具体见* j' \( O0 N9 r! V7 E7 w2 L: |
: N$ I( @" c: a% |$ m' y W. A4 Whttp://www.matrixgames.com/forums/tm.asp?m=3185062
; a( J3 y/ q7 h# g2 a3 K' O! R1 g, m( ^
已经共享到岛群QQ和本论坛置顶资源帖
/ }0 x; y2 k9 |% r8 i" @" g. s, o$ Y
大量更新,详见列表:& j# x5 {4 c( ]1 s3 x* i/ j3 Z
& I# @: N+ ^3 E# N0 V+ Z, [6 i& t* Y9 V/ L( x, ?1 X/ Z) |
Change History:! g) Q3 D# C1 _; m* J" p( A
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 w$ a+ @0 K" j p8 ?
1. Seventh Update – This release is a comprehensive release updating all previous
7 h/ V: S5 V) q/ c6 Eversions to v1.01.17 beta+ h! |- M' F/ v1 v
2. Code Changes
$ l. [2 ]% R4 XFixed, r: d/ A. X7 i0 H( n
1. Display of AF/Port icon between player saves based on player's intel/ K: d* o) e: d- r+ J7 Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 T5 w7 O9 ^ o6 ^
weapon list updated
% Q' K4 M& n/ O( |# l( N4 @3. Reported cargo/troop safety values incorrect when no cargo/troop space9 b: Z3 Y# ^5 e3 E4 v: b3 b
4. Allow smaller 'reserve' space for small groups on ships
4 E* @. \/ ^$ b5 V1 E K; f3 I) V5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 X' s2 Q& b4 H* I6 [
6. Correct attacking plane count before final post-air combat( Z/ C* j& r6 b
7. Pilot promotion may have occured in error sometimes. Y5 ^- v8 v* a$ V. n
8. Raid detect message sometimes dropped of the combat report
* n, k" c* G1 k2 A9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* _+ _$ n/ _+ W% s6 Y+ K1 s
generally
7 q1 @; R+ P5 i/ S# b+ Q; a" A10. Some pilot-leader connections were being corrupted
5 G0 \5 s+ t; n6 N% [, p; Z- z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few9 C+ ?- o" o+ P, g3 N
other move issues due to the incorrect indicator) l6 C! V2 x( y2 V" A( G7 H. B B
12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 t) X, O3 Y3 ]" Y1 I( h- ?
damage! n, F9 m) s$ z b
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool8 H$ m! y" j( y. i! `+ J* Q& H
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. j8 t f5 ]2 _4 ~- X. B qdate sort
( I5 X A1 u' c7 ?# P+ ~15. ASW groups not allowed to attack sometimes
3 G% k' G2 m% F. M16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 j3 X9 y$ b+ L Z
HQ/LCU to jump to reinforcement queue' O! J7 j* V: q2 S" t6 \
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
' O: r" q1 n# |" } y4 S& G x- k7 u U18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, H8 Y0 o# Y9 t U: q6 Bat start of AE but crept back in sometime during updates
' b W" S* Q; a8 k19. Removed the fragment/parent swap during a TF unload as it could often orphan the: u3 t, X# d6 `2 c" r: v0 j- v, g
fragment.
7 T: h: h) A* a& t& B3 d) j20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
_# J4 l* ~! \! A" ^% v7 X# G2 E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) d" D% r' ~ @2 |7 @short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 @+ s3 h5 g2 rset
* r* |- T; a. T% Y9 F% y# b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" ~4 K/ }& i$ @6 |: k! s23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- o: ]/ x/ j: L' X5 ?3 ]' z
24. Bug caused F/FB to sometimes bomb at low altitude
! _8 U! ~* t% Y+ w( P3 b- x( H) t25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; W, G( u* E6 u& x7 `" d4 D' s
occurring properly.3 X4 O7 u: I/ U7 T+ Z
26. Bug in Industry 'failed' indication not showing properly sometimes; H+ r& s- k) S# j3 Z
27. Location check at scenario load to include small map sceanrios; A( u% N1 B; _4 F; n+ V
28. Bug in air supply to fragments in a non-friendly base hex/ Y7 n! m2 D4 t3 r! q8 i% u4 {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* ~, C0 v q' r9 _, R3 H; Y8 Mbeing set to homebase before execution of the mission – ie was returning to base- W& N) j3 w* U5 ?4 m9 c* b
immediately, O* N- I: U ^* }
30. Error in Strategic map display5 { J5 X4 S% p: r, w3 t
31. Additional and stockpile options were not turned off when base was captured: _5 v6 A9 S) e
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% U2 ?8 E1 L, n% q+ U% {mouse over3 n. S$ H7 ~! e6 L- T1 s% g
33. Army experience being gained when not 100% prepared as per manual; changed to allow2 Y" C: o0 L( F8 B
chance to gain experience if >75% prepare and < 50% national exp level
# T: I. t. [/ f& b4 J2 a w* \5 _34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( x, M( _9 b2 l1 I3 k
alleviate the incorrect experience gaining happening while in reinforcement queue
# r- i+ z9 {! D$ v) A8 F. l35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 l9 l' v% ~0 d$ t+ }( Q& tcaused unit to jump “off-rail” and move overland9 I' L2 A2 t4 A7 F( P4 r7 s
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ z7 A# p% Y9 _! s& G- p! r, P
37. Excessive accident messages on unload from TF reported2 W' e( e& k3 A2 {$ r b
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
# ]$ E- K1 G: c4 H8 X) g! f7 ^' {merged causing smaller size unit than expected* w0 L8 ^" e' H+ i# k
39. Corrected possible TOE error in scenario data load for inactive units# E% i1 x& |! e1 t, V* @
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can4 h! l J" g9 @; O! P: f
however be allowed to do this.& U; `) T0 p* g! a, `8 J
41. Possible CTD if sinking ship's load was a group
- L" p* D F2 r" F6 }& @. d) e42. Limit the number of devices built from resources per unit during LCU replacements; this$ R- b) d8 k3 j* B+ i! s9 D
was causing an over production for that turn
% L- F" I2 r6 G+ [! z43. Retain day/night setting when creating group fragments
% v8 x( W: d( N( E& J# o. O44. Adjusted supply and fuel values in base list not to overrun the space% B0 C/ w- ^. U7 E
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 a r$ i5 Y R$ ~# n" fadded YMS to Sweep TF in line with manual and code/ z& t9 X3 y) O
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. X5 k6 ]- F% d) Z l3 S
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 M @& t2 }$ a1 u
rebuilding of destroyed units is not affected by this.
; K2 t, h: `) G: X9 C5 G47. Carrier capable and trained text not showing together on Group screen0 i5 p: i3 b& o' M& R; O# ~, p
48. Handle any blank re-name changes by ignoring them
6 l! [, X+ e6 ? s% m: q& g$ o* p. N49. Possible CTD when air fragments combine {8 A% @" R$ z! h% y/ [
50. Unloading TF can freeze a LCU onto a ship under some conditions+ [/ {# p" r" @8 n8 h
51. AI not behaving if main HQs missing (affects small map mainly)
' a/ m/ v' Z) P! H6 t3 C& o52. AI using AGC for normal land units – removed from TF if not needed
U$ h" J9 D# ] @( V53. Soviet activation message not in Ops report, F( m/ j$ q6 J: O& Z7 S
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 B! v$ H+ g+ q3 }! J F
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. ]- S$ ]0 j7 _# l4 X1 o J5 X56. Sub attack against docked TF not happening for port size <3
3 }0 i Z- ^1 D1 _9 @57. Unit type changing unexpectantly$ Z: e2 w0 ~& X, j' u9 ]
58. Torpedo replacement on plane sometimes is missed
9 g5 B) U+ N% E- ~, J0 i$ Y0 \59. Double handling of overstacked supply requirements
0 R! o- B7 F4 n7 ] h3 p7 c60. Fixed alternate weapons for port attacks, E1 ?, H8 y3 Z) W& [
61. Corrected weapon system damage to show after combat on ships in port rather than wait till: `' N. s$ }" _) y9 T
sometimer in the ship repair cycle.
6 i1 c) H* V$ x$ A# u" b3 X" [" q62. Ship tonnage over 32K could cause repairs to fail
. ^2 s* S" s. t, b8 t- q0 E4 oNew. B4 Z. j+ ~, `# U: `
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* g; F2 d: `' }port
$ ]) q/ L0 G+ D5 w5 S2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 c1 J& m4 l& U# Q& p( W2 [
Tenders not counted
/ p, L+ ~. c, ?# {) T; _' S0 M3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 X+ d. t0 E4 ?2 g/ W* C! ~4 ~4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. j! k& ?- Z& dto remove damaged ships from TF! g2 H0 U5 s: ^* Q3 X
5. New filter for “non-building” devices in Industry pool screen5 ` U8 X3 o( X1 M' X
6. New filter for “non-building” aircraft in Air Replacement pool screen
! g, ^! L0 F5 f- d+ e, Z6 G7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 p: ~% c2 r( @) d3 pmines (^) detected
( A0 E* O6 L j: G: y: U/ C% K8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! b# Q0 N. c5 C# x
‘button6..’ image files, then these will be shown. If not, by default there are shown as
; E. J" w' X9 ^/ ]4 ~standard parachute unit icons ^; }4 ?* C% G, o- c& B _
9. Air/port damage and building is shown in base mouse over4 ]6 h7 E1 y3 A$ C- J
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on7 }" x6 F K. W) b1 V6 S& v
11. TF can be routed to stay within coastal hexes as much as possible
& W6 z0 f4 b7 t( q12. On Top Pilot screen show the 'ace' cut-off value if more than 13 B2 ]1 i* @) |% O6 L3 l8 s
13. Added option on group and LCU reinforcement screen to turn off replacements5 z5 [/ l6 N! ?2 t1 y
14. Current base can get supply returned to it when reserve planes returned which were
1 u) n5 u3 J% k# J7 }originally supplied from another base
4 S! ?4 @5 H& e' N15. Unit type filter on Troop Loading screen- o4 {- m8 i+ h/ l; E
16. Report killed ground units if not in combat report! v; T& S% D% R
Changed x+ O" H n2 E' ]
1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ d/ H8 d- e" m U7 j: d1 c
(complements fix 18 above): M5 \9 j" N7 T( X
2. Permanently increased pilot array to 70K) m; K( O$ Z+ ^3 m
3. Increased number of air combat rounds are a factor of total aircraft involved* P8 {3 A, _; e/ e5 o, y9 r. T
4. Allowed submap to submap movement if land connected for land units. Should have been1 s! c d' O- W {
so as per Andrew Brown" | u. \% e( \1 q2 L! D5 P
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# w3 r z8 M) P6 t: \" {
delay toggle instead
3 H3 s% {* X( g0 e6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 f* ^7 }- `6 _0 E0 Y* Lmaintenace a bit more
2 k3 J: A% n# v" i/ o5 ]& }% Y' @ n7. Support device replacements won't decrease the overall experience of LCU units. This does! p) k6 y: D$ ]9 e, b
not alter the overall EXP change due when any replacements are received.* I( A" W2 A: h$ ?0 g5 k! o
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 c1 @5 {& p2 x! P% ebetween the two but could break current games.' k/ O g6 h$ R1 S x% S
9. Some LCU Prep points may be retained if unit is experienced' g1 [3 G0 K0 A
Notes4 h7 p$ y2 Z" Q4 P7 u
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" Z$ T1 v/ h- }8 c* J
should not change player or HQ, even if not in play. These original HQs are used by the AI
/ X0 |! H+ Z a9 _5 Uroutines so changing or deleting them can put the AI off. Changing other elements should
$ `' Z2 Z$ H0 J* w- E* n rbe okay.
8 h( }6 Q7 d7 z+ Y4 ^$ [2. Clarification to weapon filters for aircraft:# H, }% h( H0 P4 V) K
PM_NAVAL_ATTACK 2 // used for naval attacks
" S# o6 x4 k: n1 OPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. C! n% g+ c2 x" p& m( e5 _# W B! m7 _PM_LAND_ATTACK 8 // used for land (ground) attack
& U3 C; U0 S# o- CPM_PORT_ATTACK 16 // used for port attack
: Q0 z3 c1 q/ Z I7 y/ W5 C. cPM_AF_ATTACK 32 // used for AF attack; [0 h6 h. f# g3 Q( N1 A
Dropped any reference to secondary values for land and AF as they served no special use.
0 k/ K: Z: x5 ~Clarification changes
* ~2 h1 B5 n6 |7 D4 t. P+ D1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
5 C% x: ~2 o* Q' K* jbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" S" L8 s4 Q7 D1 c( QMONGOLIA(91) or TANNU_TUVA(92).
! ^# b* Q" _2 R+ n9 `7 R3 t! Ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases! s. L2 Z6 _, H9 l( |
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& m6 Y* q: g* T+ K2 r* s
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 L5 B+ @6 B) N5 |4 T/ s9 Uafter Soviets are activated, but can’t move
- N: Y- T5 y% N5 F5 jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# p6 c" F5 v2 t- C3 A
disbanded in port.
4 g' Z1 v3 h) h* f( ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. [# o6 Y# C. bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |