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% c5 _ H$ f$ w7 Q# Lhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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- ]9 a% B0 R" ]0 Y" y: @4 x6 ^已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:/ K; [* K* T* u3 m3 \3 o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 `6 @7 E1 T8 ]* u# [ a1. Seventh Update – This release is a comprehensive release updating all previous3 C2 q9 k- A/ }% w# G3 A- K
versions to v1.01.17 beta
4 ^% e! x5 u- j4 K+ i2. Code Changes7 o8 {0 d) f n# u
Fixed
; P& Q" Z5 u2 L' g6 H5 M1. Display of AF/Port icon between player saves based on player's intel/ a1 j; ~/ `- J( n9 m/ [7 ~2 ~
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
F' A' g+ w. ]5 `weapon list updated8 j" @+ ^/ ^( z4 H% a
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" i% [3 V( X- o4. Allow smaller 'reserve' space for small groups on ships
/ j( g9 D! u7 T% O4 C5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 s6 c% R) n8 S9 @4 V6. Correct attacking plane count before final post-air combat @6 R8 G% l- F1 L/ x. R
7. Pilot promotion may have occured in error sometimes
: l( K- G1 d. ?+ |' P0 I0 Z; g8. Raid detect message sometimes dropped of the combat report" L2 j' v9 y o# V, G
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ I" V) \ c6 k. U& W/ Zgenerally
* C+ a& ~0 T% M! F) K: q; [+ i10. Some pilot-leader connections were being corrupted
- U- J1 k- |8 Y- t# a. j8 z1 i" B11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ P3 V3 D* U/ u
other move issues due to the incorrect indicator+ p P% o; S3 Q- o( |" _+ p/ k7 U, l
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' ^" J$ n9 V( {damage" r( L% o) w( t" u5 o: v5 {
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 U' D& i. {2 ~0 Z) @! @4 C ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: q9 E+ S1 q4 k, G
date sort
4 l3 m3 d, v8 o) F15. ASW groups not allowed to attack sometimes5 W' @+ \/ s/ z7 z) n9 q: \1 ^% a
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing4 ]9 T$ [% p8 H8 V4 c: Q3 w
HQ/LCU to jump to reinforcement queue# _+ v; O* ?+ ?* x6 t* f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ j1 D3 d( h- m) a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 ~/ I6 Y) w1 M7 j' Oat start of AE but crept back in sometime during updates
. c8 M+ r" o+ w$ D, ^8 g$ z19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 Q9 D! T, S3 A* x! V9 X& C* r
fragment.! H O+ p5 [# ]! e" b3 m, P
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade" |( b( U3 l; n& }; A+ S0 o$ r
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
5 Y/ g: L; ~8 S3 u" U" w$ Rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 I5 u0 y; R+ n Z- o
set c. }0 C1 ]7 }, E
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 T1 g0 l% Q% u/ W1 g$ ~5 N8 S
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ b3 Z8 h( t" h: [) ]24. Bug caused F/FB to sometimes bomb at low altitude2 O7 W9 M" R3 d
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 S0 Q9 F6 T7 H( S8 }
occurring properly.
+ q0 S2 S- E) p3 ~" `: J26. Bug in Industry 'failed' indication not showing properly sometimes
$ m6 a6 d0 Q% E8 c: s, x' l27. Location check at scenario load to include small map sceanrios
- |7 }4 o2 `9 [9 v3 L28. Bug in air supply to fragments in a non-friendly base hex
7 b! Y: e2 ~% m: H1 N: h0 |29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 q2 t0 @. R* W) Z/ J1 A( mbeing set to homebase before execution of the mission – ie was returning to base0 {& t6 R1 C: Q7 _$ p
immediately, F" U' Y3 ~0 }, }' Y
30. Error in Strategic map display
6 f! G( A, u" i5 O31. Additional and stockpile options were not turned off when base was captured g5 v( p8 D: e" v `
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, I# N. g z7 q; rmouse over
; R) A' _( b ]- F5 r33. Army experience being gained when not 100% prepared as per manual; changed to allow7 j) v" r. z i N
chance to gain experience if >75% prepare and < 50% national exp level2 j' ?( o4 d5 S: s
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" B) d: o& d4 T9 ^
alleviate the incorrect experience gaining happening while in reinforcement queue! l% {* o- `6 h6 p. x# f( U2 {2 T
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 A0 }9 O. i* [3 D$ Jcaused unit to jump “off-rail” and move overland
/ g2 L) t5 Y: F36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: E3 |5 h* o/ C5 `37. Excessive accident messages on unload from TF reported) a) Q3 w1 Z- a$ [4 n: j7 w
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% r# R3 `8 |' |& o3 n( `merged causing smaller size unit than expected
6 o. T0 i3 n0 `0 W# B39. Corrected possible TOE error in scenario data load for inactive units% H9 G* |- L. ~) e( Y5 n
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. ]1 n/ A" l2 {6 W. h; V# y9 A3 Rhowever be allowed to do this.- ~0 f# W3 G$ ]* A8 D* t# C* J
41. Possible CTD if sinking ship's load was a group! T( M" Y0 @2 R8 ?9 J
42. Limit the number of devices built from resources per unit during LCU replacements; this
% e K4 S: E4 E8 j6 A" A+ fwas causing an over production for that turn( ^) s8 n- C( S8 T
43. Retain day/night setting when creating group fragments
6 X$ b& R& E" @. R+ i44. Adjusted supply and fuel values in base list not to overrun the space$ t' A- ^& w" e" x0 n
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ E. G( `/ K5 f7 |3 Q( A0 Z
added YMS to Sweep TF in line with manual and code
0 o" K d0 R/ }- I- E0 i6 _46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the( o9 ~2 l4 g* M3 N0 D% ^% s- l! q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
- i K1 T9 [$ Orebuilding of destroyed units is not affected by this.
0 {7 E* L0 b% |' [ ~* @5 b0 Y6 |47. Carrier capable and trained text not showing together on Group screen
7 H6 Z" w7 j, n- c) s- V: i48. Handle any blank re-name changes by ignoring them, s7 T3 L' q [0 h8 y
49. Possible CTD when air fragments combine
! B0 | h/ S; m5 ^) v6 ]$ U( ^" C' j50. Unloading TF can freeze a LCU onto a ship under some conditions7 N2 K+ Q i+ n
51. AI not behaving if main HQs missing (affects small map mainly): ?4 T& y$ o+ P
52. AI using AGC for normal land units – removed from TF if not needed
, K4 y Q) c+ M0 L0 V53. Soviet activation message not in Ops report5 w) m# g8 @) K( K
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range Q. F' r+ V& v/ r
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 ~! `: B, F+ g% @. W
56. Sub attack against docked TF not happening for port size <3
7 A* g1 b! [! U" |, w2 c4 }57. Unit type changing unexpectantly
1 S5 i% Y, c2 I0 Z; i( ]4 Y58. Torpedo replacement on plane sometimes is missed3 \, |# _7 }7 ]+ |9 _; A
59. Double handling of overstacked supply requirements
6 P$ G5 q. Z& M+ M5 |* v( Z60. Fixed alternate weapons for port attacks/ |" p* a9 ^3 T% V0 \
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 i1 ^' M. [3 msometimer in the ship repair cycle.
2 ], r. k Z/ 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
" C( j# \8 \- u. \, }' a d: Yport b. q6 E0 l& A5 `& C/ y5 ^4 ~( J3 P
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 g6 V( F4 Q& XTenders not counted
1 t& Q$ s0 V3 C3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, L. C; ~9 Z% p4 y( G
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
; @9 Z0 T, R1 f$ K7 Ato remove damaged ships from TF
! u( E. K3 e* B5. New filter for “non-building” devices in Industry pool screen
" v3 V) ?, e O( u. J; W5 I- J6. New filter for “non-building” aircraft in Air Replacement pool screen
8 E, j. r& p+ Y, v8 ~4 U7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
j5 S& ?) ]# p% s0 s& amines (^) detected
* i) q& @5 X5 U( i: K5 v! f5 X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' L( X+ X; }) N& y' p, n. `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. b7 t* z# p- Fstandard parachute unit icons" r9 c- B" V1 Z
9. Air/port damage and building is shown in base mouse over
5 m6 u5 u2 D& f# U/ N J10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on3 f. j" C! [9 l3 o; R% t2 ?4 l
11. TF can be routed to stay within coastal hexes as much as possible
2 @& N2 _8 w) `8 v* P3 O9 V" j12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ B. |, \: ]* j* a7 Q7 f
13. Added option on group and LCU reinforcement screen to turn off replacements
3 r1 i# `( r3 M: b h% j3 L U14. Current base can get supply returned to it when reserve planes returned which were& x' E. x' [: S: @& ]" a; n' M; y
originally supplied from another base# w' u% V! `3 E1 L; N S
15. Unit type filter on Troop Loading screen Y) \. i. Z& o, e5 p; N; S0 w. o
16. Report killed ground units if not in combat report
3 ?% E+ @4 P. S# f2 [; f( xChanged- m7 B5 \6 S5 R& n
1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 z* G* C5 [; v$ @
(complements fix 18 above)5 H7 C0 t6 B1 M
2. Permanently increased pilot array to 70K
# S: |2 M0 S9 o" T- h, C3. Increased number of air combat rounds are a factor of total aircraft involved! i$ t5 j" O- E3 k( V: @8 e1 W
4. Allowed submap to submap movement if land connected for land units. Should have been. h0 O2 a) k, o
so as per Andrew Brown( k" w V3 Q4 b6 e: ]8 K& b8 C( K8 B2 ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 U( N: [' ~$ R3 M0 m& Bdelay toggle instead
" g# t# C; D1 s1 }6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. R Y7 R* n9 M* {% S5 s8 _
maintenace a bit more
0 [7 v8 r( A5 v( \* p, L3 c3 F7. Support device replacements won't decrease the overall experience of LCU units. This does4 e6 T# i) t& O3 j- Z
not alter the overall EXP change due when any replacements are received.
0 Z# K, U& W: Q( p' Y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 h+ Z1 }3 |/ b- k
between the two but could break current games.
" C' D/ V6 O2 ~& ^# a1 ~9. Some LCU Prep points may be retained if unit is experienced
' {/ t4 `9 x% LNotes. Y b6 n2 ?2 |- x
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ r1 i% h+ X3 ~4 V9 ushould not change player or HQ, even if not in play. These original HQs are used by the AI! `$ W1 g) o7 [, B/ o
routines so changing or deleting them can put the AI off. Changing other elements should
( b- \% d+ k) ~& mbe okay.+ p$ J4 m Q( X' \
2. Clarification to weapon filters for aircraft:
5 }& ^4 l. D M+ z% PPM_NAVAL_ATTACK 2 // used for naval attacks) j" _1 i3 x$ c! c w, S/ [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
3 D6 y5 [4 }) U& d4 v, W9 o- M9 WPM_LAND_ATTACK 8 // used for land (ground) attack
4 u4 H- z1 ^1 zPM_PORT_ATTACK 16 // used for port attack
2 j( a* m3 T# s6 DPM_AF_ATTACK 32 // used for AF attack
' v8 w5 u) Q& \; y& ]Dropped any reference to secondary values for land and AF as they served no special use.8 d: C! Q3 p! Z2 y# l' R! g0 N
Clarification changes4 t( a5 {" V( ?1 N' C! b
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These6 N) B) o" I/ Y' C3 l, Z# z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 v, k. G' w- c! b& w2 d
MONGOLIA(91) or TANNU_TUVA(92).
- H( Z: q$ F( ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases( p- y% i: V1 w# b# ?5 ^; T' c8 f
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ d7 u" Z0 B9 [+ `c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
! E! y s4 Z/ ~) C! r) Z: ?after Soviets are activated, but can’t move0 A* }# \# U3 [2 i0 E9 V( \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if T% R {# ?& X: L9 P+ Z: \3 J
disbanded in port.
9 k: K; b! J' i1 W5 E7 ?, T( ee. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 j }/ R8 l# Q( A: F8 w
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |