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http://www.matrixgames.com/forums/tm.asp?m=3185062
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# Y) c% K' @: l' l. l已经共享到岛群QQ和本论坛置顶资源帖
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/ x0 ? e7 P; j- c) q6 U大量更新,详见列表: j% ^4 e+ ?7 O% ~
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, n& c* @; `7 Y dChange History:- L* W& I! b4 c2 e
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! G. \: ]$ W0 w& i. h. f, s0 p# k
1. Seventh Update – This release is a comprehensive release updating all previous4 O! ?1 \ Z( t- s" C$ W/ }& s
versions to v1.01.17 beta
" ~. L2 i6 ]. t/ Z$ W7 h7 x9 D; R2. Code Changes
8 d8 y+ t$ ]& O" P6 \; K& JFixed. d0 ~- @9 J3 y+ X4 e5 f
1. Display of AF/Port icon between player saves based on player's intel5 ~4 M4 s1 b6 b W7 S. y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 R4 U8 M* w# D% |
weapon list updated/ b( M6 q/ [. A4 H3 u" Z/ d8 ^
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ C# r5 j5 ^" f$ ^4. Allow smaller 'reserve' space for small groups on ships1 }, p; D0 m2 B% N+ S0 o/ {8 `* l* z9 T' G
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 K- e7 d. m. G: z( e; O6. Correct attacking plane count before final post-air combat
/ V; q$ e7 D+ f8 s7. Pilot promotion may have occured in error sometimes
# M% S7 U2 D5 B4 w8. Raid detect message sometimes dropped of the combat report
3 i t. q5 E4 u. y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. G4 `& i& {1 ~( `7 K
generally
# J% S. a; \' F3 z10. Some pilot-leader connections were being corrupted
0 N# C# d8 A6 Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- e( q4 L1 Z( D$ P+ T8 ?! l ~
other move issues due to the incorrect indicator
: C- f4 H4 l- ~) I1 E12. Wrong ship sometimes reported in Ops report for TF movement which causes some. M( ~2 J. F/ _, S; O3 z" E8 C1 R+ f
damage! B" z' x# L7 D8 K
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 ^. p+ g8 V$ }2 [# @9 L' c7 @
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( m9 u9 t& e1 l! G" mdate sort
2 k6 G; X0 I# g$ z3 e0 d15. ASW groups not allowed to attack sometimes
; y, G3 \* @% N' S% G16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) Q. f- x" q. H. I" T& h/ j4 FHQ/LCU to jump to reinforcement queue; w3 y5 [. ^4 l! C7 L: ]- h
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 \0 o2 V# y* ?" a$ P9 g% B
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 Q2 ]+ [3 C5 E# N3 A) `at start of AE but crept back in sometime during updates) o' X# h( j2 \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! J4 D' q3 J% i6 \9 W2 R% xfragment.' r4 b7 n2 h2 w- s1 f' v5 ]
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 l8 z3 V7 I" v! `: V9 U
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 T m' L$ m; b+ T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! o5 [+ v7 V. m4 E p; N
set" ~. o! H1 A. h: a' b) m$ W% y
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 f- `+ n! Y u# D' @! p0 w23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# c9 N3 n, g; ^6 A# H6 s& \( ]- g24. Bug caused F/FB to sometimes bomb at low altitude
; U1 e T& h% D, w6 H5 O25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% J3 s0 j) k4 [ G7 H3 Z) V9 h& I
occurring properly.+ D4 h) t$ _& ^4 ^4 F/ O& d' e
26. Bug in Industry 'failed' indication not showing properly sometimes" W# h% H2 ^" K
27. Location check at scenario load to include small map sceanrios" ^7 o: ?1 n) L
28. Bug in air supply to fragments in a non-friendly base hex
0 y( Q% P! \ o# f3 J' ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! P7 u/ V9 i1 M' J. C6 w
being set to homebase before execution of the mission – ie was returning to base% \- a* v: M4 Q3 b, }
immediately% v, K6 |, Q9 Z! B8 J
30. Error in Strategic map display! D' b3 J9 n" b& R, ]9 y
31. Additional and stockpile options were not turned off when base was captured
& V0 ]1 w6 z9 f4 w L4 L2 D32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ b# V$ a5 X. a4 L3 I
mouse over8 i: F: O v1 z, r
33. Army experience being gained when not 100% prepared as per manual; changed to allow: t) K+ i# _2 F2 e
chance to gain experience if >75% prepare and < 50% national exp level: C- U) o, t& e3 R( W) r e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# E3 `% U/ D z7 I
alleviate the incorrect experience gaining happening while in reinforcement queue" k2 T4 J0 r* ]7 {
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* Q# w+ k# G7 a1 G& Vcaused unit to jump “off-rail” and move overland# {7 L" G0 s' M7 x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) k5 y# X# r" o, A& K1 f- x37. Excessive accident messages on unload from TF reported. B( p1 y( i6 H/ a% b- p
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 N! L" t' r" Hmerged causing smaller size unit than expected
; V" f& j1 [& U4 V39. Corrected possible TOE error in scenario data load for inactive units
3 R( o( F8 q( |8 W2 w \0 X; k `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 R( d/ O- e) U* C% qhowever be allowed to do this.
3 [' n: U" N9 e! [3 c0 E41. Possible CTD if sinking ship's load was a group6 [% z6 [; d" A4 z5 \% M
42. Limit the number of devices built from resources per unit during LCU replacements; this) C) B8 B* S/ `7 h
was causing an over production for that turn m$ \% L! i. G) g
43. Retain day/night setting when creating group fragments+ x( M3 l: T, s
44. Adjusted supply and fuel values in base list not to overrun the space. R$ i6 |3 S I5 C& j8 _
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
) V, P/ h2 o) d( Q) S" [7 jadded YMS to Sweep TF in line with manual and code
2 Y) @$ W& B' D: h$ A2 ]+ n46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 J1 G% E+ J6 y! W+ Lrule relates to the abundance of manpower and is not covered by replacement pool. Normal
`4 `6 Y" o: `rebuilding of destroyed units is not affected by this.) L! e9 p7 R# \1 E9 E) J8 _1 Y9 A
47. Carrier capable and trained text not showing together on Group screen
; C' ?6 V* @- \; s& z$ [48. Handle any blank re-name changes by ignoring them- t! n( E' s- h
49. Possible CTD when air fragments combine
* a/ g, E1 ^0 X. ^9 B+ u y# W7 j( ?50. Unloading TF can freeze a LCU onto a ship under some conditions
$ U: J, Z& l/ y2 V; y51. AI not behaving if main HQs missing (affects small map mainly)
& a; B O) Y% R; E1 J$ y- H52. AI using AGC for normal land units – removed from TF if not needed1 f, J" H! n z& F% T
53. Soviet activation message not in Ops report
# m/ W& h! C7 B+ P" o. `54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# f6 ]% v: ^5 B3 \* e
55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 A! F, q! s" W5 R2 i5 m56. Sub attack against docked TF not happening for port size <37 L' w" m, ?9 h6 l& O
57. Unit type changing unexpectantly
- i% a% F5 S( X2 n8 y& ]! y58. Torpedo replacement on plane sometimes is missed* X8 q z# G: }6 \* ~7 |
59. Double handling of overstacked supply requirements
+ s) [: x) W: r. j v60. Fixed alternate weapons for port attacks1 K' v0 ~; [5 u+ l3 H4 g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till# ~ w5 t C6 C9 |$ P/ ]: ]
sometimer in the ship repair cycle.
5 O' j# F( w6 U) K, @5 Z; n62. Ship tonnage over 32K could cause repairs to fail2 h2 n6 n$ T4 w" k) [- X
New
) D8 V, k, N% S; B( f7 W1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; C7 g4 K" @0 n; s" Z* ^% H& Hport
$ Y6 V% P/ D( ?' D2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.: K5 g/ o |: ~1 |; @. V8 E0 W" \/ U
Tenders not counted @9 a E0 d2 \: ?" F' S. d
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 f9 G* j. X3 l4 ]; W+ q0 a
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- R. N% _5 |. N8 X1 {( ?; M3 Yto remove damaged ships from TF6 }. u- t" O; l, m* p+ m6 k$ q; N
5. New filter for “non-building” devices in Industry pool screen8 ?7 D- X( S* f. P# J5 {
6. New filter for “non-building” aircraft in Air Replacement pool screen
# m5 W# d) b2 `2 j# i) [7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 J( m. G, C7 y' M2 N) Z
mines (^) detected
+ h' D w8 K7 J8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 g( ]; _# p5 p7 L% W5 l) \$ ?‘button6..’ image files, then these will be shown. If not, by default there are shown as
. I: n* M7 U8 `4 g2 g$ Fstandard parachute unit icons
2 j0 {, |# a' x8 r* ]$ n) q' n9. Air/port damage and building is shown in base mouse over0 K. P+ ]( y+ p8 V$ B
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. r* Y1 ~% B3 D! g; f3 D11. TF can be routed to stay within coastal hexes as much as possible
8 \8 g& E$ K+ C) |* n* ?4 B12. On Top Pilot screen show the 'ace' cut-off value if more than 1% o8 ~& O; x1 S; V: z. B( J- Z
13. Added option on group and LCU reinforcement screen to turn off replacements+ n/ _6 w [9 p( ~ w* J
14. Current base can get supply returned to it when reserve planes returned which were2 z F" V: O7 S9 o/ V* [8 |3 s
originally supplied from another base5 q) Q) u, I) r3 v% a4 D
15. Unit type filter on Troop Loading screen) y+ X! k! S4 V7 g- [5 b! d
16. Report killed ground units if not in combat report) |8 s/ L3 H! e
Changed
0 o' c) X' |1 h0 r0 ~2 D% j1. AF of 8+ have AV support doubled for purposes of determing support for air operations
Y2 [7 b1 D* [(complements fix 18 above)' C2 W; z: D9 y, h- u
2. Permanently increased pilot array to 70K) A9 _. T8 O6 x; S2 e+ t
3. Increased number of air combat rounds are a factor of total aircraft involved
2 e6 z! D* [* }( l& t4. Allowed submap to submap movement if land connected for land units. Should have been: r! {, c& D% e/ ^5 v4 V$ \' j9 i
so as per Andrew Brown7 p+ c- o: l2 a2 }; k1 I5 @& R0 u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message0 X/ O m8 m" c* I5 W
delay toggle instead" m4 J" b# B5 D! P7 S+ I
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. m0 |1 D! L Z
maintenace a bit more+ ]1 e- l. K* H+ A, u
7. Support device replacements won't decrease the overall experience of LCU units. This does
; X& g% e/ y6 {# ]# c; D" X' t# B8 }not alter the overall EXP change due when any replacements are received.. f6 n$ }; B; T) F% p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 q/ T, P) w+ j7 Ubetween the two but could break current games.
$ o* ~: i! {! q" Y3 F5 P- p9. Some LCU Prep points may be retained if unit is experienced" d4 @1 ~6 v+ ~7 f" ~& h" J
Notes
5 x! [" \; Q! f- Y `9 |# @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. O6 B) K, O6 lshould not change player or HQ, even if not in play. These original HQs are used by the AI
( n+ ?" `' a6 proutines so changing or deleting them can put the AI off. Changing other elements should: ~; z1 e2 A! F' M5 M3 u' T0 q
be okay.3 X! g; D' g. w+ X+ q) s/ t
2. Clarification to weapon filters for aircraft:! g5 R5 X0 `1 H$ O
PM_NAVAL_ATTACK 2 // used for naval attacks
0 F3 Z8 u+ {! G( @/ K2 FPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& l4 ~1 T2 _4 {
PM_LAND_ATTACK 8 // used for land (ground) attack" W4 u3 `' M+ g! E
PM_PORT_ATTACK 16 // used for port attack7 A+ p7 O% j3 j4 m
PM_AF_ATTACK 32 // used for AF attack6 T. Y+ f7 j8 m
Dropped any reference to secondary values for land and AF as they served no special use.
& }8 D( `7 b( t2 uClarification changes% F7 \' ]. |2 f* M& `& p3 i
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 p( ^- u9 P+ z! e) X- W4 d! |6 j. M/ pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* l( |$ e5 z: S2 Q" _# a
MONGOLIA(91) or TANNU_TUVA(92).! m# V+ f! n9 n2 @2 u6 d
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ I% k& Y% {4 U
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
" M. g6 d7 u3 y0 v9 Tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ a. C" `9 y; N+ G% F$ v
after Soviets are activated, but can’t move3 `! k# V7 T: w$ B. K# B& O
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if& h; k } t3 a7 t) ~; D: j e
disbanded in port.( ~: {: ]0 K+ ]) v0 o% V
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% O- u, R; g D0 U0 M
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |