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http://www.matrixgames.com/forums/tm.asp?m=3185062
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0 {3 [' R1 g4 _, Y R3 U- [已经共享到岛群QQ和本论坛置顶资源帖9 B. Y4 y( P8 V. R |
% |$ K7 s% b8 U8 w* G" E大量更新,详见列表:
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% P4 j1 P6 k% ?9 o8 aChange History:
; n& T: e; s8 ?& Y) o$ C* eV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 ^7 H3 \0 u6 c1 q! @$ t3 v9 X& F1. Seventh Update – This release is a comprehensive release updating all previous
; M0 R& A( |$ n; S0 sversions to v1.01.17 beta
5 A3 e: E: C) n" b5 n0 p3 I8 w, L2. Code Changes
' D: H- ^5 W9 L( LFixed: E% |$ K6 Z' r. a7 a* G @
1. Display of AF/Port icon between player saves based on player's intel
" v# D. f3 M( h1 _2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; K, r7 v: l, }/ r, S5 b8 t% ]weapon list updated# U" [+ p% |# Z" q, \2 L. `$ q& T
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! r- w$ y( a! j( L+ R# V4. Allow smaller 'reserve' space for small groups on ships% T4 S4 R+ k5 _) m! t$ @% T/ y
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 [ R7 C/ O3 y/ l1 T6. Correct attacking plane count before final post-air combat
/ `1 ~( r* M- Q7 [- v* ^: o: b& I7. Pilot promotion may have occured in error sometimes% R6 C1 v! d' s( F4 O* @+ R4 c: T/ a
8. Raid detect message sometimes dropped of the combat report2 I3 q- F- Y( }2 O% n" b- J
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, J9 _. S( \$ j
generally
' G2 E. F7 Y! {. \, b4 v6 X10. Some pilot-leader connections were being corrupted
) D+ g/ ]) F2 l11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 `: `8 m' l8 ?other move issues due to the incorrect indicator8 Q2 i' [+ U) d% B+ K
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* g2 u- i% y2 m+ u3 N% Z. A
damage! R& F% Z: E4 _ `% O7 ^7 @) m4 X
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 P4 U- D& b5 O# Z5 e14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
@; Y# h& |) b# X& ^& Gdate sort
% n' c" `% H! Q) l+ d0 q! {+ o15. ASW groups not allowed to attack sometimes" U! U; X5 g3 d$ {3 f
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing }2 Y( \9 f) x. @, h; x
HQ/LCU to jump to reinforcement queue
0 r5 v4 W# u3 h3 U" v- l17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ [; l9 D( m H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% L0 g' N1 b* d/ f# _6 g% v
at start of AE but crept back in sometime during updates* S& S- I% }6 n! Q# _
19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 g8 D: i7 j' X6 k* R$ q
fragment.1 r. R7 J* e3 _" s$ ^
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 L* f# ~" y8 N' W4 C S" U: A' e
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! W) W6 l6 {% K9 y* |9 ] B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full$ ?; z( m- P: t7 O4 e" K
set* Q2 W% e! r" j1 {4 B6 J8 |+ j
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 T5 [" U7 z+ p6 d/ K# M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays j1 y- R- n6 M
24. Bug caused F/FB to sometimes bomb at low altitude
/ Y! x1 V4 i/ ]' j8 R25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, [- A) ~8 k% |- s5 R3 R
occurring properly.' D5 V) o/ ?: e; |& \8 e5 B' ?
26. Bug in Industry 'failed' indication not showing properly sometimes
: E4 e1 [3 [0 M0 G' H3 I+ W9 Q. m27. Location check at scenario load to include small map sceanrios8 c! E; U( E9 G u$ b7 x# r4 k
28. Bug in air supply to fragments in a non-friendly base hex
, o9 ~9 d/ }2 M: ]; m29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ D$ @* ~, ^0 r, ]& U+ h0 Lbeing set to homebase before execution of the mission – ie was returning to base
2 M% V9 D* c9 t! \( m# t, cimmediately* N- p5 J5 F/ W, l: ^2 S
30. Error in Strategic map display
( J7 R3 @+ B, V) T- B7 a5 M7 H0 P31. Additional and stockpile options were not turned off when base was captured$ _: E! N8 Y" T# e- |# c, p
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ J o+ W* U( V5 Bmouse over0 X8 D) l' x8 u& ? }4 K% ?
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' H5 Z d' Y* G/ L- s3 `* rchance to gain experience if >75% prepare and < 50% national exp level
- C) o1 e, j, K, V$ O34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( ~9 g2 B; f, |7 w0 |) ]9 z& Y
alleviate the incorrect experience gaining happening while in reinforcement queue" _, U7 M" }% q* w$ S1 `6 j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" ]6 Z8 J* C4 U. f4 Ocaused unit to jump “off-rail” and move overland
& V6 v1 m. b( I6 k' Y+ ~36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" T6 A( V( G5 G4 i! B2 H, _' s37. Excessive accident messages on unload from TF reported5 P, { D) ~8 _1 p* T
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! [% f5 i$ q( C1 N) Pmerged causing smaller size unit than expected- U2 `5 F2 R& j$ g+ ~
39. Corrected possible TOE error in scenario data load for inactive units, t; Y& W1 y# ^" B; @) Y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
8 T: S* d- {8 o+ Fhowever be allowed to do this.% p Q' p, V0 v0 z8 }+ M
41. Possible CTD if sinking ship's load was a group
6 y+ f+ q! ^0 M: A4 P42. Limit the number of devices built from resources per unit during LCU replacements; this" Q+ _2 Z! O* J
was causing an over production for that turn2 o% W) I5 J8 s) w8 C
43. Retain day/night setting when creating group fragments9 }+ t0 f. D" v3 k b' G! Y4 V
44. Adjusted supply and fuel values in base list not to overrun the space
6 V$ ^3 H D1 f+ q& w, x45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& U$ [: A6 U3 M, S" {added YMS to Sweep TF in line with manual and code
* x. F) u3 O: V46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" g q1 B$ K2 |/ O7 H' n0 A
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
& y4 u* d$ C- |rebuilding of destroyed units is not affected by this.
$ n9 A. C. p+ d1 z# s7 E) R47. Carrier capable and trained text not showing together on Group screen8 R% r, |, K2 U$ e, X- _
48. Handle any blank re-name changes by ignoring them* L1 v/ c" [7 d- x- K9 v1 t
49. Possible CTD when air fragments combine
7 c# }( f$ `7 g% m% @" N50. Unloading TF can freeze a LCU onto a ship under some conditions( w' P4 @/ o; h+ y# W/ a
51. AI not behaving if main HQs missing (affects small map mainly)
. ]0 W( r. C. q$ Z q4 O" G( z52. AI using AGC for normal land units – removed from TF if not needed
4 u8 h- n* r( G1 ]3 L# c5 y53. Soviet activation message not in Ops report% {8 |* Y: a! B+ I- a
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
4 D4 f9 G$ B/ k5 N2 |55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 m6 [# a# @0 [, i$ y! E56. Sub attack against docked TF not happening for port size <3
% ?- `* E9 Q3 _; e/ | N( y57. Unit type changing unexpectantly
" ~6 ?8 a- d- B$ P58. Torpedo replacement on plane sometimes is missed* P9 l7 O5 J" t/ C$ C. x
59. Double handling of overstacked supply requirements- H* N4 k i, i- G$ S2 Q
60. Fixed alternate weapons for port attacks
' E6 t4 I3 v8 ^61. Corrected weapon system damage to show after combat on ships in port rather than wait till. R1 S; G- ]3 T4 z+ ^: ^
sometimer in the ship repair cycle.
. G) i6 C! I% x4 ?5 ?62. Ship tonnage over 32K could cause repairs to fail/ ^# R6 \/ f. ]) F7 J* S2 l' _
New, s# ]! D- B9 @- c6 r" e9 |( {
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 Z7 X+ _. t9 |% d- {: F7 ?port# v$ {* ~$ i7 H
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( u& S( S$ v5 o* D8 D; U" D
Tenders not counted/ n/ [/ J, v7 a7 K2 {, Q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) p- L$ f, D/ @. E
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 \6 r7 m, @7 e: Y4 Vto remove damaged ships from TF3 M4 P! h C! ~& \3 _* X" p
5. New filter for “non-building” devices in Industry pool screen
. F8 D% @( \1 M; o+ v3 g, m6. New filter for “non-building” aircraft in Air Replacement pool screen! y: F& F0 }$ N+ g5 n8 _9 @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ ?1 t! p# r& T6 |mines (^) detected
0 A; G$ |# i% @) ?! g( [8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 y" X$ ]; N6 J5 A+ H
‘button6..’ image files, then these will be shown. If not, by default there are shown as: E6 H% R! w: N. s8 N3 M$ D% c
standard parachute unit icons
- J B5 `0 t( h, ~& S( [9. Air/port damage and building is shown in base mouse over: e5 h* w& x/ z& P2 V
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ X; I0 o5 H( j, s5 S/ b" B! `5 b
11. TF can be routed to stay within coastal hexes as much as possible, G0 l- q) w4 W' |7 | J/ ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 12 `$ `8 Y7 l) f0 A
13. Added option on group and LCU reinforcement screen to turn off replacements
' [; Q1 E N+ _2 ^14. Current base can get supply returned to it when reserve planes returned which were
: i' t' z9 B" W" c3 L( B0 }8 ^+ poriginally supplied from another base' z9 w# ~( G2 ]4 K, p
15. Unit type filter on Troop Loading screen
9 t5 t+ X4 g% R2 u16. Report killed ground units if not in combat report
$ ]% {5 h4 _- E! H. U0 t- k: BChanged+ f- |( M) ]9 C5 Y- O) [
1. AF of 8+ have AV support doubled for purposes of determing support for air operations* E$ @3 G) k2 _# F3 n$ J
(complements fix 18 above)
4 [2 D) V6 s: `" H2. Permanently increased pilot array to 70K
/ i, K( c4 k6 ~3. Increased number of air combat rounds are a factor of total aircraft involved
+ y5 w6 Z) ~- i& x3 L ]: N4. Allowed submap to submap movement if land connected for land units. Should have been' G) m. \; Q0 `' U# d
so as per Andrew Brown
( D! M i8 ^4 ]! [; j; C- R5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message8 o0 I+ Y/ M+ l# k q5 K- M( q
delay toggle instead
! O- }! _* ?' E _6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ W/ `2 v ^4 E$ W
maintenace a bit more
2 i* O; }, D( g6 O; Y' |4 \0 q; B7. Support device replacements won't decrease the overall experience of LCU units. This does6 |, k9 k+ _" X3 i9 H, ^
not alter the overall EXP change due when any replacements are received.
# S3 d4 E0 y+ r/ I8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& D7 H1 g, h9 u% ?2 ?( ^7 o
between the two but could break current games.' ~7 _9 M$ Q/ I3 }, e
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario3 P0 S. s/ `: u3 p* T3 O) R3 h" _( L
should not change player or HQ, even if not in play. These original HQs are used by the AI' n2 l+ z; _9 R" N1 o+ I/ J0 O. B! P2 s
routines so changing or deleting them can put the AI off. Changing other elements should
: h& ?% _+ C7 x; }be okay.- H @; m& h1 m: O; _1 V
2. Clarification to weapon filters for aircraft:$ A8 L9 Z9 m& J
PM_NAVAL_ATTACK 2 // used for naval attacks3 O' k: Z9 h6 k7 e$ g& i
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 m1 o x) b$ e3 L. HPM_LAND_ATTACK 8 // used for land (ground) attack+ n5 I! P8 q9 v" ~
PM_PORT_ATTACK 16 // used for port attack2 K" g ?+ i5 C
PM_AF_ATTACK 32 // used for AF attack
- T- n4 ~! h, iDropped any reference to secondary values for land and AF as they served no special use.
$ j6 w, i3 ]7 ?/ p, i- ^; MClarification changes5 d, W2 C3 n. [+ O, B
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, N) D0 i" ]: W- [) f# q9 G1 T \6 Ubases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: H: p4 H2 ^& p# N/ r
MONGOLIA(91) or TANNU_TUVA(92).& M6 }( `6 p! o* j; _9 K$ B1 K
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 \7 P. w- m0 z& Fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; O3 n8 y6 K7 b. |
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
( w' V8 B8 a6 T( u# d" v6 I5 lafter Soviets are activated, but can’t move
2 V$ U( w1 | A& g/ z9 ?# Md. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 y m- _0 `5 y7 R4 I+ R6 F+ ?# hdisbanded in port." G+ V7 ^% F2 T! @5 x
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 v$ F, h+ y& X5 K& I+ |7 H
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |