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http://www.matrixgames.com/forums/tm.asp?m=3185062! V% v5 {! j0 v t9 m S E' m- S
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已经共享到岛群QQ和本论坛置顶资源帖- t3 [% T; b- V- N+ J J
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大量更新,详见列表:! B c' {& H# t U2 N- L3 c
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3 ?, L0 p: M8 B' SChange History:/ z8 ^4 t' k, L" s
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
. X. Q m- y$ |( U; t! M1. Seventh Update – This release is a comprehensive release updating all previous
5 P6 l0 Q9 ~; V! Uversions to v1.01.17 beta9 W' B# C5 b C( I( F
2. Code Changes
+ C( W' W6 ~- w4 D* P. JFixed
9 L# g& V, y$ o. }) }) }1. Display of AF/Port icon between player saves based on player's intel
( D$ q5 d4 v6 I* `4 f r2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
! e5 o; p% V2 S# V" Y) P7 C1 D$ Lweapon list updated
. B4 }4 R3 ^% F9 v& j; y3. Reported cargo/troop safety values incorrect when no cargo/troop space7 Q: {6 F z: p! r) }* w
4. Allow smaller 'reserve' space for small groups on ships6 D3 z+ K) B2 R/ j) ]/ }' q$ @' B
5. Preserve some more data when swapping fragment and parent to prevent lost of parent* N% ?8 K. j8 [
6. Correct attacking plane count before final post-air combat" a$ x/ `9 }5 _, ]
7. Pilot promotion may have occured in error sometimes
! B5 ~ _9 A+ ~# N' P3 h8. Raid detect message sometimes dropped of the combat report
( p8 o: g: r" H9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* }+ g6 ]. [/ ?0 _. M- W4 P
generally
@) J G7 {; p: ^5 T& }) h1 r10. Some pilot-leader connections were being corrupted T& g' n, ^3 @& h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ Q* t4 H$ ^. E# i7 wother move issues due to the incorrect indicator; P/ L8 R, M5 W% r
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, n3 W# V8 Z( l3 e0 {8 P- m+ k
damage. D3 N7 N& y% S; Y2 H" M: w
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 k1 t R3 a, R" W* e/ U
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 h& \1 e$ ^9 w5 i) ?/ C- l! Gdate sort, Y. P: ^: U; F; |4 S. q- A
15. ASW groups not allowed to attack sometimes7 x% S" B) p( X( G T
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% S/ ?( a- H; _$ W3 b H6 \5 rHQ/LCU to jump to reinforcement queue
. F2 H" x5 \4 g: Z% @, x17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 ]* [4 i7 W$ t& }3 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 k: T) _% W7 U6 M" cat start of AE but crept back in sometime during updates
, _) R( E! S( u. l) ~19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 ?, D: ?1 N- R: H* o( P
fragment.
) W, B3 x& w1 a3 }' `& V& P20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade5 k2 I9 K7 P1 | y2 T/ f
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 b, M+ @- `6 j6 @
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! T a9 W5 w0 ]
set' S, r% c" b. a s
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 u3 G n/ D" y! v9 g: |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 i1 j$ i1 J4 u) e24. Bug caused F/FB to sometimes bomb at low altitude
3 r0 ~ a; t7 {25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 r3 B5 [; v5 ^) N [% @5 j2 p
occurring properly.
. g8 J0 u. o# {5 d U2 D26. Bug in Industry 'failed' indication not showing properly sometimes0 E; Z G: A& {" @
27. Location check at scenario load to include small map sceanrios
* U! x4 E% m# v. T* g3 d28. Bug in air supply to fragments in a non-friendly base hex
7 `! {0 Y+ m5 A3 F29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was q7 N- h c r+ v5 [
being set to homebase before execution of the mission – ie was returning to base
# y6 o) q2 t- q- I! Simmediately
$ T6 Y$ z$ O" e" ?* _30. Error in Strategic map display
; e. G; [# |# }3 F31. Additional and stockpile options were not turned off when base was captured ^% q$ P5 a4 `! b2 H: r
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
$ Z4 b- ?7 h% J; e, bmouse over; ?4 U; K, S5 K0 l
33. Army experience being gained when not 100% prepared as per manual; changed to allow* R% k3 L3 l- T9 a( X
chance to gain experience if >75% prepare and < 50% national exp level
( N1 V* W3 G) {' E# r7 _9 [34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
) t A Q5 c/ f3 [alleviate the incorrect experience gaining happening while in reinforcement queue# `% P3 {" m* c" R
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; k0 I1 l- K; [/ b/ z4 C
caused unit to jump “off-rail” and move overland
; r/ T, e$ i$ S! i4 s36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' t' ^. l* n! Q+ {4 T+ h0 Z6 D$ t
37. Excessive accident messages on unload from TF reported
( e0 X% l2 A+ J38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 @' s% F E( }8 @4 {
merged causing smaller size unit than expected/ e9 P" o7 }* V, o' M' _
39. Corrected possible TOE error in scenario data load for inactive units
/ S7 _ B* G0 a# J( c8 b. P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; H0 ]0 x" I8 q! Z
however be allowed to do this.* e& C4 I& {: a5 J. B
41. Possible CTD if sinking ship's load was a group3 `" [ B: p/ w3 P% P
42. Limit the number of devices built from resources per unit during LCU replacements; this
) L5 t' q, K m' B Lwas causing an over production for that turn# ]6 y1 ?/ I) `0 j
43. Retain day/night setting when creating group fragments9 M/ z& \% k5 x, b; m2 `$ K$ p
44. Adjusted supply and fuel values in base list not to overrun the space
0 g3 w z2 q" S; i/ b+ c1 ?45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
8 u% A( S) H! n, f$ \5 nadded YMS to Sweep TF in line with manual and code0 M, T2 D2 ^ M. s, d% f; \
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the ^ ^/ J+ u: k) c) s3 Y3 k
rule relates to the abundance of manpower and is not covered by replacement pool. Normal/ o% `3 C( [2 `6 m+ E, K
rebuilding of destroyed units is not affected by this.; D ?$ M8 I# J1 w6 k( J" l3 e1 T6 M
47. Carrier capable and trained text not showing together on Group screen
, O; e& y" e) w/ `' n48. Handle any blank re-name changes by ignoring them
! X" U9 R' o4 F: H3 @7 C49. Possible CTD when air fragments combine; |; f2 D3 c2 [ r
50. Unloading TF can freeze a LCU onto a ship under some conditions
! k% j' N) i: T( f* [) h( @2 Z+ n- a51. AI not behaving if main HQs missing (affects small map mainly)
7 X5 g% ]4 A$ h0 Z* f' R0 X; u52. AI using AGC for normal land units – removed from TF if not needed. L- `0 f* p/ c3 M2 M# S
53. Soviet activation message not in Ops report
7 g" l# G/ N g' W F* c7 ]) ?54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range8 P4 F& r' Z: f% s$ o2 Q0 |$ W
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 T! c0 R" [0 I% L; Q56. Sub attack against docked TF not happening for port size <3
# V2 e- m% ]0 u; f" f% c57. Unit type changing unexpectantly, z( W% I" d2 X% c' H
58. Torpedo replacement on plane sometimes is missed. E/ `9 g8 J7 i
59. Double handling of overstacked supply requirements
* }) s/ q- T' J1 s60. Fixed alternate weapons for port attacks7 u2 e2 T% ?% c7 W: h' g4 C
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 r: ] B5 t, ?: ? N/ e5 rsometimer in the ship repair cycle.# j4 O9 P! o3 a. C, U" _
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the5 }" F% k% w! F; g" D) [
port
& P$ x( l2 M" i6 A1 b4 x; q+ D2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." U" V- B1 h0 @8 X
Tenders not counted3 d' H% ^# ~! z! \: e% i" |
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( B8 d* x# w0 F( U7 n; L: g
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! ^1 h9 n0 i9 {, Q. K% L; i
to remove damaged ships from TF
8 d, p0 b& N' K2 ^2 _' N7 b5. New filter for “non-building” devices in Industry pool screen
9 ?+ o# Q( D }% i \' d* o8 T6. New filter for “non-building” aircraft in Air Replacement pool screen
% l/ ^7 s! q9 R5 K$ v, \8 O7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, t2 X4 @: X$ H6 _' K' p
mines (^) detected
7 X" g9 j* }/ R p8 r" k3 i M8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! N6 u* K' E3 f8 ~ C
‘button6..’ image files, then these will be shown. If not, by default there are shown as: R2 p4 l7 l% o2 {+ k# f) `
standard parachute unit icons K; b; m1 D2 l: q+ D/ Z7 u
9. Air/port damage and building is shown in base mouse over& o6 c" R! @% v$ c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 y7 I7 L! D( [0 f0 n11. TF can be routed to stay within coastal hexes as much as possible* S7 W6 I& T, T# F% S9 g+ G
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) q/ s2 c, S- }
13. Added option on group and LCU reinforcement screen to turn off replacements
2 D! ^) g7 g' t2 ~9 j- N# G14. Current base can get supply returned to it when reserve planes returned which were
; ]. ]" F f6 {' [9 X; e1 Eoriginally supplied from another base
2 Y4 a$ q0 g0 B9 s, \4 @15. Unit type filter on Troop Loading screen3 S4 F4 h. w5 Z- V1 B
16. Report killed ground units if not in combat report+ k* L% G7 X2 r m/ r( Z, f& n3 h6 x
Changed
* S, s0 W% _+ V. ^0 y" i3 {1. AF of 8+ have AV support doubled for purposes of determing support for air operations, P0 N) j+ B7 F
(complements fix 18 above): j( b7 G0 I% P1 Q4 F, o; v5 C
2. Permanently increased pilot array to 70K4 P4 Y. C; r& W$ K
3. Increased number of air combat rounds are a factor of total aircraft involved
$ J1 Q1 a2 I* t/ e% R7 B4. Allowed submap to submap movement if land connected for land units. Should have been. V3 a6 z' E% d+ b) O$ r3 D$ \" V$ n
so as per Andrew Brown9 J7 `* s I" M& f9 ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) u8 h% o7 l! ?delay toggle instead
; e2 P5 d( D: q1 ~( K- X6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ { W4 F2 T" r% U8 O$ G& S
maintenace a bit more
- ?4 E! y4 h4 U/ J/ e2 O7. Support device replacements won't decrease the overall experience of LCU units. This does q+ i- q, g: I* O& P% p' q# m. X
not alter the overall EXP change due when any replacements are received.
$ S& @6 t( u, `3 M' G8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# ]4 t5 W" ^2 ^, ?* r$ M, U
between the two but could break current games., r H; x* ^2 D/ X9 l4 ?
9. Some LCU Prep points may be retained if unit is experienced
+ \0 p; J7 C, J5 F$ d! K& ENotes
! B" l4 \9 W* T8 y: ^; k8 t9 [1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: b& b. E: Z4 U5 h
should not change player or HQ, even if not in play. These original HQs are used by the AI
! k# h! \; Y5 {* |9 N8 C$ ~- o% froutines so changing or deleting them can put the AI off. Changing other elements should& e6 d i( s* ^/ b( m4 n. e
be okay.) X, G' V, H# }) y a1 h6 }
2. Clarification to weapon filters for aircraft:) k+ d( z, l# ?( P3 D2 P+ O# f
PM_NAVAL_ATTACK 2 // used for naval attacks! Y# x: I% y k
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- z4 F$ w- h% l; ^4 x W
PM_LAND_ATTACK 8 // used for land (ground) attack
1 R- d! q1 q6 w8 m* `PM_PORT_ATTACK 16 // used for port attack
Z: [. {' w& ?; C ~3 Z( U1 w" zPM_AF_ATTACK 32 // used for AF attack
! x8 [$ a x- M) A9 h/ o% G4 KDropped any reference to secondary values for land and AF as they served no special use.
: j, H. P* ]9 I# tClarification changes
/ r/ e4 W3 D$ O: [1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 d0 ~* N3 X" z7 Z5 J) g9 y1 o
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ l1 }$ j# R) U8 \9 Y/ c
MONGOLIA(91) or TANNU_TUVA(92).
9 z3 J* R: I- y7 {1 O/ Xa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% ~/ B8 u- M/ ` ]# `$ pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes P$ o# U! B3 z1 m! v6 r
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases }0 c8 ?1 }6 w) N' _- M, K5 a
after Soviets are activated, but can’t move
0 C4 o+ G4 x; }" t% T6 j" q) K6 {" h. Y9 _d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 N1 Q/ }2 o6 L% }( q9 [( @2 H( F
disbanded in port.
; I( D$ t- F1 N# s/ y1 Q0 k3 m- ^e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 [$ \2 P, h4 p: ^9 e2 f( Pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |