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大量更新,详见列表:
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9 J" c6 C; {0 o# T/ {Change History: D* g* ? e( Y& D
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 y5 ~% F1 M5 A/ n8 k" K2 Y) [
1. Seventh Update – This release is a comprehensive release updating all previous! ~1 Z$ j: I c1 z4 s
versions to v1.01.17 beta
B( M1 O c! v3 `& d2. Code Changes
7 g3 l& `2 m! L! k$ z9 L6 l" Q% zFixed
! I0 U* k% f! x. B. u* b1. Display of AF/Port icon between player saves based on player's intel$ ^1 i& P3 s# V' y( _; k% V
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 }; k4 Y; Q( C: k/ A6 {- Jweapon list updated
# e/ W: K3 c" h3. Reported cargo/troop safety values incorrect when no cargo/troop space7 x+ E) j' t6 d: Y; t
4. Allow smaller 'reserve' space for small groups on ships
4 @( a2 A- t2 @# i- M3 I5 r2 w5. Preserve some more data when swapping fragment and parent to prevent lost of parent' p( N$ l Q E5 }. `' ], ]
6. Correct attacking plane count before final post-air combat8 w% u; j; K8 D& W$ _0 T
7. Pilot promotion may have occured in error sometimes
* U/ R" |' g3 A: j9 a3 J8. Raid detect message sometimes dropped of the combat report
! K2 ?7 _. _6 ? [% n9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) E7 F' g7 S8 R. F4 R
generally" x- o9 J# ~. r% T1 H9 A
10. Some pilot-leader connections were being corrupted" N D! a3 S, A* c4 X! `9 d `8 B
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- e; H( s! a/ _/ v+ K, mother move issues due to the incorrect indicator3 W/ Z' c0 D4 ~ C. q0 G8 ] j
12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ z k) y4 Y( h. g. N% B
damage
% o( H9 d$ ?. @1 O4 ?6 @* l13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
- `4 J0 c4 x5 d14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* A2 E! f7 }* C$ Pdate sort
1 p* I& k/ o, u# T0 _15. ASW groups not allowed to attack sometimes1 ] p* i* A# L3 O: d
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. s- |8 h% w9 ?- i% `# \
HQ/LCU to jump to reinforcement queue
% u9 y1 D) z/ p) [0 O9 i! p17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 s/ i n% c" C18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
G$ {. l/ {! R( Z3 e# Cat start of AE but crept back in sometime during updates
8 m; s9 r- a$ O$ o3 ^19. Removed the fragment/parent swap during a TF unload as it could often orphan the& v, g1 |* n. u- k8 t& P) j- a
fragment.
6 k' n( K- ]* Z, a7 ~+ r20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade0 i5 m* N, E5 t0 c6 P$ G1 K
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 F7 u5 g, ?4 [$ t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full; k8 N: l+ U8 i" z7 a. ~
set. p/ n6 |* @, c3 ^# `1 Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 T: @0 D# l+ s- I. {7 W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 S0 b& t* g9 P7 c7 P6 O* k7 Z
24. Bug caused F/FB to sometimes bomb at low altitude
~# a4 @/ t9 Q; G) D25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( O4 ~, k' ^ r/ {; Voccurring properly.
0 g4 ~/ \" t# W: }2 `: s/ o6 w26. Bug in Industry 'failed' indication not showing properly sometimes* }' t+ L3 V7 b' U# h% V
27. Location check at scenario load to include small map sceanrios
$ N5 b9 D% w0 |; ?/ M28. Bug in air supply to fragments in a non-friendly base hex* y/ Y- g& D1 H: l8 z3 j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: q" D$ r Z3 U, l0 ` ?
being set to homebase before execution of the mission – ie was returning to base
' `. {. ?% d8 N$ X& limmediately
! Q8 F) |5 j( R, Z30. Error in Strategic map display
1 v4 U( I( k, {3 m5 {# `0 R31. Additional and stockpile options were not turned off when base was captured
- Z3 P' b8 {; H: u7 S32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 G6 Q" F3 t5 v2 t" Y4 kmouse over
. p3 M4 c0 L8 z; P33. Army experience being gained when not 100% prepared as per manual; changed to allow2 x' s" \) p; V4 |6 s6 M: B$ R
chance to gain experience if >75% prepare and < 50% national exp level
) |' N7 s9 R6 {1 q. W1 H34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ r9 ?9 ]. u( X- B7 X+ Halleviate the incorrect experience gaining happening while in reinforcement queue! Y$ O; ~' b' h( d0 Y; R2 u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 f( W7 E7 u; u, jcaused unit to jump “off-rail” and move overland9 o$ y. r9 e) J- t! V; R2 c
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
& _' m! f7 m* |' G0 g5 K37. Excessive accident messages on unload from TF reported
# A/ @9 L: _( E. R* O38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 O' t! V1 d8 f4 o, f+ t; Nmerged causing smaller size unit than expected& V0 ?0 q) Y( Q: u
39. Corrected possible TOE error in scenario data load for inactive units
& m3 Q- N+ o) V/ Q40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can s3 e4 T k) _0 S$ Y/ h8 ~# |% k
however be allowed to do this.
) c L8 i: u" Z' b8 M41. Possible CTD if sinking ship's load was a group
6 n" a1 a* B3 b& D$ I42. Limit the number of devices built from resources per unit during LCU replacements; this
5 w4 T2 b5 l7 y- s7 Q% iwas causing an over production for that turn/ c9 K. e5 }) G, Y1 {
43. Retain day/night setting when creating group fragments
" w7 Y8 O5 N# E6 J4 N, p2 {44. Adjusted supply and fuel values in base list not to overrun the space
9 D7 I- R' ]0 J4 }, _45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& Z; d( s& E4 N$ `% Iadded YMS to Sweep TF in line with manual and code
$ X0 n# S V* @0 J. r; Q9 \46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( `3 M: X) w8 f: C3 U, B* trule relates to the abundance of manpower and is not covered by replacement pool. Normal8 Y* _6 ?9 g8 R& N0 V. n
rebuilding of destroyed units is not affected by this.( v5 g: X; J1 d1 G& p M# o
47. Carrier capable and trained text not showing together on Group screen$ L$ |' t. C W. ]5 C
48. Handle any blank re-name changes by ignoring them& Q$ D# V7 o5 k
49. Possible CTD when air fragments combine3 e" V& U$ |4 W% k
50. Unloading TF can freeze a LCU onto a ship under some conditions0 u7 F. u. C9 s+ L: Z' }6 s
51. AI not behaving if main HQs missing (affects small map mainly)
( O1 K; v0 [7 m52. AI using AGC for normal land units – removed from TF if not needed
" u$ u) a5 q& X% e. Q* H3 G53. Soviet activation message not in Ops report% y* o: P8 y( ^0 [
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; a- `8 r k4 I! C, S0 E
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 w( i8 j# m; ]( H" O
56. Sub attack against docked TF not happening for port size <38 P( @( H, U8 O& r2 C: q
57. Unit type changing unexpectantly
, O0 [4 J0 Y o9 R9 y" m58. Torpedo replacement on plane sometimes is missed/ }! B3 y% @5 _) l; }- W9 n! d7 g
59. Double handling of overstacked supply requirements, ^3 R H; y: x2 k) j
60. Fixed alternate weapons for port attacks
% s* a ` I1 X5 |' ?. L; [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
% J% u. `2 Q. _& H* {; W. [sometimer in the ship repair cycle.* P7 H0 ?: N: D$ D( F8 s
62. Ship tonnage over 32K could cause repairs to fail/ b7 Z& X, t& c. N
New
F2 F J/ M, N) g- Q( B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 D/ Y2 o* W! U; p
port
5 \! @: [* s, T$ |$ o* R2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ ], i: k1 }' f! |
Tenders not counted
* ?; |5 ~) J' |( e( w8 r+ ~. o4 \3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: E* @, z9 ?7 Y; L5 ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" M6 e; v& V6 Q3 Yto remove damaged ships from TF
: U$ A1 }, A5 j q5 ?1 r5. New filter for “non-building” devices in Industry pool screen
: Q+ }* y" R* P% T, z6. New filter for “non-building” aircraft in Air Replacement pool screen1 g0 u5 x3 C" P/ Z9 ^2 M
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy0 j- X! y% K: f1 B) V
mines (^) detected; E; G- j6 c! F3 K8 \ y+ c
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. B6 _1 g+ a" x' H, x# d% p‘button6..’ image files, then these will be shown. If not, by default there are shown as! P: W6 Y4 E2 Q. P$ w# T9 r
standard parachute unit icons1 f/ O* D K/ J, l
9. Air/port damage and building is shown in base mouse over
6 f( i5 e) h# L( w' q F1 f- O$ e/ \10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- L |9 `. F' y y11. TF can be routed to stay within coastal hexes as much as possible
" _+ @" O4 \( C3 R$ ?12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 @6 k; q2 C0 C" A13. Added option on group and LCU reinforcement screen to turn off replacements
( x5 L% H7 w( U2 }& I/ X [14. Current base can get supply returned to it when reserve planes returned which were
' B; x) I; P( w/ g* Koriginally supplied from another base) P! g( u6 u$ m1 B" d
15. Unit type filter on Troop Loading screen
7 v! [3 c4 T7 F- J2 e16. Report killed ground units if not in combat report
( _1 S/ [4 w! s& P0 U( c+ TChanged+ {6 P5 ~, l4 l5 G% K. q
1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 Y+ x& F5 N9 `# e
(complements fix 18 above)7 s; J$ O6 J d( m+ I7 e
2. Permanently increased pilot array to 70K- Z( X5 H1 ]' G- Z
3. Increased number of air combat rounds are a factor of total aircraft involved
+ R8 G [/ N; q a4. Allowed submap to submap movement if land connected for land units. Should have been7 E8 {( k' U; Y' e
so as per Andrew Brown
* E' R# ^1 ?$ n9 S0 ?0 @5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 J a6 ]+ c# h
delay toggle instead
# c- G V4 t& e/ I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 J% B' j' B$ t- j2 k
maintenace a bit more
" U% p. L* t/ w) l4 _. m* S7. Support device replacements won't decrease the overall experience of LCU units. This does4 ?; J n% Y% Z4 k6 M8 h. S. _
not alter the overall EXP change due when any replacements are received.% L' k0 p; @" E, p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 }/ O* a; Y: l& R) G! Tbetween the two but could break current games.7 |0 }/ p0 x. Q+ G. g
9. Some LCU Prep points may be retained if unit is experienced" H8 E5 u: l6 G |6 x/ G
Notes
E/ G& i4 |9 [4 G2 I- J4 N1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& n6 J/ `+ [( Y6 m
should not change player or HQ, even if not in play. These original HQs are used by the AI
0 ~4 P6 o( S1 {7 z2 w* y droutines so changing or deleting them can put the AI off. Changing other elements should0 k) \" D$ N4 q6 i/ ^% W
be okay.$ r$ I/ S' u# I/ w
2. Clarification to weapon filters for aircraft:% b8 x% M( U; H; a! U2 a! R
PM_NAVAL_ATTACK 2 // used for naval attacks
6 W( n0 H) O4 |. `$ I+ WPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
9 p; |! |6 h; ~$ aPM_LAND_ATTACK 8 // used for land (ground) attack
# ^) b$ p; n. q. c! O3 iPM_PORT_ATTACK 16 // used for port attack! m+ T" c" {' s
PM_AF_ATTACK 32 // used for AF attack
0 O' U: J( Z- F1 D6 nDropped any reference to secondary values for land and AF as they served no special use.
4 N! A% g; e2 v% ]1 z7 nClarification changes/ y1 R3 I! b, H7 C5 R) x
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, Z& a& s4 _8 m, F4 V2 P Z. ~6 cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 \8 G/ n- Q0 vMONGOLIA(91) or TANNU_TUVA(92).
7 b0 O8 }+ w5 X) Z9 D- @% xa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 D% `) B; P, c& v. G, zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes3 ] O3 ?, u( P; N, e6 q; W3 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases }0 u* W4 h" C, M2 Z
after Soviets are activated, but can’t move
: C3 r, A0 i/ @* z$ yd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# C: t* ]2 S5 ]' S' B
disbanded in port.
6 Z. R! r+ \* {: pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# ^& C. v* u1 \- S7 X, xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |