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6 [# S! L( c7 H: D1 K9 `2 ehttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:! p: _! p' R K% D/ i( D
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17), l( {: u, h- s" [" g
1. Seventh Update – This release is a comprehensive release updating all previous
# h: H7 V' u5 b9 X) w1 D2 fversions to v1.01.17 beta$ D4 w# M/ |* h Q
2. Code Changes8 I1 `: Q- b: T1 [6 E4 |8 s+ L6 G
Fixed
' k1 \* l5 f4 l2 |- W* f! J* H# h1. Display of AF/Port icon between player saves based on player's intel, C! x! N* Y1 p! c% w, ?2 Y; M
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when& n: [# @& N) m8 v$ d) o
weapon list updated- K2 w$ Y6 a; C/ J( l4 W% ?. g
3. Reported cargo/troop safety values incorrect when no cargo/troop space8 v" t8 c/ F8 e5 q+ U
4. Allow smaller 'reserve' space for small groups on ships
! y* \# B& J5 B$ g7 ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
3 \. {# _& |, g9 s3 i# H" u6. Correct attacking plane count before final post-air combat
9 Z! _( `# U- B* O# {7. Pilot promotion may have occured in error sometimes# Y- I' v6 Z6 P; a
8. Raid detect message sometimes dropped of the combat report6 Q3 V5 Z+ p7 [1 s. q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted2 e" n. }& ?# ?1 ~
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( B+ r, \' b; @; t" ?' v6 c6 ?other move issues due to the incorrect indicator
+ z& Z1 z: F) A6 V8 g4 Z4 V% s12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 E b( q! O, a, g
damage6 E. Z" q5 n- T# m8 K
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; O: b1 c9 t5 J' l3 J( H
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! q; S1 |- {3 S6 V, ]date sort4 \/ F5 F3 {$ d4 m z
15. ASW groups not allowed to attack sometimes2 A; k2 v1 E) ?' Y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 K6 Q. l1 D7 S6 hHQ/LCU to jump to reinforcement queue
4 i) F0 L! A* ~2 I$ E0 ^. V; W, U2 S17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, X1 s: R" R% K* D18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 i+ j0 W; Z8 _- B! u7 S
at start of AE but crept back in sometime during updates" s" P8 t3 d, B- U( N
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
: X$ P( n: T% rfragment.
* Z: ~% W7 |; E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( [8 m- _) b* Z9 g
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; r/ p& h+ N4 c/ \2 u: Z; `3 sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 H$ ]' A% [# j+ k e% O0 p
set! e6 ]: B; I5 i8 w7 R
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base7 |! g0 @3 ]" V. A; Q! ~% e
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* b$ b+ @1 K- O2 A3 [& i24. Bug caused F/FB to sometimes bomb at low altitude! i" S% h& p: D) q0 D4 g( z: F
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 S6 J* M5 {# y3 ~8 roccurring properly.
6 v1 X$ h. y+ r- o26. Bug in Industry 'failed' indication not showing properly sometimes
. |# A" O( W/ x2 R# u# N& f27. Location check at scenario load to include small map sceanrios$ g; j$ n2 f% d6 q8 ]8 o
28. Bug in air supply to fragments in a non-friendly base hex' T% J; g4 W* F' Q" j6 @! {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 @0 n2 e* w% Gbeing set to homebase before execution of the mission – ie was returning to base9 I8 ], N" H0 q# n& Z6 q1 ~* |
immediately
8 A: T1 j% }; t+ H3 ]30. Error in Strategic map display
$ V( {3 f+ B6 g: m1 y% y8 @31. Additional and stockpile options were not turned off when base was captured
! e0 e. d7 R! O2 B6 m/ l32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! d1 t3 ?4 }8 y3 z6 B
mouse over& l. y) {6 ]2 P9 s' }
33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 D) X. O5 c# F0 ^chance to gain experience if >75% prepare and < 50% national exp level
3 z" _2 P/ W4 {4 G4 e5 o$ I" V* T' h34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
& Q; s. a/ Z, e2 valleviate the incorrect experience gaining happening while in reinforcement queue
) o" F' c) @0 q% `35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' E. r) p( j; y* v, Ucaused unit to jump “off-rail” and move overland
! I$ j' N/ G& U8 h! r# q B5 u36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 b4 k0 ]$ J+ e! _1 e37. Excessive accident messages on unload from TF reported
# w: E# J1 l: y, }, q: Y: ?: g9 k38. Reworked editor sub-unit merging as some devices could drop off the unit list when
# v6 j- ?4 x8 F5 g) K# U+ T) Rmerged causing smaller size unit than expected& M8 `/ B' Y9 k) U1 {2 L3 r
39. Corrected possible TOE error in scenario data load for inactive units' Z* r! O# x o2 h' o5 Q& s$ v
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 Y7 U1 H9 ?6 |+ p! O4 [9 hhowever be allowed to do this.; ^3 z2 d$ U' z
41. Possible CTD if sinking ship's load was a group0 o* I6 R" m& `1 h8 w( Z
42. Limit the number of devices built from resources per unit during LCU replacements; this1 C5 ~' I: _# I) R( U1 W
was causing an over production for that turn) p9 Y" z/ D: c7 I
43. Retain day/night setting when creating group fragments: y; Q* S9 e% R0 H
44. Adjusted supply and fuel values in base list not to overrun the space U! j) ]$ p( X# F& K
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' \$ S, X1 H& C. T0 h6 P' n( E
added YMS to Sweep TF in line with manual and code
) U) ]0 z* l, ?; ]- q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! z' L/ d4 | t' U2 f) i
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ f9 A+ K+ z7 a; t, E, yrebuilding of destroyed units is not affected by this.
" n; _* p1 m& v0 x$ n47. Carrier capable and trained text not showing together on Group screen1 i: x1 S1 I2 f v
48. Handle any blank re-name changes by ignoring them" W; {# v7 j+ T
49. Possible CTD when air fragments combine/ y! D6 P( H$ r& Z. A6 ~. I, g
50. Unloading TF can freeze a LCU onto a ship under some conditions; F. l, C- e6 S. K& G Y
51. AI not behaving if main HQs missing (affects small map mainly)" X4 p2 a$ F* U. A1 r2 f( g
52. AI using AGC for normal land units – removed from TF if not needed
# Z' k9 R: D" _" j0 Q; a1 f, Z3 }& [3 L53. Soviet activation message not in Ops report+ r% l& a% {0 U, R8 S
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' Z2 R! J% l7 b
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 y9 K6 T8 U. Q' n
56. Sub attack against docked TF not happening for port size <3
( w7 d0 e: p" n, t- G0 F9 z57. Unit type changing unexpectantly
6 Q7 F2 S$ ~2 N2 B58. Torpedo replacement on plane sometimes is missed7 [2 Z( Z8 p9 z; v2 [* T
59. Double handling of overstacked supply requirements
# l/ c$ {4 K4 Q3 J$ L60. Fixed alternate weapons for port attacks" a% b8 P8 e& {) a) b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 i& g+ I( }9 m, O0 |* G n
sometimer in the ship repair cycle.
) T5 d! h6 R, z" Z/ p, S+ [6 J62. Ship tonnage over 32K could cause repairs to fail" t# J% `5 P+ R
New
. u9 h/ L% V, X9 o* k4 K1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 V) E) F4 t$ D& x5 oport* b7 J! t* g% T+ v8 k
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" s6 k2 w; \- Z7 S9 g3 ]5 [Tenders not counted8 k5 H: m4 O' V
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 c0 o# p4 R% W4 m- e* ]; D4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ j% ^7 N" K! ~to remove damaged ships from TF
: i2 @8 j$ y5 j: b+ G2 E5. New filter for “non-building” devices in Industry pool screen
7 {$ ]: G( f) a" A. z( h7 `6. New filter for “non-building” aircraft in Air Replacement pool screen
" u: }* C1 w* x. \0 L: q! v7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
& K: p. b( [7 w2 Tmines (^) detected* D4 ?- J( z* Y8 B5 F0 J
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 }" F1 T3 |7 c2 z. m4 o
‘button6..’ image files, then these will be shown. If not, by default there are shown as
# R% r: G- X$ S- estandard parachute unit icons$ c7 b: A$ G6 e
9. Air/port damage and building is shown in base mouse over$ o' d. X0 a$ r/ T2 c( g
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- d5 Y7 g' ^9 }. m11. TF can be routed to stay within coastal hexes as much as possible
7 P- x" C2 _6 p/ D/ l2 o12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 }3 X" y p5 {: P0 ?13. Added option on group and LCU reinforcement screen to turn off replacements0 u- _- @( t* i' [
14. Current base can get supply returned to it when reserve planes returned which were
4 ^- z! l5 @' Ooriginally supplied from another base
( k7 Z2 ^5 r! i( o15. Unit type filter on Troop Loading screen6 B+ T4 f' n2 D6 q2 `
16. Report killed ground units if not in combat report
. E, n6 U+ @6 F( w$ H* {9 sChanged
' `* L1 j9 E) t7 b- O b4 A/ Y1. AF of 8+ have AV support doubled for purposes of determing support for air operations; n. }( g7 F; `& o7 y
(complements fix 18 above)
1 ?5 {5 Z: X1 e$ G2 Y2. Permanently increased pilot array to 70K; ?) w2 b( y9 d5 s0 \( O1 f! e
3. Increased number of air combat rounds are a factor of total aircraft involved
0 y# T ?" M. M g1 J3 h; S4. Allowed submap to submap movement if land connected for land units. Should have been% U0 l- h4 V1 Z- G7 C
so as per Andrew Brown
1 v( \' i6 e9 T3 w1 a5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 m5 D/ `0 {" T# g6 y6 o
delay toggle instead' V S* B7 {7 B7 S
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
& T% M9 k' ]: b5 F* y# dmaintenace a bit more
5 {! V9 |! {; O/ S- _8 Y c7. Support device replacements won't decrease the overall experience of LCU units. This does; b4 z* C, ]1 M# J9 B& ?
not alter the overall EXP change due when any replacements are received., Y C; G% p2 H9 S _
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 G1 t: R) [2 F4 Z
between the two but could break current games.% ~7 X, z' P+ w7 K B* x7 O) U
9. Some LCU Prep points may be retained if unit is experienced& y4 p; e w) x3 P- E, x3 R
Notes
$ E6 a- b, k/ n1 T4 ^1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
D- f. t$ p# ~4 F3 }8 ushould not change player or HQ, even if not in play. These original HQs are used by the AI7 |' S- J% J: B8 D$ R: s( e% ]+ e
routines so changing or deleting them can put the AI off. Changing other elements should$ e( ]: q7 g! L/ X7 i3 Y
be okay.% U D0 W" t, G- P' k* \
2. Clarification to weapon filters for aircraft:
2 n( h- k6 H' e7 x h) c3 [. s/ lPM_NAVAL_ATTACK 2 // used for naval attacks( B& m0 D# X. i0 A" Z9 Z5 e5 O, X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) z7 M7 X0 v2 g) D% s" t1 N4 d
PM_LAND_ATTACK 8 // used for land (ground) attack( P0 ~; D& f* W* `0 [4 }& h) e
PM_PORT_ATTACK 16 // used for port attack
* i- B \# H$ O# }4 x( a) {, y" qPM_AF_ATTACK 32 // used for AF attack/ I+ _) ~ b# P
Dropped any reference to secondary values for land and AF as they served no special use.
& d' K# U0 S2 AClarification changes: ?5 }9 [' q& U# F! j' w& b
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These6 ]; \1 H M1 Q) p& w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ R' I9 j$ w' OMONGOLIA(91) or TANNU_TUVA(92).% n" O' h7 O$ d
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 F1 L: M0 [8 u9 C0 v- ab. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, b" h- v& _6 e4 {8 L, U
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
5 \# {4 ^" e: Z4 o$ f* |3 gafter Soviets are activated, but can’t move
+ W: o4 O P m, R* Sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 N: T7 }6 u, T" L. {* c6 k7 `& Adisbanded in port.
, I% T# Z. h1 `9 c2 z+ Y6 W* pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" s* n2 R! P8 Q$ L4 e4 \f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |