rstandard parachute unit icons* K2 E* I& b' e
9. Air/port damage and building is shown in base mouse over
" j& ^$ R& _, ^! g$ ~, O4 l10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
" Q6 m. | |3 q1 E& D11. TF can be routed to stay within coastal hexes as much as possible
. }; b ~$ B+ G$ w1 M12. On Top Pilot screen show the 'ace' cut-off value if more than 1/ `! j$ l/ j, I# Q& B9 \
13. Added option on group and LCU reinforcement screen to turn off replacements# |6 i4 y) l' c
14. Current base can get supply returned to it when reserve planes returned which were a! V9 z2 w/ G) p$ _% Q
originally supplied from another base
# i O* X$ m) J: Y9 z, E0 P15. Unit type filter on Troop Loading screen, F" ] c/ g* J8 q+ y
16. Report killed ground units if not in combat report4 w4 F0 e7 ?+ @3 p5 A! g& I
Changed
; @# E; e4 ]5 l' Q* J5 g1. AF of 8+ have AV support doubled for purposes of determing support for air operations! D8 D G; m0 N8 C: Z1 i2 \
(complements fix 18 above)8 D0 X' u- l/ N+ i6 V+ t
2. Permanently increased pilot array to 70K
. Q2 g) u" j1 v' k8 f& k6 ]( u! b3. Increased number of air combat rounds are a factor of total aircraft involved
. d$ U& }5 x1 E/ r. g6 z8 c1 S4. Allowed submap to submap movement if land connected for land units. Should have been
; k8 q; Q& G. G& c$ I' Xso as per Andrew Brown
% |' ]( @! L( C) V# H7 i5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: ]5 F) c e7 W. O0 W9 W' U4 K& X
delay toggle instead. |: f& R. b( j: X1 _4 h; w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 D/ m( K ^4 p$ v/ S; @- v( g
maintenace a bit more
1 d' F# ^+ N+ |2 r# |- d7 U* [7. Support device replacements won't decrease the overall experience of LCU units. This does8 o5 @4 Y. ]: X0 G; }9 Y" z
not alter the overall EXP change due when any replacements are received.6 `3 @6 f% U8 O/ p! ~% ~8 H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# W- D, A- h* W: M1 ibetween the two but could break current games.
) K! X5 P) k+ ]( u9 |7 ~9. Some LCU Prep points may be retained if unit is experienced
! X) U3 M3 K9 g5 ]0 P* JNotes9 h0 c! A* B6 ~0 g
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' W2 U: W3 z6 L: Z5 ~. qshould not change player or HQ, even if not in play. These original HQs are used by the AI
0 M2 y6 E( C% I1 K) r3 uroutines so changing or deleting them can put the AI off. Changing other elements should
X0 A2 |# t+ G. ]! V" xbe okay.
* ~+ T/ [$ Q9 L: O9 l2. Clarification to weapon filters for aircraft:
& `, j; V% U" t. q! @( [) UPM_NAVAL_ATTACK 2 // used for naval attacks
# b6 ^( r7 s0 N! w8 YPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! r: W6 L! n5 P3 H2 D; lPM_LAND_ATTACK 8 // used for land (ground) attack: o4 x j! T9 y
PM_PORT_ATTACK 16 // used for port attack
5 {/ J1 [8 j" ~) {2 f! z0 |2 pPM_AF_ATTACK 32 // used for AF attack: ^, E- P: x. R6 E @6 S
Dropped any reference to secondary values for land and AF as they served no special use.
$ h0 l" }. R C! E; e1 S' E% xClarification changes# |: {2 ^# @' \6 z D2 T: F
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
4 A* l* S; V/ F3 Pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),; V4 o4 w& G1 G. c/ S( G# k
MONGOLIA(91) or TANNU_TUVA(92).3 _; F a3 F4 ?) N
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases8 x; Y- K% w/ `1 P8 R) Y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; U- k4 E% b# ^+ [c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ A9 ~* G, F" j. h& ^5 U8 Z q4 W
after Soviets are activated, but can’t move' M% X8 h( b3 ~( Y* U1 b! y/ }
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% @$ `9 p0 h2 Y% e! L0 g v1 h6 T3 Y, @
disbanded in port.8 x3 y" }2 _) D" B- z" i
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 p4 f# d$ h4 Q3 g: \$ @
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |