具体见" G: q5 m* w3 d( z: U+ z* ]
' W+ \4 `8 [ f8 Dhttp://www.matrixgames.com/forums/tm.asp?m=3185062$ b' K$ M6 g( }: |2 A
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已经共享到岛群QQ和本论坛置顶资源帖* }8 i2 R* F* _1 |! ^* H
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大量更新,详见列表:6 {7 q8 }9 x: m' {+ C
+ c& y$ y# A) x$ T: q* {/ q* _ `% ]4 B; ^
Change History:
' p1 W) M8 l$ r0 z6 w" \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 g8 F: y- I, t. K% x2 f9 u1. Seventh Update – This release is a comprehensive release updating all previous
1 j& N2 m s/ x; eversions to v1.01.17 beta$ v/ p! |; \( X: Y
2. Code Changes
$ r# @8 f) E7 q: A4 bFixed( k6 B+ K8 Q' ~0 [, G
1. Display of AF/Port icon between player saves based on player's intel
7 v i# _4 ]& M; f2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
* [2 Q# }9 [9 X; u! o/ {9 v5 T$ vweapon list updated
: C# R! q/ J& n6 {3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 M0 n7 @. w3 U4. Allow smaller 'reserve' space for small groups on ships0 _3 R* ?, c/ Y; H- A
5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ ]) I% ?& h, @2 t" ]8 d
6. Correct attacking plane count before final post-air combat% O/ z& K) A+ }1 d
7. Pilot promotion may have occured in error sometimes
2 G- g! L5 G5 ^4 X2 @7 o! X, @8. Raid detect message sometimes dropped of the combat report6 F" \1 B! i# Z: a- v
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 x& I0 M, S1 M G8 P$ m& U4 ~generally1 s: n; Q4 k0 w0 v, H; q0 B7 S
10. Some pilot-leader connections were being corrupted4 G H$ Y% Z" V1 V$ n
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. V! t* b8 z8 d
other move issues due to the incorrect indicator
: y3 j& ]% G& M5 b0 Z) K+ h, X2 J$ |! t) U6 \12. Wrong ship sometimes reported in Ops report for TF movement which causes some- F! j2 {2 q6 X5 w y/ s. q7 a
damage
1 j: x) ^. y, \, e/ w13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 R+ R8 G; y& o# w; @9 r
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! b" n+ @- M+ Ldate sort
. _7 }9 ]" L% p- H! N15. ASW groups not allowed to attack sometimes
; Y* o# W$ s- ~1 |+ T) Q16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 ~3 [2 {+ m1 H- |- c
HQ/LCU to jump to reinforcement queue
# T8 Y3 P2 h* ]+ V8 T17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: N) b3 T+ i* d) U1 ]0 K18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed7 H" O6 @. i/ A4 `
at start of AE but crept back in sometime during updates! n3 B( v; l7 u8 n& O d/ ]+ M
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ W5 Y# @' \' Sfragment.+ z7 I9 \: f/ m; n. Q6 U
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' ]# [9 M+ \( ~% [3 {7 ^21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: K, C: q5 b$ o/ i' l* G* [8 rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full% P Q7 h. n3 H
set
- K3 `# w5 D0 f* C, F& }0 m22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ m& t2 }3 N, C! Z8 O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays7 h( p3 x- T- v+ v3 Z
24. Bug caused F/FB to sometimes bomb at low altitude& R1 h7 j: r: f' j8 d A4 C8 V
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ e$ L# K! |3 @% n' P' U
occurring properly.. `6 R. W6 D! ^" j9 i' B* b
26. Bug in Industry 'failed' indication not showing properly sometimes
: K$ E$ O: B$ k; {/ b4 T+ h# k. V27. Location check at scenario load to include small map sceanrios. S: r0 H; S1 V' j5 `/ ~; k+ ?
28. Bug in air supply to fragments in a non-friendly base hex
* v0 S( {; |3 v& y! K7 m! Y29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 E7 W/ G# s# T' o
being set to homebase before execution of the mission – ie was returning to base: ]$ H' j2 j- G! t3 C
immediately
0 F& ]* q7 o' g3 ~& q: J5 `) m" q30. Error in Strategic map display7 h7 N; \, ^/ |) j
31. Additional and stockpile options were not turned off when base was captured" {, s: `+ s. W$ A3 D6 A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
# T, |/ n6 D) I7 P imouse over
5 q1 v. y! x8 q, a* H33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 h0 u' e" U9 F0 x/ |chance to gain experience if >75% prepare and < 50% national exp level
J. p$ E# v5 t3 M: Q. V1 {, t34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 ~ j6 W Y& U8 ? R# d) B9 X# m
alleviate the incorrect experience gaining happening while in reinforcement queue, p/ @- N0 z2 K9 ^4 m' Q3 Q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ q) W- D# D0 O8 x5 A: y5 \caused unit to jump “off-rail” and move overland
7 F! [ g* s w+ D! v36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 [: H9 P1 q; e/ x37. Excessive accident messages on unload from TF reported
* `3 D& |, V( v- x! _; Z38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 q0 o$ @( n, b% o. Emerged causing smaller size unit than expected6 E5 A1 w6 M6 V. S) F' R4 ?
39. Corrected possible TOE error in scenario data load for inactive units8 }: O* [% ?/ {+ U7 _, ?
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 a% d2 D7 ~' y! h/ bhowever be allowed to do this.
1 h6 s8 y; O, P. |+ L$ U! k. z41. Possible CTD if sinking ship's load was a group
" |6 W9 t# G' T6 U& j: H$ g& J$ h& B( g42. Limit the number of devices built from resources per unit during LCU replacements; this
( ], c1 W' x6 f5 E" q$ cwas causing an over production for that turn4 a/ V k* b1 S* ^
43. Retain day/night setting when creating group fragments
" X1 c5 r' o+ k- w% B44. Adjusted supply and fuel values in base list not to overrun the space
0 c! [2 W7 Y! W+ S9 j4 V m% F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 U: _( c4 y6 [added YMS to Sweep TF in line with manual and code
+ l6 j$ h7 K3 q X; f" j, K/ R46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) W; K- k! F) ^; V: h
rule relates to the abundance of manpower and is not covered by replacement pool. Normal0 Z/ ?9 ^. F+ U9 P6 f* ^- N
rebuilding of destroyed units is not affected by this.0 r {( M2 g* o( H2 q3 n
47. Carrier capable and trained text not showing together on Group screen% S5 V5 S% c2 M
48. Handle any blank re-name changes by ignoring them
0 { B' K0 y7 A; U/ Z49. Possible CTD when air fragments combine: M5 {8 N5 t4 m# P/ C
50. Unloading TF can freeze a LCU onto a ship under some conditions
" o% W' b# t3 q) T$ d/ _51. AI not behaving if main HQs missing (affects small map mainly)
+ f$ y) {. g% S7 k2 a; F' Y52. AI using AGC for normal land units – removed from TF if not needed
' p/ M) c# ]8 r/ `# t0 ?' m$ e2 ~53. Soviet activation message not in Ops report) Q5 ?5 i- i8 Y# M$ X1 v
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 q) A7 n f E0 j6 }* c3 F55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 g1 o9 j4 L M: R @" F56. Sub attack against docked TF not happening for port size <3
1 a5 t! b% u- }0 |. ]" M57. Unit type changing unexpectantly
% I- N: s v: i5 s! Q( j58. Torpedo replacement on plane sometimes is missed, u' b* G4 w9 ~; S
59. Double handling of overstacked supply requirements
, B8 b) a) y9 {) m6 {5 M60. Fixed alternate weapons for port attacks. B' [7 D; A, m& A: N7 I' W7 t+ g0 o
61. Corrected weapon system damage to show after combat on ships in port rather than wait till; U6 `- K/ J9 t' Y
sometimer in the ship repair cycle.: |& y. B, N8 U% Y' W1 B0 R9 ?
62. Ship tonnage over 32K could cause repairs to fail
. ^3 j$ j' J2 U+ i. s. G: aNew
5 Q5 o0 ]; K1 E' k9 L* ~' z+ q1 w( D1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; |! h9 V/ D. J! v. Cport
' c; L" v7 @4 O+ `# X5 G c% D4 A2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) O$ Y& C N2 U. }: CTenders not counted
2 s0 F. h& U6 ? @3 S. e3. When showing mine device on ship, show '!' next to mine ammo if can reload at base+ b' o# ~8 F9 L) P8 h8 n! K
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! D6 G; X3 G; lto remove damaged ships from TF9 T4 E Q6 ?; s N L! g+ c
5. New filter for “non-building” devices in Industry pool screen' ^# y* g8 f# d7 p
6. New filter for “non-building” aircraft in Air Replacement pool screen+ u8 [* a. y1 K* T
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy* q8 D/ n/ f' F# S7 g6 J
mines (^) detected
. t5 M; M7 n+ N ]# Z P8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ t6 T: {5 m+ c, t) y( F- d* C
‘button6..’ image files, then these will be shown. If not, by default there are shown as2 h* y! v1 w. o+ @
standard parachute unit icons
4 S! ~1 d9 ?4 Z5 d9. Air/port damage and building is shown in base mouse over
- ?& [( `: f% O0 U0 P10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 m, A6 S1 {/ M# i, i: G) a3 q11. TF can be routed to stay within coastal hexes as much as possible( m1 p: o2 ]0 D7 ^5 e- w- S, s
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. \0 k6 b6 @: n
13. Added option on group and LCU reinforcement screen to turn off replacements
7 T1 p; n V: B/ L% r( G/ @14. Current base can get supply returned to it when reserve planes returned which were
8 A3 P0 F' j1 @( ^originally supplied from another base2 S# O* X. v6 G" x' w
15. Unit type filter on Troop Loading screen
! a& U& C; C ~5 t c) C16. Report killed ground units if not in combat report
6 u3 F i/ ?: g( zChanged
+ p! K; e0 u" j* Y4 N1. AF of 8+ have AV support doubled for purposes of determing support for air operations* a+ {" N' Y2 A" B( v% Y
(complements fix 18 above)
) A' W( B3 ?0 `* y w0 _2. Permanently increased pilot array to 70K
/ i: y6 i* O6 D3 d; \3 s; \3. Increased number of air combat rounds are a factor of total aircraft involved
% ~0 o4 f! e& A4. Allowed submap to submap movement if land connected for land units. Should have been) ^) m7 ]/ _7 z, h, n
so as per Andrew Brown* l# a: ]& I5 } N) z2 T
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. g! a4 J- P3 _6 B+ ^* `% `* _9 p$ Ndelay toggle instead
3 H6 `7 `+ l& Y; c+ V9 V" q x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the! m. o" g9 i* Z- z2 m7 ~' \
maintenace a bit more
; S# O1 q( o& p; O, f& e7. Support device replacements won't decrease the overall experience of LCU units. This does
0 S; u0 L# p' J4 O( N+ Onot alter the overall EXP change due when any replacements are received.% s$ g( U6 J& Q, d
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 p+ u8 ^8 v+ B( L( Q1 xbetween the two but could break current games.
Q1 t9 S" N( Q' K: _8 C+ Q& p9. Some LCU Prep points may be retained if unit is experienced; |1 o: f) [# `* E0 P2 F/ p
Notes( f" L0 W& E2 Z& b9 M/ t! L
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 g e5 M9 N& W! F8 Jshould not change player or HQ, even if not in play. These original HQs are used by the AI0 E; d" h& e- ~
routines so changing or deleting them can put the AI off. Changing other elements should- B9 @4 k3 A! I) T% K
be okay.
* K& H+ R3 a3 l3 g F$ T( X5 i2. Clarification to weapon filters for aircraft:
D3 N7 w3 V2 w- ?1 x/ s/ }PM_NAVAL_ATTACK 2 // used for naval attacks6 E( k% w& L1 c9 r$ o, m& h
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ k+ B+ j0 ]. v$ ?5 `PM_LAND_ATTACK 8 // used for land (ground) attack, [# Q" O) R, S7 H1 W0 @
PM_PORT_ATTACK 16 // used for port attack, A, F n" j5 q: Q% v
PM_AF_ATTACK 32 // used for AF attack t* ~6 b% M3 N5 v( @- S
Dropped any reference to secondary values for land and AF as they served no special use.- d2 w5 Y8 C6 I$ O h' i6 `
Clarification changes
& P2 x7 B; F2 y2 H# `! B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ k d8 ?% j" I' M1 I1 X4 Kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. {7 E- `0 x$ IMONGOLIA(91) or TANNU_TUVA(92).& W" O* G$ Z* [
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ S" O5 s8 s& x% ]
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
" W, b- b/ G+ \" b4 q! B" Z& bc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) n/ A2 r6 S4 z$ t# t0 o! [2 `& Q) P
after Soviets are activated, but can’t move$ g" r: m) i( E( w
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 R+ x! \1 B% D3 S6 ]disbanded in port.* |: U6 o# b e
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, a9 R' r: x/ K2 ^" W
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |