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/ |1 P" {4 E& F1 e @9 }http://www.matrixgames.com/forums/tm.asp?m=3185062
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/ ?- n. [4 `+ P$ H) u/ i$ q已经共享到岛群QQ和本论坛置顶资源帖' D7 _# d- W5 |0 H, w2 | z) s9 U
% V+ ]) F& N& O, p/ M大量更新,详见列表:% w3 F' G. a. W7 _+ L2 g
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Change History:6 K* u; c" W# }) K% X1 S
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): x9 K3 o9 l6 B2 I3 r$ d
1. Seventh Update – This release is a comprehensive release updating all previous
2 A# d3 r, B& d# [/ k yversions to v1.01.17 beta& A6 r6 f) D- ~
2. Code Changes
3 G" {5 x. U1 j8 S0 o( m" jFixed3 X2 r/ i8 f& u; q4 y) ~ \* b
1. Display of AF/Port icon between player saves based on player's intel
0 {# A6 D. ]" m9 G2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when, i& D( w3 e2 @$ G" @6 {
weapon list updated6 E/ o" z8 j+ [2 C' O6 l
3. Reported cargo/troop safety values incorrect when no cargo/troop space
, a8 u8 |/ B. z' O4. Allow smaller 'reserve' space for small groups on ships$ A& x3 _- E0 o
5. Preserve some more data when swapping fragment and parent to prevent lost of parent; }4 O4 s+ I1 \, G4 Z
6. Correct attacking plane count before final post-air combat
4 I, j0 g y% N$ U1 t7. Pilot promotion may have occured in error sometimes! s5 S& k, w$ d) e; b
8. Raid detect message sometimes dropped of the combat report4 \6 I& r. C9 v
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply' c7 ~% @+ D( ~0 W+ O% i
generally
4 U, z; y# O; g, [' z: z2 K. s0 T3 @10. Some pilot-leader connections were being corrupted
5 z; Q/ ], E3 q% |! p11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" U. S% M1 D( F- M# E. @, |6 m' lother move issues due to the incorrect indicator# y a. f- N4 U/ Y7 {* g) J
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ C3 b! r+ v% h+ {3 Gdamage
% j9 a l9 X5 p4 n' w$ O3 ^13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 s- ]3 `& M1 f$ U4 n14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
+ A+ p, `) }/ ~/ O( I3 x. P$ Zdate sort1 s y! a2 y$ Z5 w" S
15. ASW groups not allowed to attack sometimes
# q% P2 l9 v+ c2 n Q* n8 p16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* R+ H& D- ?! B$ J' L
HQ/LCU to jump to reinforcement queue
" `; o9 s6 \! `2 X17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 O& v% c* p& @8 M% _$ S* c' S18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ M2 ?, v; H4 j5 C- Y+ a- R
at start of AE but crept back in sometime during updates1 N3 y/ d3 M7 B1 W( V6 S% N, f* f
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
- [% S9 @! u$ B1 U' m. ]fragment.
4 x. B- S9 O9 J5 V; B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' l B x. z) [) r+ f. K; g; o
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
9 A- b" {6 y( o' Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: N# Q K* A+ O# b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) _* C' {- D" _* r4 P! u/ O24. Bug caused F/FB to sometimes bomb at low altitude
( ]& Y) [% o, e" y5 t25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 D" U- H$ ?/ foccurring properly.
1 X0 v. ^7 X+ o6 _$ u% X26. Bug in Industry 'failed' indication not showing properly sometimes
& {: w9 v- b2 M0 k" t5 V27. Location check at scenario load to include small map sceanrios
1 D. G: v9 G" X; s# {* m8 p% z28. Bug in air supply to fragments in a non-friendly base hex4 x' y! F% v* X, t' M: m! [
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& O1 V: q/ Y Zbeing set to homebase before execution of the mission – ie was returning to base
6 G% J; t* S, M; m* p+ M timmediately5 K. e5 w8 O* d, ~
30. Error in Strategic map display
! n9 M/ Q* f: }3 q$ I" \31. Additional and stockpile options were not turned off when base was captured
) Q/ e+ U" H G+ G( L32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( C6 @2 Q' t# T: t- N& Q' Vmouse over
: ]$ K/ `0 J3 e4 e# R: R' r% o33. Army experience being gained when not 100% prepared as per manual; changed to allow6 Z& f- Z" y! E
chance to gain experience if >75% prepare and < 50% national exp level
$ ^& f1 `9 h; H# x& t34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 s" D) r2 X' w5 ]alleviate the incorrect experience gaining happening while in reinforcement queue0 f4 S) ~, l" I) b6 W2 z6 s
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, z* `! u2 t% I' b1 N& H0 jcaused unit to jump “off-rail” and move overland: g; ^# D8 A; V# A% x' ]2 |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% S' z2 ^" r1 K37. Excessive accident messages on unload from TF reported: o5 h, ~. U# L: M4 \" j7 ?
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 C- K: a. l; ]: {0 `; @merged causing smaller size unit than expected9 e9 V" K6 s* U! y% m
39. Corrected possible TOE error in scenario data load for inactive units! C# ]. A) J% i$ W. g; m
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! s" A. q5 y8 ~ f- N. D
however be allowed to do this.
+ s1 [$ ^! c+ Q6 t% t* n' _41. Possible CTD if sinking ship's load was a group
2 F9 {' V$ s" ~6 O! O u3 ?42. Limit the number of devices built from resources per unit during LCU replacements; this
& x5 I7 C# H; F- Y) r5 ?2 wwas causing an over production for that turn
# G/ W2 T9 w$ A5 _1 R1 C( S- G43. Retain day/night setting when creating group fragments) ~5 s7 N" h6 ^5 c/ Y u
44. Adjusted supply and fuel values in base list not to overrun the space
1 c7 W8 ]. s, I' E! W5 {45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
) K8 G( b: t) X9 p) Q5 i! T Ladded YMS to Sweep TF in line with manual and code. b$ v1 C, G+ j" S; o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the+ S6 U9 }* e+ I. ^- h, Y5 t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 Y& n: R# M. g: ?/ vrebuilding of destroyed units is not affected by this. B m: f o7 A! x: b
47. Carrier capable and trained text not showing together on Group screen* ~7 M( Q+ [: y7 n
48. Handle any blank re-name changes by ignoring them f, B: J; X3 @6 G2 [
49. Possible CTD when air fragments combine
- ^4 k9 Z U% } G% ^50. Unloading TF can freeze a LCU onto a ship under some conditions6 k8 M% Y- ~+ P
51. AI not behaving if main HQs missing (affects small map mainly)
" u" ?0 {) m$ c: r1 d/ H52. AI using AGC for normal land units – removed from TF if not needed
- C w9 K* ^; F) n! a8 {53. Soviet activation message not in Ops report" O& f4 T' W& _5 \9 W+ T& H* f! A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" b2 c7 ?& h' R9 B& D6 @55. Clear Soviet air balance if not activated. Possible incorrect base switching/ L* A; c7 D5 W- v( {
56. Sub attack against docked TF not happening for port size <3
6 c6 U* p8 ~. U0 c/ V57. Unit type changing unexpectantly3 n2 g: |! N$ X t$ P$ Z# x
58. Torpedo replacement on plane sometimes is missed' o1 m# s* I% I8 d
59. Double handling of overstacked supply requirements! \$ s0 F9 a" S+ l
60. Fixed alternate weapons for port attacks% c2 B6 t" v" z0 Z* t. Y* w' ]
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
W7 F: J) p# P# j& t8 nsometimer in the ship repair cycle.8 A# b* k& D4 l
62. Ship tonnage over 32K could cause repairs to fail
$ {0 I- `5 Z+ j2 A" I0 O& _New
; z# w2 S1 [" ?1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& ^/ b, M8 J# M/ k5 l5 D+ nport% z4 o0 S/ ~# i8 g3 D. G* K) r
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 n. S8 u5 v7 b. T
Tenders not counted! _; z7 T* ?2 [4 E+ z* C
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; c( L2 l; {; m) p3 A- T5 ^
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method5 [$ Y6 H: U8 e F" A
to remove damaged ships from TF' G9 V6 Y# ^4 i1 F, C
5. New filter for “non-building” devices in Industry pool screen
: r9 P- \& t2 n1 I5 X" Q6. New filter for “non-building” aircraft in Air Replacement pool screen: A6 N! x: d6 t0 I. L# B
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy Q* v& N0 z2 |' i. q6 p
mines (^) detected
( A; I. g |; G6 I0 T8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ e2 B, V( o$ z2 Q+ P( @5 a" |9 l* ^
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ |, [0 M9 d$ {) J
standard parachute unit icons
) }% O( w, V4 |0 }- p" o% [3 Z9. Air/port damage and building is shown in base mouse over
( Y$ y p* f' y4 A; h% }10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* ~/ O* a! B3 j6 L
11. TF can be routed to stay within coastal hexes as much as possible
" {) H8 l% `' n+ `( l12. On Top Pilot screen show the 'ace' cut-off value if more than 1, N" Z& u/ U! P
13. Added option on group and LCU reinforcement screen to turn off replacements
3 _8 \& _$ X4 K* s! ~; D i) l14. Current base can get supply returned to it when reserve planes returned which were0 y% U% `" W4 p5 O. c* R' w8 U+ q1 p
originally supplied from another base
: A: j) J( a6 X4 G# i5 O8 I8 ]: N15. Unit type filter on Troop Loading screen* v# A! l5 l! c- P' W7 _' q6 c
16. Report killed ground units if not in combat report, q. K" H' M- ~% |1 {5 f. n
Changed7 J) x) @5 b# b& _1 r, s
1. AF of 8+ have AV support doubled for purposes of determing support for air operations, z) Z- S7 w! x, {+ q
(complements fix 18 above)
* K- ?/ _: b2 R# ~. o2. Permanently increased pilot array to 70K! m7 W s7 K( v" e6 n N
3. Increased number of air combat rounds are a factor of total aircraft involved
1 g" O! N6 k& S% W; u4. Allowed submap to submap movement if land connected for land units. Should have been1 Y& Q, e" o, b5 D2 Y
so as per Andrew Brown
' J& s; w! I" S$ h* T( ?: e" r+ r5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 [1 s; G1 u8 ^delay toggle instead) e* t+ U6 p' h' x8 V
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; Q6 S8 g6 n+ s m' Q
maintenace a bit more
9 Z8 o3 F% n, y- U6 R7 s6 i) v7. Support device replacements won't decrease the overall experience of LCU units. This does( G! U) F# O# @; u1 H4 v
not alter the overall EXP change due when any replacements are received.
1 s" K6 t9 `" @6 c* U- @( w5 x& ^8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 V- z% J& d( P* E
between the two but could break current games.
6 h5 J$ ~# @9 u! f9. Some LCU Prep points may be retained if unit is experienced! E% ~7 ~- s" g3 A8 w
Notes" x. `+ E; D. ?9 u1 v: b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) f- b8 q- Z' Q& `# a+ _4 K b$ ~
should not change player or HQ, even if not in play. These original HQs are used by the AI/ d* M/ v: K$ r7 r
routines so changing or deleting them can put the AI off. Changing other elements should
9 j( b0 L, c8 c% {be okay./ r- y# E2 e( G6 X
2. Clarification to weapon filters for aircraft:' t1 |- u! O* F8 a
PM_NAVAL_ATTACK 2 // used for naval attacks
4 ?$ }" C/ g# y% F& e2 g IPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ ?: Q' A/ R0 d2 H2 b$ C: EPM_LAND_ATTACK 8 // used for land (ground) attack9 `# I: G+ `* n
PM_PORT_ATTACK 16 // used for port attack) q6 ^* |* v( X: `& |1 h* r
PM_AF_ATTACK 32 // used for AF attack
6 R% B$ q" b( A) }4 WDropped any reference to secondary values for land and AF as they served no special use.
: s% a# v( H' D) h. Z& BClarification changes' |$ C: g5 Y& [- m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These2 x; ]1 m, {* b- D6 }" w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ \- V% M4 w1 E( M" G! p
MONGOLIA(91) or TANNU_TUVA(92).
/ i# d" c( j/ x) Q" h! ]7 n* Ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 z& t; J* o% I6 {b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) ^* C) G6 b' r d0 ~6 I
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# _3 y3 j* G5 n! i d8 lafter Soviets are activated, but can’t move M& Q; b9 y }7 \ l& S/ Y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if4 @/ O3 C. q5 K' O
disbanded in port., ~+ h2 z0 T! G( o0 v! R1 E5 c# [
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ e* s) A" p% @1 S
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |