具体见# K' ~! I( U8 ^8 }$ m8 J
2 q# W$ Y! R, p1 ]3 Ghttp://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: G0 k7 P P$ h8 w6 u4 i7 r) B. g
) `& C3 c/ J9 b, p" F/ }) L大量更新,详见列表:
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Change History:7 N- {( E0 d E* I! y& J% Y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 U' D$ m' N& P' x
1. Seventh Update – This release is a comprehensive release updating all previous5 H; _0 m0 ]# l" D- D1 j5 s; r
versions to v1.01.17 beta
1 v1 D) c, s2 W2. Code Changes' |$ x4 x9 R" H1 }4 |! L. W: x& G* ^
Fixed7 ~1 q% f" V3 y( M- v0 z% I" H
1. Display of AF/Port icon between player saves based on player's intel( r8 o& o" c" k
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when& {4 I4 J) I# A
weapon list updated
8 q7 R. A. Y$ f' J! ]0 o3 e$ ~3. Reported cargo/troop safety values incorrect when no cargo/troop space$ B; Z9 Y/ i8 v' A x' [
4. Allow smaller 'reserve' space for small groups on ships
8 I' i; E! |: ?# ] Z5 R5. Preserve some more data when swapping fragment and parent to prevent lost of parent% S* K3 ^* i ^$ M6 K0 I6 T
6. Correct attacking plane count before final post-air combat
5 I+ k8 Q; b9 s& F8 r7. Pilot promotion may have occured in error sometimes$ |. r, e1 q6 d, o
8. Raid detect message sometimes dropped of the combat report
- q7 u5 Q0 I, S! N9 Q9 `$ \3 H# S9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ U3 r% C+ L. a, G7 P5 tgenerally
5 N1 D+ r9 E4 j10. Some pilot-leader connections were being corrupted; F; x/ _* [0 v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- G9 D: q( j2 h5 |4 Nother move issues due to the incorrect indicator7 L* z: {3 N' n( W5 |4 L
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; ]5 L0 e" b adamage
( Z* r1 X% R3 J13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% Z( l* @$ q3 g7 A& C6 i ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 j# b6 Z4 v. z& Vdate sort
. F: a T; x( M Q. P15. ASW groups not allowed to attack sometimes
2 h% F3 d3 ^' ~5 D0 S, [" N- v( g16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing/ z. u& u" m* _$ |5 A( M" F1 l2 T
HQ/LCU to jump to reinforcement queue: q g4 {$ s9 f/ v# u3 e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- L+ `8 o/ J7 z; L2 b6 l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 O/ M2 f* ]+ M" B$ j/ U: v
at start of AE but crept back in sometime during updates
$ c; j4 j4 a# ^8 S- _7 y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ ^. N0 e0 |2 Q$ vfragment.; N1 n6 I5 F) k# u+ D @4 ^5 B
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- b7 w' m8 v6 z. g, x" d7 A
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. L$ {5 g' N, L* h- e* `* @- t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& g" m" q0 S8 r# Z
set
6 @1 g4 `( O: S# i0 u5 m8 P22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
! a3 w3 A; A& Y% t) \! z; u23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, v/ K6 {& O5 n: g# {) C$ i24. Bug caused F/FB to sometimes bomb at low altitude
( @2 D/ v" f7 G* h9 v25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ D$ H9 P2 _$ r8 R
occurring properly.7 ^& n& g5 }9 a
26. Bug in Industry 'failed' indication not showing properly sometimes- o0 G0 g* e" z' R- T( E
27. Location check at scenario load to include small map sceanrios
, E1 E( d7 N" n$ z: R0 A9 h28. Bug in air supply to fragments in a non-friendly base hex
& @3 y, H+ z/ {. Z29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! W) H( @) V9 sbeing set to homebase before execution of the mission – ie was returning to base' o" J1 L W0 N! G& }: M G; J9 W& h
immediately
% \ B1 \/ @' Q4 p30. Error in Strategic map display
4 V8 K+ ?( t% h8 U31. Additional and stockpile options were not turned off when base was captured, M9 M+ K! U! `/ }
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on/ T/ h0 T- i3 p7 S9 P, j
mouse over: O4 R' K, {- D ~- i; b9 N
33. Army experience being gained when not 100% prepared as per manual; changed to allow1 H& S1 z/ R+ g- ~/ {
chance to gain experience if >75% prepare and < 50% national exp level
0 E. [( p7 L* R. g2 K34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 x/ \( `1 E3 K/ o2 n" Q! H
alleviate the incorrect experience gaining happening while in reinforcement queue( a6 b7 M1 w: R l
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –# a7 v; r- l, y& N
caused unit to jump “off-rail” and move overland: {- c x1 R A2 E& o
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 B, D7 ~5 R, C) p- I
37. Excessive accident messages on unload from TF reported
0 @+ {; I' V) m" i! |4 `2 d38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ S- |& V3 b; e
merged causing smaller size unit than expected( ] I$ p) L! n
39. Corrected possible TOE error in scenario data load for inactive units
0 u2 `. I" R7 l" b9 i+ B40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) m3 m( @. `6 z$ O# j
however be allowed to do this.; d# o3 q- r0 K* O, l
41. Possible CTD if sinking ship's load was a group( i; p2 G' a6 }$ I' |
42. Limit the number of devices built from resources per unit during LCU replacements; this& i5 S2 V- l; D( p
was causing an over production for that turn+ c6 z$ U4 y: h- \ Y6 w" x2 [
43. Retain day/night setting when creating group fragments
$ ?: ~' }4 V' x- N$ T44. Adjusted supply and fuel values in base list not to overrun the space$ L7 p+ n% u) u8 L6 }
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 w4 V4 N, v: V, ~added YMS to Sweep TF in line with manual and code
; ^$ p. s C4 i* d: Z& t1 I46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the+ D) n$ a" Q$ B" q+ v7 a2 |5 ?
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 d) y* T* L8 s8 Q
rebuilding of destroyed units is not affected by this.% y6 H9 i- i3 B& K! q
47. Carrier capable and trained text not showing together on Group screen$ L2 g7 z- L {$ p! g; E1 I
48. Handle any blank re-name changes by ignoring them- i8 x9 Q: P: E6 A! H% \- d. T% k
49. Possible CTD when air fragments combine
& x( H# l6 H/ J1 S( E: u50. Unloading TF can freeze a LCU onto a ship under some conditions
% w8 W( K; ?- z5 Q51. AI not behaving if main HQs missing (affects small map mainly)
+ w3 I5 z- `- ^0 i52. AI using AGC for normal land units – removed from TF if not needed3 q# j( u$ M0 \; c
53. Soviet activation message not in Ops report
$ Y3 M7 R: R( ~, N# j0 S8 O9 `5 W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 L7 o: w' V- L7 u/ w55. Clear Soviet air balance if not activated. Possible incorrect base switching. D) p* ~ F5 f$ ~1 H
56. Sub attack against docked TF not happening for port size <3
# y& f4 ` K5 A# w57. Unit type changing unexpectantly w% a: y* {( A+ ^, ?
58. Torpedo replacement on plane sometimes is missed, R. s) h! J6 K* ?; ~( C$ S0 D0 `
59. Double handling of overstacked supply requirements3 S9 o7 M9 @7 i% \0 Z' `
60. Fixed alternate weapons for port attacks
3 t7 }8 ~4 S: S; X. \+ X61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! k& Q. ~; K" k8 l' {' gsometimer in the ship repair cycle.- y$ o# H% g6 M% @) E. S
62. Ship tonnage over 32K could cause repairs to fail H% |, R- L! D7 {5 T; K! f$ b3 t. c% g
New+ |4 }. Z5 V1 O* {+ q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: M9 O% J8 P( Eport
3 j; `0 b" ?' Y- w. m5 ^& [2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ g, m( ]5 {+ A2 ?/ Z3 Q* L2 `7 LTenders not counted
2 K6 ]# K8 k m2 J3 `; D! C3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
g$ w# x5 r8 E. [- Z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 I# V) H$ X# S& K: S& F7 C6 M
to remove damaged ships from TF2 x* y+ ~$ b( Z; l9 m) @2 C
5. New filter for “non-building” devices in Industry pool screen
7 k+ S6 r; S* d k1 j' o2 ]! r6. New filter for “non-building” aircraft in Air Replacement pool screen
) T1 R2 e4 Q7 r7 _, o3 V6 S; D. P7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" O9 F, _9 ^& K/ U C
mines (^) detected
5 u$ W$ E( u2 f2 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 n* n5 ]6 F/ a5 i
‘button6..’ image files, then these will be shown. If not, by default there are shown as
% g) ~$ }& B4 K, w$ B! G$ Hstandard parachute unit icons8 o$ }* \" a s( X. S) a
9. Air/port damage and building is shown in base mouse over0 V4 \3 I; q, K. v0 J0 g" K# T
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ n2 ]$ f5 c; X) \- w9 B11. TF can be routed to stay within coastal hexes as much as possible
' K1 @7 e& a! Q12. On Top Pilot screen show the 'ace' cut-off value if more than 1& q6 t+ b2 s2 N" z8 c
13. Added option on group and LCU reinforcement screen to turn off replacements+ F* ^* Q# v K! j
14. Current base can get supply returned to it when reserve planes returned which were. ~! |- f1 \8 ~) ]( b
originally supplied from another base
# f+ X3 j: }, H15. Unit type filter on Troop Loading screen
b; q: A+ i4 j8 x16. Report killed ground units if not in combat report
5 Q/ S3 o& v% v5 yChanged
# |# L% M- {6 P# C, l! V1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" u6 _+ i0 ]2 g- l$ v2 V1 R8 \/ _(complements fix 18 above)! M7 d. _& j& `
2. Permanently increased pilot array to 70K
& \( F" U, Q) s4 X' d8 r( M3. Increased number of air combat rounds are a factor of total aircraft involved' }/ C3 r [0 X) h# c
4. Allowed submap to submap movement if land connected for land units. Should have been
^9 `% `4 |$ yso as per Andrew Brown
4 F( |3 ^7 m/ s. i* V5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 ~; |: N; R W/ e! W8 Mdelay toggle instead
; k. ^" F% I8 Z+ q2 U0 q: k4 |$ {6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 r# g) b0 |4 `' L! g6 [2 qmaintenace a bit more- J. I& j6 h" g/ w) ]6 u
7. Support device replacements won't decrease the overall experience of LCU units. This does. A! w* E* f2 t( |8 A2 R
not alter the overall EXP change due when any replacements are received.
K. \1 a7 G' @7 b+ y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 G, }. F9 o% r+ a# ?2 V7 \
between the two but could break current games.
4 p) s& \/ i5 V* w- E2 q2 C: Y9. Some LCU Prep points may be retained if unit is experienced$ K1 @$ H$ t7 T: N6 r: F( l
Notes( T6 P; u* s. P9 K# \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 r' h' U* G, f: W1 p+ b
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 l# k5 H4 e" r8 ~routines so changing or deleting them can put the AI off. Changing other elements should5 b& N5 B+ m5 w4 I, Z# u
be okay.
9 j& x4 d4 o, f2 {6 ?; l( J( |2 \; ]: u. ^2. Clarification to weapon filters for aircraft:
E s2 w6 f' b5 ^0 e6 x5 }PM_NAVAL_ATTACK 2 // used for naval attacks
& J8 _: z! T* A/ GPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ B2 U4 B2 X$ V4 I3 w3 YPM_LAND_ATTACK 8 // used for land (ground) attack
: N1 V& F$ j# S* C; w( u$ ePM_PORT_ATTACK 16 // used for port attack. d3 ~, S" a0 u8 o. ?% |
PM_AF_ATTACK 32 // used for AF attack# K6 a' f3 k# t1 P6 r N; \
Dropped any reference to secondary values for land and AF as they served no special use.
8 s& U6 G! ^. L& u- x' B2 o6 Y! ^Clarification changes
# ^$ r9 _5 J d4 b0 d1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 |) A' k8 ^& D0 |5 _bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* U& ~* H/ g% T) g( U! c) WMONGOLIA(91) or TANNU_TUVA(92).* w; f5 C7 B4 T+ C9 [7 {
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases% u& A% ?3 K5 c% D1 a# _
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- W7 q. ^; ?$ o! hc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
( D0 A( K3 r+ @% z, Qafter Soviets are activated, but can’t move5 h" N. z# o F! U& C" G! m" T
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 r7 e; h- U+ }. ]* X Y: |( n
disbanded in port.
8 D% ~ l. \6 k5 @2 E3 Z4 l3 De. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" t! ]8 u3 T9 T$ x! J) e8 af. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |