具体见2 W8 j1 P3 x1 M5 o: [7 ^9 q
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http://www.matrixgames.com/forums/tm.asp?m=3185062: v5 A, Z0 C1 a* H2 k4 w9 L
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已经共享到岛群QQ和本论坛置顶资源帖% u% I! f# j1 S; z& U, F4 n% O
' z) F7 b1 L( j3 H( g大量更新,详见列表:- e7 ]7 E4 k+ }2 A" G; Z( `4 k: F
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Change History:
4 c' E( o; s9 ^9 l5 P1 P1 |V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); J9 i) G0 E; E0 ^4 G, S
1. Seventh Update – This release is a comprehensive release updating all previous
! k# x, t6 x7 `# G! Wversions to v1.01.17 beta, y( K- `, }3 \" E
2. Code Changes
8 L: F" @' o: R3 Z3 u% z' |Fixed& V! {3 i# m3 t8 [2 c1 N$ c( D) j
1. Display of AF/Port icon between player saves based on player's intel+ T% p, X1 X3 m9 R# M
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
3 Q( J5 ^3 z0 H8 Bweapon list updated0 X+ s2 E/ z6 `( L
3. Reported cargo/troop safety values incorrect when no cargo/troop space
, u) c: Z+ r0 C# A! ~: u, U4. Allow smaller 'reserve' space for small groups on ships' h6 G+ o) t' w. `) H% p
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* ~" A, Z' ~7 `$ B |7 c6. Correct attacking plane count before final post-air combat3 F0 l# ?0 ]4 S- `
7. Pilot promotion may have occured in error sometimes
8 g% o3 \: l) }0 e3 {: U% _8. Raid detect message sometimes dropped of the combat report
; D: g4 J5 f E9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( `) a" r/ p. d! {7 d# `% R; w' p
generally
5 D& s, H$ ` n9 q9 S1 b* D" y10. Some pilot-leader connections were being corrupted
0 T! H; P3 f/ } v11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% G4 u( l. d# k/ U2 H# X
other move issues due to the incorrect indicator
& `5 g% D, P2 |12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 J! J% m9 [, wdamage- r7 t$ A. a) v8 _# A
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ a L( e" s" V9 {) b7 ?8 L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; a% ]$ l* W1 W
date sort0 U7 H6 A8 @" G; a
15. ASW groups not allowed to attack sometimes
- H$ O; Y- z) ]* z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing: R) v* t; h' v) ~3 k" y+ b
HQ/LCU to jump to reinforcement queue
2 ^8 C) j! P! }" C2 V' T; X17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 t1 N" {3 s+ \" D5 Z, C# V' {' G18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 {. H% p5 t7 y5 R4 Yat start of AE but crept back in sometime during updates
' C4 s4 n" Y& u0 s* y" f! l19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 n9 t$ E' ~/ g1 q+ _: _( yfragment.
; J i ^$ m P# B/ a20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 r( t& [6 s7 x) e: S, B: E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. j% e8 }) L$ Tshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# v* w5 n" j( U% {! j% b8 Z3 Vset
) Z% p3 p @9 G' i" X22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 K' i1 T# ]1 x# V4 d: ]23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) j6 O0 B5 G3 Y2 m v1 c
24. Bug caused F/FB to sometimes bomb at low altitude9 x( x- y. h4 n/ d
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ e/ {1 a3 ?$ s& [( F* J+ m4 Uoccurring properly.
9 V* z+ t0 x4 u! {3 N: c26. Bug in Industry 'failed' indication not showing properly sometimes9 x0 s$ t# _- J4 q1 F/ K
27. Location check at scenario load to include small map sceanrios$ j& Y$ e- m: S
28. Bug in air supply to fragments in a non-friendly base hex
$ {6 j; B. u# ]: `. V6 C; O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' g2 J+ ?. M- u
being set to homebase before execution of the mission – ie was returning to base& S8 w- ]! o+ s7 j1 I) S. ~
immediately+ U I# a0 d/ J3 t, v
30. Error in Strategic map display1 |5 B3 l8 w% P+ J) Z
31. Additional and stockpile options were not turned off when base was captured1 w! a9 R ^3 r6 D# a7 u
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 a- j& u9 U- E* ~; H0 @3 m2 A: T
mouse over) ]2 u7 v, M! f2 R5 _+ c% w
33. Army experience being gained when not 100% prepared as per manual; changed to allow7 J3 l0 `2 Z6 l! J G
chance to gain experience if >75% prepare and < 50% national exp level
4 ]6 b1 b: e0 S, n5 A% U34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
R5 C; q3 w. xalleviate the incorrect experience gaining happening while in reinforcement queue7 g$ H2 i( [5 o
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' s/ E' {% r8 N0 M, ~4 z9 Z" \6 z
caused unit to jump “off-rail” and move overland
, r ?1 u6 N! _2 B- Z) S8 U36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ7 P1 o+ t5 k6 P! I' d. m
37. Excessive accident messages on unload from TF reported$ x0 J$ R; U+ a& a/ d4 l
38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 |5 |* }5 x8 c, F2 _
merged causing smaller size unit than expected, a9 }0 A2 m7 @7 J1 e: x0 t* i
39. Corrected possible TOE error in scenario data load for inactive units
% m6 Q6 v3 t: X3 d U# |40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( q- b: w& F6 C# xhowever be allowed to do this.4 C. O$ v( ?1 A7 x* W- j0 }7 m: x
41. Possible CTD if sinking ship's load was a group
' P8 F: U) u( }3 b& Z1 i0 b42. Limit the number of devices built from resources per unit during LCU replacements; this
( r: D( {% A5 ?. K% R7 {3 [- u& v6 uwas causing an over production for that turn( ?0 ~, J6 ~3 H: K$ d* u/ t& A& Z" H. H
43. Retain day/night setting when creating group fragments; q; S# K' ~, W$ {
44. Adjusted supply and fuel values in base list not to overrun the space( s' n! c& X7 K- o* {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' l" m* w0 [6 K+ tadded YMS to Sweep TF in line with manual and code
( T) z. X$ `9 [' `$ ^46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 r1 h) Y+ H" n6 A/ s5 P
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ X9 h/ ]/ A8 U+ S1 Orebuilding of destroyed units is not affected by this.
6 N* ]( C, ?* Y% w2 R47. Carrier capable and trained text not showing together on Group screen
/ A9 m& |5 \5 D4 v+ ]7 V4 @4 Q48. Handle any blank re-name changes by ignoring them* N' s _" M& F& c
49. Possible CTD when air fragments combine0 T: |5 L- d, ^, \. A
50. Unloading TF can freeze a LCU onto a ship under some conditions
$ [. d- f+ X4 j. E) h0 d) ]51. AI not behaving if main HQs missing (affects small map mainly)
4 d, N8 u9 k. l: _+ s52. AI using AGC for normal land units – removed from TF if not needed
/ s' l( @8 }% X* j# m: P53. Soviet activation message not in Ops report% V* G6 s. w4 n. n- G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 r5 p }# L% N
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 q: g8 G/ U E' ?56. Sub attack against docked TF not happening for port size <3
% f V- K! [. }* ]" i7 m57. Unit type changing unexpectantly
# m( `) H( C! i+ D- [6 {/ n5 w58. Torpedo replacement on plane sometimes is missed: a; E& y% O9 [6 K8 [* N6 [2 k
59. Double handling of overstacked supply requirements
3 E9 I2 T: ]: E) W60. Fixed alternate weapons for port attacks
3 _2 U# A. N( Q8 V* g61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 T5 @; ^ [! ?, k5 Q$ w: f
sometimer in the ship repair cycle.+ [- R- ?$ e, S% A( T, Z4 v
62. Ship tonnage over 32K could cause repairs to fail& I( b9 j# B( o' ]: t. H
New& ~2 c4 D8 ~0 J0 p7 [
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& m J% S, P j) N, b
port
8 p4 i) m1 _$ f1 |2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.0 g+ c& |1 [9 }8 |+ G5 G9 ]7 z
Tenders not counted1 ?2 ]% O( g" w, t8 e+ W' x4 D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 X8 S Y5 s+ }* x! D9 |( f) z# f% ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 B" k, g: f$ k/ J& b" I5 L5 p% ~to remove damaged ships from TF
: l7 E0 O; {7 ?5. New filter for “non-building” devices in Industry pool screen
/ \; u0 u7 L3 o( }0 V5 a# H" J+ i; }6. New filter for “non-building” aircraft in Air Replacement pool screen
- Q$ D! N) H5 C: y+ _7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 ?1 O+ @9 Z& ^- b$ Omines (^) detected
" J: y! r9 | p7 t2 z9 q9 R- ?8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 o& l8 P8 p0 o! h‘button6..’ image files, then these will be shown. If not, by default there are shown as2 X; S3 k: C% U# p% ^
standard parachute unit icons
4 N6 s) d U9 G8 C! I; B9. Air/port damage and building is shown in base mouse over6 N" s8 l$ i; M) c' h& e
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 \ ]9 j% K5 d: }11. TF can be routed to stay within coastal hexes as much as possible
. ~6 k: b g5 y, T# V. `7 P/ A/ e) D u12. On Top Pilot screen show the 'ace' cut-off value if more than 12 d7 [' O! J7 O, x9 ]/ f5 I
13. Added option on group and LCU reinforcement screen to turn off replacements
8 R* s# g* ?. ?+ x" ~14. Current base can get supply returned to it when reserve planes returned which were& }) c* j3 Y ^* p
originally supplied from another base6 r! Y& o; }0 C2 ]8 m5 {9 }
15. Unit type filter on Troop Loading screen
, \% Z' J4 A* {( f; K8 X' _16. Report killed ground units if not in combat report
! @2 L2 |/ J& @$ w; E0 oChanged
3 e; R) v, C' m% i1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' H. @: n7 J% F' ?5 K6 p e(complements fix 18 above)
" `# N; \* a- t7 k7 E8 H" }' ]2. Permanently increased pilot array to 70K
0 @8 \" h6 z5 ~. X3. Increased number of air combat rounds are a factor of total aircraft involved2 _) i6 L# l6 f9 T* g
4. Allowed submap to submap movement if land connected for land units. Should have been
' k; i% f2 ^; [; a w( R/ ]; ~so as per Andrew Brown
; j; T) n. \5 b0 W& U( j5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# U# C. H+ K6 Zdelay toggle instead
8 D* l6 ^* U( F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! W# _1 @4 u" l% b1 e5 `maintenace a bit more# D* l4 b0 k1 D. {
7. Support device replacements won't decrease the overall experience of LCU units. This does
/ O7 k. C' \# z- q/ P Onot alter the overall EXP change due when any replacements are received.
+ d/ T. Q) ~2 p9 `" s8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 e$ r u& d) \between the two but could break current games., G9 r7 ], ^! f) k- ?
9. Some LCU Prep points may be retained if unit is experienced: ^ ?" I+ S) n
Notes! t5 {+ X& t4 }! X
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario% p& }( A! U" c2 l, i1 n/ z
should not change player or HQ, even if not in play. These original HQs are used by the AI8 S! o' { V& O8 F( C* i
routines so changing or deleting them can put the AI off. Changing other elements should
4 W$ T$ h. @# b; `- w4 M Fbe okay.
) V& Z& _1 A+ [5 s4 c3 N5 M2. Clarification to weapon filters for aircraft:
. H* F' A: l* bPM_NAVAL_ATTACK 2 // used for naval attacks0 ^1 x! `; X o# F8 i9 A
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& n/ |; C. V1 F1 _& r
PM_LAND_ATTACK 8 // used for land (ground) attack
5 l1 o: u4 \% E( tPM_PORT_ATTACK 16 // used for port attack( I# E9 X6 Y$ K
PM_AF_ATTACK 32 // used for AF attack' i: }9 }0 ?8 ~$ p% A
Dropped any reference to secondary values for land and AF as they served no special use.
$ N2 p" s: v' C" `7 uClarification changes3 E6 `1 ?5 p' A% y1 ]% j. {4 G
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( h, _ n5 q5 B2 _
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 t; T3 G* |8 S- G
MONGOLIA(91) or TANNU_TUVA(92).+ ?, g3 R6 s% o: g( `( B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 [% M+ \/ g+ l! U0 y+ wb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
" l5 `' T2 X f9 \7 ?c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 R2 @) D: G$ \/ ]+ H% U
after Soviets are activated, but can’t move
5 c& [ Z3 o3 u* h0 Rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
% X6 P7 m( d' E$ i, edisbanded in port.! F: z3 n, d* f0 H' W1 b
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: z5 f" F4 k6 x+ @! r8 L
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |