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3 V% t m6 u/ T, G, q) h" Whttp://www.matrixgames.com/forums/tm.asp?m=3185062
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% f& }, Z4 q. u' z: D p已经共享到岛群QQ和本论坛置顶资源帖 a' a; f' C2 c. w& O
% _- l* V H+ r2 i' Z6 y大量更新,详见列表:$ V5 O- S6 d7 F: L8 d" H# h& D2 L
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Change History:
- Y) ^# A( N8 f8 NV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* x7 y) S, i8 m& ]/ P2 W* z
1. Seventh Update – This release is a comprehensive release updating all previous
( i& I( t) `# cversions to v1.01.17 beta. O6 k/ b9 Y2 X3 M
2. Code Changes
3 ^7 T1 ~7 G0 A" nFixed
# o% B8 q7 g2 M0 d4 u' g& K1. Display of AF/Port icon between player saves based on player's intel
, {% P2 J# X) A: S4 v2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# N8 K' u- r5 A4 G/ |. F7 u; ~; e
weapon list updated- I2 \& L' z& J7 t
3. Reported cargo/troop safety values incorrect when no cargo/troop space4 W# L0 Q; R9 m$ L
4. Allow smaller 'reserve' space for small groups on ships$ p- M( y& H6 e( Y( V! q, Q
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 K1 Q) v+ j% b1 i) y6. Correct attacking plane count before final post-air combat% _) |' R8 i7 Q+ s0 K4 `+ k7 f
7. Pilot promotion may have occured in error sometimes
0 I0 ]+ `' i& Y! F8. Raid detect message sometimes dropped of the combat report% O# Y; U, ^, \) O
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ W( R; d* u: e4 |3 k q
generally1 A7 q5 L, z5 T8 t2 |
10. Some pilot-leader connections were being corrupted' F# X( o0 C8 g) J; D; `4 r/ H
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* s9 _: b, Q! y3 W: mother move issues due to the incorrect indicator3 X) [9 l; G* i) b
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' M0 S P0 u6 V" y f# ldamage
% D) d" ?. }# S8 ? }7 o13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 E( M/ _7 O( ^+ \' T2 s
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ d& Z( C' j3 O+ X
date sort/ M. i# }2 @& Z9 I+ t7 C
15. ASW groups not allowed to attack sometimes# g" G7 o& Y/ g6 M6 {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) o* E) \# \) X5 M0 |: g
HQ/LCU to jump to reinforcement queue
: |' P9 o2 |3 P* v8 [17. Bug in bomber intercept if too many rounds of fighter v fighter combat7 Z+ m. B9 H5 B
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 ?; s6 E2 \$ m0 K. j, ]at start of AE but crept back in sometime during updates t4 Z5 U2 `8 b. m8 b" w
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' S3 b2 d; N8 u/ ifragment.
, q9 b% O6 B p1 {; I+ T20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
4 z* R. W2 _' Q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; O G+ H, Z4 J' w8 L. p; `short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- y4 ?$ K0 Q5 U1 d Z3 kset
; f6 I( A% P: A2 A2 a2 O& t9 R22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
, v+ [4 j# S1 Y4 O* P9 u/ b1 p23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 V2 y C1 @8 u. d9 K. ]& C% L3 D( O
24. Bug caused F/FB to sometimes bomb at low altitude+ u! h# i9 Z+ g0 a' O9 Z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' h& C! X5 ]. ~8 q C
occurring properly.
) a- Q- N: d; u7 Q+ X26. Bug in Industry 'failed' indication not showing properly sometimes
: F- U; W5 k- D6 g* \# n27. Location check at scenario load to include small map sceanrios
5 P7 j2 K' B( a7 [28. Bug in air supply to fragments in a non-friendly base hex9 U5 p# D9 B/ i4 D5 e. ?) P; @
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 V* C& M+ p# p8 c/ t+ s
being set to homebase before execution of the mission – ie was returning to base
' Q: F! m. t5 \( s! O/ gimmediately
# V" c7 p1 ]' @; y# z30. Error in Strategic map display2 N6 ^; p, s% n2 \+ a
31. Additional and stockpile options were not turned off when base was captured
& N: G0 i$ Y/ B! o32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( g S: G+ D0 H4 E' \; tmouse over6 j, J8 H t: _& u0 L' L3 b
33. Army experience being gained when not 100% prepared as per manual; changed to allow7 r, @' i. O1 c# l- K+ ^5 s
chance to gain experience if >75% prepare and < 50% national exp level' H3 R1 w; }0 }
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ P4 M" o9 `$ U! ^) x6 e) l
alleviate the incorrect experience gaining happening while in reinforcement queue, l! K5 c, }5 T( u3 a
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# s {$ P4 z" H% N! d8 Ocaused unit to jump “off-rail” and move overland
! d+ Z/ M% F- D: y- V0 K36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
{" z. x/ o' b37. Excessive accident messages on unload from TF reported
8 U+ i" y) q! C7 J+ y8 R1 Z& M38. Reworked editor sub-unit merging as some devices could drop off the unit list when- p9 Y1 z$ f7 u, s6 ~4 N
merged causing smaller size unit than expected1 T1 g. I! f, M, W1 R U, i6 d
39. Corrected possible TOE error in scenario data load for inactive units$ y3 ~( n; r% m3 Z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
1 |1 p$ o; }- f; x Whowever be allowed to do this.8 f# M+ P2 l" P% B% l1 @- |
41. Possible CTD if sinking ship's load was a group7 n7 [; {, T% u j$ Y( |6 M: V
42. Limit the number of devices built from resources per unit during LCU replacements; this5 t8 d- w- l7 M! ?
was causing an over production for that turn
0 Q7 X4 E# O$ J/ @4 ~1 W43. Retain day/night setting when creating group fragments! s3 S0 x$ H0 ]$ _5 g0 ?. ^
44. Adjusted supply and fuel values in base list not to overrun the space4 S9 V7 H2 _" R0 s$ }1 p+ b
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
+ _4 @5 q: @; Uadded YMS to Sweep TF in line with manual and code
% S' d6 L4 v5 V- W46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" f- }& v( O+ z$ c) m
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
O$ c. [+ i, w0 C- Z6 E Jrebuilding of destroyed units is not affected by this.' q( v& r* V& i s, j
47. Carrier capable and trained text not showing together on Group screen$ k6 s: D' q# `( j0 }
48. Handle any blank re-name changes by ignoring them
9 N% t1 Q/ T% n49. Possible CTD when air fragments combine# r, _6 c& v( a( `" X4 l
50. Unloading TF can freeze a LCU onto a ship under some conditions
2 k" J2 y# Z. B51. AI not behaving if main HQs missing (affects small map mainly)
( b3 Q' Z/ g0 K% v% |& f- @52. AI using AGC for normal land units – removed from TF if not needed
9 E) O/ l" q) T9 k: [ _* d53. Soviet activation message not in Ops report: n' Y5 G6 e9 i. h. v6 l1 L
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. x9 P) O$ N* ^" m1 C- M55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 e6 \- u# f& g56. Sub attack against docked TF not happening for port size <3
7 k& r6 _6 t1 D. ?57. Unit type changing unexpectantly
+ R7 [' A. w; m4 `% n" n58. Torpedo replacement on plane sometimes is missed9 p+ `' X% n0 |% l5 F$ d
59. Double handling of overstacked supply requirements( d8 Y o% ]) Y' e; l+ U
60. Fixed alternate weapons for port attacks
4 R0 g3 K `' e# L; V61. Corrected weapon system damage to show after combat on ships in port rather than wait till' O* A: K/ J! N" r! F/ r
sometimer in the ship repair cycle.
5 f3 i) ?* I, w+ k! x62. Ship tonnage over 32K could cause repairs to fail
( g o8 l* X& a) Q, I. T" `New
7 Q7 A! D1 E. t3 B; h7 n* u1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; o0 E) j$ v# y% l; q
port
4 ?% m1 w, I6 n' h% q0 w3 A: t: V2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; P# A* z; b& [6 \: h( S( eTenders not counted
* X1 Z Z8 F5 M! N' ~9 Q4 Z( z& l3. When showing mine device on ship, show '!' next to mine ammo if can reload at base X+ P# h3 h5 [ _2 \7 x
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: Q# A n% O: B$ B0 Z: t0 Yto remove damaged ships from TF2 z8 \3 ~& b, e& ^; |4 M* _
5. New filter for “non-building” devices in Industry pool screen
" i' e9 V- j' o% j6. New filter for “non-building” aircraft in Air Replacement pool screen% v; o' O4 \8 b- k+ ~
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
* S. }: o: i( K% n1 imines (^) detected
7 D, O/ e7 i4 h9 b3 a8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# |4 r0 f0 l5 ]‘button6..’ image files, then these will be shown. If not, by default there are shown as
( y2 C& P3 q4 `standard parachute unit icons5 C1 Y+ r2 g2 L+ v
9. Air/port damage and building is shown in base mouse over' Y$ Z/ W5 F6 h
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( F* F3 ^ U3 w8 D11. TF can be routed to stay within coastal hexes as much as possible
2 q a8 J0 w! R& j1 D# q6 Z- x5 ?: ]12. On Top Pilot screen show the 'ace' cut-off value if more than 18 m. U. Y' v: s; b3 O) q
13. Added option on group and LCU reinforcement screen to turn off replacements0 \6 S& ?$ w; |$ U& O& Y" _; i# E
14. Current base can get supply returned to it when reserve planes returned which were
2 o" |8 a6 u9 l! j' C' x# `; Q7 Poriginally supplied from another base1 E: u& b: F8 L _
15. Unit type filter on Troop Loading screen7 k+ t S8 c; e: ?
16. Report killed ground units if not in combat report
9 S1 R+ B9 Q! `8 V" G9 dChanged0 C8 M0 {2 y, S" f5 g
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" M# t! v) k! r e* A3 X2 n(complements fix 18 above)
0 H/ D( O& @1 D6 @. ^2. Permanently increased pilot array to 70K& K* q1 _, N% W+ r9 m
3. Increased number of air combat rounds are a factor of total aircraft involved
( [) y: `8 T* e k* U6 j. V4. Allowed submap to submap movement if land connected for land units. Should have been" m: V6 m7 a+ z2 r8 n: Q8 q
so as per Andrew Brown7 C/ l8 j/ B3 L* c! i
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 J7 M: h5 T* ?delay toggle instead
( K; v4 \+ M& [4 F0 [& @& w$ B6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- G6 ]% ]0 U2 N y
maintenace a bit more
. I8 W5 d: R& b! T7. Support device replacements won't decrease the overall experience of LCU units. This does9 c1 U9 j2 S, l) P# |1 d4 r- ~
not alter the overall EXP change due when any replacements are received.
1 b h8 U( ]4 ?) U, U P- l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 p" L0 k) g+ [5 [# _; x$ X$ abetween the two but could break current games.
0 q1 P# S1 _, ^ X; j9. Some LCU Prep points may be retained if unit is experienced6 t7 k) }* E9 g& Y* R0 @6 r
Notes
6 P; T f0 ~, i8 a1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 S; j: ]0 `6 W( S- Nshould not change player or HQ, even if not in play. These original HQs are used by the AI; Z. s/ h4 l2 k3 U
routines so changing or deleting them can put the AI off. Changing other elements should
, n3 E: l7 t8 I, N3 @/ ?( bbe okay.
7 L! Q2 |, n1 y1 J' B, h; d: e3 {8 s2. Clarification to weapon filters for aircraft:: b8 E! I+ u0 j/ a. w
PM_NAVAL_ATTACK 2 // used for naval attacks J# H! W j( o
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), p4 z9 A- P+ v% i) w) _5 A
PM_LAND_ATTACK 8 // used for land (ground) attack
& I1 e0 D0 r5 K1 Y* K( Q- ^PM_PORT_ATTACK 16 // used for port attack
7 z3 }0 O8 u3 x) I) u+ c3 Z5 B6 mPM_AF_ATTACK 32 // used for AF attack) L4 V& O- n5 v8 `; @5 {. I
Dropped any reference to secondary values for land and AF as they served no special use.- j @$ |9 Y, c, L% B; V( s
Clarification changes! V/ I7 F9 ^$ _* }
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 V1 { h" x6 v6 |& E$ w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 z7 ]$ U' }; c+ l
MONGOLIA(91) or TANNU_TUVA(92).
: c+ ^+ Z5 T" [# l2 |% i8 va. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 g' w4 b/ j7 w+ mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes {& T' ~' [& b+ Y2 s- x/ ~) v8 w
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- T' `" d3 m" N* \
after Soviets are activated, but can’t move
" C* u9 S7 w1 M% Sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# V4 e- e) ]! odisbanded in port.
$ _$ Q% j) n h# f% C, |e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, Z- u: w# T9 ~: H. R; Z
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |