具体见4 P; q+ Q* O, q b# l# b, A
$ }! V4 v$ Y4 Q" ~8 _) W% P! X! \% w1 nhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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1 |5 m/ V6 I( ]1 R已经共享到岛群QQ和本论坛置顶资源帖1 m& s# q% _" P2 d
, A) t2 r5 m' o7 @5 M大量更新,详见列表:
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5 Q8 z+ R. J7 `8 U( @4 I5 SChange History:
! n4 k- P: {+ @% \$ BV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
/ O! W6 b& H, @1. Seventh Update – This release is a comprehensive release updating all previous
' |; u$ M+ Y7 {! T0 bversions to v1.01.17 beta
. r/ u+ ]# u2 ~+ U/ k0 s6 M4 V6 e2. Code Changes% ~% t- X7 E: U! Y: H
Fixed" p+ [; ]3 s1 S% Z4 U2 c9 E
1. Display of AF/Port icon between player saves based on player's intel
! ~4 @. T4 D$ @2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 t: Q! N& b& X7 Zweapon list updated3 x j1 `% J6 }0 `( c
3. Reported cargo/troop safety values incorrect when no cargo/troop space: z$ P0 Z7 b7 H4 Y2 f
4. Allow smaller 'reserve' space for small groups on ships% N$ h/ h. l& c/ D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& T' u8 ^3 c$ V/ D6 |0 y6. Correct attacking plane count before final post-air combat0 t$ q& @0 A3 f4 N- o ]
7. Pilot promotion may have occured in error sometimes7 ~3 E7 S, h; h
8. Raid detect message sometimes dropped of the combat report
) p6 K$ ^4 {, K9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply# |- ~" \1 K( y3 b+ s4 Q* C$ D S
generally+ A5 C% t# f: R q* F
10. Some pilot-leader connections were being corrupted
8 Q, P9 A G3 W7 u9 {+ ]11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 T" {8 _# [( f1 |8 _other move issues due to the incorrect indicator
3 T2 l' p5 N0 U12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' N/ I! \& ^1 q8 T, h# x$ bdamage! P% g1 {( r* A) P: }5 C) }6 f
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ Z& M( Y) _; B8 L14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" g: n" H$ K( Y2 V5 W% Pdate sort
+ Y4 s1 r+ S) \7 b15. ASW groups not allowed to attack sometimes1 A- I8 U8 u& u
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- R; x) s% V$ ^; x K6 S, G
HQ/LCU to jump to reinforcement queue
* J* ]2 U, M& p1 I, L+ I17. Bug in bomber intercept if too many rounds of fighter v fighter combat, I( V+ M; B6 Y! |8 B
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. K4 n) t2 t$ S+ ]
at start of AE but crept back in sometime during updates- l) f: Q8 J6 O3 l9 ?' _5 P% G
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' s* K" c6 v8 i. h" [fragment.
3 [( f# V3 Y6 T6 q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! ~ o, q" v, m: p( E j+ w
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 A9 ?# Z; V' o0 Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 [: n2 ?4 D6 R% l. L8 Y/ Vset
% E/ R7 K& y6 l' k8 y4 }22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
$ n1 v* [4 Z a J& R2 H3 h& i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% m8 m" @- F) B, x( G7 n% O% m2 M
24. Bug caused F/FB to sometimes bomb at low altitude, p# u) J4 Y: @3 F4 @1 s% k' A! n' U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% [1 M+ q0 t" J( `$ h5 h/ uoccurring properly.9 x& r% {7 L8 m# H" W* X
26. Bug in Industry 'failed' indication not showing properly sometimes
% f/ G) T# B- Y# W& g' s) t27. Location check at scenario load to include small map sceanrios+ f! m* Q7 {3 g; m7 ?
28. Bug in air supply to fragments in a non-friendly base hex
6 ~4 S1 X. z* a, W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" j+ H7 [. ]- z3 z% X0 B' `7 ^. R
being set to homebase before execution of the mission – ie was returning to base: R" ]6 \1 d* Z \& q
immediately
% N) X% E( l: n& L1 g' N30. Error in Strategic map display
# }5 Q0 X' m8 \5 h8 G; Y31. Additional and stockpile options were not turned off when base was captured
, D1 f8 u6 }0 @, g) h# F4 n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ ]1 p0 Q# t/ }% o, Q$ L
mouse over: r7 K7 [5 U9 Y1 f$ h8 s# Y9 {
33. Army experience being gained when not 100% prepared as per manual; changed to allow4 W. ~' t, X& J
chance to gain experience if >75% prepare and < 50% national exp level
: B# J3 n8 J+ A6 [0 ]$ o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 O7 _ u: D+ d! F
alleviate the incorrect experience gaining happening while in reinforcement queue' u7 C4 V* e W: n& U! f x% G
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- a0 x$ c6 V2 t" dcaused unit to jump “off-rail” and move overland' V; I) [! n/ f k! X
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
# r+ X" A7 I6 [9 V37. Excessive accident messages on unload from TF reported* p5 p; P* g2 Y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- M4 f# }/ ?" `; V- A- |+ ymerged causing smaller size unit than expected
; @; [" @* a7 r' u Q39. Corrected possible TOE error in scenario data load for inactive units: ~- J$ S: k3 o: \4 N( d/ Q
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
' u5 k6 D5 g8 r7 u( thowever be allowed to do this.
4 J5 l0 i! d# Y' x41. Possible CTD if sinking ship's load was a group
. G! p5 y2 S2 w% o! G/ H42. Limit the number of devices built from resources per unit during LCU replacements; this# K: x9 C* t0 s T( ?
was causing an over production for that turn
7 _( V5 Y' r% l- R. Z y43. Retain day/night setting when creating group fragments
' t. A' [) i. J3 a- n9 Z44. Adjusted supply and fuel values in base list not to overrun the space! p4 T: ]" w9 m y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ P+ u X4 w& n+ A) z! xadded YMS to Sweep TF in line with manual and code
- F( x' I/ p& X( E46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 u$ o; w! d$ I" B& erule relates to the abundance of manpower and is not covered by replacement pool. Normal
& ?8 Y8 U" b# b# y& T0 [, Z+ irebuilding of destroyed units is not affected by this.5 m m! r$ }7 o
47. Carrier capable and trained text not showing together on Group screen
( h2 b% h! b/ ~6 k" V+ k48. Handle any blank re-name changes by ignoring them
5 ?5 c Q5 l$ I" P% h2 Z49. Possible CTD when air fragments combine
, |+ F- h* c! D0 |: }8 Y50. Unloading TF can freeze a LCU onto a ship under some conditions
) _- ]8 J; m. c; x* H51. AI not behaving if main HQs missing (affects small map mainly)" \* M- Z x6 [. Z- x% J f5 d" n
52. AI using AGC for normal land units – removed from TF if not needed
m5 V7 J9 V( x' v0 j53. Soviet activation message not in Ops report
3 M- V6 x- i! a& K1 }54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! y7 `* q7 z& u3 y
55. Clear Soviet air balance if not activated. Possible incorrect base switching, {' E/ v2 j0 O- y8 o
56. Sub attack against docked TF not happening for port size <3
' s9 ^1 m5 L- T0 {8 A# L57. Unit type changing unexpectantly, V0 T+ f w: H o7 D/ r
58. Torpedo replacement on plane sometimes is missed
- s* y8 ?4 I R2 b) g- S59. Double handling of overstacked supply requirements
, f( u2 U8 o& g/ {, e2 Y! t60. Fixed alternate weapons for port attacks3 M2 |6 L0 A- \ _ D3 s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till4 C+ H/ v7 s+ k
sometimer in the ship repair cycle./ M$ p C I# r- a
62. Ship tonnage over 32K could cause repairs to fail
3 F+ J" ~: j5 q E! e/ C: ~: V& VNew
7 v/ S, o# T |1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
/ y1 o/ M4 ?6 e2 S9 Xport. K. ~' ~9 b' m4 p* P5 F
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. K/ D: g$ f G6 r K0 D
Tenders not counted7 a1 n, d4 p& C
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# s- d& M( @; l' S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
' r* T7 D* J. vto remove damaged ships from TF& U1 N9 R* S/ Y! f
5. New filter for “non-building” devices in Industry pool screen
5 I+ z1 t, z+ t6. New filter for “non-building” aircraft in Air Replacement pool screen, h! S3 I3 W6 C0 m1 P
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- p I# h% H5 d) }9 I6 `mines (^) detected
, q" G4 ?0 h& V$ X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. \; Y4 c t3 O6 E4 d8 m r‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 S- u7 M. u/ b4 [1 estandard parachute unit icons4 e8 t4 z+ F x2 S' R0 [$ y6 P
9. Air/port damage and building is shown in base mouse over. r2 [2 I: r) U) d& l
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
j) k4 O- s, M$ U H% P: E+ O% N11. TF can be routed to stay within coastal hexes as much as possible# v+ \* x2 q8 l
12. On Top Pilot screen show the 'ace' cut-off value if more than 14 _; u6 o. o! l& v9 ]1 d
13. Added option on group and LCU reinforcement screen to turn off replacements$ m& d/ t4 F( d7 O1 i) {
14. Current base can get supply returned to it when reserve planes returned which were2 R0 y$ D9 p" r1 k _% m
originally supplied from another base
. o1 A. w J8 x. t! A15. Unit type filter on Troop Loading screen
1 i7 T% N0 h6 J9 r, S1 _ \16. Report killed ground units if not in combat report0 t( y# q8 a& j
Changed6 ~2 k; i. ?- e
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( G: T1 J* ^) N O(complements fix 18 above)
& I9 p) D2 i6 o" ^$ U2. Permanently increased pilot array to 70K& E, d; E0 \" h- V' C
3. Increased number of air combat rounds are a factor of total aircraft involved
6 }' X( D& |# l4 m; ]% J' P4. Allowed submap to submap movement if land connected for land units. Should have been
u. n1 e8 u2 J+ h6 S5 ]so as per Andrew Brown
9 w5 N9 C) t/ Z; q4 K6 r5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 G" e S: `+ v4 K( J6 H }& Tdelay toggle instead/ S1 a" C. F& L, U, w9 X( x% @, z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ u; M: I* U3 m& T, {" c% }
maintenace a bit more4 e [0 I" L2 U
7. Support device replacements won't decrease the overall experience of LCU units. This does7 ]& K1 h. w2 B" M7 X; i
not alter the overall EXP change due when any replacements are received.
2 o: J* P9 s5 c7 W/ o' U8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% A* B }. N$ k8 W) c+ _
between the two but could break current games.
8 o5 O, Q9 f& h9. Some LCU Prep points may be retained if unit is experienced
0 p( q4 j' W/ k4 D3 O' e, z; X5 ?Notes$ F0 Q. |- {; ^% b1 E6 a! M
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' {) p( l' D2 H7 ?* o# Dshould not change player or HQ, even if not in play. These original HQs are used by the AI
5 ]# z; l4 W! x$ G4 R8 Groutines so changing or deleting them can put the AI off. Changing other elements should
T+ a' M, K, X D8 J, `! ~# Pbe okay.
9 \5 ^9 g; Y2 [8 n/ p6 I- b2. Clarification to weapon filters for aircraft:. A6 X. e- i/ Z `
PM_NAVAL_ATTACK 2 // used for naval attacks
- b- {& X) C; d3 ?! V# w `PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. v6 _0 S. P6 \" g2 t2 WPM_LAND_ATTACK 8 // used for land (ground) attack) J" w% v* t& r' l- ~
PM_PORT_ATTACK 16 // used for port attack9 \( l% C5 q B4 l. A$ n# C3 ]
PM_AF_ATTACK 32 // used for AF attack4 S9 t7 |; I% B, G0 s) m& o
Dropped any reference to secondary values for land and AF as they served no special use.
2 D& y' h) Y. F, p" O0 ~6 \Clarification changes, \" c4 B( p5 c5 \* {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 R" O! ~" k: {) o6 _4 pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),1 Y/ W9 [9 a* z
MONGOLIA(91) or TANNU_TUVA(92).; j! u" ?! B1 o# E M1 E5 s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- Q6 n; {. W# }' W+ s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( J; V1 \ \% sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 \1 r( D9 [0 X
after Soviets are activated, but can’t move) M5 h9 p! ^8 L, j+ @# f! H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, A. B+ {% _+ l4 Gdisbanded in port.
& `5 s1 n# m" j" U% Te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( R$ `7 p' V5 `, _; Of. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |