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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖- ~% {5 e5 s @4 {0 r7 o4 S$ j0 e
" [; G2 P4 g* w D4 m大量更新,详见列表:
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Change History:
* p) {" i( L' A3 _" d7 hV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: a' w. _; q$ r1. Seventh Update – This release is a comprehensive release updating all previous
& K0 p( } ^0 @7 _1 Hversions to v1.01.17 beta3 e8 ~/ g1 }7 |* K, [( z" m
2. Code Changes
1 @ s0 z6 i5 _" C: C/ K' C3 l- pFixed8 U ~. O- n/ U+ |& x
1. Display of AF/Port icon between player saves based on player's intel* y! ^! S8 J) L3 s
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) ~: A; }' c( _) T
weapon list updated, F- r1 _- @" b( o) Y
3. Reported cargo/troop safety values incorrect when no cargo/troop space) {+ g) m5 y2 n+ T5 x1 G3 a! \
4. Allow smaller 'reserve' space for small groups on ships
5 G# p$ y4 {! k5 B* U5. Preserve some more data when swapping fragment and parent to prevent lost of parent- y* g8 l; W$ \6 V3 {' d- d7 |
6. Correct attacking plane count before final post-air combat4 |4 S; p$ S* { _
7. Pilot promotion may have occured in error sometimes) P8 r2 k0 ~7 D; F5 t! j3 g V
8. Raid detect message sometimes dropped of the combat report- d* A9 R3 ]% y% ^
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) K6 R' ~4 _8 T7 q5 fgenerally
4 Y' g! k/ G# r) \4 n$ k/ p* e: g10. Some pilot-leader connections were being corrupted
' ^ ^# S2 H! Q0 o11. Movement bug with following units due to incorrect move indicator. Seems to fix a few" v! U, N$ R; ?1 Q5 k
other move issues due to the incorrect indicator9 V# {+ V1 x: ?+ d- m
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ d! c4 C) O0 W$ z# S" \- `5 edamage; b* d" U3 K3 X. a+ F& c& S
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 z; ?- W; o4 s# ^( B* ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, g* w+ Y, ?. e+ R* G4 H4 h% M: B8 `date sort
2 o2 W& {0 w# v9 q& x: A15. ASW groups not allowed to attack sometimes
- h6 M# Z3 i# C7 J1 T, s16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 W+ l2 f8 s" S r) J0 K# _
HQ/LCU to jump to reinforcement queue
2 ~ w3 S8 a+ V1 N6 |8 q17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; y P' ~8 j2 ^' {( D7 Z* [: O18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 T. p1 Y$ s. ?7 ^: eat start of AE but crept back in sometime during updates
2 [5 n m: o+ p( x, [19. Removed the fragment/parent swap during a TF unload as it could often orphan the- _. @5 d% v) z, B4 |8 ]) f2 [
fragment.2 O$ N0 o i( e& H. S" o2 c
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 D6 x# n3 {8 V6 u5 D
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 }, s+ M }. x1 g A; V7 r
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. n5 Q2 b; j8 l/ B* g: O
set( u* I" @* D3 V" ^: [' V2 c1 S
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" g0 T( d0 z k: V. C' g* K
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 T5 |8 ]( p/ n2 H; N u1 Z4 B
24. Bug caused F/FB to sometimes bomb at low altitude
( U! D4 L7 {; b& C25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ W4 Y. T1 H* q# g
occurring properly.' f0 g6 q/ w) C1 q% j2 X8 f
26. Bug in Industry 'failed' indication not showing properly sometimes
- t' R! @2 f9 w# |! o27. Location check at scenario load to include small map sceanrios
6 ~( P3 D, y5 u: W8 K8 N28. Bug in air supply to fragments in a non-friendly base hex- G- n9 O% ]. s5 U7 }* E# b( c
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ Z! a. G( h* Z7 H0 |being set to homebase before execution of the mission – ie was returning to base4 v4 g% ?( G/ G5 O( n- w+ K
immediately8 d8 Y# P1 L7 ]* ^5 K2 P, H
30. Error in Strategic map display
- T1 x2 {3 w7 `( V8 \0 m; z31. Additional and stockpile options were not turned off when base was captured
: H- _* T9 ?9 V$ x32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! t2 B3 w8 }& R. p' v4 b: Q
mouse over) z& M# Z% w G) Z! R+ Y0 U$ `
33. Army experience being gained when not 100% prepared as per manual; changed to allow* ]3 Y9 i5 I2 K" x+ d* h% ]4 ^# I+ k6 u. f
chance to gain experience if >75% prepare and < 50% national exp level
! a7 n6 S, u' w34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 T) p, T- P. d
alleviate the incorrect experience gaining happening while in reinforcement queue
+ I2 r. m _+ P' S35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ X ]5 L) e: s9 m$ z* \caused unit to jump “off-rail” and move overland
9 E# U& f8 n1 ~9 h) ?& p36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" {: B& ~; e! P5 x- N
37. Excessive accident messages on unload from TF reported- t( G- C) P$ J, ?1 r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
$ G9 q- T4 m. C3 Cmerged causing smaller size unit than expected& R0 Z- C5 Q: x f7 G
39. Corrected possible TOE error in scenario data load for inactive units
2 A; l1 w/ ?) I0 F& e" l40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 f' @( t# Z: a& ahowever be allowed to do this.
* P0 Z. ?- k q; l41. Possible CTD if sinking ship's load was a group
" e" c y# T3 Z42. Limit the number of devices built from resources per unit during LCU replacements; this# S# q# U3 p# N4 i" Z- b8 P
was causing an over production for that turn$ X4 Y6 m( \: O! e
43. Retain day/night setting when creating group fragments
; n" P8 F: T* w3 Q44. Adjusted supply and fuel values in base list not to overrun the space. H" B) C6 t5 b+ i2 e8 f
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but) E+ B; w+ z# N& e: h' K2 A
added YMS to Sweep TF in line with manual and code% ~& X/ z5 A: g) O4 b6 H4 a
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. j' k* z% l( h+ Y% Irule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 Z$ E! g3 Z: c2 \rebuilding of destroyed units is not affected by this.
0 Q# n- N& o7 d, C$ z$ V5 G47. Carrier capable and trained text not showing together on Group screen
! t Q# ]) v# B6 V& p s8 V48. Handle any blank re-name changes by ignoring them
4 Y3 b2 ]% N+ K( U+ ]5 k49. Possible CTD when air fragments combine
# R/ ~% g5 {3 f3 T5 p8 P# `5 ^50. Unloading TF can freeze a LCU onto a ship under some conditions
. J1 `& N) u: K6 V* Z- l. Z51. AI not behaving if main HQs missing (affects small map mainly)
/ d, {% ~/ l1 J) V/ \52. AI using AGC for normal land units – removed from TF if not needed
: _* i8 @% f! S2 k' c53. Soviet activation message not in Ops report; Q; e2 ?1 f- Y( H* n# _. j
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* t0 |" X" ?% D55. Clear Soviet air balance if not activated. Possible incorrect base switching4 q6 ^ o$ e2 \2 O
56. Sub attack against docked TF not happening for port size <37 L1 S5 t% O+ O0 y5 q
57. Unit type changing unexpectantly
" U" z O0 a u: p3 h, r58. Torpedo replacement on plane sometimes is missed
, a+ t5 ^4 x1 ?- I59. Double handling of overstacked supply requirements. Y% i Y2 }0 I: [0 t
60. Fixed alternate weapons for port attacks
; X1 i0 y% V6 n. [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' z$ G' ~! E& Hsometimer in the ship repair cycle.( ]- V* v5 k: U/ j
62. 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
- w, b) G8 _" ~- rport
! w, {: \4 o8 q& _! p7 O+ z+ H2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 X- ^5 G6 \& G7 g/ R) d( t6 L" pTenders not counted; c7 `, l! y+ e3 j1 U& }: Q( z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! N& ~5 l" {" {3 I6 e; P D' T4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
2 U8 }. i1 L2 Q7 ?6 j! u' mto remove damaged ships from TF' e3 E/ ?9 o: w' y3 W
5. New filter for “non-building” devices in Industry pool screen
9 `5 p" M: j% h, p- i' J8 q6. New filter for “non-building” aircraft in Air Replacement pool screen# {( E @# m- w4 \* c2 Z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! @+ Z' b1 V( q- ?! O. w- l4 }0 Mmines (^) detected; I& t2 y* a) ~" ^7 |* Z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 P' Z) S5 O h. u‘button6..’ image files, then these will be shown. If not, by default there are shown as+ w( y* ?, i8 m3 h* i. ~- i8 X# S3 i
standard parachute unit icons% A8 i7 P/ p( y
9. Air/port damage and building is shown in base mouse over
4 j7 L# p& w3 e. j10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ `" V: k$ p* m11. TF can be routed to stay within coastal hexes as much as possible
* h5 z' s' ]0 O( x/ K2 E6 e" Z2 q+ |12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 [9 } H% C$ P; x13. Added option on group and LCU reinforcement screen to turn off replacements
! N( J9 ?' S9 W1 U14. Current base can get supply returned to it when reserve planes returned which were
* r Y; i. c' R1 G Z6 K. n) [1 h6 ]originally supplied from another base
. I& Y7 |: N' j) L' x% C/ S15. Unit type filter on Troop Loading screen
/ c! C/ Y/ s. [$ H* h5 ^16. Report killed ground units if not in combat report
- }+ D$ C4 E! fChanged
! c; U q/ A$ m9 L2 X- @1 F: v0 H1. AF of 8+ have AV support doubled for purposes of determing support for air operations. J$ g0 [7 T* i* |& q
(complements fix 18 above)
/ e/ u, K1 U6 `) i1 c9 [1 J/ M" A2. Permanently increased pilot array to 70K% @9 H: _! g3 k, n" _! {; j7 Y
3. Increased number of air combat rounds are a factor of total aircraft involved/ z0 O9 ~! O* F4 Y V( s: G
4. Allowed submap to submap movement if land connected for land units. Should have been
& S9 Q( ?8 [/ q% c/ _) Cso as per Andrew Brown& D7 Y% \' ^ o' _
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) ]! o# g7 Q5 d( }
delay toggle instead
6 l, {0 s$ Y' p7 ?6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ s5 X" E! c+ u: I. f
maintenace a bit more
6 c* H5 x* ~4 H' Z* `9 r7. Support device replacements won't decrease the overall experience of LCU units. This does
9 W' W! d0 R7 i! f- B# z! Onot alter the overall EXP change due when any replacements are received.) e) \$ O: x) q2 r$ L) r. A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
9 `# ? `$ w* k; [between the two but could break current games.
0 P* Y9 h2 W, Z' z! k, K6 k9. Some LCU Prep points may be retained if unit is experienced
( T" L$ ~% T d- t' ?3 r" VNotes
/ E+ Z6 h* W% i% e# r+ f/ w$ ]1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 o% |/ d. X5 c$ R+ Bshould not change player or HQ, even if not in play. These original HQs are used by the AI
0 D% t9 J1 Y8 V% d! E. `0 `routines so changing or deleting them can put the AI off. Changing other elements should( N0 R! t6 ]3 p7 a3 ]5 d
be okay.
6 X+ P! N7 B3 o1 X2. Clarification to weapon filters for aircraft:3 c- u8 S/ q3 `7 C& J+ J7 {/ T
PM_NAVAL_ATTACK 2 // used for naval attacks
% B* A5 Q6 _+ i# @PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 m& n9 ]$ Z/ j* tPM_LAND_ATTACK 8 // used for land (ground) attack& Q8 ]& J; X& Z& V! m0 i
PM_PORT_ATTACK 16 // used for port attack
" }9 T0 I3 o5 QPM_AF_ATTACK 32 // used for AF attack1 `# h! [. h7 [; z4 L/ D
Dropped any reference to secondary values for land and AF as they served no special use.
" @6 |* D3 e( r Y" ~- V, ] FClarification changes- s, v, a( ^# @* g& P6 J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ w" B8 v# b" hbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! j- L' n' \# \2 P% @+ l
MONGOLIA(91) or TANNU_TUVA(92).% P z( w$ N, s3 {% O: s' V- f
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases' M% P7 E! E. S0 H; W' e
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& y8 }0 z; k& c& P2 n
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: o2 _4 E' b+ j6 j* w
after Soviets are activated, but can’t move
" U/ I: Y0 T, \d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
- D% f, Q& |7 @% @, O1 Zdisbanded in port.
. w. e9 F% E) P3 t) s- r: A/ a+ E: J! me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 n, z. Y" X0 c: _' qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |