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6 q# Z. q* U9 lhttp://www.matrixgames.com/forums/tm.asp?m=3185062% J2 z9 {2 O/ R& Y7 G) O; w
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大量更新,详见列表:
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Change History:* ^9 I1 e. e4 u- q) H
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 ^4 ` ?, V' Z/ ^
1. Seventh Update – This release is a comprehensive release updating all previous) b% s/ p; c4 f# ^: B- m: B
versions to v1.01.17 beta, P/ t: n/ C( p5 H, n; }3 P7 t5 t; m
2. Code Changes2 D7 |$ ]0 J) J! T9 X
Fixed
0 W L4 S6 C% C) j' Z1. Display of AF/Port icon between player saves based on player's intel! d# n: e* }( Z% }5 z, ^8 V
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 ^; Q, _% }3 b; M* O
weapon list updated9 P: e* L' e5 h% z H4 i1 [& u% k$ ?
3. Reported cargo/troop safety values incorrect when no cargo/troop space; T+ g$ e# F2 C4 x0 U) ~! a
4. Allow smaller 'reserve' space for small groups on ships
: a2 e) c: _, o5 ]7 `9 w# S/ u3 \3 D5. Preserve some more data when swapping fragment and parent to prevent lost of parent
! I1 y& ]9 [- u* M2 H- x6. Correct attacking plane count before final post-air combat% V" n2 t: V+ z8 y/ r3 h
7. Pilot promotion may have occured in error sometimes" J0 m9 Z2 x2 L0 L3 y
8. Raid detect message sometimes dropped of the combat report* P/ S% z% n) E/ M' T [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ `- R$ \1 e+ c. C8 {6 C
generally
M6 m# }% E. Z1 H* X10. Some pilot-leader connections were being corrupted& R2 k$ a' i* ?8 C5 C
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 P$ E$ U# f# K5 w* {" I7 r' Y
other move issues due to the incorrect indicator: Y' R/ k W4 j& p7 R6 x
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- D/ [' x+ M( m+ [5 c- v6 Wdamage" Z7 b9 D9 W. q$ ^7 P9 H0 E- v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
1 J# N+ K2 C, ~. ^5 n# G7 x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; Z3 E3 c( w0 {+ q' |$ d/ cdate sort ?* Z4 ^" M1 ~4 S4 V" {( ^! j
15. ASW groups not allowed to attack sometimes& d, k( d" W: ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% @+ f9 n5 b. d. k! D- E2 FHQ/LCU to jump to reinforcement queue6 |9 y7 m1 l1 R1 M3 M) L; W" T
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ D8 U# R" H3 a18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. v2 N/ m2 @0 r" l. b8 Y# x
at start of AE but crept back in sometime during updates
: a8 [9 D5 ` D- k! K) ^19. Removed the fragment/parent swap during a TF unload as it could often orphan the% z" `( [+ b" K6 v# A( Q& O7 `% v
fragment.
* d, o- x1 x1 m* A* N! P9 Y) K20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! q4 R) p# Q& ?# L+ P
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 y0 G, U. {' z+ g. Rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# Y u! k8 s* P1 q9 Cset) }. h' n2 b; z; e# x
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 R9 c g# }' u; C' c5 d, [( w23. Enabled 'z' to speed up all animations; was commented out in a few animation replays3 u9 T+ X2 i7 S. ]7 s
24. Bug caused F/FB to sometimes bomb at low altitude6 `: u% Q- K6 k. U& j9 E0 k5 x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ e" a$ P I: u4 i/ H/ ^
occurring properly.' b- W$ u3 x# G7 S
26. Bug in Industry 'failed' indication not showing properly sometimes+ z* j I4 ~4 T3 H, }4 m8 _/ c
27. Location check at scenario load to include small map sceanrios
- c' c& J/ k0 L6 \# V- D% I28. Bug in air supply to fragments in a non-friendly base hex
2 r6 t; k5 T" B. t- P; F* E0 i29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 G' B; o7 H. M" h* R" kbeing set to homebase before execution of the mission – ie was returning to base; u7 t% z O* A/ Q; f
immediately8 u2 ~! h* R" b3 w- `6 \
30. Error in Strategic map display
, B" D" e0 T) ^ i3 U$ j( A31. Additional and stockpile options were not turned off when base was captured( _# V2 g+ k! E" N$ R6 V
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 @' k% ?/ o/ P9 b4 Y
mouse over2 i4 y! J/ ]6 S( {/ ~' L
33. Army experience being gained when not 100% prepared as per manual; changed to allow- h) c, E$ J, U
chance to gain experience if >75% prepare and < 50% national exp level4 o5 i7 V5 x" i4 m- q+ Z' [6 ]. v
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# X4 K- c4 k* Y( `& q, P1 P5 ralleviate the incorrect experience gaining happening while in reinforcement queue
8 L' k; z( B% J7 e E35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- t+ @; Z; K6 d" E& H2 J9 t# icaused unit to jump “off-rail” and move overland
/ I' p9 k6 w9 ]! ]% C7 e& b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 D# a+ L6 U+ u5 L/ v9 K37. Excessive accident messages on unload from TF reported5 A3 `! M- h n) |6 s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, A% I& r1 P* f' ?; @$ j, f/ nmerged causing smaller size unit than expected
0 k5 z# n: ^5 n# g" M# f2 N39. Corrected possible TOE error in scenario data load for inactive units5 y+ r/ E6 O9 M/ D- Y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( d; l1 K1 A+ G, p" ~) c" W
however be allowed to do this.
) n* r/ K2 \- l: N9 `; ^41. Possible CTD if sinking ship's load was a group! R1 ]1 D$ M- O% e+ x( W
42. Limit the number of devices built from resources per unit during LCU replacements; this D" v" `/ L# h: T. K @" k% a8 X b
was causing an over production for that turn
7 k) ^) g; C; w* i3 b2 a* U43. Retain day/night setting when creating group fragments
' G6 o; c# F2 H* p44. Adjusted supply and fuel values in base list not to overrun the space
+ b4 g$ o& N( q$ Z- R/ i45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 u7 W9 K% g kadded YMS to Sweep TF in line with manual and code
6 j e6 A3 D( h- u* x' X46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 M( R# _% H- ~% V, \3 g5 Lrule relates to the abundance of manpower and is not covered by replacement pool. Normal
* i5 ]6 o9 U1 ] hrebuilding of destroyed units is not affected by this.
; L# R# X- K. c6 _) M# Q47. Carrier capable and trained text not showing together on Group screen6 Z+ ~+ g j2 p* |! a* |
48. Handle any blank re-name changes by ignoring them& x% G( v4 {! O# B1 f" T
49. Possible CTD when air fragments combine
+ X. u, R# W' K7 H' d' V1 S50. Unloading TF can freeze a LCU onto a ship under some conditions
5 L7 P& A* L1 X. L1 a* [51. AI not behaving if main HQs missing (affects small map mainly). O9 Y( j8 @' R! T6 F
52. AI using AGC for normal land units – removed from TF if not needed
~. Z5 Z+ k" J" E53. Soviet activation message not in Ops report3 ~# s# L1 y- O7 W7 f0 h% J
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) o& ?) ]) j- H2 l2 a6 m; b55. Clear Soviet air balance if not activated. Possible incorrect base switching2 k x- ?: G+ }% H1 K
56. Sub attack against docked TF not happening for port size <3; y2 V i* | {0 s. f6 E
57. Unit type changing unexpectantly7 Y2 L- x! X% K' {% z! ?+ Y
58. Torpedo replacement on plane sometimes is missed
) x: W) J0 k! y59. Double handling of overstacked supply requirements% ?# Q/ {9 G8 n' S0 J1 o- H" @' w% b
60. Fixed alternate weapons for port attacks m, V/ g ]8 ]4 n4 s; e
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; L8 }9 d) w0 N, j0 Esometimer in the ship repair cycle.: A* n. T. }& r! S$ r
62. Ship tonnage over 32K could cause repairs to fail+ R u M' x' V( G; ?1 W! g) x4 X
New
( p U* t: S2 o: @. K2 @8 w' b1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
A2 {3 k, Y2 U# W. {4 j& ~! p2 {port
- T# H& Y# `/ D7 n2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
9 }* R+ \6 |; A3 |8 u" kTenders not counted1 Y! x' K0 S9 M- l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% O x7 V8 A3 ` ^$ r1 X
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ V3 V7 ]8 S6 u% q
to remove damaged ships from TF
* ]* ?& C) l) @0 k; F% N7 r3 A5. New filter for “non-building” devices in Industry pool screen
- X$ d$ o% \# J6. New filter for “non-building” aircraft in Air Replacement pool screen8 N$ A2 r, `8 u& G! Y# f- \
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy* D+ H6 Y" b/ B1 \3 L5 J
mines (^) detected
3 s$ m6 d: d1 f0 V( k0 q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- Q! ]9 p3 r" {* h# O- ]$ A, V‘button6..’ image files, then these will be shown. If not, by default there are shown as( w' G9 Z; {$ \9 E/ C1 U* t
standard parachute unit icons
: f4 P1 A! t: m9. Air/port damage and building is shown in base mouse over5 z- g5 E+ `9 s% l/ U
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& T( X. b2 T! w9 I7 |4 u
11. TF can be routed to stay within coastal hexes as much as possible
" \; s" b0 I0 y: I12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ j4 t3 ^' C: I% U8 g% K
13. Added option on group and LCU reinforcement screen to turn off replacements5 U5 t9 M9 }# ?$ o( @
14. Current base can get supply returned to it when reserve planes returned which were6 y( ?& l2 C+ v2 d
originally supplied from another base
( Q4 D4 p, u% B" _15. Unit type filter on Troop Loading screen: ?3 h& n& F3 L/ K( N; `1 Q: c! l
16. Report killed ground units if not in combat report1 D$ ^( d0 U$ d. P. Z- h" ?
Changed) V( M* }6 _2 H
1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 v! N' \9 b9 n T
(complements fix 18 above)
& R, Q0 t0 [# N' ^! k' }7 P2 D2. Permanently increased pilot array to 70K! G( w, F7 `# K) L
3. Increased number of air combat rounds are a factor of total aircraft involved4 y ]9 k V. m0 ?6 d
4. Allowed submap to submap movement if land connected for land units. Should have been" P4 j- J, h. E4 }8 Q" X
so as per Andrew Brown/ a' N7 P& {3 U$ o2 h# O2 j: H
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, i! {8 v3 E0 e. R" a! e
delay toggle instead
: x* Y9 w7 n; F; [' _9 b# {6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. t" @4 b" D) |: @
maintenace a bit more/ W f) z; ^2 L! C* R
7. Support device replacements won't decrease the overall experience of LCU units. This does: U& O" d- q. n% s
not alter the overall EXP change due when any replacements are received.
6 F% y9 Y8 r+ i! ?- z8 M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 Y" z( [& @" R5 K# o2 f: u
between the two but could break current games., q7 M( f* `) J+ m' d- o
9. Some LCU Prep points may be retained if unit is experienced8 `4 ^# u2 w; j3 ^
Notes
5 Z: ^5 |* }3 d1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 y3 ^9 I9 H( M' J9 l3 M. z' t
should not change player or HQ, even if not in play. These original HQs are used by the AI
5 c" x0 t) k3 ?+ [5 z- Kroutines so changing or deleting them can put the AI off. Changing other elements should
9 D5 M' B: [ L( D0 |( ]3 u) x, Ube okay.
, I3 V0 }- `+ e: S! V( N2. Clarification to weapon filters for aircraft:
) E6 c3 N/ I$ a8 i8 @& F( {2 cPM_NAVAL_ATTACK 2 // used for naval attacks4 s3 q: ~8 F4 g# c! B6 g: h" k+ X
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! u) ^' f6 J% G! a5 NPM_LAND_ATTACK 8 // used for land (ground) attack4 [% I c) P5 h$ t8 @, O+ t
PM_PORT_ATTACK 16 // used for port attack; |1 w! a5 a; Z) `
PM_AF_ATTACK 32 // used for AF attack6 t/ p" D z: G0 i, d& i- i
Dropped any reference to secondary values for land and AF as they served no special use.
! `7 W8 N3 I. i- KClarification changes K' l9 x) \2 {7 f. W
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, o0 a3 i& n9 z2 P; f0 g
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ ?0 Z5 [+ X5 F( e; G0 c
MONGOLIA(91) or TANNU_TUVA(92).3 h* c$ S1 N3 V6 ~' o$ s* p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! l# V' q8 _( C( @5 e, V: A' \7 Sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* C" F( J- l. p. `1 i* ]6 z0 }: Oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. X9 Q# E8 Q; D/ E. lafter Soviets are activated, but can’t move/ N9 D; N7 P; K9 g8 f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# J# z. {' h8 P& Z: s
disbanded in port.- C: N8 Q j# S6 ]
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently3 Z' g7 x* p; j; k* N; ]* d. N
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |