具体见% d. O. o" Z$ b, v$ H2 A. y0 Q8 Z
5 c m" {2 f6 m& }. G& _3 u, H' O- ~2 {http://www.matrixgames.com/forums/tm.asp?m=3185062$ p3 G0 x' n9 n+ \' W* \6 j' q
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已经共享到岛群QQ和本论坛置顶资源帖' h4 ~0 t) i! e
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大量更新,详见列表:8 X4 u) t0 y u& H9 {
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Change History:
# n7 Y2 K+ |2 x$ \' _V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)4 E( I0 D4 p6 E
1. Seventh Update – This release is a comprehensive release updating all previous2 C9 i6 `* o( ?; Z U2 F9 m
versions to v1.01.17 beta
A# a$ e+ `$ A- y2 i6 B2. Code Changes# ~ n7 { V' d6 x" h
Fixed8 C8 v' M% p: m, t- l) Z
1. Display of AF/Port icon between player saves based on player's intel1 S0 C% V" `2 q9 V6 s" u
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- V: g- s( G: e0 q9 a1 z! e" s) g
weapon list updated3 }6 R0 l, A' P0 N
3. Reported cargo/troop safety values incorrect when no cargo/troop space
D4 x0 J. `- a4. Allow smaller 'reserve' space for small groups on ships
/ u; N/ y/ ^4 M% r5. Preserve some more data when swapping fragment and parent to prevent lost of parent
' [5 P; P$ ^% Z! p1 \# j, O9 `6. Correct attacking plane count before final post-air combat
, h9 Z) \0 N4 T7. Pilot promotion may have occured in error sometimes0 W& X/ y+ \+ F3 s" K
8. Raid detect message sometimes dropped of the combat report7 n: ]; v) \* _0 A- z& h
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
h5 R% }8 ] O3 I; ^generally
% {/ l$ ^, _" Z8 C' G10. Some pilot-leader connections were being corrupted
5 r; x6 b, x# P! {; @11. Movement bug with following units due to incorrect move indicator. Seems to fix a few! S2 L. v/ H0 ~
other move issues due to the incorrect indicator
; G- A" y" _* O) I3 z12. Wrong ship sometimes reported in Ops report for TF movement which causes some: n5 b0 W* O/ ^
damage
9 }- |) [' ~% [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ }% |* }5 W" U, d
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% Z2 e, t! E7 Y
date sort
3 ^2 l5 s$ }1 T5 C! ?. I5 Q15. ASW groups not allowed to attack sometimes6 Q" ], ?3 G2 O3 Y7 k
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' a$ G$ [4 Q Y& j
HQ/LCU to jump to reinforcement queue
/ t4 h' [2 `+ I1 D17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 a! F' q8 Q; y; t* S4 k18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' n6 f! e- O2 M* r. u+ E! p$ Oat start of AE but crept back in sometime during updates
: V) }2 n d+ E- ]( x9 Y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' p4 t: |. ] P4 Mfragment." F* p# H# y; u5 V. e
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- ?. J; G) r6 E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 \9 Q m3 n5 G& ]' @8 n% Y: }short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" M) A! {; x* C0 H% n0 |9 G' ^" nset9 i: `/ ]- w7 z& O$ F5 v
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' Q! L s6 z% _
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( a* |% p* ^8 v) V3 U5 m
24. Bug caused F/FB to sometimes bomb at low altitude$ o/ l! A" X; m- Q, q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 {8 M0 R# v" p ` s6 Zoccurring properly.2 z1 z! u: E! D* E0 L
26. Bug in Industry 'failed' indication not showing properly sometimes
8 e8 p1 i3 l' j! T) Y( e4 U27. Location check at scenario load to include small map sceanrios$ o5 l) a/ Y+ }3 p
28. Bug in air supply to fragments in a non-friendly base hex
( m9 m1 U& Y) o M29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 s# M( L6 t5 b4 Cbeing set to homebase before execution of the mission – ie was returning to base( y- P: @8 l# N( I7 G9 L' U* G
immediately
0 Q; R9 X5 }7 B. k# a- z- x! J% y) q30. Error in Strategic map display
$ N- Z2 S9 ^& L' X9 w31. Additional and stockpile options were not turned off when base was captured
7 M, J6 z2 b: O& H8 G+ D5 }6 _32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) u1 ]1 h) y2 T9 @. P( \/ S1 }mouse over
; I7 M' X# q+ r& Z- m. f9 ~9 g33. Army experience being gained when not 100% prepared as per manual; changed to allow( n+ y, z7 B0 ^8 H2 t
chance to gain experience if >75% prepare and < 50% national exp level8 X3 I3 x# R! m, T# ?- }; F% y w
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ T6 r0 `" W! x4 l4 \6 O. }7 Ealleviate the incorrect experience gaining happening while in reinforcement queue
! q: C; J6 v) N35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 y! F2 p* I+ C" v1 ]caused unit to jump “off-rail” and move overland; T! `9 Z; i( O/ [( ?8 m# @! q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
, o$ I+ V' s5 T# O5 X. h+ t( B37. Excessive accident messages on unload from TF reported6 j$ b$ H- D8 n5 Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 i9 @" [, {, a1 ?: T
merged causing smaller size unit than expected2 t0 c8 n9 r& d& b
39. Corrected possible TOE error in scenario data load for inactive units
: x' \0 P- c1 g& v" Q: P7 W1 V40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
$ e6 {; ?, f' M& H- [; z9 u. l3 A) fhowever be allowed to do this.
1 X3 `$ P& T8 F41. Possible CTD if sinking ship's load was a group
$ P$ O n# Z- P! [. R4 Q42. Limit the number of devices built from resources per unit during LCU replacements; this
/ P: N; q6 x$ R2 V! a1 B' {was causing an over production for that turn
; E( Q$ k) F% R4 V: W. i43. Retain day/night setting when creating group fragments& [9 \/ }. M% K1 H/ `( ^
44. Adjusted supply and fuel values in base list not to overrun the space0 C5 U' h! j% _6 t
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 J" G( P" G! l% i, x: o
added YMS to Sweep TF in line with manual and code+ o% x" ?, S2 B
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 v: _+ T" T* y1 V! j/ T. crule relates to the abundance of manpower and is not covered by replacement pool. Normal; [! S! M1 I* n& E! `- v
rebuilding of destroyed units is not affected by this.
4 k& r3 S6 z" b8 R* k/ N) Y+ k' e* z47. Carrier capable and trained text not showing together on Group screen
) s" _5 f9 a& |48. Handle any blank re-name changes by ignoring them2 @% i. A) l- G
49. Possible CTD when air fragments combine
' S% s+ w' H, S; H8 X8 x50. Unloading TF can freeze a LCU onto a ship under some conditions
# b. t+ D' d. ^51. AI not behaving if main HQs missing (affects small map mainly)
; }! r% t- e2 s( V' g# x52. AI using AGC for normal land units – removed from TF if not needed
r. @5 B2 l L; c$ N' y53. Soviet activation message not in Ops report0 f- s! d# m2 I( O. k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- }! s5 V: p8 A- T
55. Clear Soviet air balance if not activated. Possible incorrect base switching
" k# U) G! Q4 C6 f2 K) G9 e3 J56. Sub attack against docked TF not happening for port size <3
' z3 s: ~1 x" H3 U0 |) ]$ T57. Unit type changing unexpectantly
( n* ~# |$ T7 [" ]# Y& `- A58. Torpedo replacement on plane sometimes is missed
1 h( E2 {' Z) x5 j* q: p59. Double handling of overstacked supply requirements
7 y' O+ k9 [8 k60. Fixed alternate weapons for port attacks; d0 }) M& @1 F* r+ ]3 f G$ W
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' P+ k, T% W. R: wsometimer in the ship repair cycle.
0 C, A- S% n* j/ [* H, q62. Ship tonnage over 32K could cause repairs to fail
7 ]9 A& @- ]" MNew
& [& ~( [, S+ I' o1 ^9 q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the- _- n) K7 C7 s
port
& K# a" I/ |) m! s% c2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% D% o) M T# z! C' [Tenders not counted; ?, [% F& W, @, [/ x' _
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
3 S0 {3 W, l/ P$ I4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
+ y* q( P5 O' c O% Jto remove damaged ships from TF
9 O9 ^% R2 R& d$ S& c; c( P& M5. New filter for “non-building” devices in Industry pool screen
7 m. Y% I" [* d2 Y. J' u1 N0 Q5 F6. New filter for “non-building” aircraft in Air Replacement pool screen9 h* z& I0 I2 W. t
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy+ F, M. h" J. L2 c0 L4 [
mines (^) detected2 H% B0 v/ Y1 k; n8 E5 k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
& [/ }+ z6 L4 r. s‘button6..’ image files, then these will be shown. If not, by default there are shown as
9 Z& v7 s' U1 S2 ` J Gstandard parachute unit icons
! M4 v, C' n! B _9. Air/port damage and building is shown in base mouse over' Q9 Q; }3 N* p) H
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 a0 g6 ^- P$ ?: M
11. TF can be routed to stay within coastal hexes as much as possible$ a( {3 Y: o5 B8 [+ V
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) _! J$ I, A1 J6 w6 u13. Added option on group and LCU reinforcement screen to turn off replacements
; r* E) g& ?- }) n }# b- N14. Current base can get supply returned to it when reserve planes returned which were7 o2 O% B: u- Z6 _7 D5 N
originally supplied from another base/ n- I, @3 [! P/ s! z( f
15. Unit type filter on Troop Loading screen4 h+ H# s V- ~4 a$ k8 u
16. Report killed ground units if not in combat report
* j% _/ o, R& S n& e# yChanged' J& d! L, o0 B2 b, e- d7 l/ u
1. AF of 8+ have AV support doubled for purposes of determing support for air operations* ~! B4 t# |9 r$ M& ^* }
(complements fix 18 above)6 o7 D$ h! U O0 J7 i: w$ Z
2. Permanently increased pilot array to 70K
. X# I2 Q$ X" ~' e+ V6 ^5 {6 ]( S3. Increased number of air combat rounds are a factor of total aircraft involved/ ?& q% c0 c- k0 l1 {4 r; U* U' u
4. Allowed submap to submap movement if land connected for land units. Should have been
' O, F1 Q& R" U1 G1 @' fso as per Andrew Brown/ m/ J1 b1 t) S) u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# d2 h" v, e9 Udelay toggle instead
8 Z2 i4 e) U& @6 Q6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, q- U9 F9 P: q& p9 d2 Q
maintenace a bit more7 Y3 \ m* A, j' k+ J4 A
7. Support device replacements won't decrease the overall experience of LCU units. This does) X- z9 O& q* ~/ @9 O3 i
not alter the overall EXP change due when any replacements are received.
# C2 S2 b0 h( @$ P( v8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) O: f+ f; C! _5 g" ]9 x
between the two but could break current games.
. T# ?( N. t7 N, L8 O9. Some LCU Prep points may be retained if unit is experienced
$ y# ^8 z0 b2 `Notes
. p- d: i8 V. l8 ^) P+ M# ^1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; p$ J. h# J7 ~. t2 D8 b
should not change player or HQ, even if not in play. These original HQs are used by the AI
& G% h Z% e. ], o5 }7 g2 \routines so changing or deleting them can put the AI off. Changing other elements should
+ ?& P! x# t4 ~3 P& }! D( s" y0 \be okay.
" v$ ?% `: @" W2. Clarification to weapon filters for aircraft:! M/ @" }- N1 I! ` B
PM_NAVAL_ATTACK 2 // used for naval attacks
6 C3 }: ^! u: d* _% I( A) B& [; SPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ u/ g' Y. d$ s2 {
PM_LAND_ATTACK 8 // used for land (ground) attack2 Q9 E; W2 Q. N. R5 M$ K( ]
PM_PORT_ATTACK 16 // used for port attack7 b2 Q- c2 o2 J2 ] F2 m2 @. C
PM_AF_ATTACK 32 // used for AF attack% V4 E4 x$ P0 c5 q. V' o: u
Dropped any reference to secondary values for land and AF as they served no special use.8 N @% g* \, U# w5 Z
Clarification changes! y4 L+ y9 K4 n3 S
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These! q% {, n# n% P2 x
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 F3 e' p4 }5 Z" mMONGOLIA(91) or TANNU_TUVA(92).+ e @( x7 C( U; Q( C
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- {/ [+ Z) V% c, I, V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( B; g u' @3 F$ s, I/ B# Jc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! c! ^7 O( n0 X) F( P) s
after Soviets are activated, but can’t move
2 M( ~- b- d/ o/ k2 Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ F1 P$ v2 o" f6 Y3 T; L8 jdisbanded in port.
! D' n4 N# `1 t, T4 fe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
6 ~0 Y7 R# ~/ U# x9 t4 Y3 u Cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |