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6 C3 [) y$ l* H大量更新,详见列表:
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Change History:
! [1 |6 Q; ~- wV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! N: d7 Y. `0 n' w2 w1. Seventh Update – This release is a comprehensive release updating all previous
9 p! A N1 `" @( n& R# \- qversions to v1.01.17 beta* Q- I" I( \. z3 F
2. Code Changes
0 a Q- b+ [; u7 @: m2 lFixed3 _8 _/ o( U+ N# D. L9 [
1. Display of AF/Port icon between player saves based on player's intel
" {1 g" C/ Q8 }. J, n7 R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when9 t6 r+ p6 }0 n3 B$ b# A
weapon list updated
5 o* d9 U6 ]4 v4 c: S7 u3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 ^, {% a5 ?) }9 t: A, [$ M6 W5 g4. Allow smaller 'reserve' space for small groups on ships
- d9 }& c( |5 q8 P8 w5. Preserve some more data when swapping fragment and parent to prevent lost of parent, t0 \' u* V* x9 @) x: H& R$ a
6. Correct attacking plane count before final post-air combat) g) f& U0 Q8 G3 H$ N5 J; `1 l
7. Pilot promotion may have occured in error sometimes
0 V% A' {' p% T" [. e5 L! U2 g% B( X8. Raid detect message sometimes dropped of the combat report: `+ k4 \1 [+ B# d" }
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- X; c& p7 O& @; |8 y% l1 j
generally
7 s+ I7 P R1 c; ?; B' n10. Some pilot-leader connections were being corrupted0 T5 x! H, P8 A- J! G9 N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( Y9 @4 I( L `; w. V. y! m3 mother move issues due to the incorrect indicator
) F, Q$ H9 k- B! D8 j/ \! z12. Wrong ship sometimes reported in Ops report for TF movement which causes some. M& P' H2 G0 L f9 e
damage( \ h; \. Z1 z0 q5 V
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! r8 Q+ Q2 s: j14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 ^9 n) C$ Q8 k3 ?date sort
) _. V+ \" p" s' i: Z. d15. ASW groups not allowed to attack sometimes
' K8 D( S9 p9 b, n5 D16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ S- N8 {5 D3 Q. t5 z% _1 A* M$ MHQ/LCU to jump to reinforcement queue) b @" O2 ^3 M/ B l' M# V% A, [- t
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 k, m8 _1 F7 M( F B6 @! C) l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 w& I- |, G9 B% D4 m
at start of AE but crept back in sometime during updates
& \; t7 r- ]; E. t$ w19. Removed the fragment/parent swap during a TF unload as it could often orphan the: R$ |7 t$ [* S: K I
fragment.
7 Q) T% T8 h5 p) [20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! Q' ]! |3 H$ p) x$ x8 r. c, j. |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# n8 \( M+ J; ~9 Q+ \, [+ \" b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) \- \0 D0 C# o" ~; ? u, G
set
2 c. \4 O- Y. A/ |4 X* q |22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 J; e; T6 }& Y6 A3 h7 F23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 {$ o0 K5 N: H* U24. Bug caused F/FB to sometimes bomb at low altitude8 `9 x1 U/ O4 T$ [) W8 s
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# a. V; U4 ?/ E) Q4 c" i5 B
occurring properly.% N1 m! n( M4 D4 D2 w$ v, O8 I9 u
26. Bug in Industry 'failed' indication not showing properly sometimes" ?3 a s( [% {
27. Location check at scenario load to include small map sceanrios
: Q7 g9 G) ?, ^+ q28. Bug in air supply to fragments in a non-friendly base hex6 p0 A- H; z. U1 N N x. L$ Z3 n
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was+ [% M/ o% I; q; _( {
being set to homebase before execution of the mission – ie was returning to base& K* l4 p: Q8 C2 v0 ]
immediately
: \" }9 t6 q0 K$ {' k' y$ I30. Error in Strategic map display
5 Z" B9 b+ c! u6 p/ C7 b31. Additional and stockpile options were not turned off when base was captured+ i1 f) Y' E& R
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: A! p1 t/ @, z) q8 B( ]mouse over; E8 h4 E/ K+ E
33. Army experience being gained when not 100% prepared as per manual; changed to allow
, o5 Q& V: ~. h I( hchance to gain experience if >75% prepare and < 50% national exp level' |! `: V+ i; |: R5 r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 }- D3 X5 l% S1 nalleviate the incorrect experience gaining happening while in reinforcement queue$ w8 u* ]( d j4 o0 G+ B
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! e7 W* ?6 a9 x$ P# m
caused unit to jump “off-rail” and move overland: n4 P8 P9 L* O4 R- L+ d
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 h( ?5 f) W; o6 W4 R37. Excessive accident messages on unload from TF reported
: F0 h+ c9 _: T; k! T: J) K38. Reworked editor sub-unit merging as some devices could drop off the unit list when b h8 a0 D& l! S/ W& e d
merged causing smaller size unit than expected' t& L; D$ C# I3 N6 }* M) m
39. Corrected possible TOE error in scenario data load for inactive units+ o0 x: w) s0 k! Q l1 A. ^0 n# }
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) k- {8 u* L" E8 S4 `8 t* A
however be allowed to do this.0 c% b" q2 s+ Q' h5 B( O( q
41. Possible CTD if sinking ship's load was a group
. I$ t7 c. y; F8 y8 n( G42. Limit the number of devices built from resources per unit during LCU replacements; this& L- ]/ s1 W' X9 q
was causing an over production for that turn/ U r! x3 U; n
43. Retain day/night setting when creating group fragments( w( p6 e1 x2 d/ J0 V3 O
44. Adjusted supply and fuel values in base list not to overrun the space, Z: D2 g$ V) E( k0 P/ ?
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 J1 ?$ f7 B/ C# C+ W/ b4 Oadded YMS to Sweep TF in line with manual and code1 ]" i& F1 L% p* {1 h; B' d9 j
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 {0 {: l" N% I8 Yrule relates to the abundance of manpower and is not covered by replacement pool. Normal
' i( V. J2 B9 B2 `6 X# Wrebuilding of destroyed units is not affected by this.- |6 o4 U' v/ t4 r/ c
47. Carrier capable and trained text not showing together on Group screen
# B* A; e+ i4 ~. ?& X6 H# \48. Handle any blank re-name changes by ignoring them6 ] y9 G* J2 c ]# {2 Q8 j
49. Possible CTD when air fragments combine
) Q S+ P2 ?3 y50. Unloading TF can freeze a LCU onto a ship under some conditions9 `0 i2 l3 m' ^1 y
51. AI not behaving if main HQs missing (affects small map mainly)* a$ Z# e# D7 i8 I' s! x- q' V
52. AI using AGC for normal land units – removed from TF if not needed
) J+ z' m: t9 l7 g% ]( D3 t53. Soviet activation message not in Ops report% N* F# ~* P6 j1 M- w& m
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ I/ D' U3 v% }8 e2 J
55. Clear Soviet air balance if not activated. Possible incorrect base switching, F: L! {6 [8 Y6 a+ _
56. Sub attack against docked TF not happening for port size <3
+ t. Z- B( E( g57. Unit type changing unexpectantly
0 g4 B! V8 ?; W" E58. Torpedo replacement on plane sometimes is missed3 f* v- t/ X7 T( }
59. Double handling of overstacked supply requirements/ y3 S5 K. R: D; L# J
60. Fixed alternate weapons for port attacks
* x% Z1 c/ n p5 t: }61. Corrected weapon system damage to show after combat on ships in port rather than wait till0 p# y; D w9 ^* [% i
sometimer in the ship repair cycle.9 d0 O! |* z1 l
62. Ship tonnage over 32K could cause repairs to fail0 _+ \2 c( U# A: Z1 n' I" x. ?
New# h V: j+ g* M. T/ t0 ^
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, Q+ F& u5 E1 }- {* k \; a4 Z. [ R% Q
port
: a2 D% }% n; U7 W2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! E8 [& ?) e) M& tTenders not counted! `2 A! X3 I2 q& T8 j/ g
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' p% f' |0 }% `8 |9 H! b! \% ]4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
; m$ Q8 i& E, K/ i( Uto remove damaged ships from TF+ G* P5 I) q; @ i0 p
5. New filter for “non-building” devices in Industry pool screen8 _. I8 X& l3 R4 [( Q
6. New filter for “non-building” aircraft in Air Replacement pool screen
+ q. ?! ~5 @6 n9 ?- I2 X6 _7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 G2 Q/ v7 @; `/ k i# y" B$ \
mines (^) detected5 o/ R5 m5 @: Y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' a# R; M0 K" r3 `1 |
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: ?4 c, F/ E# h# x4 A4 w. r. X4 Xstandard parachute unit icons
2 Y3 C7 p+ f/ y" u( b' |4 @+ O9. Air/port damage and building is shown in base mouse over
$ A, `; J% j$ M7 l: X) q10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 a8 ?0 T9 P5 O* V# ^11. TF can be routed to stay within coastal hexes as much as possible
- D9 p) J2 k# I$ h9 }% r12. On Top Pilot screen show the 'ace' cut-off value if more than 1) f0 I6 t5 F/ y2 s! l7 j
13. Added option on group and LCU reinforcement screen to turn off replacements
4 j5 ~" K2 H" t$ f% h/ Z$ j9 v- x; p14. Current base can get supply returned to it when reserve planes returned which were
3 i* |6 p% P3 u9 @0 ^3 a% [originally supplied from another base$ S9 T; b+ H# _6 y6 Q. f( m
15. Unit type filter on Troop Loading screen
' w- H o, D) O1 Y. E. H3 X16. Report killed ground units if not in combat report+ g5 Y& ]9 ?/ O. m0 f X& J6 t
Changed
- v& n$ a$ M0 p4 S! B d1. AF of 8+ have AV support doubled for purposes of determing support for air operations
2 L8 \2 F5 Q+ v1 j, h9 @% J, m(complements fix 18 above)
j, u5 B! x- `; t4 C5 j% c2. Permanently increased pilot array to 70K7 q! `' l$ V+ ]/ }2 b6 Y
3. Increased number of air combat rounds are a factor of total aircraft involved3 H; m' E9 K B- ~8 ?
4. Allowed submap to submap movement if land connected for land units. Should have been2 [! W: }$ ~# m- s* T
so as per Andrew Brown. x5 \2 Q# T5 x) L/ ~3 z7 m& J# O
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- _+ J3 W: i: v! [1 U$ M' r/ R/ M# i
delay toggle instead
3 k, B+ u- ~3 a( R1 C6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
" _# y# e; D! O4 {' rmaintenace a bit more
A" R" c: M9 O3 m c: a7. Support device replacements won't decrease the overall experience of LCU units. This does1 R% }. Q6 q7 u/ {8 X
not alter the overall EXP change due when any replacements are received.& B0 P- ~2 }# z) b L
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! W* F! D9 d' P1 D
between the two but could break current games.
8 q9 D& M" z8 s9. Some LCU Prep points may be retained if unit is experienced
, d3 l6 H, x8 |% ^# f( m: fNotes
' w; d* O! O7 {% l( @8 c! M5 R" {) I1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
! `9 R, J* m q6 j% D0 a2 W% _should not change player or HQ, even if not in play. These original HQs are used by the AI( M9 Q& n; R9 B! G" M5 I' m
routines so changing or deleting them can put the AI off. Changing other elements should
7 ?, N3 d; h5 m% W" z) E8 E; kbe okay.
# Q9 B |1 n. p6 J2. Clarification to weapon filters for aircraft:8 Q( M( j( ^2 {! \0 K
PM_NAVAL_ATTACK 2 // used for naval attacks. X7 M. a; M, G9 T5 q
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( {! U3 _ D0 I3 F* J& }. t, V
PM_LAND_ATTACK 8 // used for land (ground) attack
4 ~4 t+ A) Y: F" P! |* G" ]PM_PORT_ATTACK 16 // used for port attack
, [2 |7 f$ n0 l" M$ kPM_AF_ATTACK 32 // used for AF attack/ U, W1 M4 O/ j2 s/ a- F
Dropped any reference to secondary values for land and AF as they served no special use.
( P- J' f: g+ d [Clarification changes5 o/ F7 R& x6 ]
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 K$ X* Y6 X4 g3 z% j- [
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( g" N# M3 h2 W! p3 s' ^ x/ ^5 J
MONGOLIA(91) or TANNU_TUVA(92).3 E+ @' \ Z- ^% O8 D; p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases& }7 L0 d0 m2 u4 @- e
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes8 E0 v# e$ D8 W4 l. N. g! _& H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
1 D6 w4 W0 p5 }7 r1 `. F' A: u) jafter Soviets are activated, but can’t move/ U4 @% C) h! B* E8 b* ?9 r
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 z% N/ K3 e" }5 Q9 V0 I
disbanded in port.
& e6 I% i* o* ~& C1 P0 ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ i6 b6 L1 @3 e( J0 ?* ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |