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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖0 }* a: t& b# T! _ [: P* c* O4 C
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大量更新,详见列表:
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4 ~0 h' X* O" l7 y# R2 {$ XChange History:0 `" J. ?' }% h0 G& Y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 e0 u+ w1 ~( J3 T
1. Seventh Update – This release is a comprehensive release updating all previous1 |; c; o" `: X% D, ]* k1 N( P9 J1 S
versions to v1.01.17 beta2 ?$ ]& L1 Z+ ~9 F n9 s
2. Code Changes$ c$ N4 Y6 p8 u+ c6 M
Fixed& R$ f1 H, o. h0 I5 E& l
1. Display of AF/Port icon between player saves based on player's intel
8 c; K' H7 Y$ |. k$ |3 X2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: {2 @& {- }! Y/ `" jweapon list updated
/ _. ~) D) }8 f0 u3. Reported cargo/troop safety values incorrect when no cargo/troop space
% Z& u) ~; v( _* P4. Allow smaller 'reserve' space for small groups on ships' h- {) m; ?& k5 E# F n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent% @9 R% i" G% E( f M- t+ a7 l j
6. Correct attacking plane count before final post-air combat
M! J' t7 o$ X' P0 W$ ?6 t7. Pilot promotion may have occured in error sometimes2 f( e- R: E& L: a F
8. Raid detect message sometimes dropped of the combat report' S- D8 \/ G, W2 Q. M$ m
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: a# v }8 {# z1 J" n/ a; \7 k
generally
/ X2 ^ X' e4 [ A" a+ v- F10. Some pilot-leader connections were being corrupted& _ ]2 r+ T* C5 ?0 e/ T
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 d- q. g1 u# v7 H2 u; |other move issues due to the incorrect indicator( U/ k2 W- o: n2 b: p" k
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 k: r1 m2 L( C7 x" K+ Cdamage# x3 Q; N) y* s) N) F: v; r
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool" s: a5 e5 B) F: x5 ]: @
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) S! `2 G/ ?# V" B3 y4 N3 B* [' mdate sort
& o; |2 `+ m4 f" G( [1 g15. ASW groups not allowed to attack sometimes
1 N1 @7 W" l5 O5 {16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 d; h/ W) ?" _+ }# Y7 z0 V: sHQ/LCU to jump to reinforcement queue
5 s$ x+ @7 L7 d, b3 B17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 U" ?7 u" b& T9 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 m& t. }8 D+ @
at start of AE but crept back in sometime during updates
" C) s4 U/ O& U; a5 C; [19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 A$ V: a2 L1 e6 n* c" dfragment.' V; N. ^. c T2 \# ~
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. `/ J7 V& b) ]7 A: x
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 c3 ^. N/ p$ \4 r5 b5 h
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full7 \& P& t' Y% n6 m" \: \
set1 j3 e0 f Y9 \2 C0 X8 e! Y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* s: B7 Z0 I" s23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
4 D" y' F5 s1 l2 _24. Bug caused F/FB to sometimes bomb at low altitude; A$ [" i1 {- O$ ^$ U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 w* c$ b9 p" Q: a9 m e7 A6 P m, V; c
occurring properly.4 p4 a+ m, o3 c/ X1 ^
26. Bug in Industry 'failed' indication not showing properly sometimes/ J( i4 N* u! }0 b
27. Location check at scenario load to include small map sceanrios
- x& ~6 z$ M1 O% I% J/ m28. Bug in air supply to fragments in a non-friendly base hex
) S. A8 L8 H7 `5 j$ }29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( y) S, m3 L: K N6 l2 [, p
being set to homebase before execution of the mission – ie was returning to base
* D9 |% V' H! j+ N- K9 ?immediately4 X$ M; E1 z5 G9 K. h
30. Error in Strategic map display
- K, e1 `' G% z3 v/ H4 `+ G31. Additional and stockpile options were not turned off when base was captured
" A7 u# }) _3 X H5 e32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ V+ U, |9 [9 G6 cmouse over
3 ?* Q- i6 S' | B7 b7 L' P33. Army experience being gained when not 100% prepared as per manual; changed to allow
# K5 f/ r) B d5 i; M1 y2 pchance to gain experience if >75% prepare and < 50% national exp level" V/ ?1 b% r$ e. J! k; k% L# t- `
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. b! j: r; s3 u5 h9 _. falleviate the incorrect experience gaining happening while in reinforcement queue+ }1 S# b' I, A: q: s1 {7 x
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
; f' G. h+ L2 ]4 l2 @caused unit to jump “off-rail” and move overland: a7 ?6 \. `) y7 }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% F1 O9 ~- |5 D; d+ v
37. Excessive accident messages on unload from TF reported
C7 s# z6 k% s4 P& h& p38. Reworked editor sub-unit merging as some devices could drop off the unit list when* u. W9 G# V! @9 y
merged causing smaller size unit than expected
o- L7 g4 L& i5 N39. Corrected possible TOE error in scenario data load for inactive units% ^# X% h' |% P( R: y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can& F2 {( a0 j7 K# @
however be allowed to do this." C8 B, |$ ]% i9 G, B5 O
41. Possible CTD if sinking ship's load was a group9 z4 S5 m1 s" ]4 _' J c. S
42. Limit the number of devices built from resources per unit during LCU replacements; this1 o4 V3 [( f* F/ {
was causing an over production for that turn1 ]9 I; x6 @, _
43. Retain day/night setting when creating group fragments
+ Q# u" {# g* g" A( V44. Adjusted supply and fuel values in base list not to overrun the space* f4 R) w2 g% V" {: |% U; m
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
x, _! t! Y8 Cadded YMS to Sweep TF in line with manual and code
) \4 b. o M% _, ? h; `2 l, ?3 l46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
/ z4 ]# U* X, X0 M( Frule relates to the abundance of manpower and is not covered by replacement pool. Normal
+ z; T* ?& W! i. C) S' M$ T8 ?/ V' _rebuilding of destroyed units is not affected by this.
# W* z+ J) j+ q6 ?" f* K47. Carrier capable and trained text not showing together on Group screen
& W9 j& f+ i" H" [0 h48. Handle any blank re-name changes by ignoring them
9 p/ S) ?* a4 T$ D* Q49. Possible CTD when air fragments combine
5 I0 r6 K7 \0 x6 N; [9 }8 [$ g" X50. Unloading TF can freeze a LCU onto a ship under some conditions" D9 W) d, W c5 w
51. AI not behaving if main HQs missing (affects small map mainly)
@" i$ C' {! L: L, G& Y52. AI using AGC for normal land units – removed from TF if not needed
0 r7 s2 ~0 M9 t7 s$ a* A53. Soviet activation message not in Ops report
* u4 a. I3 \! C4 H" M0 t: c& ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 M( H" E" ?% g+ v55. Clear Soviet air balance if not activated. Possible incorrect base switching9 [: R4 s5 ~; V: p5 O2 ?# b4 u
56. Sub attack against docked TF not happening for port size <3
# t, t; o# S6 J2 ?57. Unit type changing unexpectantly
: B$ \: _$ `- L+ A58. Torpedo replacement on plane sometimes is missed% X! I# q+ p, b( a
59. Double handling of overstacked supply requirements
' P% }3 w; d9 e0 i: r% [3 o3 c- f60. Fixed alternate weapons for port attacks6 p7 U6 G; X: w: q* D2 I$ G- l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* y+ V* }) {" y6 k
sometimer in the ship repair cycle.
, `( h9 p0 Z; e0 D3 U$ Z62. Ship tonnage over 32K could cause repairs to fail( O7 \7 l/ c: {* Q( b, R7 b
New( H# ] h" S8 U, a
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 f( k! N# ], r6 {( M# Q5 d3 H/ t
port
* Y/ w7 z* q2 N% F- P9 B4 V2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 v$ v( w( a2 M5 \! @4 a
Tenders not counted, h% e( O0 s- E
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- t. L* U5 D0 L4 T# I4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ x" p) W/ _$ G) T7 ^1 d/ h$ k
to remove damaged ships from TF* U9 i. b2 H( r5 u
5. New filter for “non-building” devices in Industry pool screen
6 R" d/ k) ]4 w; \9 b3 c: g6. New filter for “non-building” aircraft in Air Replacement pool screen) S9 C3 b4 m5 J! h0 u
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 ?$ M0 I- e; @$ a# \7 }. amines (^) detected
2 R3 @8 U- E$ p# \0 v( k" Y7 H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# {1 t; R6 `( o% B+ r‘button6..’ image files, then these will be shown. If not, by default there are shown as
* ~1 l/ m2 l& z5 Bstandard parachute unit icons
3 O) B, v" t+ e, V. b* ^# K V9. Air/port damage and building is shown in base mouse over
. s' j3 L# m( E10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% t( M+ ]; a1 H" [$ h, C
11. TF can be routed to stay within coastal hexes as much as possible
4 ?# b* U2 |5 j' L8 U+ x4 U% C12. On Top Pilot screen show the 'ace' cut-off value if more than 1
' c8 ?6 O" ?! m0 j13. Added option on group and LCU reinforcement screen to turn off replacements
& k) f' n" S5 J+ J3 n14. Current base can get supply returned to it when reserve planes returned which were! K& B9 D( o' o+ R) f3 P: r
originally supplied from another base
+ p0 j* @% q' x5 Y15. Unit type filter on Troop Loading screen- ]8 \ n3 C) T$ W% i
16. Report killed ground units if not in combat report
V: o5 a* j6 ~" k4 C; yChanged# n$ h6 {* Q4 C5 p7 i
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) Z2 G: E+ S$ _& c) t5 s(complements fix 18 above)
, b- j) F! {) V1 @9 l; _2. Permanently increased pilot array to 70K
9 M, K2 g* p# F2 o3 }, J; v8 j: V3. Increased number of air combat rounds are a factor of total aircraft involved
# ]9 F q: d' o2 K6 s! f4. Allowed submap to submap movement if land connected for land units. Should have been
. ~! L( I, d5 Y3 n( _- Wso as per Andrew Brown% E: |7 a( I' ~* V
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message7 C& P6 w3 C4 |' F0 p$ M
delay toggle instead
4 n; J, B8 f$ e- Z/ C0 D9 v4 p6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 c+ q" }6 k) Cmaintenace a bit more, b5 |. _, k% u9 l; j9 O- c
7. Support device replacements won't decrease the overall experience of LCU units. This does
2 P& d+ o- @7 _# `' m. D! Cnot alter the overall EXP change due when any replacements are received.
! n/ Y1 y8 ^' o1 M1 Z6 x8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 p) ?; V' y( f. t1 s5 nbetween the two but could break current games.$ ^2 O6 i/ T2 Z
9. Some LCU Prep points may be retained if unit is experienced/ ~; l9 Z9 u5 N5 j
Notes; g5 _4 {) h6 F2 d& {$ o, C% k
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 A# A# T: D2 [; mshould not change player or HQ, even if not in play. These original HQs are used by the AI
7 T, g$ a4 e( f* qroutines so changing or deleting them can put the AI off. Changing other elements should
! C" k: q- j9 Kbe okay.
}( u+ r* p9 A1 f- i# p( S) I2. Clarification to weapon filters for aircraft:! `" w" A. y( K+ b, k9 D
PM_NAVAL_ATTACK 2 // used for naval attacks
$ T/ z/ c9 o- \7 p7 Y [. S3 S# QPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)8 B9 b2 V7 x5 b" ^7 _
PM_LAND_ATTACK 8 // used for land (ground) attack1 m7 b! a, \5 j8 }4 F; Y
PM_PORT_ATTACK 16 // used for port attack
9 Y0 I6 i I! {5 F8 E' FPM_AF_ATTACK 32 // used for AF attack. y) j, u# v% T
Dropped any reference to secondary values for land and AF as they served no special use.! o% |6 m' T7 X Y2 x+ v% y
Clarification changes
8 R l6 H" C3 \9 }9 S( D- ^1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, \3 m4 W) [7 _# w, ^
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' x. P3 O8 x+ J, s
MONGOLIA(91) or TANNU_TUVA(92).: z6 r6 u$ I; b d2 |5 M
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, ?$ o. L g/ z( q$ ?0 o
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ v8 ]3 l! k3 S$ l( I% f
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 d+ ?6 o3 K$ T& P( _3 F( S1 {
after Soviets are activated, but can’t move
* a( ^4 ^) m, H) Q& u5 D6 I* U& ^8 Bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. n* l9 D3 ^6 q$ kdisbanded in port.- x/ N5 C) @) J7 C$ G
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& ]* p$ s+ a/ k% b5 Z$ Q af. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |