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大量更新,详见列表:
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Change History:5 o3 j# j V' n- u: f/ p
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
8 w) z* J- A" i ~1. Seventh Update – This release is a comprehensive release updating all previous I' c `, _, K B) X" O7 x3 s6 z; i
versions to v1.01.17 beta
/ I2 I! t* \3 N/ A. h2. Code Changes
4 W4 @$ D2 z# cFixed
2 z5 A1 g1 I# C7 j$ x+ v1. Display of AF/Port icon between player saves based on player's intel
- U* i( V& R' l7 p% N, e2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. h. Z! F4 `$ ]$ W" N; a8 aweapon list updated
+ |+ X7 |. B2 n5 k/ l8 p5 G% N3. Reported cargo/troop safety values incorrect when no cargo/troop space5 A/ f7 B5 D4 F8 T m2 o
4. Allow smaller 'reserve' space for small groups on ships- N7 X( z" o# o% k
5. Preserve some more data when swapping fragment and parent to prevent lost of parent; o' a( Z' G) M$ }' f2 l
6. Correct attacking plane count before final post-air combat# q* @6 W; { r% `- `
7. Pilot promotion may have occured in error sometimes2 ^: G) ]0 U* a, F
8. Raid detect message sometimes dropped of the combat report4 a Z$ U P: r/ ?. W* k- ^9 ~
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ I3 d g. \. o' ~generally8 J, G" ]& [+ {
10. Some pilot-leader connections were being corrupted
8 T0 ?9 {4 s% D G9 n11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 n$ b. K6 a4 t# K
other move issues due to the incorrect indicator
! g4 a& Z5 ]1 L2 c r" W12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 R9 a! V: y9 l- s. V& P ]( B
damage
H8 [" w# e) w' B ]% r* g13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: m+ Z! Z$ D# x2 ]6 C* [14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( N# Y4 \& C3 E. X% ?! S2 ]! p* {date sort
/ c* C g) S! j2 o15. ASW groups not allowed to attack sometimes
; |' r; e' g% v3 ]16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' Q9 x2 o9 F- T3 Z$ a
HQ/LCU to jump to reinforcement queue- B( f+ `( a: K- l- i! a4 p3 v
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 l5 w v9 V3 t' H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 n+ e* s; f0 G: `9 U% g" _! E
at start of AE but crept back in sometime during updates
" Y c& w# m* J# [. u19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 ^7 i+ O _" L7 Z! f
fragment.
; @/ X4 @% y+ x. t8 F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
% A, k {& f" A21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 `% P6 \0 o+ L1 H4 f( ^
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
o9 k( D% Q( a/ I4 eset
2 k( g2 W0 c1 S$ r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ Q/ @. a; p$ Y5 U7 n- E
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. r! W, P+ T+ Y6 c24. Bug caused F/FB to sometimes bomb at low altitude- D$ c# X: L8 U, z- Q+ Z; Y# W8 G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% v3 m' ]; S; _$ O$ E4 C2 roccurring properly.
: f( i3 D" M8 m* m/ U26. Bug in Industry 'failed' indication not showing properly sometimes' l1 o% f4 y+ p2 [; a
27. Location check at scenario load to include small map sceanrios* f ]* o0 V. G8 U$ s+ P/ j4 _
28. Bug in air supply to fragments in a non-friendly base hex
, N K# v$ X4 ?# }" u29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 E+ K8 h1 J; V8 z! \8 i, u2 `
being set to homebase before execution of the mission – ie was returning to base( A; I. S) p! m9 g- A
immediately
* E9 V& K3 K P' G9 K" B) F9 @! n30. Error in Strategic map display
$ `/ A9 a4 L& @* p- {; Z8 c31. Additional and stockpile options were not turned off when base was captured
7 m: }: H- g. @4 w0 K+ ?: q32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( ] v& S, h! c7 S: n! Omouse over
6 t' {" S2 y) n33. Army experience being gained when not 100% prepared as per manual; changed to allow9 H9 r) }7 T: y4 X% F
chance to gain experience if >75% prepare and < 50% national exp level; _: b7 W, d* A0 Z. ^2 i* m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to f1 a4 a. j$ s2 z9 b1 ]
alleviate the incorrect experience gaining happening while in reinforcement queue
: G: \0 s( a x% `0 w35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. `+ R8 H9 Y3 G/ E3 E1 B2 V
caused unit to jump “off-rail” and move overland
) A; x- b: d1 j0 ~8 i0 E4 @36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 k4 p# ]7 T, I2 [/ L4 s
37. Excessive accident messages on unload from TF reported
5 f' @/ _( O- y- r8 I. ^: j38. Reworked editor sub-unit merging as some devices could drop off the unit list when5 n6 W% f7 W" Y9 J
merged causing smaller size unit than expected
9 B! T. Y% \3 n" t39. Corrected possible TOE error in scenario data load for inactive units9 h0 a( L$ ]4 v1 f! F( Y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" C" _( \ | R# w, l; S. showever be allowed to do this." }; x3 Q* e8 Q$ t; Y9 u e c
41. Possible CTD if sinking ship's load was a group
) c# m0 H& M2 `! W# _42. Limit the number of devices built from resources per unit during LCU replacements; this; D8 E. N {" b+ B. L0 b
was causing an over production for that turn" R* h' M+ g9 N- V+ b1 V7 c
43. Retain day/night setting when creating group fragments
' J8 S- _- ~; a) M7 [ L44. Adjusted supply and fuel values in base list not to overrun the space2 u/ W% _, W, R/ v/ O
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 A7 U6 e: y- I8 H! {7 v& y7 D
added YMS to Sweep TF in line with manual and code
0 R1 Y8 I3 }% h0 L, A46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 @( z$ u* B0 ~' ?7 b. s: arule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 Q; c1 P2 Y' w8 krebuilding of destroyed units is not affected by this.; a# ]0 B j) z" o
47. Carrier capable and trained text not showing together on Group screen
( W2 O( C; F- ^2 {1 k2 i$ K48. Handle any blank re-name changes by ignoring them% C/ m/ G9 x v
49. Possible CTD when air fragments combine
O' M8 V2 g( g5 u; l$ n( s50. Unloading TF can freeze a LCU onto a ship under some conditions+ u: F D9 }# q) _% f
51. AI not behaving if main HQs missing (affects small map mainly)
1 d" m7 l5 \1 X) f: T52. AI using AGC for normal land units – removed from TF if not needed# [& T7 \ D3 r; _ {
53. Soviet activation message not in Ops report9 h0 ^8 X8 i. P* i. e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; l C; r, a( u$ a55. Clear Soviet air balance if not activated. Possible incorrect base switching
( N$ H4 _. N7 U56. Sub attack against docked TF not happening for port size <3
& F6 f4 w& d, m$ w+ c57. Unit type changing unexpectantly# }$ K, L( M; B. ~, V
58. Torpedo replacement on plane sometimes is missed
$ p! e% I- e+ x59. Double handling of overstacked supply requirements0 f: w8 t9 @3 R2 w1 B P
60. Fixed alternate weapons for port attacks& W* Z0 U* I' b7 W; g* Y+ f
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; r% Z9 |9 r, T! Vsometimer in the ship repair cycle.
4 B) G8 @6 H- X! v- l& K2 V62. 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
# E7 w4 ^0 i# zport
: B) R- N$ C7 ?! Y7 \" D/ ^2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.- B$ [5 q- w# Q- ~' y' L* l7 X
Tenders not counted! p. z# Z; ^" Y" }# p5 ?. S2 t; ?
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" q `% a6 `* [, z0 J
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method5 m2 E/ |- I4 v6 S1 ~4 d
to remove damaged ships from TF+ c: ^* p. O4 e; o6 e
5. New filter for “non-building” devices in Industry pool screen
& i' J1 f' o0 B- q6. New filter for “non-building” aircraft in Air Replacement pool screen) U7 [9 s+ P# E
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 l: ?/ m" E" e( h: v( Mmines (^) detected
9 \1 |/ [7 B+ i: b: Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ V, z5 C* G& K) y0 x, B- w‘button6..’ image files, then these will be shown. If not, by default there are shown as2 C& }* E% l: [3 Z
standard parachute unit icons
6 o. X" L# ?6 S/ G: f: h0 K3 k9. Air/port damage and building is shown in base mouse over
8 m0 a, P3 Z$ b0 i3 _10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
! K; Z& ]: v$ V: b, @1 L+ e11. TF can be routed to stay within coastal hexes as much as possible
6 {. _* P9 O0 q6 f5 O4 g2 `- a8 F) c12. On Top Pilot screen show the 'ace' cut-off value if more than 1 r& E4 w6 I2 f4 h' Y- s- d7 F C
13. Added option on group and LCU reinforcement screen to turn off replacements/ N3 r" F; ^. e9 z3 q2 |
14. Current base can get supply returned to it when reserve planes returned which were0 W# w; v I* y; H( }7 [/ J
originally supplied from another base
* H) o7 ~' p2 T7 g, L- X15. Unit type filter on Troop Loading screen& N8 @9 h0 N; i. u' f9 m% W) J
16. Report killed ground units if not in combat report
3 B* {0 `* S& I2 ^Changed
6 W2 a# T1 H% B: w1 N J2 T1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 Y) N9 x3 C7 a( [
(complements fix 18 above)# l4 h3 a: F0 E
2. Permanently increased pilot array to 70K
: S8 @8 a% U& n/ n3. Increased number of air combat rounds are a factor of total aircraft involved v: c4 Y1 w4 `" t+ t6 O
4. Allowed submap to submap movement if land connected for land units. Should have been
2 ]/ X2 D* g. d+ ^) O6 h9 ^so as per Andrew Brown1 S/ m0 U+ T) s3 Z( ]2 L! E
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
/ l7 Q9 V; A1 r0 O7 Vdelay toggle instead
$ E" J& _( c6 e6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( l% m* @4 }+ I" u
maintenace a bit more ?- r" ]& L1 S/ j9 Y9 S
7. Support device replacements won't decrease the overall experience of LCU units. This does
( ~. ^ Z5 w i1 l3 j7 @not alter the overall EXP change due when any replacements are received.
+ ?* V* `1 L& h& K- ~( }1 _& m: s" E( m8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) O$ ]4 x6 w5 w) a
between the two but could break current games.2 q9 k7 V; F6 `# Q+ p
9. Some LCU Prep points may be retained if unit is experienced
! t- m% O# J1 t7 F8 m/ }Notes
1 ^% |$ R W1 x3 H/ t1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- [6 w2 e( R2 q. J7 L0 \should not change player or HQ, even if not in play. These original HQs are used by the AI6 C1 q S6 Z4 Y- [% a. a* H
routines so changing or deleting them can put the AI off. Changing other elements should
9 {7 P6 M( y0 j" dbe okay.9 Z. ?, e. L4 o7 r) d+ ]5 t
2. Clarification to weapon filters for aircraft:/ \ j' J: t& S3 l1 `
PM_NAVAL_ATTACK 2 // used for naval attacks
$ Z& i% E0 Z% i% E' P0 _8 y0 ^1 D! oPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)7 R- J# `) N# q1 P7 Y$ s
PM_LAND_ATTACK 8 // used for land (ground) attack% @- b4 l) }. |) r( x- z
PM_PORT_ATTACK 16 // used for port attack3 K2 V# a. |9 i! c4 [3 B- p
PM_AF_ATTACK 32 // used for AF attack
0 I' h& u0 e4 r( KDropped any reference to secondary values for land and AF as they served no special use.
' o p6 w1 M3 L, [$ iClarification changes1 ~6 n/ ^0 f# l. x7 b! X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( A2 V+ w* a/ ^- r/ j; wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 L8 X8 Q g, ?9 L/ A- x
MONGOLIA(91) or TANNU_TUVA(92).# B) |! |5 `+ I6 G1 G6 T& |2 O& \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 Q; p' ^* `3 |0 e- V! ~
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 s. V& V3 ^/ h+ ?/ Kc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ g5 B$ v5 z9 Z6 a6 Oafter Soviets are activated, but can’t move2 p( K8 A# k& [2 W4 R1 s5 Q2 d$ q" `
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( Z; D! r6 f8 V' s2 n2 w4 G/ mdisbanded in port.
9 `9 ^1 t' r/ O6 w& t. `/ `e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" d* s; i8 f3 o+ ^0 b
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |