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0 S* X1 C$ R! z3 c' k& lhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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1 A" ?+ M4 }, _7 i大量更新,详见列表:) u( g2 {+ N3 P2 t2 B2 F1 z# e
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Change History:; E& K+ D3 h+ m
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" \+ W/ Z3 o( ^1. Seventh Update – This release is a comprehensive release updating all previous
k: ]3 R s7 U3 M3 J6 |. Vversions to v1.01.17 beta
- q( S3 \1 S+ w( v2. Code Changes- M4 H4 _# D( T8 ]9 L
Fixed
5 d! P& |- r, t% A& {% F0 @1. Display of AF/Port icon between player saves based on player's intel
: c0 ]8 Q/ }1 l) @+ n; a& W2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: L+ r9 Z1 \% C8 G& Bweapon list updated
5 n, i. O. F2 }' g! C- @0 B2 t3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 ~% V- P$ x) H* l4. Allow smaller 'reserve' space for small groups on ships; I, u. R1 w: {9 e c
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 C9 [7 V1 k, ^. x. [( w6. Correct attacking plane count before final post-air combat" I! i9 ]4 x: t/ `
7. Pilot promotion may have occured in error sometimes
" G& T- d# U8 ~' u k8. Raid detect message sometimes dropped of the combat report
O1 C W/ F+ S9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ |: N K) B R9 M3 [
generally
+ c; q0 M; |* `8 d1 a# r10. Some pilot-leader connections were being corrupted
3 F+ J7 X5 d# C( N$ s4 c) R! S/ |- H11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) Z7 O& ]5 _) ?. k( v1 Wother move issues due to the incorrect indicator5 @' b/ }/ W" V7 M6 H6 M# |* w
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, z t) \$ k; Q" O3 N% ~4 V
damage( [9 m1 x8 y7 ]( d3 l
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ a3 U! {& x9 U% n$ t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! ]* K/ q) s3 Y) |% X* Ndate sort8 g4 j4 ~9 A8 B+ p! w# J
15. ASW groups not allowed to attack sometimes: C' i1 ~* X' ?( u( q/ k3 v
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; C3 M; y" V# M- j3 z2 KHQ/LCU to jump to reinforcement queue+ ?* \8 i; D$ X" U* h( v( C' ?
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
# U1 A! k4 c& R6 ]$ u% [18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 k8 r6 ~% `$ u' c
at start of AE but crept back in sometime during updates7 E( A9 W1 Y, ?& e2 e9 R- E8 B
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ r1 R6 N8 r4 O$ u
fragment.- C/ j6 V8 P+ j
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade6 `. _" l, ~3 y9 x
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 I# d0 u) u, Vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ I ~$ [ S# v8 h+ Z" jset# @% J5 l# T6 M1 y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- d+ E* J8 z2 f% S9 S23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ D/ y4 c2 b6 A( ~6 X
24. Bug caused F/FB to sometimes bomb at low altitude" K& w0 ]. J! b8 r' ~: E
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. x7 J# {5 m. g* J* }% f: D
occurring properly.* Q4 ]; a$ a" r; D
26. Bug in Industry 'failed' indication not showing properly sometimes V `4 [+ N& `2 g- ?
27. Location check at scenario load to include small map sceanrios
8 V, b% b9 e9 \0 c3 G2 P' n28. Bug in air supply to fragments in a non-friendly base hex
" {( [6 u* X1 o( D) _1 `5 p* L29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 p# V' r3 o$ E6 ~being set to homebase before execution of the mission – ie was returning to base
7 d; y# t! V8 N0 himmediately3 J- ^" a' e ?
30. Error in Strategic map display, r W1 C* P7 q6 W" ]. y1 u
31. Additional and stockpile options were not turned off when base was captured
8 ]# O S' D4 f" _32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( E) R8 g9 [; Y4 l
mouse over* Q6 b6 }2 U r. m0 \1 R
33. Army experience being gained when not 100% prepared as per manual; changed to allow/ g. W! z0 h: h9 N, g% ^9 b
chance to gain experience if >75% prepare and < 50% national exp level4 G8 z o* ^) H* c
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- e4 R8 R2 i/ Z6 ~* {
alleviate the incorrect experience gaining happening while in reinforcement queue
" q0 X! g( N+ u' b, `! n# t35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ E% x/ o% `5 dcaused unit to jump “off-rail” and move overland
" Q* n. Q( |+ X1 W36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, _9 U& h6 i' I" [
37. Excessive accident messages on unload from TF reported
# O9 h Z' X. O$ t: b1 [38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 o7 y- F7 ^2 h3 J. h0 o0 O
merged causing smaller size unit than expected
) B2 \. U% S3 q39. Corrected possible TOE error in scenario data load for inactive units
- e4 {% {. I f2 p# v' Y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
K# V9 A" G, D# {" {however be allowed to do this.
: [8 K5 R2 `# a" T41. Possible CTD if sinking ship's load was a group
5 d/ T0 l. P) l6 l% x$ V1 F) {42. Limit the number of devices built from resources per unit during LCU replacements; this
% I8 I/ c4 p& j. _5 i* \was causing an over production for that turn
/ \' H3 J5 o) u) N l43. Retain day/night setting when creating group fragments% j, A+ m" d" ]3 \
44. Adjusted supply and fuel values in base list not to overrun the space e/ p+ I. L* q* n* P: v
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" X; a4 f0 |3 F# S& R" aadded YMS to Sweep TF in line with manual and code) w$ g# n9 ^0 H% w4 Q( j/ A
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 ~9 X$ X4 N: Arule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 ], O( V9 v6 Q& y; ]rebuilding of destroyed units is not affected by this.
N$ M1 z' M5 z- X3 v. }47. Carrier capable and trained text not showing together on Group screen' R0 \6 I6 |& {2 B& W) r/ K
48. Handle any blank re-name changes by ignoring them
; T3 ?5 p3 q3 f3 p& Y+ M7 g, o49. Possible CTD when air fragments combine
4 r0 [/ A- E) i50. Unloading TF can freeze a LCU onto a ship under some conditions$ s/ d& ]" m* C4 c
51. AI not behaving if main HQs missing (affects small map mainly); _: f8 L0 R: s
52. AI using AGC for normal land units – removed from TF if not needed
2 b4 K/ w8 E4 I+ }6 c53. Soviet activation message not in Ops report# H& Q+ @7 g0 W6 l6 n
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) b y! ~8 }: A, B55. Clear Soviet air balance if not activated. Possible incorrect base switching2 e% y+ t0 M4 x L {6 C
56. Sub attack against docked TF not happening for port size <3 O, M& o" u% T
57. Unit type changing unexpectantly: ^9 h5 D* K t. U: z! M
58. Torpedo replacement on plane sometimes is missed
% ?5 {: y* ]! b- }+ [2 B6 e59. Double handling of overstacked supply requirements, d9 H$ ]( n( V1 J
60. Fixed alternate weapons for port attacks5 ?2 i1 s/ Y6 {9 k H1 k/ w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" R0 u# t4 n6 j+ s4 t' jsometimer in the ship repair cycle.
2 R) K' f# ]1 J8 j5 O7 A2 ~62. Ship tonnage over 32K could cause repairs to fail+ j* l$ \" [8 ]2 d7 M
New
6 D0 L, B" m% X$ b0 S1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the" N W. p6 w9 C
port `( c& X. ?9 e9 j; d# N
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
N. T$ Z9 J7 s3 ATenders not counted
5 Y! v: z2 A9 j B5 o3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 a) w A, T9 k' J4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 Q6 l- k* K" c
to remove damaged ships from TF6 {- u0 {0 j8 O9 x
5. New filter for “non-building” devices in Industry pool screen( ~8 _: `& h" k* R
6. New filter for “non-building” aircraft in Air Replacement pool screen
. d+ o( k: F ~9 U% J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: u5 R: ?) e: y) \( ~/ z7 [mines (^) detected' f# M6 P" X* W5 ^9 y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% Y" {+ g! Z W+ a3 w‘button6..’ image files, then these will be shown. If not, by default there are shown as& X. C& @" P" B) a( T2 f% H
standard parachute unit icons' `; m1 t# s- m+ Z5 f$ K2 w
9. Air/port damage and building is shown in base mouse over1 _! Y) [3 n# X
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& ?5 F5 [* U0 p8 U0 e# {2 f
11. TF can be routed to stay within coastal hexes as much as possible1 c2 i2 x! _* V4 F
12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ p1 X; v4 f5 D, z7 c. O% I& N
13. Added option on group and LCU reinforcement screen to turn off replacements
1 g* A7 n) E2 {6 o8 u14. Current base can get supply returned to it when reserve planes returned which were, f& o. D9 c( k! X1 {$ ]: g7 T' H
originally supplied from another base0 m/ p) s3 u# O# q$ h, j
15. Unit type filter on Troop Loading screen, L) d" W# K$ F d, j
16. Report killed ground units if not in combat report
# J# U( b1 w' d0 x bChanged
+ m5 Y# l9 h1 [ K1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( V" Q) L0 f& E+ C7 i7 s(complements fix 18 above)
& `# s9 t' _/ `' f8 o2. Permanently increased pilot array to 70K
1 v! M8 r9 E$ S7 U4 `3. Increased number of air combat rounds are a factor of total aircraft involved* O1 j( D6 d6 v, S
4. Allowed submap to submap movement if land connected for land units. Should have been
0 B- O( p8 R2 F& s$ T$ u, X" Yso as per Andrew Brown R6 D: k- K' E \* h r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message5 L8 W$ K# G9 I6 j. u$ I# \1 L# H; {
delay toggle instead
/ q4 F5 g* ?0 H8 i& |. S" Y8 n6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
z, v6 n) i8 a" Wmaintenace a bit more& z$ S, d l* s9 x
7. Support device replacements won't decrease the overall experience of LCU units. This does
+ R. t* {% `' Q% tnot alter the overall EXP change due when any replacements are received.
7 e, e7 l* Y" N. k i: m8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
q5 R0 m* ~2 [4 W5 M2 j. l; |between the two but could break current games.
% U {7 E e8 F+ p' z9. Some LCU Prep points may be retained if unit is experienced4 H3 V. o$ m, ]* l; K" o
Notes
7 Q% i9 V5 I8 \1 X8 M( f- q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 J# L2 U2 l2 w3 Q; G- Q
should not change player or HQ, even if not in play. These original HQs are used by the AI
5 ^+ k* Y( @" iroutines so changing or deleting them can put the AI off. Changing other elements should% r9 C8 d7 e8 A
be okay.
9 [/ K; u6 W( p* d5 Z! ?) k# F$ t2. Clarification to weapon filters for aircraft:1 p3 j% \% J% T! i
PM_NAVAL_ATTACK 2 // used for naval attacks; U! j/ h( l0 }8 ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ c3 P, W: {6 Z4 L
PM_LAND_ATTACK 8 // used for land (ground) attack
3 D( F/ ^5 n" dPM_PORT_ATTACK 16 // used for port attack! \ x1 _0 a: o/ P! F/ Y
PM_AF_ATTACK 32 // used for AF attack
" _7 h1 ^# l% w" D JDropped any reference to secondary values for land and AF as they served no special use.% F4 N6 q3 ^- H% o$ t& E
Clarification changes6 r$ U0 f- M' B
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These) ?( b3 p) U8 V
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), C% p4 o2 r% C: D4 z1 H4 @' [' n
MONGOLIA(91) or TANNU_TUVA(92).
/ _ ^& e# E X* {) k5 Ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; c: O% r# A3 U) s$ G" fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: i) Q6 i: J( Y
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, i" x, n/ d5 c# C+ l
after Soviets are activated, but can’t move
1 I2 ~/ Y( O% d4 s/ C- L1 P" z. Fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* o; d' ?6 P" G5 W
disbanded in port.. W0 I( G3 h7 g& A
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' V2 J( y( X2 y3 V- H( Yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |