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http://www.matrixgames.com/forums/tm.asp?m=31850620 @3 }2 u9 G# o$ Q( Y% o9 P: d
2 F L4 z/ K, T) b) [已经共享到岛群QQ和本论坛置顶资源帖$ `0 c0 w; O- k: ?2 t
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大量更新,详见列表:) P; {0 v5 U, I [
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Change History:
, u/ B3 w9 d9 L; B: ?V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* d ~( i! [7 P1 ]0 P3 ]1. Seventh Update – This release is a comprehensive release updating all previous
- I' M% b& d/ x" }versions to v1.01.17 beta
7 w2 o! k u D2. Code Changes
: v- u5 {# c( w. j* {$ uFixed
) |9 h# |) P; f5 ]' S1 ?$ q, e/ Q1. Display of AF/Port icon between player saves based on player's intel
* r+ n! [; w3 v! w2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( Q$ T! p1 W1 a& P/ x) N
weapon list updated5 V0 _, |* O* Q! i h
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- _8 @ d0 z0 x4 ~! t4. Allow smaller 'reserve' space for small groups on ships X- ~" }) Z# `7 p/ d' h; ^
5. Preserve some more data when swapping fragment and parent to prevent lost of parent: d+ B0 y3 a: ^8 u/ e
6. Correct attacking plane count before final post-air combat
: ]6 o: [$ M. r. x( {+ t7. Pilot promotion may have occured in error sometimes
5 A/ \5 g, }6 m8. Raid detect message sometimes dropped of the combat report
' P; K1 L) E) R1 K9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply9 e ` ?7 M& h' k5 E, V
generally
' X: H+ \) n' s3 r2 ]" V10. Some pilot-leader connections were being corrupted
- F4 {5 Y# }9 }# @5 F5 k. Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# G2 q- V/ A$ m* k; Xother move issues due to the incorrect indicator
- c6 U! O% ]4 ]: C5 I12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 K M4 j' k0 l7 F
damage
* T$ D( s. u. T) D5 ]0 @1 v+ W5 J9 K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
' O& w, V- R+ m9 E% ]3 L" W0 v14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 _2 b! C6 G/ M' F+ g
date sort
8 R" g+ ~) g+ F8 k15. ASW groups not allowed to attack sometimes
6 Q6 l4 U$ J" b4 n6 y* l0 A* Y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing! h, L; A8 ]) h% m6 E3 Y V6 L
HQ/LCU to jump to reinforcement queue2 r* Q5 ?0 t1 w% r; S
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 x( l6 o0 ]( \5 ?
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 D' d7 R* L3 O$ i3 Zat start of AE but crept back in sometime during updates/ S, N& G% Q5 U7 G/ F
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ c9 F9 f) j( x" ifragment.( d8 U' [4 K7 X3 [& J2 m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: e) V5 { K' r% I0 \6 ^9 ]21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not8 q* E) Z( F8 q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full; S4 P3 a- w4 e7 S
set
; w' P2 S" o0 l6 _! d2 X, T/ F22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ b$ m5 c$ i3 O! u
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 t2 i) X7 \2 W, B% J8 C
24. Bug caused F/FB to sometimes bomb at low altitude+ ]. O! O4 l3 l- d" L' j
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 a7 R1 S/ H* g/ Coccurring properly.4 J0 n6 _$ N( g! J/ i3 [# \
26. Bug in Industry 'failed' indication not showing properly sometimes! R* m6 O" ~) ~! i! W- `
27. Location check at scenario load to include small map sceanrios( H9 x6 P* V: y- Q
28. Bug in air supply to fragments in a non-friendly base hex
$ h( F5 m( ^& W" f2 @29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was; K7 V. Z" `- t0 b6 _- N( J
being set to homebase before execution of the mission – ie was returning to base
+ X2 k; K4 @! {" U1 qimmediately
- j+ J& }; g8 V2 ]30. Error in Strategic map display
# ?! O$ y$ Y" {' [/ D) ^+ J- |3 Y31. Additional and stockpile options were not turned off when base was captured
! n, D* U- N6 v4 \32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" o; ^; }9 \. |& q. ] Qmouse over& G X8 ^8 W$ P
33. Army experience being gained when not 100% prepared as per manual; changed to allow
: f2 C: g3 Q" b* G* d4 d2 _( h) _chance to gain experience if >75% prepare and < 50% national exp level; h* A2 V: B3 v0 K8 \) U
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to \4 I; z: r6 T, U! f9 v
alleviate the incorrect experience gaining happening while in reinforcement queue* `+ g: b0 I; `/ h" a! l
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 _/ x; h6 I2 _) a/ scaused unit to jump “off-rail” and move overland
: ^8 V N1 [- V36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 H, g* U% y2 ~3 F3 h( q. I37. Excessive accident messages on unload from TF reported
2 r8 S, {* B. P7 k+ \' ^1 }38. Reworked editor sub-unit merging as some devices could drop off the unit list when; N# E. a% Q6 Z k( c9 f% j9 U
merged causing smaller size unit than expected
% f1 F- B" S t* @- I39. Corrected possible TOE error in scenario data load for inactive units/ T# `1 d* F" j. _+ O1 L) e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 Z5 x# S$ q" H9 }% Ghowever be allowed to do this.
, s4 w3 j$ M( X! I$ t41. Possible CTD if sinking ship's load was a group
) k O# d2 S& i$ B) K9 n4 J5 \, a2 _42. Limit the number of devices built from resources per unit during LCU replacements; this' d3 n2 H- Z4 i, J
was causing an over production for that turn
" x7 u0 X" ]) z& M! k" O43. Retain day/night setting when creating group fragments
! Y3 q/ o- g: C# r9 H44. Adjusted supply and fuel values in base list not to overrun the space
. \+ f/ A. T6 G: B45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( c. U6 n2 e- d Cadded YMS to Sweep TF in line with manual and code$ b" K- u" @% C- C. ]: K
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
: P4 ~: d8 W; j: Z r, _rule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 H5 q6 k, E- d' L( f/ Brebuilding of destroyed units is not affected by this.
+ j1 Z0 B+ p% H# k47. Carrier capable and trained text not showing together on Group screen
* F' h+ \& B8 B( F; X4 X48. Handle any blank re-name changes by ignoring them
% L& D* n- x: L# I" h4 V$ n49. Possible CTD when air fragments combine3 Y* M4 q! ^" n5 I# S0 E. Z
50. Unloading TF can freeze a LCU onto a ship under some conditions
0 s" f4 Y3 K$ n51. AI not behaving if main HQs missing (affects small map mainly)9 C* |. _ b0 Z, y6 J" z8 Z' J9 ]
52. AI using AGC for normal land units – removed from TF if not needed* d, e( z. U4 M/ w1 x2 l9 h
53. Soviet activation message not in Ops report: [ h: m9 f$ X3 O, m! h, ]
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 b& }6 o6 \" o- e6 u9 v55. Clear Soviet air balance if not activated. Possible incorrect base switching
# T+ U( Z6 a; L( b/ l9 S3 d56. Sub attack against docked TF not happening for port size <3: L3 b: u) [9 T
57. Unit type changing unexpectantly
4 I9 J" l- N2 Y* t/ L58. Torpedo replacement on plane sometimes is missed8 T7 h) D7 \& D! Q' m- z9 _0 a
59. Double handling of overstacked supply requirements
, h# |2 P2 V5 C T& V0 p9 K3 [# ~60. Fixed alternate weapons for port attacks& C. y' C' ]$ @7 w/ K6 |7 T% r
61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ Y3 ?9 G. i% {
sometimer in the ship repair cycle.
7 ?* W5 h0 O; t) v5 p" E' a8 `62. Ship tonnage over 32K could cause repairs to fail/ l5 l- P! W+ b7 o/ p) O: ]
New5 V, L, }& Z* X1 ^0 |$ X8 p
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 @% B/ W; P6 Q1 A2 Zport
2 N0 D0 b3 u9 a2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' F& k- B% p s" X
Tenders not counted. |- N+ D, X3 `+ y* n! l2 P; v
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& ?6 T2 o- \1 U5 |
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( C" ?9 G9 L/ l% ?2 c
to remove damaged ships from TF+ Q- E9 D. V- S! [. ]* W
5. New filter for “non-building” devices in Industry pool screen$ O8 t3 r" @" B3 O6 g. ^
6. New filter for “non-building” aircraft in Air Replacement pool screen
, }2 j. S Z, q7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. G# ^7 W" J6 u3 b& M Q: t0 T5 zmines (^) detected+ o% ]8 ]2 G; N1 y! |% \
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
% P0 ]( _. m( w‘button6..’ image files, then these will be shown. If not, by default there are shown as1 ]$ [4 f& g9 R
standard parachute unit icons
$ @+ e2 l0 L& u# X! Y v9. Air/port damage and building is shown in base mouse over
% b" V5 n; I4 |( U: h$ _10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; q7 }5 H5 Q# U* } ~% V
11. TF can be routed to stay within coastal hexes as much as possible, c: J9 u# |8 D, k8 A/ H
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. e; w* l+ W: p( S( I+ g6 E0 c
13. Added option on group and LCU reinforcement screen to turn off replacements4 Z2 J" D1 \. r) W& z: I
14. Current base can get supply returned to it when reserve planes returned which were
$ w( a' A$ _$ q% M8 G, Y* joriginally supplied from another base
" D3 A2 m+ l% B15. Unit type filter on Troop Loading screen
: n/ ^) `! k/ O% b) l2 F16. Report killed ground units if not in combat report2 j3 a9 ?8 `# b4 S' }+ B
Changed3 {; }& k" E: I7 F9 k: C
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
0 {* u) m0 l- R2 F1 j, |0 U(complements fix 18 above)1 q2 U& G6 l o1 J; K& M' q
2. Permanently increased pilot array to 70K
+ A- y* `4 C8 \9 a3. Increased number of air combat rounds are a factor of total aircraft involved7 P2 A3 H. D; |; d2 H7 x3 B: v
4. Allowed submap to submap movement if land connected for land units. Should have been
J/ ]7 _1 j, \1 ?so as per Andrew Brown
! Z5 c8 F, b" X7 V& k5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; }1 j% Q2 ^5 H: q
delay toggle instead D8 G1 M3 I# W. a5 G) m3 a2 {
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 Z: w( R9 k5 s9 Omaintenace a bit more0 P/ B9 y' `2 `9 M+ d
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 @, u' u& \+ r& Onot alter the overall EXP change due when any replacements are received.
/ p I% m- b# p" \/ D {& l' W8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 d: Y' h6 F( d' x% A) q- ebetween the two but could break current games.# k0 e* E3 M: l
9. Some LCU Prep points may be retained if unit is experienced7 U# l8 I. N5 G5 M' B b3 H/ A
Notes) J0 \5 @# P0 }4 l4 I1 Z5 m5 G; ~
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) h3 O8 ^& l1 E& M* b# o4 K% h
should not change player or HQ, even if not in play. These original HQs are used by the AI
: F2 K/ ^$ ]) H: U* i; ]9 Xroutines so changing or deleting them can put the AI off. Changing other elements should
/ f3 C$ s0 }) D3 Y2 i: }" J! ?be okay., C5 K0 M- j& `
2. Clarification to weapon filters for aircraft:5 [, z$ \7 d0 K& n" z: e' |! w
PM_NAVAL_ATTACK 2 // used for naval attacks
; ~4 _- Q/ }, b5 F6 K+ GPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; v6 b( |5 L X2 ?- ~PM_LAND_ATTACK 8 // used for land (ground) attack) ~ V+ I7 R% c! o/ O y
PM_PORT_ATTACK 16 // used for port attack: _# [8 v1 [+ \) L$ y/ u
PM_AF_ATTACK 32 // used for AF attack
, \" @4 _8 l3 `; M1 A# m- VDropped any reference to secondary values for land and AF as they served no special use.
* r& h, S$ b5 i: Q4 U2 A' oClarification changes
( E$ ~) R2 x0 D1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& W8 b/ F& v7 ^- z5 E7 n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),4 e; M9 \9 t: L/ a2 s! O
MONGOLIA(91) or TANNU_TUVA(92).1 r2 X. O/ W$ w1 o+ m
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" o2 H3 A+ B; j% z3 s; ?, Rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ L' U9 k) O6 w6 e gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( S; a" J# b# Z) t+ V- v! S
after Soviets are activated, but can’t move$ ^0 }% D9 C, G5 Y. E# v
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 W+ T1 \/ v2 n' t; L5 |! i
disbanded in port.
0 G& |3 f4 f& r+ ge. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 q$ i. c- w s: X3 n. p
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |