具体见" b: c" z' t+ ]# ]( J
( R/ ~% I& g4 }2 whttp://www.matrixgames.com/forums/tm.asp?m=31850621 H$ S# X0 U. M. I# U
7 q" R1 w) l2 w" o4 x, [已经共享到岛群QQ和本论坛置顶资源帖* s+ e: K" l' d
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大量更新,详见列表:! T+ ~# Z; e. ?9 @" h/ z8 Y
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Change History:
2 a, x" |7 H1 q7 FV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 D/ k% Q3 F6 d6 Y1 h7 f) ~
1. Seventh Update – This release is a comprehensive release updating all previous
% n5 W p/ j! V2 Yversions to v1.01.17 beta1 `% }* n7 J% c9 ^4 N. i
2. Code Changes
6 t4 E) V, C3 q" pFixed; t z. D1 G+ G! g
1. Display of AF/Port icon between player saves based on player's intel
: v% _% H# M( H3 a' a( @6 z! ]! p+ e2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 y. d* d7 r# l% @5 q3 |/ vweapon list updated
8 w$ m }& x {0 t0 a3. Reported cargo/troop safety values incorrect when no cargo/troop space
& K2 j9 k9 u2 O) n8 D4. Allow smaller 'reserve' space for small groups on ships( _3 O8 e( f" B$ L) {& b( z& B
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 I6 ^4 {4 v7 U6. Correct attacking plane count before final post-air combat
, f5 r" ?2 J8 `5 e7. Pilot promotion may have occured in error sometimes2 `5 A) q. A+ ?6 v8 n0 w
8. Raid detect message sometimes dropped of the combat report
+ T" }; k: r7 A3 [! H! K- }- K8 x+ z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' ~6 G8 w& w( v, L" k& fgenerally) Z5 I6 v" `( a
10. Some pilot-leader connections were being corrupted( P6 r9 \) N1 }. q: \: F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 ~& V, M1 K- W- b/ n0 _9 w
other move issues due to the incorrect indicator
: Q2 {3 x9 A8 b, D, \12. Wrong ship sometimes reported in Ops report for TF movement which causes some R& ^' T9 ~! i2 V8 {" x
damage
* r) f2 t' B0 h& K0 F- X7 z5 x13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 ?2 ]* @2 a1 q2 O1 |5 A- y8 A/ e) I14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 W, Z/ h4 \! k$ z
date sort$ ]0 l w* O( T
15. ASW groups not allowed to attack sometimes& b+ }9 l! G: P6 q9 m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 j4 v1 J3 s0 E$ s( D! q* VHQ/LCU to jump to reinforcement queue3 o! P$ f9 ~' |, A, A6 u8 ]' B# Q! B
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# A, ?( @$ j- t4 _# Z5 j) V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* |% ~; v5 {# m. |- {! L6 Mat start of AE but crept back in sometime during updates
; ~: `" F$ I( z% ]% q- s9 T# T: S7 P19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, T1 l( H7 d: L1 r9 [2 Wfragment.
: K; z; i. \! K% v: }$ {4 w20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& p- d$ O. y! W
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ [& W, W0 P. Q, z# W" v
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' p% l/ \/ G$ k
set. W6 c8 r) J4 L) F1 k& l ^+ s: S
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; u' a9 I$ i* A# @1 P3 L9 ^23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
r) E, _; a) ?24. Bug caused F/FB to sometimes bomb at low altitude
$ ^. M, {2 b$ k2 M3 {25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
x. ]6 V7 a9 b6 m6 Ooccurring properly.
6 C" q4 ~0 @# a m6 {9 S26. Bug in Industry 'failed' indication not showing properly sometimes% D2 P: O+ |) ~
27. Location check at scenario load to include small map sceanrios
; j0 S* w* W- |" O7 G W28. Bug in air supply to fragments in a non-friendly base hex/ {( Y" |. v. e( D* L/ R+ ~
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, x! A! ~- i/ C) T$ z" c
being set to homebase before execution of the mission – ie was returning to base) q4 L9 m4 N! Q7 A
immediately
3 W% o3 d8 e m- j O30. Error in Strategic map display3 F V) D* q6 B" w; Q
31. Additional and stockpile options were not turned off when base was captured$ g3 k1 H% U( I- g9 u. K
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" f/ V- P4 | U* N4 p' z7 Z! b
mouse over
$ \. @- [+ T: i6 O33. Army experience being gained when not 100% prepared as per manual; changed to allow( k3 p7 v0 _6 v6 V; a+ F' l& M
chance to gain experience if >75% prepare and < 50% national exp level, R8 \3 r! S4 }
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to& q' g. G( T* Y! E% E' z3 ~
alleviate the incorrect experience gaining happening while in reinforcement queue
+ ?" z4 O U0 b, D35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 O4 v- D$ C0 E3 h1 `caused unit to jump “off-rail” and move overland
3 k1 i* j5 }/ F8 l. L/ e! b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
& g2 z4 u4 ^; h/ q37. Excessive accident messages on unload from TF reported& s( t1 }9 u+ l. A- b7 |* j
38. Reworked editor sub-unit merging as some devices could drop off the unit list when& q2 W% F! ~/ B
merged causing smaller size unit than expected
9 w6 V0 U9 [0 p$ ~8 N6 Z% w0 e39. Corrected possible TOE error in scenario data load for inactive units
* \2 G! m6 d4 e% \40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- P# j- E( {/ r3 e0 Uhowever be allowed to do this./ R: J6 c5 y$ Y( ^
41. Possible CTD if sinking ship's load was a group# w9 z% a1 W/ _0 o9 E
42. Limit the number of devices built from resources per unit during LCU replacements; this+ D1 [: a5 Z/ m) U8 F
was causing an over production for that turn
. O8 h' P( h2 _43. Retain day/night setting when creating group fragments
8 G- d* K8 c1 L8 g! E6 h44. Adjusted supply and fuel values in base list not to overrun the space4 q1 C. [! _) L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but; t9 n, ^5 H' q* B N
added YMS to Sweep TF in line with manual and code6 ^4 e6 C2 u& F: K: G" A
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
/ a, z. H. g" t# z. i" ]' Lrule relates to the abundance of manpower and is not covered by replacement pool. Normal6 _' Z5 M2 F, h6 {: L9 L
rebuilding of destroyed units is not affected by this.
; P2 A' k8 {6 h4 B5 ?- `8 b8 h; U47. Carrier capable and trained text not showing together on Group screen* `8 b: B6 t( T# z ?) O
48. Handle any blank re-name changes by ignoring them% r r3 H* ]- F% v# ^8 s8 F* Q3 X
49. Possible CTD when air fragments combine
3 s/ M; s8 q3 v, q" s" P# A50. Unloading TF can freeze a LCU onto a ship under some conditions
* X+ K7 u1 ] [' W- x51. AI not behaving if main HQs missing (affects small map mainly)
2 m5 e( M* a8 f- Z52. AI using AGC for normal land units – removed from TF if not needed& Y' X! D4 @# ^ g" P9 G, w
53. Soviet activation message not in Ops report
6 f+ y! ]6 \* z: p: b, T54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! @. u3 ~1 ]- R3 @55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 J; o }0 O1 V/ P) u, b: J! n56. Sub attack against docked TF not happening for port size <3% S n7 {. u5 N; `% l8 q- _ C9 C/ K
57. Unit type changing unexpectantly
4 ~/ B! c3 ~0 s( N, V! p58. Torpedo replacement on plane sometimes is missed
& F; C7 a5 b2 i- m O5 T59. Double handling of overstacked supply requirements) ]9 f: C( ~+ Z' [5 |' a* h& n( e
60. Fixed alternate weapons for port attacks! \8 M3 F# U2 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till" q& C: ]: x% E: s
sometimer in the ship repair cycle./ Q; j3 {1 y2 H: ?, Z( } `
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 the
9 z! T P! A& V/ h' s9 p* L( wport4 D" ]1 { g$ _4 s
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( r5 f# o" X# D1 L) b( rTenders not counted7 W. r- T8 Y0 O- I3 _
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ U" f! z: E% S- i4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method: T$ n# i$ M) a+ g# ~# b
to remove damaged ships from TF* w% n1 k1 X- }' Z* C3 \* R
5. New filter for “non-building” devices in Industry pool screen, U/ O% O; N5 b: X
6. New filter for “non-building” aircraft in Air Replacement pool screen
6 u* a" k# ?& `+ k: s. x+ v0 i7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% K( r! }1 }) D
mines (^) detected; h W) [& ~! H5 J1 u
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 ~! H& n) ~! U; v0 [+ Y) ]) H
‘button6..’ image files, then these will be shown. If not, by default there are shown as( C+ J: F6 ^# ]
standard parachute unit icons
, V1 z9 e$ E* C p& N8 s9 @ {9. Air/port damage and building is shown in base mouse over0 t9 ?0 k$ y$ ?: z2 t
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on4 M8 R2 B3 a9 x8 B" u0 U0 t
11. TF can be routed to stay within coastal hexes as much as possible
4 U- i: y b# T12. On Top Pilot screen show the 'ace' cut-off value if more than 1- C/ E$ Q( J" ?6 x
13. Added option on group and LCU reinforcement screen to turn off replacements ^7 K4 D8 e% a* J3 U
14. Current base can get supply returned to it when reserve planes returned which were! @7 t1 z& I G+ ]* X# N. H: R
originally supplied from another base) L9 Z* @6 G! L8 d
15. Unit type filter on Troop Loading screen1 K+ t+ C0 h% J
16. Report killed ground units if not in combat report1 [( ~/ i% a2 C4 H
Changed
. ?% r" ^* W9 N- p: Y; `1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& f( E5 {! k! [: U" ]/ U: A(complements fix 18 above)& I$ E+ p/ b5 J7 F4 _
2. Permanently increased pilot array to 70K
, @1 T( T/ ?( O8 s6 a- b; v0 ~3. Increased number of air combat rounds are a factor of total aircraft involved9 g) N! e \# Q; q2 l
4. Allowed submap to submap movement if land connected for land units. Should have been# S6 h" T! p6 d/ i* T: I
so as per Andrew Brown( \, A# z$ {0 V( |4 v" x, l6 S
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, S- g6 k4 ~' Q" s
delay toggle instead4 h6 O3 } ?' a/ ~9 h! K: I- s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 u3 r; {# }7 F* v
maintenace a bit more8 a5 ~7 o- H" n. c
7. Support device replacements won't decrease the overall experience of LCU units. This does b+ z! _0 ^/ O5 E" n# n1 J* j
not alter the overall EXP change due when any replacements are received.
1 R% @- y, }. {. y+ V" _$ t6 k3 u8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
! X; q% [# }* ?. F& B: qbetween the two but could break current games.
% O) y7 B* V9 W, s7 w9. Some LCU Prep points may be retained if unit is experienced* L1 W. S/ N% _% h/ r' x7 L, x& J
Notes
+ G" `6 U8 ?/ i+ l0 |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ Y4 T4 V5 f5 Q% P
should not change player or HQ, even if not in play. These original HQs are used by the AI8 `5 C; J- n$ J* Y
routines so changing or deleting them can put the AI off. Changing other elements should! g3 i- |0 R* G% Q8 P" @9 _
be okay.
* V8 B3 E7 s% B' Z2. Clarification to weapon filters for aircraft:
0 T4 Y9 \7 Z0 q+ ~. M) u9 V8 @PM_NAVAL_ATTACK 2 // used for naval attacks
- M% t* n2 O% P$ WPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) A q" H! O0 L0 _/ IPM_LAND_ATTACK 8 // used for land (ground) attack* i l5 K! U$ v& S7 l/ ^. d& G
PM_PORT_ATTACK 16 // used for port attack
- _: \" a8 L! `PM_AF_ATTACK 32 // used for AF attack9 j1 @! o( k* c
Dropped any reference to secondary values for land and AF as they served no special use.# s5 D) ]: p7 \
Clarification changes
/ w% j0 x( z/ _( p- p% ^1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
) K [- j0 X2 f v; }6 y1 sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 I" d* C- T- ?) A2 E4 b2 fMONGOLIA(91) or TANNU_TUVA(92).1 @7 k Z) b' |
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
# y: x1 U n: X( Db. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
n/ S/ ^5 J# ~. y R/ b! }c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 b) R3 ~; o% U3 K5 E. e$ X
after Soviets are activated, but can’t move% m( M8 y- F% h) g! J
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' e% i6 E- D& w' k
disbanded in port.
- S6 `- J. `/ [) U$ U+ Oe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) @1 ]! r( w( G' v7 t6 pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |