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大量更新,详见列表:
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Change History:* b- r) n6 A9 C( a6 c+ Q1 d( l
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% |% h3 p9 ?( O" s2 i3 P5 C: f- S1. Seventh Update – This release is a comprehensive release updating all previous
7 L8 R1 z$ |7 b$ gversions to v1.01.17 beta$ O e% H/ q( O
2. Code Changes
; F. u d5 A4 m" v mFixed' s' ]/ g7 u2 }& z
1. Display of AF/Port icon between player saves based on player's intel$ n1 Q5 n4 v: B8 @8 Y1 q
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) r( b7 c2 w9 Cweapon list updated' l6 g$ y7 l8 f, e; w2 Q3 {
3. Reported cargo/troop safety values incorrect when no cargo/troop space3 v3 q0 h D. v( W+ _. L( N+ ~# n
4. Allow smaller 'reserve' space for small groups on ships
" @8 N5 m" y( T- |; M* l5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 w' g% f7 f6 i2 S* J7 W& v, w1 j
6. Correct attacking plane count before final post-air combat
3 Q: s/ J. J7 i; u! z7. Pilot promotion may have occured in error sometimes( r3 T7 c& \) g% N2 s
8. Raid detect message sometimes dropped of the combat report
, A. W- }6 B& q6 [$ ~1 s9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ j* `! g U5 t- q& ogenerally
2 T4 M* E- h0 Q3 E10. Some pilot-leader connections were being corrupted
) q3 G" R( J1 O1 t% K11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. K M2 R( I1 W4 v8 W) B7 a8 S
other move issues due to the incorrect indicator
+ i/ C3 X* f% V5 [' x' G12. Wrong ship sometimes reported in Ops report for TF movement which causes some1 S; {# ^) e I( \0 X# \9 ?) D$ z
damage* \4 {3 r; b8 d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 p. j3 ^2 k6 `, Q0 e% }4 _
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
6 V& u" v5 D8 A/ j3 c3 c9 Fdate sort
7 Q3 v$ r0 T8 @- Y* T/ ^15. ASW groups not allowed to attack sometimes
# I7 S0 i1 L2 d$ L16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ ~; j9 c' g! [8 YHQ/LCU to jump to reinforcement queue
) g# O' P* O& f. V, x" M- J% N) g: n17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 p- k2 \6 q/ u7 ]. R2 w
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; f! m, a8 o+ z6 C! L" o& Gat start of AE but crept back in sometime during updates
3 L: B& \7 @1 W1 l; m/ Y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* P0 l H! f! z0 x+ ]' W, yfragment. ^; O: r+ X$ o2 R; E
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- l8 l5 c) t A! }2 s5 X$ r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, D, |9 ~; I/ m/ oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- q5 f& O+ h5 Yset
- h/ e/ [$ ~7 x9 B/ a7 e22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 b) V& c' z3 U0 j/ w23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ D, O% b: ]1 h7 t8 M$ @# U24. Bug caused F/FB to sometimes bomb at low altitude
: U+ l$ {4 l. `25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
# t+ ^( m* W* Y- V1 m( B0 o! E; Doccurring properly.
. q4 T+ }8 o D' ^6 |$ H26. Bug in Industry 'failed' indication not showing properly sometimes3 t; S" |# P( n( }$ r% e; I
27. Location check at scenario load to include small map sceanrios
$ \, F/ O6 C) w0 E9 h& a1 M9 F28. Bug in air supply to fragments in a non-friendly base hex
6 W0 b" A0 B9 j% T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was C. Q2 h5 n2 @
being set to homebase before execution of the mission – ie was returning to base
: ]8 P1 R$ o5 W# H) Q. P7 _immediately; P% ~, ?% u% K
30. Error in Strategic map display. ~, [' x1 M% V7 R! D4 \& M
31. Additional and stockpile options were not turned off when base was captured
/ u$ ~$ y& t/ q, T2 n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
/ D% x9 Q+ h Q, n7 ^; r4 fmouse over
# m4 E1 V# k: ]/ W% o( ~33. Army experience being gained when not 100% prepared as per manual; changed to allow3 ]/ z7 z1 V7 i! }: v
chance to gain experience if >75% prepare and < 50% national exp level4 {# n. d8 g( o) @2 k1 v8 |) Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! P8 {# H6 C2 l2 ?8 q- m! yalleviate the incorrect experience gaining happening while in reinforcement queue
, i; x, m& ?7 R2 `35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –5 y4 H6 T" `. Z. K
caused unit to jump “off-rail” and move overland. h7 I( S6 s1 `
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! F' M5 ?6 W% z" r4 T. e
37. Excessive accident messages on unload from TF reported
! i+ D" o- H4 s38. Reworked editor sub-unit merging as some devices could drop off the unit list when
0 Y: i; a p S5 y) M1 n& M# kmerged causing smaller size unit than expected T/ o7 a0 `" i" L/ _$ j, { z% B
39. Corrected possible TOE error in scenario data load for inactive units
" g6 d$ ^- D% U+ G+ r40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( u0 _/ f L1 i7 X/ ]6 R1 M) G5 @however be allowed to do this.3 U, p2 ~9 ]& a1 {9 a: a1 k0 A
41. Possible CTD if sinking ship's load was a group8 E' b0 h+ N- G& e1 t5 O0 h: a* I
42. Limit the number of devices built from resources per unit during LCU replacements; this M0 S3 `/ H N
was causing an over production for that turn
- x0 F' ?; V+ {9 H; y/ L* Q43. Retain day/night setting when creating group fragments5 T( }# o4 X% s, G0 |8 j2 F
44. Adjusted supply and fuel values in base list not to overrun the space. [; K+ f3 \: u% A. Q+ D9 S8 D6 g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
+ |& { E0 S: P$ \( ^) p/ L) y }1 Oadded YMS to Sweep TF in line with manual and code6 w U& ]) d# r9 h4 a
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 D1 ^7 Y7 u, v/ orule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 @2 P, @+ m Hrebuilding of destroyed units is not affected by this.
3 W# T6 m3 k+ }1 ~% C s47. Carrier capable and trained text not showing together on Group screen
. S7 l4 U- M4 y8 r48. Handle any blank re-name changes by ignoring them1 ]8 e+ `# B! l- _$ c: {8 |) }
49. Possible CTD when air fragments combine
E) ^+ G" _. A50. Unloading TF can freeze a LCU onto a ship under some conditions
% t3 L' ]* `+ S9 \# b& N) r' n51. AI not behaving if main HQs missing (affects small map mainly)$ d6 _* `0 X% X: W8 H+ e9 u Z. M
52. AI using AGC for normal land units – removed from TF if not needed3 Z$ }! ]4 D* K1 d- P: S |& j- g. `) X
53. Soviet activation message not in Ops report- y- D$ m; ^( c7 f1 R
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. W( c2 `6 G" Z' O) l: K55. Clear Soviet air balance if not activated. Possible incorrect base switching2 y) \$ [2 O3 {
56. Sub attack against docked TF not happening for port size <3
7 z& ?3 f; {8 Y57. Unit type changing unexpectantly7 D0 x2 k) k( d9 M
58. Torpedo replacement on plane sometimes is missed# m# z. J! p r. t# B$ R( F
59. Double handling of overstacked supply requirements1 [: Y3 Y/ u* K/ K2 J$ ]
60. Fixed alternate weapons for port attacks* a V4 K7 Y& y6 u5 F7 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 r# T$ w, Q; Z) e dsometimer in the ship repair cycle.
; m3 n' u# F7 }# x62. Ship tonnage over 32K could cause repairs to fail. J9 y1 W7 O% l3 V& S
New- f) @1 C) E0 S. o' }
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 Q: E. t3 x ^8 z6 y# M, `
port I$ a5 V7 Y; P. I/ M9 w
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' F7 N( L, G! x2 v
Tenders not counted3 f, w! y. s! Q) }2 `) k# r4 Z5 F
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ {2 R7 M! t: t1 u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) h4 e, d" Q3 a) _& [; O3 E0 u0 a/ W
to remove damaged ships from TF
% Y) Q; U0 L j4 G( c5. New filter for “non-building” devices in Industry pool screen
* k6 Z2 n4 g0 z6. New filter for “non-building” aircraft in Air Replacement pool screen
* [9 s& D* T! i. {7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 O0 W& s4 ~( xmines (^) detected
" I: b8 |/ U" M0 V" ~/ F# E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. r/ D6 S9 E% J7 [6 A5 N4 S: D3 Z‘button6..’ image files, then these will be shown. If not, by default there are shown as
! R8 Z( K6 E# Q, hstandard parachute unit icons
" m0 c( y4 X) N" p2 `4 ~; k9. Air/port damage and building is shown in base mouse over% Q, H1 f5 t' Z+ _
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 A3 V8 E; _! y+ i; {
11. TF can be routed to stay within coastal hexes as much as possible8 ~& u K, X3 Q& R! R( n
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
* y J8 O/ L4 V5 ^3 Y2 n$ F13. Added option on group and LCU reinforcement screen to turn off replacements
O* R% @* K* w" ~& a4 V. _9 i7 W14. Current base can get supply returned to it when reserve planes returned which were
0 Z6 _% Q1 |. Eoriginally supplied from another base
) s- }( E0 l$ w3 M15. Unit type filter on Troop Loading screen1 k9 M; i& n# W9 F0 ^7 `
16. Report killed ground units if not in combat report8 ?8 G. x9 Q5 U; Q" a. A
Changed5 P3 Z2 I5 C! k- f( N- Z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* e+ z$ q4 M+ I9 b* y% r8 U c1 o(complements fix 18 above)
' K& l$ s4 W5 h5 v! j2. Permanently increased pilot array to 70K2 ^. }- @5 T! P$ e2 [7 Y
3. Increased number of air combat rounds are a factor of total aircraft involved' v* B }8 B1 u/ R5 t/ x( f/ D; z* E
4. Allowed submap to submap movement if land connected for land units. Should have been
9 O: P$ p3 E v+ t( I; qso as per Andrew Brown
) o M2 d! @3 M; F& v7 @) ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. p& x0 k8 z) _
delay toggle instead5 Q- G& ^5 z' Z0 K, S
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
7 P. S" }5 o) g. Hmaintenace a bit more
, _; y) V) s" B$ u7. Support device replacements won't decrease the overall experience of LCU units. This does
8 y$ `0 n2 T8 Onot alter the overall EXP change due when any replacements are received.; l/ g2 h. X0 o0 D5 {
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, D) j" s3 j' S$ n9 B, j) R
between the two but could break current games.
- C. x5 _0 v3 Z9. Some LCU Prep points may be retained if unit is experienced
$ n+ C3 Z; T/ `# P6 P! E4 nNotes2 S0 I4 L- R. T! j4 Q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( I9 {+ {# a% {. }/ t- J% {
should not change player or HQ, even if not in play. These original HQs are used by the AI. i& X- r( w: J+ K/ D, h+ y/ x
routines so changing or deleting them can put the AI off. Changing other elements should ]; V! i1 [$ n+ h
be okay.
- ^6 c/ N% m1 n# m; w+ Z, e2. Clarification to weapon filters for aircraft:5 B$ W% F7 _. g- X
PM_NAVAL_ATTACK 2 // used for naval attacks; g, k \2 X7 n
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 ^; E2 ^* A( [5 q
PM_LAND_ATTACK 8 // used for land (ground) attack S7 ~ s1 J$ U* r4 E" Q
PM_PORT_ATTACK 16 // used for port attack
! N# }0 ?2 u7 RPM_AF_ATTACK 32 // used for AF attack8 I+ H( K8 p0 o8 U8 _9 s( z
Dropped any reference to secondary values for land and AF as they served no special use.
8 U2 ?0 Q7 }# g6 P7 }Clarification changes
# I" D' l- F7 G2 i6 D0 b9 A; f; Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
! S0 v$ h+ L+ Y( S, J! Y# x- Ybases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; B6 ~% |6 T# m0 V6 LMONGOLIA(91) or TANNU_TUVA(92).3 u8 P' j5 q' J Z t
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; _) `) J5 L# V Y% F2 lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 Y) A6 b2 ], R" D- F( ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ q4 `# p( I% f4 @* y9 Oafter Soviets are activated, but can’t move; P$ |) S' a# X# F/ o. c6 l9 X
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 j, {7 O' Z2 i5 T6 \6 [. q
disbanded in port.
3 e" m4 Z" p ]% }/ ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 O" E [; h' d, ]! Z ?* n- wf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |