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大量更新,详见列表:8 B3 L) P2 Q z" r" Z& f9 F
9 f- t& q* z1 |: ]9 s, N0 p
3 v8 ^3 q9 }4 y, fChange History:
5 V0 I0 M8 H, q1 Z$ Z8 L) }/ U8 qV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# m& z+ c8 b0 j# S
1. Seventh Update – This release is a comprehensive release updating all previous
. c+ a+ p+ A) B8 a) nversions to v1.01.17 beta
6 a/ a9 N) O) Y3 b2. Code Changes2 D& C& v- |9 \9 ~$ e1 y
Fixed; ^+ F. G2 M$ d( R# r
1. Display of AF/Port icon between player saves based on player's intel+ O4 e7 g* ], Y% I1 [8 T- h
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ t/ R% H/ c8 J" i3 _% w8 pweapon list updated
/ O. ~6 H# j( f$ a8 ~: ]+ I3. Reported cargo/troop safety values incorrect when no cargo/troop space- n1 ^. e. m8 h2 b- _2 e
4. Allow smaller 'reserve' space for small groups on ships
4 Y6 @8 Q' G6 d( \1 B0 J5. Preserve some more data when swapping fragment and parent to prevent lost of parent' ~9 Q" G, ^; ]4 c1 e6 x
6. Correct attacking plane count before final post-air combat. b, O; c H. U! x# e0 V* L! [
7. Pilot promotion may have occured in error sometimes6 j) y8 k# s9 Q
8. Raid detect message sometimes dropped of the combat report
2 j3 M$ F) c) I5 L9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
6 n- H4 ?3 z; N% _6 j& Zgenerally i& Z2 s! T# @" b/ u' g4 N8 s
10. Some pilot-leader connections were being corrupted
- p; W: n9 K+ S+ c7 G9 Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ \. Z% i+ ^$ }' W# \. Y: w4 C, ~
other move issues due to the incorrect indicator
8 H- [; q9 p# W12. Wrong ship sometimes reported in Ops report for TF movement which causes some; u1 T& ? l# C$ D0 F5 D$ b; O/ ~
damage8 O5 g0 K% |) V, |( y' s" w
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool6 s6 L7 h+ e# s* X/ @
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
7 ?' C8 e$ y# y9 kdate sort
! b$ n+ s; o2 j i15. ASW groups not allowed to attack sometimes
) K. \, r% Q1 P: n4 B. H% e% D16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 e. l7 c' i9 g; ZHQ/LCU to jump to reinforcement queue4 k/ z b8 H$ H; ?. d5 x
17. Bug in bomber intercept if too many rounds of fighter v fighter combat- s9 I% [0 h* o- u' b! p- t
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 P4 z' a7 G% t$ X$ y% Sat start of AE but crept back in sometime during updates# P* }& q O4 E* m; w' z# [
19. Removed the fragment/parent swap during a TF unload as it could often orphan the; c' i6 o, F; h0 l" ? L
fragment. x) [! H9 s/ f% m8 J+ V, G1 B
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
6 T; }; X7 }5 |: }& _21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
9 R* |6 A- u4 }7 K7 W; C7 fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 e j- U/ O0 F) K% Q) c
set
( b5 y) Y8 q, Q* e6 ?- g22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base* ~' H/ C; S3 b" w4 o. A+ M" s
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" l) ?/ H1 Z, }* Q: ~
24. Bug caused F/FB to sometimes bomb at low altitude7 W' _( k+ p& l- @ x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& Y( ^$ t( y0 g# Y+ d' Uoccurring properly.9 ~' v$ ]. y! s
26. Bug in Industry 'failed' indication not showing properly sometimes
" s: ?" P1 z; R- z/ [8 r2 G27. Location check at scenario load to include small map sceanrios6 I9 }* x" @ @; i0 Z" L
28. Bug in air supply to fragments in a non-friendly base hex: ?; v( G1 j+ L2 H- d' R& L9 p; N4 D
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( t' G5 p8 T* j1 I) B9 B3 j# abeing set to homebase before execution of the mission – ie was returning to base! v! w. f' E0 r$ G6 e/ |9 g
immediately
5 q; t: c0 Q H: C4 r) M30. Error in Strategic map display8 ^2 c" \- {: H# l% C3 s( ]
31. Additional and stockpile options were not turned off when base was captured* b7 t1 h! Y. z, Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* e: v. z6 z9 Pmouse over
% G; L) Z: K5 T7 {5 a/ h33. Army experience being gained when not 100% prepared as per manual; changed to allow
% H1 z: h7 s& ]# W+ [chance to gain experience if >75% prepare and < 50% national exp level% f5 ~# \3 `3 Z8 ?
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' x r! a& q3 [! {alleviate the incorrect experience gaining happening while in reinforcement queue
& @/ p# v4 C( s( R35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 }. h, N* a8 g& P; \
caused unit to jump “off-rail” and move overland6 E6 K. c7 v' p3 N: f3 W
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 K2 y' c* p$ O# D/ d" k37. Excessive accident messages on unload from TF reported
8 V6 x8 O/ G6 r' S0 l) U38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 E! k5 D5 S: \- j6 P
merged causing smaller size unit than expected
5 s8 m9 x# Z2 Q0 T# F9 e. q39. Corrected possible TOE error in scenario data load for inactive units' A0 ~5 J4 `7 \0 ^7 ^6 `
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 F* m- \; \: y) a" Y% o
however be allowed to do this.
! @1 L( E, K# e( k! i4 p+ t7 f! \41. Possible CTD if sinking ship's load was a group* w- d1 L4 \& N0 ~$ e- @9 E1 g# o8 S
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 U, f' q B+ c1 Cwas causing an over production for that turn
% Y# ^& B/ F* X; ?4 L9 h, l43. Retain day/night setting when creating group fragments
, b" h1 K! I& u+ }. h0 |8 f44. Adjusted supply and fuel values in base list not to overrun the space n2 A: u8 K2 N
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' ]" T% l, W; J# |/ ]2 q+ G. N5 R
added YMS to Sweep TF in line with manual and code
0 b0 ^2 e6 C ~) a$ F i' w46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 z7 q0 E3 o% ~0 `# \# k
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
( s+ E: z/ R$ K. F: L9 [4 d9 |8 trebuilding of destroyed units is not affected by this./ E8 a2 _ K2 X; F% g: r
47. Carrier capable and trained text not showing together on Group screen: [2 y8 h: _& E2 J( t0 x
48. Handle any blank re-name changes by ignoring them* |2 f, I7 Y I6 X* C! r. E
49. Possible CTD when air fragments combine
# B: n& L% Q: l1 R50. Unloading TF can freeze a LCU onto a ship under some conditions6 @# N; l$ T1 w
51. AI not behaving if main HQs missing (affects small map mainly)
5 R6 l9 {3 m9 s: ]52. AI using AGC for normal land units – removed from TF if not needed" f9 U' a9 q( \, J: t" ]
53. Soviet activation message not in Ops report
% i' H) b: j6 g54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) v! E! F6 }( R2 c" w+ A3 \+ T
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 J% g0 h1 M/ ?56. Sub attack against docked TF not happening for port size <32 \+ A. o- w4 f9 @" ^$ K, \
57. Unit type changing unexpectantly4 {, J& m) p) L% x0 e" B
58. Torpedo replacement on plane sometimes is missed
" T/ l( ]# N" v$ g! }$ b/ h7 T59. Double handling of overstacked supply requirements% M# L$ a) I. D( ~$ v
60. Fixed alternate weapons for port attacks9 N1 o) g- h* _) r2 `1 V9 b2 p+ T1 w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 U Y* @# K+ L* T8 b- Bsometimer in the ship repair cycle.
' }3 _: D% s: x62. Ship tonnage over 32K could cause repairs to fail7 ?6 T% z1 }( D1 w/ c0 J
New
9 b( @4 Q: `3 O/ i2 L1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
4 F; E) T. }: d5 s pport
1 `+ C' Q% L" e; w3 p( [6 B2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! O9 q3 m7 t5 N' X
Tenders not counted0 E( @ X& ~) H' a( D" o
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 }" z) u- N1 D: P# Q5 |+ X4 X
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 Q' x0 f& ?6 v1 _" p8 G; Jto remove damaged ships from TF
L# ]2 }# M% o9 @& R5. New filter for “non-building” devices in Industry pool screen1 V. {4 P' C2 ^, v
6. New filter for “non-building” aircraft in Air Replacement pool screen* Z) |+ C- I5 S% d! f' b" @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 Q2 G$ A3 a; [$ c3 _- dmines (^) detected2 _# p+ b8 \) L9 t* ^/ [$ v8 f1 I' `
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 ?. R) ]0 R3 k/ C8 W$ \7 r e& x
‘button6..’ image files, then these will be shown. If not, by default there are shown as' {1 l% f w1 t5 F
standard parachute unit icons
! C% |( Q b, J2 e3 P9. Air/port damage and building is shown in base mouse over
a5 ^" @3 U( i8 w) o: w4 k. j7 z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ s( C# A8 t: t" F11. TF can be routed to stay within coastal hexes as much as possible
4 b1 E( b& f' x# ]$ P+ |12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& z) |. |4 J0 [7 V13. Added option on group and LCU reinforcement screen to turn off replacements
/ u% s- M+ b# i% a14. Current base can get supply returned to it when reserve planes returned which were: q4 D; t/ Z' B
originally supplied from another base. S' W4 c& {6 G% T( e
15. Unit type filter on Troop Loading screen
; m4 \" M- f* h8 x B/ r' P16. Report killed ground units if not in combat report5 U/ j( `7 b: P8 E/ M
Changed" i Z! ]1 N! i
1. AF of 8+ have AV support doubled for purposes of determing support for air operations. @* u! D6 g; Q! |' V6 ?" G
(complements fix 18 above)
# [: U7 u: }8 V& W2. Permanently increased pilot array to 70K5 ?$ B/ R: U K- `6 k
3. Increased number of air combat rounds are a factor of total aircraft involved
4 s# m7 j0 z" |* l. t( \4. Allowed submap to submap movement if land connected for land units. Should have been
) ~5 C& K2 T! B, ?, cso as per Andrew Brown
/ i% e; h8 R/ S) ^& h7 e: y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 t5 A7 @" `$ H+ j% [& }# T6 g3 [
delay toggle instead+ V5 Y6 W, a f0 s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 b7 b) O5 S7 L* \/ v+ E3 R0 Y# l2 p& v
maintenace a bit more- I9 N j0 g8 b4 g1 H0 N
7. Support device replacements won't decrease the overall experience of LCU units. This does
- O& O- w0 p/ ^) \4 R4 hnot alter the overall EXP change due when any replacements are received.( N$ q) c$ c# @! { R8 ^
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 Y! F( ~ K$ t6 b% s+ I5 x
between the two but could break current games.
2 O# ?" n3 F8 A9 X9 f9. Some LCU Prep points may be retained if unit is experienced
6 h+ U1 Z ]/ R, b8 ANotes! h/ \1 {% z) }
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; D8 J j' T j& [
should not change player or HQ, even if not in play. These original HQs are used by the AI" g) ~& ?% N5 g$ k5 }9 r7 M
routines so changing or deleting them can put the AI off. Changing other elements should
) }3 @8 D0 `' @; Q8 qbe okay.
9 u+ S3 j/ w& G5 x: M) `4 B' K2. Clarification to weapon filters for aircraft:
" ]+ L: q I$ P H6 HPM_NAVAL_ATTACK 2 // used for naval attacks
$ s* m) `7 K- n- h/ gPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ o( z2 X2 p' S( T! P, O8 M
PM_LAND_ATTACK 8 // used for land (ground) attack7 E/ p1 G5 j( V) D& ^) ~
PM_PORT_ATTACK 16 // used for port attack
4 ?6 S5 y8 p u# M2 A6 rPM_AF_ATTACK 32 // used for AF attack% N' f) N% I% o/ g* V4 D! _
Dropped any reference to secondary values for land and AF as they served no special use.0 {2 z' R+ ]' A8 Q( c
Clarification changes' d- g l8 o# a
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 Y( |+ X6 D1 x* b3 Rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 }1 g( g7 [. p( N5 c9 `( u0 L' sMONGOLIA(91) or TANNU_TUVA(92).
. D/ s: A2 \2 Q. u! Ya. Allied non-Soviet groups can't transfer to Soviet Motherland bases& c& T0 @* n+ S9 H+ J) b
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 [! A2 B9 }2 e; g- ^* Jc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 k9 k/ ] |% W0 J
after Soviets are activated, but can’t move
& H0 ^2 n8 O# ^: v% td. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if" C) r3 D7 W5 f
disbanded in port.
, p- t5 s2 O# f0 e2 ge. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. H1 Y1 G }* _* b" u" [: l B: g( @
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |