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http://www.matrixgames.com/forums/tm.asp?m=3185062) x& N0 R# Y5 {& [9 z& q* k( M
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:
8 {' T" h0 Q2 A4 k5 aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( G# o6 ~( k8 P1. Seventh Update – This release is a comprehensive release updating all previous
7 m2 `% N* `$ S `/ cversions to v1.01.17 beta
) ]1 L" S4 s& M* }& f2. Code Changes' z) b5 f1 C8 f( ^
Fixed" n- R- K! v; T3 p- `
1. Display of AF/Port icon between player saves based on player's intel
# A) f% g4 }% `+ R& C8 W' B1 i8 v6 @2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ v Q7 `% `0 u/ y8 _weapon list updated
^" ~# R6 f; t6 [* ?3. Reported cargo/troop safety values incorrect when no cargo/troop space: g" o; S- B( f- L
4. Allow smaller 'reserve' space for small groups on ships
0 i# y, ?, f. o/ H5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 _9 ~) p( X0 z
6. Correct attacking plane count before final post-air combat1 f8 H* T2 h: L& P; M A7 a
7. Pilot promotion may have occured in error sometimes
! v- q; y0 I& F. \8. Raid detect message sometimes dropped of the combat report' g% d$ n& c5 D0 a+ x1 D
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 O$ y) r# h J- E
generally& M v6 o0 m+ p( n7 s: ?' _6 X
10. Some pilot-leader connections were being corrupted
) K; c- d; C" c w) G11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' b* f, ]. D- N9 W1 g3 d0 Sother move issues due to the incorrect indicator
: p ~" Q8 f+ A, Q/ t12. Wrong ship sometimes reported in Ops report for TF movement which causes some% Z7 q6 z; J( d7 k, k
damage- S) C ?! {/ T
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
9 C; Q. ~, |- W$ J! T u3 k14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 f/ Q1 O; d% }# V* T: _0 g
date sort
' [2 r8 L5 g/ a2 K* p! f' o15. ASW groups not allowed to attack sometimes
( l& W4 ]2 j; d* I, b4 c7 X9 Q16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing8 }9 I+ t2 _5 X. T) R& a
HQ/LCU to jump to reinforcement queue* c/ @9 u4 p# P9 t* x: e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
( E3 r% l. I) T18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed' x. ]6 v6 ~" c/ k- s% @# T! `+ l
at start of AE but crept back in sometime during updates( Q8 P c0 m2 v& |0 h9 `7 Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the t" {9 h0 y4 J/ k ~
fragment.
: x+ D, Y) o3 a+ {20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
W- u/ _! v: |/ \% k/ }21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. }7 }2 b4 t( m, @; }/ O1 l
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
% W" F9 y+ G0 l5 m8 w9 g7 Z% s" `2 d+ I3 K23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 e& j9 A/ X; c24. Bug caused F/FB to sometimes bomb at low altitude5 ]9 Y- h4 n* ?9 F: C% w& H
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
# }2 ]2 k0 a* j: Woccurring properly.
- p+ |+ R3 T6 S+ V26. Bug in Industry 'failed' indication not showing properly sometimes$ w8 B5 Q/ e& h" a0 t# Q* n3 L$ z
27. Location check at scenario load to include small map sceanrios
) d; Q1 [: d2 Q. a! ^28. Bug in air supply to fragments in a non-friendly base hex
Z/ V. C; n! y j+ i& I" r3 e29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 K1 X0 v& i5 F' A3 s4 C
being set to homebase before execution of the mission – ie was returning to base1 I- T) n1 q4 N$ Z1 N" p
immediately
' X% Y; Z4 V) y, Q4 d0 h30. Error in Strategic map display& x0 x, v- S" m) }2 Z
31. Additional and stockpile options were not turned off when base was captured' @% u0 m& M& i. m
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" a) v! ^# t& X0 A& g) w" _
mouse over/ f# ]3 ~, Q+ ~( c; D5 D
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ P6 x: I6 D; l z
chance to gain experience if >75% prepare and < 50% national exp level" y z1 T; D$ g+ v- r* C
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 a: d+ q7 I# ^alleviate the incorrect experience gaining happening while in reinforcement queue
! n- u* P5 l8 y$ y35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: q% y t, C( ]$ {" J. \caused unit to jump “off-rail” and move overland
+ ]1 n: G1 y5 ~1 h8 x3 p: c36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ F4 m% p4 h, ?7 R* I& z# U
37. Excessive accident messages on unload from TF reported, R' ]8 a7 m+ Y! a
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- J3 X% @, s/ gmerged causing smaller size unit than expected! {; a) h+ i6 q; \
39. Corrected possible TOE error in scenario data load for inactive units3 T# s/ |$ r& \4 a w# L; e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: C& O, Q. f& ~! _* H& Z3 d8 G6 _" Whowever be allowed to do this.% }! j; M4 Q! Q. C1 B
41. Possible CTD if sinking ship's load was a group* }( ^* D7 e% ]" n6 G6 G4 M
42. Limit the number of devices built from resources per unit during LCU replacements; this1 P1 P/ h, T" f2 A
was causing an over production for that turn
9 s# a' I8 M& C! O43. Retain day/night setting when creating group fragments+ T# ^) v2 q. R$ M9 F# g
44. Adjusted supply and fuel values in base list not to overrun the space
2 F) j l7 k/ R, v45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ @# N6 y. u9 i8 g0 N, f kadded YMS to Sweep TF in line with manual and code/ o3 x+ |5 ^ G9 s7 `8 ~/ J; M3 k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the$ W& K. b; {7 S* f1 ^/ [8 T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, X% R! g$ V5 l' I# q2 ]
rebuilding of destroyed units is not affected by this.
$ B; p( z; }9 R: y; H" W; B47. Carrier capable and trained text not showing together on Group screen
. \$ ^. M, i t0 K9 r48. Handle any blank re-name changes by ignoring them' g+ C! u( q+ @- A+ ]
49. Possible CTD when air fragments combine, w$ e- `4 i C* P: w" `# r
50. Unloading TF can freeze a LCU onto a ship under some conditions W& x. i- i+ G: x2 x4 t
51. AI not behaving if main HQs missing (affects small map mainly)* J4 B1 b! n# R. H4 [1 T
52. AI using AGC for normal land units – removed from TF if not needed
5 [9 q$ ~* q/ Y1 k4 Z53. Soviet activation message not in Ops report4 M# p t6 U& h+ i/ ?
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 p/ s2 I( e* k, z/ u7 W' V55. Clear Soviet air balance if not activated. Possible incorrect base switching
; ]. t; X) G" Q2 \+ S56. Sub attack against docked TF not happening for port size <3
: x9 _* y- P# o57. Unit type changing unexpectantly
0 r3 j$ ]2 X. e( w) w' T1 Y58. Torpedo replacement on plane sometimes is missed. U. U* y+ y- ~( R
59. Double handling of overstacked supply requirements8 T, }5 U# @( d6 i B L& R9 p
60. Fixed alternate weapons for port attacks
- Z0 I) D2 }' z$ p6 h61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ f* g0 v _, U/ U. j& Nsometimer in the ship repair cycle.
( k* j1 C2 F0 U" l62. 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 the1 D3 X: }( H6 O
port3 p. | R4 I) ]) T$ }$ ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." v0 X2 F5 n: C: T
Tenders not counted$ J! q. c( J' C% C! L1 l; a- p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- d. L5 |# I$ q( B2 P2 Q% @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& r9 q% y& d$ i% {- m8 _0 J
to remove damaged ships from TF
6 g; O- ~2 a c" o: x5. New filter for “non-building” devices in Industry pool screen3 |( ?6 ~8 w! N& }# _1 _' \; d, E
6. New filter for “non-building” aircraft in Air Replacement pool screen" e9 s- {" f9 |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy3 W, O+ |+ P$ x- S# g4 _4 F
mines (^) detected
0 k; m+ W1 a; ]* P# K# k1 z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' u# y7 m% G8 C' _% r
‘button6..’ image files, then these will be shown. If not, by default there are shown as& M: Z! l+ K# [6 M+ x2 X
standard parachute unit icons8 J8 P# G8 T& L `' ^; a$ S
9. Air/port damage and building is shown in base mouse over
e' q% {/ s9 |8 o. C: h+ Y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 J* w, m0 c: j
11. TF can be routed to stay within coastal hexes as much as possible( p+ r9 I0 H6 Q% T% S4 Z
12. On Top Pilot screen show the 'ace' cut-off value if more than 1' h, r9 {, a1 D) w' L* i9 {
13. Added option on group and LCU reinforcement screen to turn off replacements0 H) ~% g* a; ~
14. Current base can get supply returned to it when reserve planes returned which were
/ M7 E4 W- l! }5 t) y9 a: J# ]originally supplied from another base
0 b8 l9 N% s" Z# [) Y2 L, S7 T15. Unit type filter on Troop Loading screen; g% L( C' Q/ Q* C3 E5 H2 S
16. Report killed ground units if not in combat report
- n0 h9 {5 `# d+ BChanged) q. I) L. A/ ]: p
1. AF of 8+ have AV support doubled for purposes of determing support for air operations) [) d. T; s; ~3 ]+ h
(complements fix 18 above)
2 G5 N# o$ E# A9 ?* o* p2. Permanently increased pilot array to 70K
4 d- {7 Z N9 \: P/ q/ W* o3. Increased number of air combat rounds are a factor of total aircraft involved
; f1 @- z5 m, x3 y0 R4 @- [. c7 S4. Allowed submap to submap movement if land connected for land units. Should have been& O/ Z6 u4 D+ [9 c& O* j7 U, q
so as per Andrew Brown
! j6 F% I! s& l: `3 c5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; x" c6 ]1 n% E" n- _* d8 ~# Qdelay toggle instead F0 `4 B- o: V+ A5 z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the) o% ^- W+ u4 j& g I' L
maintenace a bit more
7 u$ }0 R$ U5 @( \7. Support device replacements won't decrease the overall experience of LCU units. This does& }& H1 _! f: p! c, w2 s( q
not alter the overall EXP change due when any replacements are received.
2 r: K ~( `$ P' ~) _' ?' I, u8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ L: u' x8 i5 w3 L. i
between the two but could break current games.
0 V! n/ H% C* K& a9. Some LCU Prep points may be retained if unit is experienced
$ w/ p/ \+ D4 B' u9 n K/ B! SNotes. I4 K2 b' ~$ a: S$ G
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. `' _$ d1 J9 B; R% A8 `
should not change player or HQ, even if not in play. These original HQs are used by the AI) Q& Z1 f. U! Y
routines so changing or deleting them can put the AI off. Changing other elements should' O4 I# Z! `7 h& n3 S" j( `% ] Z) R. o
be okay.
) T8 b8 [0 H' p' A/ X( f. \. ~. K; c2. Clarification to weapon filters for aircraft:% _' Q5 T- N. Z) ~
PM_NAVAL_ATTACK 2 // used for naval attacks) H# z' n+ b; r/ I& E" }3 m
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 ~) T% G3 w0 E
PM_LAND_ATTACK 8 // used for land (ground) attack: Z) p. `# ] y: C5 F* N
PM_PORT_ATTACK 16 // used for port attack
6 m! E9 v4 z' T9 t; a4 T' q" TPM_AF_ATTACK 32 // used for AF attack
6 @' W( ^* H) _/ ^' g, r3 j3 A8 pDropped any reference to secondary values for land and AF as they served no special use.
$ x3 v4 w( S8 k1 ]! x1 C# p _Clarification changes
" ]2 z4 [' ^ o. k9 j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ r2 z, u: n- ^8 a3 Cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; x2 y A E/ h( v% C" k! v& ^MONGOLIA(91) or TANNU_TUVA(92).
8 K( p- i( z5 ]5 K6 Sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 ]. D1 W e3 b5 d/ }
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
" H" c8 D+ E+ g) X B; H1 K# Gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) w0 B. U" F1 a( D/ u4 r5 Y7 {after Soviets are activated, but can’t move h# s7 i6 p' D8 E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( A6 T V' F2 \* Z3 v# ]& @/ K6 [8 s
disbanded in port.
/ \' L, R( P% I) m" ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ t9 q+ m4 s2 o' n `* zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |