具体见7 y. E5 A, i/ J( i( R
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http://www.matrixgames.com/forums/tm.asp?m=3185062
# x7 H5 ?, O a" s, A1 U; x8 U- {# G# L+ _( O7 ?. U
已经共享到岛群QQ和本论坛置顶资源帖, v: P6 S1 [9 Z
, P# f& I7 K/ b. ?$ T大量更新,详见列表:
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6 b2 H6 ^2 S1 V% r" b0 K& U2 ~Change History:; R, e9 z! }, b# N' c0 h
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 }+ q. T3 k- x% B
1. Seventh Update – This release is a comprehensive release updating all previous5 }9 X4 R4 z; f' j' r$ l, z
versions to v1.01.17 beta% x9 }1 p* b8 N5 O0 U
2. Code Changes" A0 e: N/ y- L1 U! Q- T; [
Fixed
4 X. J3 D, x" l& l$ @3 K6 k1. Display of AF/Port icon between player saves based on player's intel& V1 L0 I J& D4 `/ `( r5 c
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 c' B D" d$ z1 g# ^4 i8 w4 _3 a
weapon list updated
4 g3 Z" I: g- v2 J3. Reported cargo/troop safety values incorrect when no cargo/troop space
. c' @, B) L: ~! E/ z4. Allow smaller 'reserve' space for small groups on ships
8 m' G. o! q& n5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- O' H, }% m# a9 f1 L: y6. Correct attacking plane count before final post-air combat
2 g) b; S6 d1 ^* R7. Pilot promotion may have occured in error sometimes
' x& O; y K2 @$ G8. Raid detect message sometimes dropped of the combat report7 u# t* g7 p7 Z; x
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& R% J/ y* {: T5 E5 Q) r8 w ogenerally" w A T8 d2 G8 c
10. Some pilot-leader connections were being corrupted8 {! Q/ u7 y$ `
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
& S: i; x% H1 r; A2 t* \) ~other move issues due to the incorrect indicator
9 I2 y# B% K8 L' V12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 O% @' A2 `. l4 H7 ^damage
% O# z0 g# j8 K. {( c% \5 K% t7 v13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! q t7 z9 s) w# t4 z, O14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) c7 n# H4 c1 ^, {% Jdate sort
5 a1 ^8 ~- v; u/ N) F u* l15. ASW groups not allowed to attack sometimes( q% N5 Z5 Q, B+ |$ [8 g7 Z2 r
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ `. }: i& l! x: z& \
HQ/LCU to jump to reinforcement queue8 s1 _% R& | S
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 ]: U$ T/ |3 p X" s, P9 a d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
8 f4 [* T$ f+ @+ ^& i2 Kat start of AE but crept back in sometime during updates
b: c, |1 H3 \' F3 [9 w19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! C+ O7 H" K3 @% V& ufragment.
5 t/ \' V2 `# @' @0 n9 j/ t! S9 t7 s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 g9 j/ C/ W0 j21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! O! x) v2 I1 {- o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. k |- H4 l+ ^2 @0 Z( d \
set* d& Q. o+ t. I' z6 q+ a5 y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 G: Z+ C8 R) p
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 N! V, C& z! n$ I
24. Bug caused F/FB to sometimes bomb at low altitude6 ~3 A1 R3 ?+ u' Q% ~" [
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 F/ N' y4 V. g2 f- T: d [ j5 d
occurring properly.8 N6 T* V# |; U; i
26. Bug in Industry 'failed' indication not showing properly sometimes7 p! j$ S) C6 C, m6 m7 G1 x
27. Location check at scenario load to include small map sceanrios/ X4 F2 @7 }3 q5 J, Z( W
28. Bug in air supply to fragments in a non-friendly base hex
6 I- q1 @: J* P/ d29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 i$ j; d( a( M* G* z. J
being set to homebase before execution of the mission – ie was returning to base8 j9 O+ d5 d" F { q4 Y7 c/ z
immediately( e$ x" M3 v% R* F% {2 y- r
30. Error in Strategic map display
* Z5 d9 b5 y; M' a9 D0 w' N31. Additional and stockpile options were not turned off when base was captured9 B7 B h/ I7 T- p4 F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( ]* y& e6 Z, P. L* V$ S2 J. C
mouse over2 w" p$ O8 _/ i5 S8 L. L2 g0 v
33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 N0 R; Y$ v; {. g6 D6 hchance to gain experience if >75% prepare and < 50% national exp level
* H; }: x+ M4 ]; |34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 Q- m$ ?' Y) s2 ~1 ]alleviate the incorrect experience gaining happening while in reinforcement queue
- p0 R- ?6 v3 A6 T. n! _% {) P35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 h" g4 S8 v9 }, icaused unit to jump “off-rail” and move overland J- v& _9 o% {
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* S- N: W2 F3 [37. Excessive accident messages on unload from TF reported1 G4 X! C+ c: T T( v; T) Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when) Z5 R/ B$ [' B/ u N2 G
merged causing smaller size unit than expected
( F, W& t$ e+ v8 ?39. Corrected possible TOE error in scenario data load for inactive units1 Q) H9 B7 E2 X C
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can& |, e. h2 G7 m0 F! A5 _$ G& a
however be allowed to do this.
& T! Y Q( M- H% i, \41. Possible CTD if sinking ship's load was a group
2 N, Y/ _% v/ K42. Limit the number of devices built from resources per unit during LCU replacements; this f) I7 X" X/ ^8 t* K9 ]. Z- ]
was causing an over production for that turn
! w8 j- X- U) c: W, F43. Retain day/night setting when creating group fragments
% T: M8 \' c8 v44. Adjusted supply and fuel values in base list not to overrun the space. r$ `% _8 j! m1 s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 V8 t# I/ k' D4 C3 J! L, {
added YMS to Sweep TF in line with manual and code
& x# X- H' g: Q/ ^46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% `! x1 X J9 k5 B$ E
rule relates to the abundance of manpower and is not covered by replacement pool. Normal. y. W* z& ^3 ^! C# a( L2 w: ~4 \; U
rebuilding of destroyed units is not affected by this.! o* w$ E: X: S E3 n5 z% S" R L
47. Carrier capable and trained text not showing together on Group screen
, z0 t, {: T9 w6 x& o48. Handle any blank re-name changes by ignoring them
0 T0 \. j. Y2 B; d49. Possible CTD when air fragments combine
* t" Z: o, T' y P3 C; M4 V50. Unloading TF can freeze a LCU onto a ship under some conditions% }3 }- B0 O0 \2 g
51. AI not behaving if main HQs missing (affects small map mainly)
% n3 r* R7 L) q* j; S' n5 M52. AI using AGC for normal land units – removed from TF if not needed
# G) {5 Y' F$ e d$ u) l- a$ b53. Soviet activation message not in Ops report
1 d+ i8 h- u7 n/ s9 Y1 c, d* @54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ a _8 U4 C+ z' q. x. O( L55. Clear Soviet air balance if not activated. Possible incorrect base switching
1 _' J5 z' T% O ?' P" C' T56. Sub attack against docked TF not happening for port size <3
# R T8 U* H2 \7 J, _57. Unit type changing unexpectantly
/ z' N- h3 I B1 Q/ l58. Torpedo replacement on plane sometimes is missed
8 K0 w9 \; Y1 f3 ]( b59. Double handling of overstacked supply requirements
7 P2 j+ v- \9 U2 S9 Z. ]60. Fixed alternate weapons for port attacks( d+ X8 Z# [) O, N {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" K- q* s$ l5 U) Y' D* Vsometimer in the ship repair cycle.# ?# w& \7 A$ ?$ P
62. Ship tonnage over 32K could cause repairs to fail
8 z8 z. n* ^- X0 @New
$ s8 e, D0 B: C4 \6 ]6 o+ k/ I1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" f' n+ z9 Q" y$ h6 zport
1 `, l- K7 U: a7 M3 e2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 R" N. A7 k, [/ n( O. Y9 ^Tenders not counted
0 K3 ~6 q7 l% y. G- ]- l3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
$ Z* P. z% ~" a$ F4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( N& v3 A& B4 B* ?/ q
to remove damaged ships from TF$ l3 ]% E3 g4 r$ m
5. New filter for “non-building” devices in Industry pool screen2 B5 s6 O% @8 G' y
6. New filter for “non-building” aircraft in Air Replacement pool screen) r% [0 G k/ a4 ^! H. H2 V
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! Q# \8 Z* B3 Q" x0 G" U: N4 Wmines (^) detected
5 h2 [4 n& d6 ]8 [; P8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- [2 E& k; k# Y( z% Q# h$ @‘button6..’ image files, then these will be shown. If not, by default there are shown as) ~9 a0 P0 G1 h4 E1 Q/ v
standard parachute unit icons
# O) W' J: e0 W, g9. Air/port damage and building is shown in base mouse over
0 `6 f2 L+ o- S, a# \8 D$ T10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 i: k! }( R7 l- C% o+ c/ n, B# Z# Q11. TF can be routed to stay within coastal hexes as much as possible
/ z" T8 H4 U. X3 _1 G. ]5 R8 ]12. On Top Pilot screen show the 'ace' cut-off value if more than 1) B6 B$ r: |$ l. n
13. Added option on group and LCU reinforcement screen to turn off replacements. c7 E" L& U) k8 {! g0 b) i
14. Current base can get supply returned to it when reserve planes returned which were
& h7 F$ W# b7 e1 m3 Z: Joriginally supplied from another base! Z) @, t! I6 u3 u+ f
15. Unit type filter on Troop Loading screen
3 d! g- O2 q' c16. Report killed ground units if not in combat report
/ t. D' a5 z$ Z* l) |% I( S/ JChanged
7 s K, G! x& Q# L, p) s1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ z2 F% @: R1 W9 F. p# d" g(complements fix 18 above)
3 z6 w; M5 {% w2 G2. Permanently increased pilot array to 70K
) P3 k( y/ B. m/ X, @: ^+ C: {3. Increased number of air combat rounds are a factor of total aircraft involved# u5 K- J8 y7 {0 B G- R7 a! _* L
4. Allowed submap to submap movement if land connected for land units. Should have been8 d' [. @& ?, S! n/ E7 t
so as per Andrew Brown V: x* [6 F0 X- [' j. y
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ |$ h4 `, j( n4 t7 a
delay toggle instead
2 ~% e" Z" r" B' `6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; Y$ M" W4 e1 @- {, l$ v4 N* e# [maintenace a bit more) L5 T5 O* i% ^# t
7. Support device replacements won't decrease the overall experience of LCU units. This does0 q) R: Z3 w6 ?$ J$ [# B
not alter the overall EXP change due when any replacements are received.
7 h- D. m' N' f6 b8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- W x- z! \# Z! y, Fbetween the two but could break current games.3 v/ R; n3 k) l9 Z
9. Some LCU Prep points may be retained if unit is experienced t+ b: k: a, E* y
Notes1 H7 q& S4 m" N+ J+ {. k3 s
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' M: ~& O1 C" U
should not change player or HQ, even if not in play. These original HQs are used by the AI( [" [, K7 r8 L3 ~2 z6 c
routines so changing or deleting them can put the AI off. Changing other elements should: S ^( Z4 Q1 S0 `) ^. W ~
be okay. Y5 k3 v7 v- @, m8 i9 W6 p
2. Clarification to weapon filters for aircraft:5 B; K6 a1 I) I. u
PM_NAVAL_ATTACK 2 // used for naval attacks* L7 H. ^0 M) r# R; W4 O' E
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) L2 }5 }5 c1 v( x: f! v& W
PM_LAND_ATTACK 8 // used for land (ground) attack
* | I4 Y7 Q# M) j) o7 J$ MPM_PORT_ATTACK 16 // used for port attack
, X" z* S! m9 VPM_AF_ATTACK 32 // used for AF attack3 d4 h G2 ^% @- f l
Dropped any reference to secondary values for land and AF as they served no special use.6 F; ]6 o$ |( M0 Q1 j2 \, v( a
Clarification changes+ ] C% ]; e1 h
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
% P6 y7 Y! a1 ^0 c4 J$ Vbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 D5 T8 I( _: K8 Z* l4 c5 PMONGOLIA(91) or TANNU_TUVA(92).; N: y5 M( r; u5 `% W& A) t+ A. ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: A6 i. {( E5 @3 a+ t
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes n6 R9 O& c$ P
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 d5 g8 V% ^8 M9 ~after Soviets are activated, but can’t move% @. y* U. }* t
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
6 e" }7 F, `' Wdisbanded in port.' x& }! [3 o% ?5 t) o
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 _% s" `; S* ^5 ?" c- g" ~f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |