具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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, i5 X, s1 S; `: ?- V& E* ?( W已经共享到岛群QQ和本论坛置顶资源帖# m8 a2 J7 K& q+ X$ {1 j+ @' [
5 o1 b6 k/ o$ | d5 Y! c: {% P大量更新,详见列表:5 `- b3 |7 N, k
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Change History:7 L6 z; d0 l+ V L
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& p% ^8 Z" \9 G$ x" w
1. Seventh Update – This release is a comprehensive release updating all previous
5 J' a. m3 U/ s4 n( k2 [versions to v1.01.17 beta
. B% H3 N: ~( v$ S, Y( Q2. Code Changes
& X4 F) {9 H5 V$ B/ RFixed% }, D5 w b% k# }
1. Display of AF/Port icon between player saves based on player's intel
% l( ]9 }! T6 P2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 V$ W# Z. y% U4 ]+ r2 ?
weapon list updated
: }# [: w- `6 _* z3. Reported cargo/troop safety values incorrect when no cargo/troop space6 m! E. O1 G4 ~/ p$ f! w9 a
4. Allow smaller 'reserve' space for small groups on ships2 r$ c% ?/ n7 j5 d
5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ I* n, H6 E6 k
6. Correct attacking plane count before final post-air combat7 q& v2 \! L/ h
7. Pilot promotion may have occured in error sometimes
4 J1 h% D2 k6 W4 d$ H, h& @8. Raid detect message sometimes dropped of the combat report
* e1 D" t. L _# g8 Q. ]2 |% G, v9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* p8 r1 e- M$ @7 B- V
generally/ e0 t" k: N( C8 f F3 g' Y0 U4 i' Y
10. Some pilot-leader connections were being corrupted o2 K: L) n. ^: ~: Q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 F' `- A% [7 h. L& hother move issues due to the incorrect indicator
' x: y7 H/ Q1 k6 |12. Wrong ship sometimes reported in Ops report for TF movement which causes some
2 z! r) O( Z0 A6 ~' p8 W6 mdamage7 m$ A# w* |* x3 l
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* j" p1 B9 X- T7 P6 L14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the# Q; O1 `! n1 K, U. n
date sort
) i6 g6 t3 F! a# O( Z' p15. ASW groups not allowed to attack sometimes
! ^# ?4 P# Q* {# r- m6 y9 e' J16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" p" y& h" g0 q$ E, EHQ/LCU to jump to reinforcement queue
0 i! e. r" v3 n# ]; m17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 ?) @& F% P) t! q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: d; n% n$ U9 L
at start of AE but crept back in sometime during updates
4 a* c+ y* w2 \9 U* D19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 z, i' m4 v! i* C% n O
fragment.
$ R% U4 Y! ~% e4 w8 p3 \20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade: e. _* M3 }1 a0 N0 k% U
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( s* W6 c6 }$ a5 [4 `1 }
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: E" x" @& E; \; F) O. U
set2 B0 K1 l" a% i0 Y# X
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 @' a+ c- Y) W0 D: Y4 ^( D. c
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ {1 B8 A0 L4 @! u- f% _# s24. Bug caused F/FB to sometimes bomb at low altitude
: Y7 q3 Y" l- {4 j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not9 E; K* Q9 A1 W& v s* O1 P1 z
occurring properly.
1 \3 Q' [1 n+ D; |) ?, e26. Bug in Industry 'failed' indication not showing properly sometimes- _8 n8 _6 W8 i8 V' `3 J" d
27. Location check at scenario load to include small map sceanrios L8 ~( J3 q* w+ z
28. Bug in air supply to fragments in a non-friendly base hex
* _- |$ M K' K# v% l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 T+ @/ `# m. c* i: Z: B7 ~being set to homebase before execution of the mission – ie was returning to base; T. E& g# N' F' l3 f2 W
immediately
8 R% s! _! i# |- N3 y30. Error in Strategic map display3 h$ K4 x1 b3 ?! o8 [2 [; B7 d
31. Additional and stockpile options were not turned off when base was captured
0 U, V( y1 U3 a0 i& S32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
6 Z6 B6 B% j0 |9 @5 K" C* pmouse over; a) {# z: z* _
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" w& m* ?2 V9 I! X1 Vchance to gain experience if >75% prepare and < 50% national exp level* z+ b6 e* T4 `7 [6 W3 R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 L1 S2 Q; l- i* Dalleviate the incorrect experience gaining happening while in reinforcement queue6 b; a+ C6 Y# P3 Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' [6 u$ K) q C
caused unit to jump “off-rail” and move overland
7 e3 E+ [! Z$ j8 |5 k# Q8 y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) R, ~% F( c; Y2 Y/ f7 a+ P, s4 u) X37. Excessive accident messages on unload from TF reported. |5 {# F7 g5 o$ ]" h
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ e. l2 Y) V0 w/ D0 j$ m- ~ Bmerged causing smaller size unit than expected1 t- \& {: M0 n
39. Corrected possible TOE error in scenario data load for inactive units( K' ~$ ^9 Q( U( n0 V* k- C
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
1 U3 z$ A7 l$ {" D" K$ |however be allowed to do this.
. ?5 Y/ t7 h2 ^5 Q7 l5 \* I41. Possible CTD if sinking ship's load was a group& `0 ^3 r5 F# q$ E1 O6 H5 d
42. Limit the number of devices built from resources per unit during LCU replacements; this
2 k1 r; ^2 ?, s# }8 B6 u* R r2 awas causing an over production for that turn
" D$ Q N5 {1 V K a' w" w9 M43. Retain day/night setting when creating group fragments0 F5 o1 ~7 R0 R" ^
44. Adjusted supply and fuel values in base list not to overrun the space
5 @2 z8 W. y7 m( _8 d+ a2 y2 x45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: a5 s8 W" H( k8 zadded YMS to Sweep TF in line with manual and code
. R; s5 X; J! \# N- Y; v, N46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! l) A3 S+ d! L% ?1 K3 ~( e7 \
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: Q' ^9 [0 c0 O1 p, X- l3 Nrebuilding of destroyed units is not affected by this.
$ Y1 O- n/ D! l9 W3 `47. Carrier capable and trained text not showing together on Group screen+ u. H) M( C3 ~/ G
48. Handle any blank re-name changes by ignoring them) [% {! e% {" t8 o& ~8 e9 A( u; d$ [
49. Possible CTD when air fragments combine4 q I6 e w7 s* J7 x8 W
50. Unloading TF can freeze a LCU onto a ship under some conditions
$ o9 J B2 e+ s2 C. H51. AI not behaving if main HQs missing (affects small map mainly)7 H5 q3 C" S* v2 [, \
52. AI using AGC for normal land units – removed from TF if not needed( |% T* k$ s7 c
53. Soviet activation message not in Ops report
x( A" T4 k. j5 y5 p/ e/ i54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 e$ E) t( A4 H9 N$ G
55. Clear Soviet air balance if not activated. Possible incorrect base switching3 c! s" ~1 z: n
56. Sub attack against docked TF not happening for port size <3
' F& g, ~9 N- T- E* m57. Unit type changing unexpectantly6 ]. c0 s) w4 A3 `, d
58. Torpedo replacement on plane sometimes is missed
& R. H$ O2 ]1 G n59. Double handling of overstacked supply requirements
' Z& S+ I" d, O& H% f: m D60. Fixed alternate weapons for port attacks6 h& }3 f# ^- R& ~% A# Z! Z c
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ K" M* I5 }$ ?9 b0 T Osometimer in the ship repair cycle.& j+ x' H8 m k$ [1 P6 x
62. Ship tonnage over 32K could cause repairs to fail
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+ ^; t+ t/ h. I9 [. j: X, i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 t6 R) s: e4 k% [, ?6 b
port
( ~' B4 D! N' Q u2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& W5 M+ P* i) P) E4 b' F
Tenders not counted
& Z; e% J' l. l8 c, z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; L- ~/ S4 x, D, A4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. G8 d# g8 G% \# W# d# F Wto remove damaged ships from TF
5 c/ N6 ~* I! f- Q: @. A8 h# k5. New filter for “non-building” devices in Industry pool screen
; X1 j+ U7 Z# t l( |& M6. New filter for “non-building” aircraft in Air Replacement pool screen
6 T: c0 L/ C& @$ `% A7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 J; x9 v% Y1 V# i) Q9 B0 Umines (^) detected
8 L- k4 p, L1 a' h2 }1 t3 L, W8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) d+ L' L- `3 z* E$ i/ V4 P$ p: w
‘button6..’ image files, then these will be shown. If not, by default there are shown as! f. l, t* a0 ^* s
standard parachute unit icons
1 `' f* {% b8 c' d( x) R% ]- E9. Air/port damage and building is shown in base mouse over y6 }: U7 S1 v' A% ~# S, t
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# Q# H& V+ @: \4 K& B
11. TF can be routed to stay within coastal hexes as much as possible
2 ^; M, G$ i0 ?0 K5 \7 M! l12. On Top Pilot screen show the 'ace' cut-off value if more than 1 Y# p; W9 Q, f7 A. `2 s( b% e' w4 ]; Q* S
13. Added option on group and LCU reinforcement screen to turn off replacements
4 f0 Y& M* _& }/ S14. Current base can get supply returned to it when reserve planes returned which were
5 L- W3 r- [9 ^originally supplied from another base" ?5 b0 k2 s; p: X x O
15. Unit type filter on Troop Loading screen( u" R: V. L8 O' ~
16. Report killed ground units if not in combat report3 l2 L% @7 f3 A' G& \1 Q
Changed
9 Y% i6 {, q; K1 v' q1. AF of 8+ have AV support doubled for purposes of determing support for air operations) ^/ Z6 b @! @1 q! {
(complements fix 18 above)' F% M: ]# z! V9 N& [9 }/ h
2. Permanently increased pilot array to 70K7 u% A6 B! e* g8 W8 Q& ^
3. Increased number of air combat rounds are a factor of total aircraft involved
5 b5 g' f) o+ N9 F8 ?3 g$ f4. Allowed submap to submap movement if land connected for land units. Should have been
B& I O7 B; @& Z0 o8 \4 C( bso as per Andrew Brown
0 |, r% g7 O: f, L8 g5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) b8 A; M" C- b6 K
delay toggle instead' B, F# R% H' B
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* I+ I" @) W/ y7 U8 t
maintenace a bit more, D6 G. P0 N+ {
7. Support device replacements won't decrease the overall experience of LCU units. This does
: p& O) A: V# ]2 {' Nnot alter the overall EXP change due when any replacements are received.9 H4 W1 Y$ n$ l
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& T" n: G1 m1 O% F6 k3 ibetween the two but could break current games.
( f5 G+ y( k% @8 ~& V9. Some LCU Prep points may be retained if unit is experienced. F2 X3 u e5 l4 y6 G" _- a
Notes
( w% i4 B& P" I. R- q4 p& c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
3 p& k, ^4 h$ Gshould not change player or HQ, even if not in play. These original HQs are used by the AI3 r+ u$ Z7 W, N
routines so changing or deleting them can put the AI off. Changing other elements should. i! {/ {3 w1 |" E: }
be okay.
9 }7 ^+ M2 K5 `. n$ Z9 F0 T# d2. Clarification to weapon filters for aircraft:3 L: f0 P }1 K; R2 g p% `4 V
PM_NAVAL_ATTACK 2 // used for naval attacks
8 U: @# s) E/ \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# X0 H: P9 S( l" a- X
PM_LAND_ATTACK 8 // used for land (ground) attack
( ^# Q# ]' q/ i4 mPM_PORT_ATTACK 16 // used for port attack' n/ ^) u6 L5 H3 g( v0 \4 Y9 @( q
PM_AF_ATTACK 32 // used for AF attack
; Y( @% Y4 c$ y6 @ W9 ~; k3 n# XDropped any reference to secondary values for land and AF as they served no special use.
, d$ T5 c( h+ Z3 q0 @3 OClarification changes
8 C5 y, M, r6 j [1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 |4 o2 M$ \( R
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; I! Q8 |4 B8 x7 L$ IMONGOLIA(91) or TANNU_TUVA(92). [% P/ Z% I( Y# U! w& i$ B+ T* S
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases$ c+ i! f1 p& f% I7 i( s" K! g
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; D1 @3 e+ d3 ]+ K
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
c% Y: j" @0 J9 \ z/ ]after Soviets are activated, but can’t move. B8 A% M- U7 {
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 q7 K; @+ _5 n
disbanded in port.
f3 e% ]$ W5 P' ~$ Fe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 C4 [3 V" K+ hf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |