具体见
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: T% D5 }' j2 h7 q9 j2 yhttp://www.matrixgames.com/forums/tm.asp?m=31850621 c! P+ \2 i4 X1 a# j$ r
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已经共享到岛群QQ和本论坛置顶资源帖3 |- i4 S1 C+ _
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大量更新,详见列表:% }0 U6 t; |9 P
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Change History:
5 U5 V F4 u+ k: Z+ e5 p$ tV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% n3 `& x( S2 l9 N# F
1. Seventh Update – This release is a comprehensive release updating all previous
7 M6 m" } ^$ n' }versions to v1.01.17 beta' d7 x+ J! w" x! m7 a8 m" K
2. Code Changes
# }+ J% b5 S! k) w' L' l+ GFixed W7 u& g+ g- W0 q! W% f- v3 R
1. Display of AF/Port icon between player saves based on player's intel: Y6 \0 h7 E( c7 l
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 }& c; M( `6 m% P5 X
weapon list updated4 ?) b$ p+ J% o) l& h! t% P
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. H5 J& s' }" b6 R0 D' c, x4 R% ~4. Allow smaller 'reserve' space for small groups on ships
6 A; q3 G5 }% J) s1 X# N( q- \1 c, g5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- ]8 V' W+ ^# _( S) R6. Correct attacking plane count before final post-air combat
. E+ z! D E3 c) A/ {5 ~' O7. Pilot promotion may have occured in error sometimes- |; e! n% _6 {) F
8. Raid detect message sometimes dropped of the combat report7 Y4 ?5 U1 r+ S, z5 E7 g4 i
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 t: g0 ]5 d( h0 L# ~- Vgenerally
1 d* p0 V* v9 T2 A0 z6 u10. Some pilot-leader connections were being corrupted5 x i- U7 ] X- ^
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few* p: b7 F8 y+ o2 V* _
other move issues due to the incorrect indicator+ Z8 i0 T4 a- B0 B$ j
12. Wrong ship sometimes reported in Ops report for TF movement which causes some) P) ^: X2 T" E; t5 X% S
damage K( p7 S4 l' Q+ v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 h" z2 \& z* t$ q! O. {6 B14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- V6 P6 L9 L5 k0 V8 Z; B sdate sort
; k. r: w: {* D8 F6 e6 X0 j, s15. ASW groups not allowed to attack sometimes! @( ]0 g% o% J8 W: n0 p. _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 Q, }: f: H; q, F& H* ?HQ/LCU to jump to reinforcement queue
! n& J' ^% N6 j" W& h17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 o" B/ }# Y+ p3 h- b
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# f6 v- `6 F; Q" j! fat start of AE but crept back in sometime during updates( B ]4 r1 A" N ~0 t
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
5 v; i+ c& |$ A5 R/ r* j/ Yfragment.
9 W9 x# i1 x+ Y- E* E3 f+ U- f9 T; ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
+ T% C3 ^' A6 I) a% w! v21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
" w2 V @: g+ }- H. K2 S& kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full) a# c: u% J+ f
set
& D1 C5 \, Q, P4 B9 \/ Q22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
. s& N2 m5 L ?/ u% _ _23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( T5 o5 e6 M& ?; V* l! y$ D
24. Bug caused F/FB to sometimes bomb at low altitude
' B3 b7 F7 j1 @; J25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& K3 G7 X1 y$ s$ _; A& A; B8 Noccurring properly.% a3 i8 ~# h; d! K: z" p# `
26. Bug in Industry 'failed' indication not showing properly sometimes
+ k6 X0 F7 J5 B7 ?27. Location check at scenario load to include small map sceanrios
( ]% m- e5 Z7 W9 C28. Bug in air supply to fragments in a non-friendly base hex, _4 e! u- r# f
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" q; D n1 c" L7 h( ebeing set to homebase before execution of the mission – ie was returning to base
" N ?. \* f H; \: Y, himmediately
2 Y5 U3 G0 J' Y8 a30. Error in Strategic map display9 p+ I% J6 {: v% f
31. Additional and stockpile options were not turned off when base was captured* E7 ~ @9 k* Z2 o h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ g+ y. ]% P9 q' y! }
mouse over
8 ?2 E% W. U; z5 s* U33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 \ u( l* ?1 O1 Achance to gain experience if >75% prepare and < 50% national exp level
6 j% c( a% _6 m: ~5 e8 f34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
( i4 l# b& M: t l) j V7 Oalleviate the incorrect experience gaining happening while in reinforcement queue7 g% |: {9 o- Y, ]/ v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% s8 G' f% z$ y) W a4 O& @
caused unit to jump “off-rail” and move overland4 i6 }( _0 _2 U2 D" {# D( {
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 ~; H! b2 K2 p) l
37. Excessive accident messages on unload from TF reported
' z) K! F3 x. [! j p. T5 p3 j38. Reworked editor sub-unit merging as some devices could drop off the unit list when
$ g' h, N) O2 Omerged causing smaller size unit than expected
- g1 U2 t F' L {1 U39. Corrected possible TOE error in scenario data load for inactive units8 }6 M" p' f+ T* L2 ^
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( L# A$ v# R* B2 U4 z) C4 w
however be allowed to do this.0 V6 i- ]* p0 k9 w
41. Possible CTD if sinking ship's load was a group, U/ u$ R/ z# w& b+ n$ h- G
42. Limit the number of devices built from resources per unit during LCU replacements; this' k; k8 T. U- f3 i$ z- r; Q4 n6 ?
was causing an over production for that turn; {1 G' t( Q* e# ?! K
43. Retain day/night setting when creating group fragments
: H$ o5 e" h, a+ g! b5 [44. Adjusted supply and fuel values in base list not to overrun the space3 B1 U5 b' ^; l! s+ F0 _3 g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 n5 e( s* Z! J( t
added YMS to Sweep TF in line with manual and code8 o( ^0 |+ X* Y) f% d- B5 g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# u |; p F# E% W) frule relates to the abundance of manpower and is not covered by replacement pool. Normal& |: E! y" X0 V8 o K
rebuilding of destroyed units is not affected by this.
4 L/ Y( N+ @: c! t& i- H* c47. Carrier capable and trained text not showing together on Group screen
/ u L& b/ _* e- L3 J4 d! S5 q' _48. Handle any blank re-name changes by ignoring them
6 v$ q* P2 x( [49. Possible CTD when air fragments combine$ R0 z8 a- {- A$ V% j8 T
50. Unloading TF can freeze a LCU onto a ship under some conditions8 z: d2 u1 J, t; W
51. AI not behaving if main HQs missing (affects small map mainly)
7 D- ]" B1 v/ {* U" D4 n52. AI using AGC for normal land units – removed from TF if not needed- W" ^: Z2 k# X1 t, E% \3 p
53. Soviet activation message not in Ops report. P; R) z, K( l0 C7 i% ?
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
+ e" r3 c! d8 z0 a0 @4 F( b' X55. Clear Soviet air balance if not activated. Possible incorrect base switching9 q' d) l- s2 {; R5 H1 d. v
56. Sub attack against docked TF not happening for port size <3
+ U) O( i4 F" R1 \0 X1 A+ E! {57. Unit type changing unexpectantly4 N7 j4 z; O0 H4 h
58. Torpedo replacement on plane sometimes is missed
: m, C! i- O* t# L3 }59. Double handling of overstacked supply requirements* i% A! @2 l& B; t+ W( C b
60. Fixed alternate weapons for port attacks
* U. U8 ^7 f9 h61. Corrected weapon system damage to show after combat on ships in port rather than wait till: w( E* g( U, {: ~+ k" \
sometimer in the ship repair cycle.4 i8 Z4 o" N9 O3 o; m0 Z" i
62. Ship tonnage over 32K could cause repairs to fail Z" {0 I" T' B/ w6 {9 e+ W
New5 A. }$ t' z4 B+ {. L
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
+ d; t3 ?- g" }4 X. ~; h2 m" `+ `port
/ q7 Q: _* B/ {- `# M2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.4 P* P8 _1 E) m+ C$ ?7 ^
Tenders not counted1 q5 M6 D3 Q% v
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. d: o' Z/ K3 u( b" O/ w/ ]/ ?4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- W* z9 w& d, @( P) W- i
to remove damaged ships from TF: }; A2 a) j/ T1 }5 k
5. New filter for “non-building” devices in Industry pool screen
0 y: z# i* k( ~6. New filter for “non-building” aircraft in Air Replacement pool screen; t5 R0 i0 _- i6 `" B( I8 _8 N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, Q4 E. a0 h# P; M' |/ Y
mines (^) detected/ S* n t5 ^4 A
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( D8 M* [! d W( [9 ]
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ P, Q. K. [" \7 Z
standard parachute unit icons! y) q7 y6 h% {8 t% e# E0 L. Y6 w
9. Air/port damage and building is shown in base mouse over
* C. L' C4 Y, c1 o8 D10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on5 I' n- j- ^( Z1 \: v
11. TF can be routed to stay within coastal hexes as much as possible
9 K6 f% q0 A& Q$ { X$ }( T2 e12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! P2 F, Z3 @7 K9 Y+ }" D. J, w13. Added option on group and LCU reinforcement screen to turn off replacements6 Z+ m% W1 z+ V; J! z. h4 f
14. Current base can get supply returned to it when reserve planes returned which were* [ S' ]7 d7 D7 X6 _ F
originally supplied from another base
. k/ d( d+ V* O, [15. Unit type filter on Troop Loading screen
$ C7 `3 ?: y- x) `8 w16. Report killed ground units if not in combat report
H; M& F5 z) J" @5 IChanged: j. B/ w+ Z: Q* `0 K
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( N7 Y# a* k# P: c% ~6 g8 \' p1 f(complements fix 18 above)/ H L" n8 S: j2 Z7 R/ [
2. Permanently increased pilot array to 70K' g" \5 J; n7 \! I- x) e
3. Increased number of air combat rounds are a factor of total aircraft involved+ P5 i& |( N! D
4. Allowed submap to submap movement if land connected for land units. Should have been
! y' [9 Q/ V; d3 R' h1 pso as per Andrew Brown
( G) i' d9 W/ N, x5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 j5 t3 w4 i5 X# `6 N* I
delay toggle instead; z, |9 O3 b; Z2 `% R4 ~( h* @
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ C% H/ U4 |3 p% U/ {' l
maintenace a bit more0 @2 x: e+ D$ k3 M0 r" l( Z" w
7. Support device replacements won't decrease the overall experience of LCU units. This does
2 {. p9 l* x+ ?- D. s. jnot alter the overall EXP change due when any replacements are received.
( o2 v! \ b9 w* I8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# n, m0 g }$ C
between the two but could break current games.' w& ?- r1 m+ \5 U+ U. O
9. Some LCU Prep points may be retained if unit is experienced
& S8 s7 ^& I& p# X# uNotes
4 B+ z' J, W: F+ J' Y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' p( Y+ t# s7 Q3 J& d* Z3 X* C5 Xshould not change player or HQ, even if not in play. These original HQs are used by the AI
% ] b# d% M( K, s8 h! K* \routines so changing or deleting them can put the AI off. Changing other elements should2 e3 Y' x" y7 Q/ G2 ^4 v1 e/ e
be okay.
; J3 Y g) Q* Y% S/ m% V2. Clarification to weapon filters for aircraft:4 A# n' J, k1 q6 d) h* N8 `4 z5 A
PM_NAVAL_ATTACK 2 // used for naval attacks
; F+ ]1 v5 b" j' X& ~$ Z; TPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( h7 x: W) U9 q# Q/ fPM_LAND_ATTACK 8 // used for land (ground) attack3 a0 T- L3 r$ ?8 J! S
PM_PORT_ATTACK 16 // used for port attack
3 R% ^1 _" I: d6 D: Z6 X; nPM_AF_ATTACK 32 // used for AF attack) Q( T7 o& @6 E7 {3 Z. x, f5 X8 f
Dropped any reference to secondary values for land and AF as they served no special use.
# y6 @4 @8 T# B5 Y a; S0 zClarification changes
% h8 M/ r i' q, T; L2 E1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 L3 {. p. K2 C& p6 l& v
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 D" i4 H2 x7 T" q4 g9 r* ?MONGOLIA(91) or TANNU_TUVA(92).
- o0 G! U, g5 j2 L2 b: P3 ]6 Qa. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 I2 |4 X$ E, U, [8 u. c
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: [& O6 B6 h" m8 h% W$ |c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. h8 l' c! `% f$ k: ^3 mafter Soviets are activated, but can’t move9 ~; |3 d: b( h9 X
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 n& z) z$ E0 ?9 G1 w
disbanded in port.2 R- {' H; }5 x+ W: b! j
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 h' }- Y2 K. Q3 n- o$ c kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |