具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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+ x/ p/ C6 `5 X3 o% Y; m8 p1 k已经共享到岛群QQ和本论坛置顶资源帖! s+ A- u8 d. u# O. X& ~/ T
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大量更新,详见列表:: I( l4 n! ^: A- U6 T$ X
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Change History:% ]3 J! _4 a( f- p. K" g
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, U7 r8 l( ^ ~4 U( K" v1. Seventh Update – This release is a comprehensive release updating all previous
, h. q+ j- Z+ V' k+ [$ |4 S4 O- @7 ~versions to v1.01.17 beta
, Y, N0 u- n9 I1 [ b2 n2. Code Changes8 v, N- p, X: U! ~8 m
Fixed% V! o3 M4 y$ @$ S0 Y% e5 }7 Y
1. Display of AF/Port icon between player saves based on player's intel8 G$ e% v7 d! V0 V/ U! _1 W
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: v& ~1 ^, t( A/ u, _9 Q5 qweapon list updated! z. Y/ E9 D; w' R7 H
3. Reported cargo/troop safety values incorrect when no cargo/troop space
3 n4 }% b. u, F* C) t4. Allow smaller 'reserve' space for small groups on ships5 s; E& j. [4 L
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ ~, w3 p1 h* } q& J( ^) r6. Correct attacking plane count before final post-air combat: c* b9 l, A! Z8 Y! ~ n
7. Pilot promotion may have occured in error sometimes
a5 c7 {0 V4 X2 k( ], V8. Raid detect message sometimes dropped of the combat report: U1 w) v7 p$ W& u5 C* t
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, d; G* s1 A3 U; z4 N
generally
; g: T6 ^5 @5 {7 G$ _5 u7 J10. Some pilot-leader connections were being corrupted, u: {: E7 c- T4 Q' n
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few$ ]5 S+ H& b5 \! M, J* Q
other move issues due to the incorrect indicator
$ W9 e) K5 C4 h- y12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ K) l% D; L) j7 C8 j' O9 {: O" t
damage
5 C. _5 |4 Z+ [ v2 @) y" J/ c13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 b" U, x( j/ _2 b8 r& d14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the8 j) o7 V2 o! W6 W$ j
date sort7 `1 @: }; h1 O d! |
15. ASW groups not allowed to attack sometimes5 E1 R9 e* N$ `/ C0 y* M
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 ?, L: y, b/ \& |& Q4 w. z& x: w% w# v
HQ/LCU to jump to reinforcement queue
x4 O0 J* [1 ^/ D+ e: S# W P& K17. Bug in bomber intercept if too many rounds of fighter v fighter combat! F. \2 Q: e" x
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 T- u8 @7 p4 u4 N- \: z" Cat start of AE but crept back in sometime during updates8 S' @. y, ?' k2 D1 f
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
l( g6 h, Q' _6 o; G Gfragment.6 I8 F: e7 R4 g7 g+ G$ t$ ?9 ~: t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. K4 l6 I* K e
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, x' O0 M+ V& lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
8 }& r3 c$ [9 \6 G, fset4 i9 |3 C |6 b+ w: y0 W8 l! x: c' M
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 h" M; ^! k+ O
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
! ~$ w, m" p+ H$ i24. Bug caused F/FB to sometimes bomb at low altitude
. ^4 H* r$ \& \25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 O( n0 C! ?9 \4 T( _& t: O$ }occurring properly.
1 D4 @4 \+ u" O* J6 ?* h' T26. Bug in Industry 'failed' indication not showing properly sometimes5 {* h. }5 c2 ]. k$ c
27. Location check at scenario load to include small map sceanrios
6 N* n# j6 {# k! J' t- D28. Bug in air supply to fragments in a non-friendly base hex7 V9 }* S% i+ V9 U E9 X0 w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' s) C P- ~) B" X) Q- r0 Gbeing set to homebase before execution of the mission – ie was returning to base
' \5 T2 T. ]2 F# z5 y2 L, Eimmediately3 q3 [3 X% ?( w2 D; I- J
30. Error in Strategic map display: V, g* q5 u/ c }) O( }
31. Additional and stockpile options were not turned off when base was captured
i& e/ f6 B7 G0 m# F32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
. M( [) X! Y: v& imouse over
7 m5 @: ~$ P; ~- T7 @33. Army experience being gained when not 100% prepared as per manual; changed to allow7 ~3 u' i* D- m0 s7 M. O6 R
chance to gain experience if >75% prepare and < 50% national exp level3 h3 C3 e) t3 X: o
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to1 O4 B O: x* j3 _
alleviate the incorrect experience gaining happening while in reinforcement queue
% e4 ?4 }& \" N; w3 A8 p1 x9 _35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, P! y8 V2 v$ I
caused unit to jump “off-rail” and move overland
2 ]. F& ?( s" L6 r36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: ?+ |0 v! m8 o/ L8 C) c37. Excessive accident messages on unload from TF reported# [ i/ Q* B8 t* C) ~& w
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& g4 I" s4 ^: N; E9 ?merged causing smaller size unit than expected
" T- `5 A8 W2 W& \- ~/ ]39. Corrected possible TOE error in scenario data load for inactive units
s9 R7 S/ k4 H. d8 }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; f9 k3 X* I7 ^! E/ l! H6 d
however be allowed to do this.9 E* k& n* U/ z; l' {7 K, ^. l: R
41. Possible CTD if sinking ship's load was a group; N& r! `) [5 l& U( h
42. Limit the number of devices built from resources per unit during LCU replacements; this( t9 u0 K: k$ o& B4 X
was causing an over production for that turn- r( A4 _- H5 J
43. Retain day/night setting when creating group fragments
1 b1 s0 e- W, D. q44. Adjusted supply and fuel values in base list not to overrun the space
: [/ m, a* c. k: z* v+ I45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! \8 m2 V8 A2 P& u3 P0 ?" eadded YMS to Sweep TF in line with manual and code* ?8 W. U' M' Z: V
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! C* l% Z7 |+ z6 Wrule relates to the abundance of manpower and is not covered by replacement pool. Normal* }" Y, i6 o p a
rebuilding of destroyed units is not affected by this.6 E$ h0 o4 c' v$ D
47. Carrier capable and trained text not showing together on Group screen
" e( ~" O0 z2 Y8 g) v48. Handle any blank re-name changes by ignoring them
) r) g- h+ }4 R49. Possible CTD when air fragments combine) r5 L6 a3 B$ ~5 h! ~/ I
50. Unloading TF can freeze a LCU onto a ship under some conditions4 H9 I+ o O1 N1 L! J9 U
51. AI not behaving if main HQs missing (affects small map mainly)0 V& I+ k. Z+ q0 d
52. AI using AGC for normal land units – removed from TF if not needed
" v6 q) k0 l2 j5 b53. Soviet activation message not in Ops report) Z5 Y1 e) I/ d0 x, q
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range+ i* B2 d; s* X. Q. ]0 Y# ~6 I2 z
55. Clear Soviet air balance if not activated. Possible incorrect base switching4 H6 Q9 S7 M/ P
56. Sub attack against docked TF not happening for port size <3
" I6 U' E+ g2 N! D7 L) x57. Unit type changing unexpectantly" n' {8 w/ M5 W! V6 v. e) _; X4 i
58. Torpedo replacement on plane sometimes is missed
5 a2 l3 T7 n, E59. Double handling of overstacked supply requirements0 ^% ]' v) n- O" U' v) c4 [* P8 }
60. Fixed alternate weapons for port attacks/ R; ~9 \/ v/ h& r1 c* V h
61. Corrected weapon system damage to show after combat on ships in port rather than wait till; N& U5 O4 J% ~7 R5 t
sometimer in the ship repair cycle.
" I5 O6 j) R1 q- v1 U62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the/ g; g6 _. L0 N
port R! K$ j, A3 }4 [8 A0 ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; U+ \- c& n3 |; W) H* OTenders not counted
. P6 X( T4 H. ~" S# d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; ]8 Z! a1 k9 e, _# ^* i9 g7 w4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: A- d. e- j( d, G/ T" }to remove damaged ships from TF
( j3 i0 E$ Q4 S( }6 R: s+ n5. New filter for “non-building” devices in Industry pool screen
; I+ K: r1 `3 R8 v2 M1 D6 X6. New filter for “non-building” aircraft in Air Replacement pool screen% z- E: J) d* @$ M4 `1 X
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, H* E% k+ q. y( ]& i
mines (^) detected
* H3 F. l0 \4 Y2 E/ Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# P9 a# y! M4 e# r! c! Z+ T1 x‘button6..’ image files, then these will be shown. If not, by default there are shown as
( F( M5 Q" ]! \+ f7 j) ystandard parachute unit icons) E2 v+ v1 N8 r! D7 a
9. Air/port damage and building is shown in base mouse over! {7 b7 u5 y& V& |" |
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on5 L% B1 n( H: b; L, S5 W/ w7 }) R
11. TF can be routed to stay within coastal hexes as much as possible! L# D" M: I9 C( O* i
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) @" F# E+ I0 X5 }& } s
13. Added option on group and LCU reinforcement screen to turn off replacements9 n, ?3 f4 g! a
14. Current base can get supply returned to it when reserve planes returned which were' }0 ~2 C: u5 K0 S8 Z6 _1 q
originally supplied from another base
2 w- [2 y& J0 F: s% q15. Unit type filter on Troop Loading screen, H) j, K2 `. ?
16. Report killed ground units if not in combat report
! i; m, P9 s$ xChanged
( u2 o. T7 ?7 k& q5 Z2 ?* [3 {4 h1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% |" S) l: j. N9 q(complements fix 18 above)$ m& a r9 d, Z) `
2. Permanently increased pilot array to 70K {1 f; k/ Z f; M
3. Increased number of air combat rounds are a factor of total aircraft involved
* f a# e4 D" r, n5 A( T% w% o4. Allowed submap to submap movement if land connected for land units. Should have been
/ F8 C8 r; V) ^1 c/ E5 xso as per Andrew Brown) _7 |& P. P# Y
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. n0 l: k7 l* T. O. e
delay toggle instead8 `: W r) ~2 Y+ I" I' |& w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
& Y7 W ~$ F* s* q" C4 Cmaintenace a bit more7 F/ A( e8 U& E* M
7. Support device replacements won't decrease the overall experience of LCU units. This does: h8 t2 f4 Z5 Y
not alter the overall EXP change due when any replacements are received.$ |5 ]. u& i' I& ~9 ^
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 g# w* F3 |- p7 S3 k8 K/ x
between the two but could break current games.: h) G, E/ K9 f4 c8 F
9. Some LCU Prep points may be retained if unit is experienced( r( P7 j, t5 C6 r [- l; @. I
Notes) ]6 \& d( }( {
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( i% s, |0 W8 {& I5 t" _
should not change player or HQ, even if not in play. These original HQs are used by the AI
1 [, h) N7 O+ O f: P% eroutines so changing or deleting them can put the AI off. Changing other elements should$ M. P# {2 X' V7 o+ z% c# ~
be okay.
`/ l0 R$ ]4 o1 p% [; s9 |5 [2. Clarification to weapon filters for aircraft:
; k& F; m% ?, ~1 R# h3 }# [9 e8 yPM_NAVAL_ATTACK 2 // used for naval attacks
* }. x4 K& y, b4 ^& d9 {; BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ M- _6 Q1 Y( E! x& oPM_LAND_ATTACK 8 // used for land (ground) attack" Q6 m$ w; l8 z" `
PM_PORT_ATTACK 16 // used for port attack
3 z8 u( ~( k' d, ?! }+ r4 I- nPM_AF_ATTACK 32 // used for AF attack4 `) U% A/ n8 W. \* S' p
Dropped any reference to secondary values for land and AF as they served no special use.
. \6 B2 F; c' Y' K% x0 R& g4 LClarification changes
% W- X% z0 d/ i# B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 ^. T! w* j5 q6 z5 s+ j- Sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. _& O7 e* E7 q& x/ ^- o5 T1 pMONGOLIA(91) or TANNU_TUVA(92).
" S K1 y1 `* N5 Q6 R% W7 `/ h8 Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 k: S" g/ w5 D# K8 n, a( E
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& M' d' J2 D! C% k. y: kc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ w; w4 Q% q0 L. k/ m3 rafter Soviets are activated, but can’t move
/ y. N% N9 x' Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. E) s3 G, R! R5 K! `: T, k$ Pdisbanded in port.% J" }$ f v9 D% z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& m' V: t1 r1 q$ O/ n1 q, W' z- T. [$ |f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |