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1 r% q) y9 w5 P) }" G4 W! _# ghttp://www.matrixgames.com/forums/tm.asp?m=3185062) Q" }8 U6 K, h: O6 o% V1 m* A; y, ~
0 F/ O% D: ]4 S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:
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Change History:, S, J: I% z' U1 t0 y" ~
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" G2 z" t; V6 q, w9 r1. Seventh Update – This release is a comprehensive release updating all previous
" C- B/ N/ B0 y, C9 e% xversions to v1.01.17 beta
1 ^" k% F, z& L, G7 J6 v# v2. Code Changes) T3 {4 N" \+ c# R/ [. E2 Q* t
Fixed
0 W" R% x7 S. Y& j+ x& M1. Display of AF/Port icon between player saves based on player's intel
" x9 }5 u& ]4 {8 ?' }' y2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. \* G/ Y, B$ g+ w9 E9 oweapon list updated( G+ d+ E" q- J5 k5 p' v; q
3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ o" `* b, M: u3 {$ U& t1 x4. Allow smaller 'reserve' space for small groups on ships
& w" S3 f3 Y5 J" l! Y7 o4 @5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& L4 a1 r! p+ ?# i- z4 L/ G6. Correct attacking plane count before final post-air combat0 d* \* a% @ A/ U0 T% ?
7. Pilot promotion may have occured in error sometimes
! t8 g# j4 B5 ]6 M- z$ I4 x8. Raid detect message sometimes dropped of the combat report% ^. b+ U3 v" \/ |+ D1 W* Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 `- f6 W0 X/ I4 i8 ngenerally
# i/ j$ j1 l1 v10. Some pilot-leader connections were being corrupted
, j* m; r! i# f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
$ i: P/ a D2 xother move issues due to the incorrect indicator3 O: Y, C- \/ q
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 r# D6 A; a$ f, fdamage
6 O6 H8 P+ d$ ]' h- S: N13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 F0 h8 [0 ?1 ^$ t$ }14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: D6 Q# O: s; Z# {( U
date sort; g9 e9 ^9 z, _; o/ [6 u1 O
15. ASW groups not allowed to attack sometimes4 c0 }. J% T% p& ~5 s
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* p( n+ {( P- i/ `/ m
HQ/LCU to jump to reinforcement queue) ^' F# {& ]. i- W" f. {4 \
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
$ P7 T: A8 j; |/ ]* u8 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed W. {/ s* D! A' ?8 X! ?: t2 C
at start of AE but crept back in sometime during updates- _4 m7 O( X) _! R( e# p; G% W
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ N. k3 D) |7 R- F, B
fragment.* U0 l/ A7 M& d0 B5 _3 a8 I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, {0 k5 T7 C( x8 O ^5 P9 z
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# w" v$ V0 K) B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full, ~ O9 F6 j4 f N' c+ A
set1 J6 N( @: k0 _# Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* `2 H9 S0 S! q+ `( u+ w4 I0 F1 D4 X2 E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) z0 {% L9 a* h ^5 g6 U3 ]24. Bug caused F/FB to sometimes bomb at low altitude2 z n) Y" Z$ r7 g0 D
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. E0 F. R+ ^ K) Y
occurring properly.
4 T; I6 o3 n/ N( B26. Bug in Industry 'failed' indication not showing properly sometimes( q4 {! M: M( [+ H
27. Location check at scenario load to include small map sceanrios
" C% z# B& a5 q1 A2 y1 V* D+ b28. Bug in air supply to fragments in a non-friendly base hex0 C7 d3 p: |1 j$ N) ^9 }7 s
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% r/ i, n! _8 d% L& y+ Q! Z. S
being set to homebase before execution of the mission – ie was returning to base
7 w( y* z u! Q0 F$ J$ vimmediately
& f+ U/ ]: S; P$ g1 ~1 h* k30. Error in Strategic map display
8 [* f; A, G, f8 _6 s6 T/ J31. Additional and stockpile options were not turned off when base was captured
+ I3 D; E% H6 X+ ]0 l/ I& ]" ~32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 A& P* J1 A) }( r# \mouse over+ C" J0 }& {& ?* k6 s. e
33. Army experience being gained when not 100% prepared as per manual; changed to allow) H4 z5 r. B) I: Q
chance to gain experience if >75% prepare and < 50% national exp level- l( h9 F0 v( \2 i; |3 ]
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 O; w. J8 e- u* x* J* D; @8 K$ R
alleviate the incorrect experience gaining happening while in reinforcement queue$ S/ U% m c% [. u% Q( \
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 t! A# f, N: r: O0 q' h
caused unit to jump “off-rail” and move overland% V, A5 ~# c0 _1 k. E" B
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" B0 A2 `2 Y/ f$ F- A. v
37. Excessive accident messages on unload from TF reported# l' w# S4 {: w! T/ I* X$ d' b" a1 I
38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 o3 k. r9 a! ?' t. w6 i
merged causing smaller size unit than expected6 Q. s; J5 G0 M' B" A
39. Corrected possible TOE error in scenario data load for inactive units9 j$ Z) T+ y% s
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: m+ i4 Z5 L- \8 n9 ghowever be allowed to do this.
' o N" @) S, h% ?" `41. Possible CTD if sinking ship's load was a group# D, g# p( g: I' D
42. Limit the number of devices built from resources per unit during LCU replacements; this% ?" D( h F3 d. W; o
was causing an over production for that turn2 J# N. F# d. }' \3 w5 o4 ?
43. Retain day/night setting when creating group fragments0 l( D% u7 R. C6 o6 k
44. Adjusted supply and fuel values in base list not to overrun the space
% K, B' B& ?& D% d/ k45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 ^5 _& B. ~2 K( Xadded YMS to Sweep TF in line with manual and code4 ~- N% n: w) m; m ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the/ U$ b+ m. q6 Y% h# x" a7 e1 | y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal9 _( g9 z; X! N9 F
rebuilding of destroyed units is not affected by this.) |. M7 \, R1 w' H' k! B. q6 ^0 s
47. Carrier capable and trained text not showing together on Group screen
; {5 T6 s1 r' g48. Handle any blank re-name changes by ignoring them. j) b' w# ^% R! e0 E# ^& b9 z
49. Possible CTD when air fragments combine
( w4 T% s" y0 N& v' u4 d* i- }50. Unloading TF can freeze a LCU onto a ship under some conditions
- b( f- m$ v0 @2 J8 R51. AI not behaving if main HQs missing (affects small map mainly)# C1 J2 ]! V* I% b
52. AI using AGC for normal land units – removed from TF if not needed! g$ P( o z9 P2 a6 H
53. Soviet activation message not in Ops report5 D( q- J1 h# g% s) a% O* p/ }
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 X0 ^. k/ V3 Y: i( h3 E3 F
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 \- `$ c. \" H7 l+ T8 a
56. Sub attack against docked TF not happening for port size <36 S8 o L" P2 Q% B% z# F0 r# M
57. Unit type changing unexpectantly
7 m2 G7 x- b" j6 U+ ?, D+ z9 U/ Z58. Torpedo replacement on plane sometimes is missed- o, C$ i+ o5 n- c8 F2 p2 F" t
59. Double handling of overstacked supply requirements
4 [5 q: B4 m$ c6 j! d: C60. Fixed alternate weapons for port attacks8 h% E4 M9 s2 s9 a( \* o Y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ K# j. w; Q- h7 E% X& z8 z& h
sometimer in the ship repair cycle.
' k3 Y! m. T0 {# L62. Ship tonnage over 32K could cause repairs to fail2 P: @. w4 e. Q* @8 a& l
New
/ @$ T0 e: m! u6 H h1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' o6 V$ j L) V) h/ a" g, v
port
$ {1 K" S8 N; ~, w2 o2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
7 R# [9 y3 T. p0 a9 B' }Tenders not counted6 M9 Z& H; r y* k
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) X9 ~+ J8 n3 p4 M' O: \ P
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( c7 q" W* Q. P$ N" Hto remove damaged ships from TF
) v( ^; I, w @) e- Q$ q; t! q5. New filter for “non-building” devices in Industry pool screen
+ B9 G$ s& H5 i" R! x; o4 @6. New filter for “non-building” aircraft in Air Replacement pool screen5 f% k7 q2 q% g+ y7 p7 b8 R& d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
+ c! q. l' x+ ^% g! W! S/ h2 }mines (^) detected
1 o1 [$ \: u) o! f4 W8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' X# Z7 I q9 W- K; q‘button6..’ image files, then these will be shown. If not, by default there are shown as
& S: v" x+ }1 `4 B @$ ?5 W- astandard parachute unit icons# k# P2 d/ D2 }0 m8 s$ P
9. Air/port damage and building is shown in base mouse over
( s& ?) R; i0 k$ d, ^10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) o3 n6 y3 V& Z
11. TF can be routed to stay within coastal hexes as much as possible, O4 Z" [ S4 C* _6 t
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: [; t4 z- z; s4 e13. Added option on group and LCU reinforcement screen to turn off replacements2 D( m* B E& U# ^* l7 U
14. Current base can get supply returned to it when reserve planes returned which were z, ^5 ^4 t1 t4 @, X
originally supplied from another base- K+ _1 ~% X7 p# h# ^0 x, e* k, ~
15. Unit type filter on Troop Loading screen
, `; V/ }3 ]9 S- ~5 n9 j16. Report killed ground units if not in combat report. F3 P: L+ P$ u+ k, N
Changed/ g5 [, {% B4 m9 D, }
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' Y& ] X/ n) a; e( l(complements fix 18 above)6 y" b2 B! ~; Z
2. Permanently increased pilot array to 70K1 Z% i: o+ p7 {1 s5 u
3. Increased number of air combat rounds are a factor of total aircraft involved
6 m8 \) v% z, X8 u3 G4. Allowed submap to submap movement if land connected for land units. Should have been
% `+ p" Q+ l+ t9 G- Hso as per Andrew Brown
4 s( A# u0 ^& u/ k) r. W6 T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* U0 t4 ]* K: B) p H! X3 J
delay toggle instead7 D7 _1 `3 @+ _% J& X% q/ K$ P
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 G9 Q: x. X& V5 B, v, o
maintenace a bit more: c# v; o6 q: F' `# [5 Z
7. Support device replacements won't decrease the overall experience of LCU units. This does
" @1 U1 Y6 d! ^7 w$ z* xnot alter the overall EXP change due when any replacements are received.3 u# K: r+ H+ h( l1 Q* S
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) R I& V0 m* I/ G9 b3 T% `) [/ t! X
between the two but could break current games.0 L; Q1 U3 f6 ]5 T+ N
9. Some LCU Prep points may be retained if unit is experienced% b( w9 W' r/ r8 r
Notes
5 ?$ t8 H" x9 k2 X. U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 L8 J0 `% F7 w, D
should not change player or HQ, even if not in play. These original HQs are used by the AI
+ ?# O' F! c! g9 ~6 lroutines so changing or deleting them can put the AI off. Changing other elements should
6 P: [" P8 }- H9 i/ s& Lbe okay.( l, U/ C% o8 l
2. Clarification to weapon filters for aircraft:
2 n' c2 d+ o5 a% X! `) z$ DPM_NAVAL_ATTACK 2 // used for naval attacks0 k6 v7 H6 V. Q' P2 M7 h" r
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' @$ F r. c% F% j& X7 B0 b/ Q
PM_LAND_ATTACK 8 // used for land (ground) attack
! U+ e% d- i/ ~5 }5 i( q; x, ~PM_PORT_ATTACK 16 // used for port attack: A+ R- A1 m/ [! L- F/ L7 O; e5 X
PM_AF_ATTACK 32 // used for AF attack/ q2 n1 Z( H1 [' m1 C
Dropped any reference to secondary values for land and AF as they served no special use.
5 b c3 Z ~, S" m5 UClarification changes
3 T4 X2 Z( E% ?1. Some clarification and changes in regard to use of the Soviet Motherland bases. These q) B$ E" A, _0 V6 D, Z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 k" C$ b8 p' |4 T' [7 I$ Z" M) }' i
MONGOLIA(91) or TANNU_TUVA(92).
+ T9 I# P! G2 L" J" U* z$ M) l0 ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases* _4 ]9 l9 ^5 v0 X* w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, Q% Q' C2 h3 i3 a! V
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 c* R+ ]2 ~9 O9 B' L
after Soviets are activated, but can’t move
* A, @, N) u( U( S' F6 h% R5 ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if" l# W$ R" G6 u2 [% w: p0 |
disbanded in port.
$ G* {9 n/ _& A( x3 v# We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 G k; o: o! ]+ \
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |