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# A7 m& D& s% J) e- v7 C1 \
; `/ q" k3 `8 X" [* khttp://www.matrixgames.com/forums/tm.asp?m=3185062
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/ g( q+ M x( K; B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:7 k0 P; H0 i$ R
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Change History:2 U* [ U5 G6 n' ?
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 v- m% q( a: \2 d D: v6 `0 ~& Y+ j1. Seventh Update – This release is a comprehensive release updating all previous
, i' d0 K# u8 Bversions to v1.01.17 beta) L9 V: W; r6 b, u- \' @
2. Code Changes5 Y7 h6 ~9 [% D! q+ _
Fixed7 N$ ~5 z3 o! T0 T5 q
1. Display of AF/Port icon between player saves based on player's intel
6 _( U9 F! l! @) _2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 S0 u0 C% Y9 ?$ Z2 I0 Q7 E f, Mweapon list updated5 |, A8 {- [3 @2 U/ D( O
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 W3 Z, t* L2 J. k4. Allow smaller 'reserve' space for small groups on ships
$ K, w% R7 i# W, }3 |7 T$ z1 R5 n5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ @, }' W3 Z8 t6 r! R
6. Correct attacking plane count before final post-air combat
" _0 N6 [$ C9 Z3 A7. Pilot promotion may have occured in error sometimes# c# V( J& |% ^6 T: C) c! f. h. L
8. Raid detect message sometimes dropped of the combat report0 D0 S- d/ h" s2 W1 M
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply+ \% u x# E3 t
generally- c1 d" A9 L$ V5 N4 l
10. Some pilot-leader connections were being corrupted) }% G3 J5 F$ y+ N+ j1 B: m
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
1 D- K- |* S8 Q- R) o0 X7 xother move issues due to the incorrect indicator$ R% I1 F, `% G# ~
12. Wrong ship sometimes reported in Ops report for TF movement which causes some" q3 o: C7 L3 \- t2 d8 R
damage Y1 Y6 e% i0 ^3 u# j
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool' A0 J( Q% H- U$ _# \
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 d) D9 }5 z# o( { p
date sort
0 o9 v! u5 n6 Q$ ^7 o4 A15. ASW groups not allowed to attack sometimes
/ u0 A$ E5 {# v6 {: k2 b# K6 i1 I0 C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 g3 |' o# s/ I1 cHQ/LCU to jump to reinforcement queue
) E9 Y& j/ X) R5 Z17. Bug in bomber intercept if too many rounds of fighter v fighter combat
* m# [" Z1 w% j18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" F( F& w2 w) ?4 Yat start of AE but crept back in sometime during updates0 A; \$ c( }5 o2 t$ w; x$ D
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 X$ m7 I! [6 y: yfragment.
0 V2 l3 A5 C- e2 y3 x! y) j/ {20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ q5 p2 _# f; y% b/ F, f: W
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- h, Q. z7 d; l( A: z8 C* oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 m% ~' V, Z: w5 j' s8 ~1 Yset
6 [+ `8 d9 o$ O u3 C. j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base y1 F( _' ~2 Z+ \9 m7 u& Z( Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
( ?3 H2 O# I% w5 s, P4 f. V24. Bug caused F/FB to sometimes bomb at low altitude
0 `# A0 q) J3 J. I25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 z) {3 H! N- R% `4 Q$ Goccurring properly.- Z+ i& U3 r9 W0 p6 f0 }
26. Bug in Industry 'failed' indication not showing properly sometimes- U# h- p* \ q0 J d
27. Location check at scenario load to include small map sceanrios. o8 Q) Q' B X
28. Bug in air supply to fragments in a non-friendly base hex% A) P" \. U/ D/ h
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ N8 i% p7 N- Q' {( Y; Y7 [/ Q
being set to homebase before execution of the mission – ie was returning to base
! l; z9 A# Y5 T. p' Uimmediately2 K. C4 s9 b& s) D* }% ]8 A! M5 s
30. Error in Strategic map display* C4 T( a8 N& E( O5 E' ~
31. Additional and stockpile options were not turned off when base was captured' f5 X8 _. l; y3 e( q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 L c: S" c, {1 `" ]7 B
mouse over4 S' G2 C% D( k Z( H/ D
33. Army experience being gained when not 100% prepared as per manual; changed to allow4 C$ v, g* H; T, g$ t( \
chance to gain experience if >75% prepare and < 50% national exp level/ y/ B4 W9 v8 Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
; S' [' X5 K; w9 ^8 N" B' Lalleviate the incorrect experience gaining happening while in reinforcement queue
6 v/ r/ D! O( r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –( N% ?+ |$ E$ ?4 }5 s% @5 @, V1 N
caused unit to jump “off-rail” and move overland
3 e. N. R* Y* @2 ~! ^, a/ A2 Z36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 K0 d0 _, `+ V: P. n! b3 `
37. Excessive accident messages on unload from TF reported* D# C8 _8 I# W' W! j( N
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& X5 g: b f; Q+ ]; [merged causing smaller size unit than expected0 }- t: o9 v, ]7 m1 f
39. Corrected possible TOE error in scenario data load for inactive units7 f$ T# v. v$ U# B/ H
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. s; {- P, {7 r, D$ \" Chowever be allowed to do this. B4 q( c; Q/ E8 A
41. Possible CTD if sinking ship's load was a group
. R% ]0 }$ W) n( ?. Y6 ]42. Limit the number of devices built from resources per unit during LCU replacements; this7 M* Y; d2 g$ H' v3 a' \1 S
was causing an over production for that turn) b& K4 [- X4 K- ?
43. Retain day/night setting when creating group fragments
3 d0 z& y0 @( ]44. Adjusted supply and fuel values in base list not to overrun the space7 S0 X6 a2 s$ l6 d0 {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. {2 g N% X; [) k# B, O
added YMS to Sweep TF in line with manual and code" k1 Q" T5 G% l; Y& Y/ T7 p
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 }( ~/ b5 X3 n4 |0 l8 m5 c+ S
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
% B; a, F3 k9 T# R" n! L7 mrebuilding of destroyed units is not affected by this.
: x* \" f: Q0 n8 E47. Carrier capable and trained text not showing together on Group screen
3 O) _2 S" n$ a; ~, w, G' L7 A48. Handle any blank re-name changes by ignoring them& P8 R) |2 o3 Q, O. v0 a c
49. Possible CTD when air fragments combine# X H7 V# M. Q- q0 Y+ d/ g
50. Unloading TF can freeze a LCU onto a ship under some conditions$ e( J# R% U2 q$ u }6 [
51. AI not behaving if main HQs missing (affects small map mainly)) i5 x4 n' f! _1 R( ?' t1 }$ _! O' t
52. AI using AGC for normal land units – removed from TF if not needed* R7 |# g: P, N. P; U& J, F: e' l
53. Soviet activation message not in Ops report
9 T" v) D, i4 _9 _0 S2 V54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
W D' R% \1 g6 E* }+ C55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 H! n7 K. D% o& g1 U56. Sub attack against docked TF not happening for port size <3
" P' n! z# d" }. Q, Q57. Unit type changing unexpectantly
; x8 V6 b$ Q" I2 P+ ^" j9 M/ s58. Torpedo replacement on plane sometimes is missed w8 f, ~: i+ y" B8 A" U
59. Double handling of overstacked supply requirements
. S6 E0 B, Y% ]60. Fixed alternate weapons for port attacks
' F1 n) y, u* ?61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. ~3 f" L$ ~6 [, d1 ]4 Z% S, lsometimer in the ship repair cycle." d1 i/ e+ S4 ^2 c1 U4 b1 J# F
62. Ship tonnage over 32K could cause repairs to fail
- @9 |) o* l; d( |9 n# c* u/ eNew! i# | ^' Y* F3 P9 t& T
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
6 f) T3 o% x! Lport
a/ V$ v4 Q- Z# U) `$ @ |2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- J0 h: k/ S6 H* s. \& MTenders not counted
4 \. C V0 j2 K2 h8 |3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ x( o g& U$ ]) u! N/ S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' Z8 q) B5 O5 `7 N5 O
to remove damaged ships from TF
1 e' z% [( J; f8 y2 b% U; N5. New filter for “non-building” devices in Industry pool screen2 H' k% |3 J" J) H
6. New filter for “non-building” aircraft in Air Replacement pool screen! A& r1 |6 i" R6 T
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# F& ^3 a& R; y$ @ p- `mines (^) detected
8 \9 k2 l8 T$ z9 L5 Z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( E1 e) \# v2 N/ K
‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 i! s: Z7 g: w7 fstandard parachute unit icons
+ d8 V) u- q' s& N7 s ]1 C" T9. Air/port damage and building is shown in base mouse over
% Z1 f, e4 t$ K4 k, J+ i, P" _10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on" }9 S4 ?) u8 T0 M' A' k& K
11. TF can be routed to stay within coastal hexes as much as possible
. J, i6 f B4 o3 w+ {+ \2 A- T12. On Top Pilot screen show the 'ace' cut-off value if more than 18 ?! Q) p% ]! X$ z- s% q4 l
13. Added option on group and LCU reinforcement screen to turn off replacements$ ?1 a' j [+ @1 R
14. Current base can get supply returned to it when reserve planes returned which were4 x& p/ b# |6 _8 S8 Q6 f
originally supplied from another base
6 k# G0 g5 C$ _& L15. Unit type filter on Troop Loading screen
' u2 Z% P+ G( u; p3 Y4 ~# }16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 G5 `: q; n. v6 z. ^, P( B(complements fix 18 above)
) Z5 E: T" l$ T' m! u2. Permanently increased pilot array to 70K3 B- Z: x9 ~4 H& j/ P+ u9 `4 ^
3. Increased number of air combat rounds are a factor of total aircraft involved
: G' E K) Y: A3 q; H8 _1 K4. Allowed submap to submap movement if land connected for land units. Should have been3 x9 I D9 k# r7 o( p, W
so as per Andrew Brown7 ~8 |7 D) P/ B+ v0 u8 R
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& ]3 k8 a' s: y) p8 z2 o
delay toggle instead9 \/ G- q! V8 }- ~( T2 n! J
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" k. Q7 ?3 R" F2 X
maintenace a bit more0 \% s$ h2 E6 x5 ^* N# P/ c
7. Support device replacements won't decrease the overall experience of LCU units. This does
: O; r1 \+ W% g+ q# n6 z+ znot alter the overall EXP change due when any replacements are received.# ?$ A! [1 M* b7 B, l4 w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
4 e N& \! x- c# O' Fbetween the two but could break current games.2 t2 {' b1 i! ~ c# s$ n
9. Some LCU Prep points may be retained if unit is experienced U' X; Q9 \- k3 s i- B
Notes
5 R. z8 @+ W* y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& C; j$ Y' h R
should not change player or HQ, even if not in play. These original HQs are used by the AI
$ c3 P0 ]4 O& {: l. }, K- G- troutines so changing or deleting them can put the AI off. Changing other elements should& O7 T2 F7 J9 g! @6 V1 u! b5 I0 ]
be okay.
9 A) H3 x; u0 [4 e/ L6 U( e2 U2. Clarification to weapon filters for aircraft:5 d( e& X+ d: Z
PM_NAVAL_ATTACK 2 // used for naval attacks& V7 k y% H; c" L; @- d. a
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* V1 S2 k) Y6 B# |. c& U- u
PM_LAND_ATTACK 8 // used for land (ground) attack5 C- U4 {' H2 W$ k& t5 z
PM_PORT_ATTACK 16 // used for port attack$ E2 q+ s. y7 l0 b3 B( O
PM_AF_ATTACK 32 // used for AF attack- I- E) E4 b+ ?/ L" w
Dropped any reference to secondary values for land and AF as they served no special use.( C9 U# U3 `; [+ c; V
Clarification changes3 p) H7 M" W" p" `# ^* E h3 C
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 ?5 `4 x$ B$ p7 A
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),9 u4 I0 k# v2 x* k* u
MONGOLIA(91) or TANNU_TUVA(92).
# ?( o% D% {! j$ e8 y1 n5 E5 v: s6 La. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 @' b9 Z8 Z; `9 @ {1 K Lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; J7 ~3 K8 j Z) `8 M4 G, Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 f1 f$ l% b' R, U' ?/ l6 y$ m0 D
after Soviets are activated, but can’t move; ]) Q" |0 H0 @ O( J) D$ a; U* v
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, m$ O, S/ H) @% D) ddisbanded in port.
- {9 r3 s8 x' I Ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
J4 R+ J I: R5 Lf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |