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http://www.matrixgames.com/forums/tm.asp?m=3185062* ~7 P; J+ n) @$ W( C# g3 O
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已经共享到岛群QQ和本论坛置顶资源帖: G; B& z7 x7 }
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大量更新,详见列表:. J; u$ Q4 r/ \3 c' \* N
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Change History:
# A4 H+ k8 S2 b4 vV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)4 O5 b, Y9 n7 h e" P% U
1. Seventh Update – This release is a comprehensive release updating all previous
$ b! O' R: T) H- g3 U* I( wversions to v1.01.17 beta
% c! g/ s- Y* O$ `, B2. Code Changes
. V$ h3 L; s. R2 i1 o2 r1 q* }) ^Fixed% t: ?+ H0 {6 \' h) b
1. Display of AF/Port icon between player saves based on player's intel
' f3 m# e% A7 w9 b! P2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 n% S' r) b4 A. A- T' P% r
weapon list updated
1 e1 f0 U$ g# z; K3. Reported cargo/troop safety values incorrect when no cargo/troop space
# l1 {2 E) H# X. C2 b" A4. Allow smaller 'reserve' space for small groups on ships2 e* h6 B' D% X( C0 M9 L3 i
5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 A* f m" y1 t/ h
6. Correct attacking plane count before final post-air combat
: H* J D$ S+ f8 L: f* L: ]7. Pilot promotion may have occured in error sometimes$ E2 c4 |4 [) m1 P+ F0 g
8. Raid detect message sometimes dropped of the combat report
! q/ Y \ A ]9 V7 _- M9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; v& P0 \& I& }4 `- ^7 [8 c
generally' _% M: i; x" p( Y* j6 v) d
10. Some pilot-leader connections were being corrupted R2 S/ f0 p0 `2 u" b) h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 u0 l1 H% O! c/ s; m( b- o
other move issues due to the incorrect indicator
: {& {, Q. F! w12. Wrong ship sometimes reported in Ops report for TF movement which causes some: k- y2 q8 h/ A- d& H
damage" V1 m3 D$ d ~+ L" W5 m
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 x- M/ j9 P2 O5 b; P$ ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% p7 l5 N a" U+ v
date sort- M2 G" A. T% j0 x% O
15. ASW groups not allowed to attack sometimes) x [# @; F, _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- m0 h0 j! q8 s2 r# ^
HQ/LCU to jump to reinforcement queue
) `' D) q! K7 v9 L17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 f0 R* g/ k# S; ?- A
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: k; E4 M; v$ H5 X1 ]
at start of AE but crept back in sometime during updates% [" X% |# e- {3 q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) ^7 U; A2 z' o9 A8 Q* `fragment.
$ E# {: }$ V4 _: B, k! l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
J/ I6 Z% @6 \" g4 Z, c: o/ L21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 J% }, [5 z5 y! Y; @) U, {1 @
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ @$ \3 K- b- Q; wset
3 Y! j+ G9 x6 Y# R# j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( x/ _7 q# ^3 t23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# R! `. Y( p! W+ |8 o
24. Bug caused F/FB to sometimes bomb at low altitude8 ]- P" h& n' R1 v1 B3 z) x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ K: _! Q4 T9 x" E1 N% F6 Poccurring properly.
2 B/ V3 w# j& a' V26. Bug in Industry 'failed' indication not showing properly sometimes
' v# l' c. S1 h: K) M+ E) I, X' S27. Location check at scenario load to include small map sceanrios
8 F* W% M+ \2 I, m28. Bug in air supply to fragments in a non-friendly base hex- D" Y% Q/ M9 a) O1 x
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ y: j( g7 L0 X' ^being set to homebase before execution of the mission – ie was returning to base' ]; g" [" @. A; n3 i* }
immediately6 R4 g( n) b* O. V1 y" D1 I: V
30. Error in Strategic map display
: ^" m0 y' L, }* n( l31. Additional and stockpile options were not turned off when base was captured
+ e) k' e* ^: f5 X9 C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 {; V. s8 m8 b4 A) g: ]
mouse over. H$ v. e! w6 ^+ @# p1 E ?
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ z; U8 }: D) z: a/ d6 i" C
chance to gain experience if >75% prepare and < 50% national exp level
, E6 b9 Y8 R3 {" S, }34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 A: U3 ?8 R; Ealleviate the incorrect experience gaining happening while in reinforcement queue
9 o9 \3 F* s7 [35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – O- x' x( a! Y% W
caused unit to jump “off-rail” and move overland4 R7 R. s- {$ ]
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ& T2 S( r" M' T
37. Excessive accident messages on unload from TF reported3 O) b0 f& J1 U: ]" `( m
38. Reworked editor sub-unit merging as some devices could drop off the unit list when5 B. |- S2 N* y6 P( i
merged causing smaller size unit than expected% X/ ?2 P3 w& \. p3 k7 O
39. Corrected possible TOE error in scenario data load for inactive units' D# }- u4 Y' q
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
/ v0 V1 G$ h9 H, n1 @) ehowever be allowed to do this.
& |9 d8 f4 \. e9 F6 a41. Possible CTD if sinking ship's load was a group
! ~& Q" D% S- U, c42. Limit the number of devices built from resources per unit during LCU replacements; this
, V; x1 f! s* X' Y, Cwas causing an over production for that turn1 h1 R6 `3 V( ]( ~* |
43. Retain day/night setting when creating group fragments }1 }6 m2 P+ Y2 i1 X
44. Adjusted supply and fuel values in base list not to overrun the space! ?4 L( }- b1 w8 j' N* H4 {3 m
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 m1 B2 U) i& M! L
added YMS to Sweep TF in line with manual and code, |) L2 y; _8 _
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' v) z6 f. e7 P. Y0 j' y' {5 Krule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ T, K8 q$ m9 S7 s+ _; I. |rebuilding of destroyed units is not affected by this.6 r, d3 ]% y( |! ]- i
47. Carrier capable and trained text not showing together on Group screen
4 e# X6 @+ }8 b# \# E. j48. Handle any blank re-name changes by ignoring them
4 J$ d% ]& @5 K& O49. Possible CTD when air fragments combine. z4 F0 l$ g, d2 p, k: \
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 V, @( q" U9 W1 E. O' A! E+ [% ?' c* u0 a51. AI not behaving if main HQs missing (affects small map mainly)! @3 C& U% Q6 b% e
52. AI using AGC for normal land units – removed from TF if not needed x" I$ L1 C6 @- I% y% ]
53. Soviet activation message not in Ops report
% o: [9 j; w: S2 t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
' f5 u% d8 U. I- Y55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 ~ u4 [. V, b/ i# ]( ]/ g, ]56. Sub attack against docked TF not happening for port size <3
# ]" T4 _7 L- M) B57. Unit type changing unexpectantly7 v' T9 h; D3 v9 K9 |: v7 d2 g
58. Torpedo replacement on plane sometimes is missed$ C# y7 A2 g. V8 m
59. Double handling of overstacked supply requirements) J& }& E7 B2 c0 L5 K
60. Fixed alternate weapons for port attacks/ p* S6 R& K/ w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 a' L. `- d/ z2 S3 x5 k
sometimer in the ship repair cycle." i8 K( v9 P. R3 P& M% R
62. Ship tonnage over 32K could cause repairs to fail
0 H: V5 ~0 }- t. [New
: l! ?2 z+ ]$ z- L$ ^1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# z5 o. t) I1 X* i! g6 N. ]
port3 g$ w1 z0 r: O' n E E' A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& p3 g. C- S* x: f; ~+ a* T
Tenders not counted
; f+ U1 d% I0 f) D9 q# `' V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 A5 I# G4 L% q+ q1 K4 L4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method, r4 R: i! k$ `! b3 @$ e
to remove damaged ships from TF
* Q t0 |9 x$ d( N: @2 o8 K5. New filter for “non-building” devices in Industry pool screen- X$ w# [! a% _ h# ^
6. New filter for “non-building” aircraft in Air Replacement pool screen0 w/ w5 Z, j9 J/ B3 c& F
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 @# _7 Y% o4 U1 r! ?6 `. v5 mmines (^) detected( J- D* j) b& H: @1 ~2 U
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 B* P! h' q: Y) V9 b# z! `% Q
‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ F8 r: X/ y; p; n- s% O9 C3 g: }standard parachute unit icons# T8 l* T, M+ y% B
9. Air/port damage and building is shown in base mouse over
+ X- t# x8 F1 J1 O/ m- C7 S1 y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ Y, d% ?% ?' D) q$ f3 F, _
11. TF can be routed to stay within coastal hexes as much as possible
% }& p8 Q( X/ `5 [12. On Top Pilot screen show the 'ace' cut-off value if more than 17 n3 j% }0 r" v& f% z; d# X/ Q" c
13. Added option on group and LCU reinforcement screen to turn off replacements, W+ h: _- o* f: f
14. Current base can get supply returned to it when reserve planes returned which were2 V7 f( @- C- }; D
originally supplied from another base
$ o% B* m0 X F R& U8 B15. Unit type filter on Troop Loading screen
& A& v/ v5 R# y4 c1 A16. Report killed ground units if not in combat report
# c4 l# K: Q% U; E% D! LChanged6 t6 F( X0 {9 \7 ~) D
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ i1 s3 T* v, Z5 s/ f! \. `9 N(complements fix 18 above)
* [$ P$ ]1 b$ e+ w- P9 j8 X3 ^% L2. Permanently increased pilot array to 70K
5 _4 _. I, F% S3. Increased number of air combat rounds are a factor of total aircraft involved
) }7 N0 M, ]: r& }+ ^; k5 f4. Allowed submap to submap movement if land connected for land units. Should have been! X" _3 Q+ U2 `6 @. M
so as per Andrew Brown
( v( W. D% @" E7 c5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# R* v( n# r1 O& N
delay toggle instead n$ v) F! Z% G" G! X. B$ i* {
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: z2 C# U0 E) ^9 W- T H; Qmaintenace a bit more
+ R2 @" q5 D. t m2 Q7. Support device replacements won't decrease the overall experience of LCU units. This does3 v7 H+ x1 f" ^2 E/ x& z/ S
not alter the overall EXP change due when any replacements are received.
" o+ M/ f- ^5 t3 O( W3 O8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! H' I1 w1 H, M
between the two but could break current games.
* Z$ \. h/ S; P2 M1 Y6 Z. S' t9. Some LCU Prep points may be retained if unit is experienced: N: e2 a3 D. R. M' z V$ m. ?
Notes
: c7 @6 S" f9 ? I! @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' A Z8 A0 D* y9 y, Q4 u5 G
should not change player or HQ, even if not in play. These original HQs are used by the AI
& D l8 W% G& C$ Vroutines so changing or deleting them can put the AI off. Changing other elements should
/ W1 o+ ~2 }3 D% i) _9 Qbe okay.
3 j6 T7 q( B( p- d' k. n$ t& _$ Z2. Clarification to weapon filters for aircraft:
i6 K7 Y( [/ `& hPM_NAVAL_ATTACK 2 // used for naval attacks
1 j+ q! i0 j4 X) ` _& NPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' u0 a$ T. z! O! [4 |' H
PM_LAND_ATTACK 8 // used for land (ground) attack
! S6 k% e8 A0 F8 j. \( IPM_PORT_ATTACK 16 // used for port attack& K: J/ ]2 d& b, k/ w
PM_AF_ATTACK 32 // used for AF attack
5 @, d/ @& S" l8 K' VDropped any reference to secondary values for land and AF as they served no special use.
% d0 X5 W; p+ kClarification changes/ ~8 O# D; {% w5 [; w1 A- q6 E
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 _' d, m1 b: \bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),/ G5 @# b4 f7 b9 y! q& p1 A. D
MONGOLIA(91) or TANNU_TUVA(92).4 U' `1 f m4 _! q2 _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 d8 O# d" a! Q0 ~+ V7 s) hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 c4 o/ Z" O! ?: K! Z% rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( ^- W* R* {' g5 ~0 \
after Soviets are activated, but can’t move* j1 k1 D- z7 V9 p/ E/ m! A. m2 ]
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! K9 a& p/ b% m \! g
disbanded in port.5 `8 y! T6 z+ M+ Y
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently* i8 D) T6 c2 ~# r
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |