具体见
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http://www.matrixgames.com/forums/tm.asp?m=31850626 h1 N7 H7 r9 A. \4 y4 x K
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已经共享到岛群QQ和本论坛置顶资源帖. @1 H5 I W y- }9 P. m" g: R
. V* U3 ~4 E6 x1 M- ]( P/ d大量更新,详见列表:
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3 |, O d( {$ g* u& I. T; J! h' X% PChange History:
# e+ p2 {# s0 C2 U$ _6 Y/ O- zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& t' o/ w0 _5 g) N7 O& L3 K) x" x
1. Seventh Update – This release is a comprehensive release updating all previous
% X) d2 ^; O! `versions to v1.01.17 beta: r) |' I0 Y& `; D
2. Code Changes
" G( [+ d0 s6 g' q8 P# oFixed( w4 J' ~% K8 f' t: M Z4 n& D
1. Display of AF/Port icon between player saves based on player's intel( O' S) r4 X7 K* a4 H% U; p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 P: w6 i: [. [# G
weapon list updated
+ P- p; K }$ ?3. Reported cargo/troop safety values incorrect when no cargo/troop space3 m$ l& Y4 e; I. x
4. Allow smaller 'reserve' space for small groups on ships
% n$ A _( j- o t+ \/ A; h* }* e2 d5. Preserve some more data when swapping fragment and parent to prevent lost of parent
, T8 V" ^3 z4 @1 w9 }. [# q6. Correct attacking plane count before final post-air combat( A7 V9 k: j* U# A5 Q7 T: z
7. Pilot promotion may have occured in error sometimes! l7 R3 i7 U9 u* o$ b! P7 N
8. Raid detect message sometimes dropped of the combat report
$ C X0 n# l- ~; P* v9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# Z+ b" a2 x# e* [# M i( igenerally
6 K* g# {' P- g10. Some pilot-leader connections were being corrupted6 k- V, R+ Q& X, \. o
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
) g3 j R$ |+ t" ~7 x1 ~" @other move issues due to the incorrect indicator
( c+ d2 \. v3 m. x; k* l12. Wrong ship sometimes reported in Ops report for TF movement which causes some, g+ P* g- B; z; u! E+ w
damage
: v0 `- n' V2 e. Z. X13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
; D# \% C+ ?' m4 i14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' Z9 ~4 a. n: [* k( K
date sort
; J$ p( L7 v8 S* k15. ASW groups not allowed to attack sometimes7 a* c9 Z, i( ]2 y) i' g
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. u. S# K* e5 }2 e, I7 g! Y7 P
HQ/LCU to jump to reinforcement queue- w" W; x" l7 _! @' T% _4 z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat/ y. |! V. o2 s U, M% Y! k
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: D; ?# i4 f# u. L. R1 G
at start of AE but crept back in sometime during updates
9 q8 V, F( s5 H. n- Q6 H$ s3 v19. Removed the fragment/parent swap during a TF unload as it could often orphan the" a; y' _7 X7 ^5 m$ _: ~
fragment.
3 R% @9 v \/ L: A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade, A* N& V8 a, p9 \
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 H5 E3 c, U2 G3 U3 x; ]& u1 Ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full& }" c* o3 H/ T) m
set1 @) o4 G- k; s u i0 \0 x
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; z/ p: o8 _, U5 A5 |6 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 G( [" R( a* W" r
24. Bug caused F/FB to sometimes bomb at low altitude
4 u0 V; W, ^ W6 W' _25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. {1 Z2 d0 W0 q2 L' m1 }* C7 Goccurring properly.5 u- V7 m+ C" l E# O! f
26. Bug in Industry 'failed' indication not showing properly sometimes
+ k7 ~# r6 d2 p" A: [27. Location check at scenario load to include small map sceanrios
; A) e. X4 I9 R) W! t' b4 ~28. Bug in air supply to fragments in a non-friendly base hex0 G6 ]' T8 {. {7 p8 v0 K B0 F. J
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, N$ ~2 Y! x! z! Ebeing set to homebase before execution of the mission – ie was returning to base/ [8 }2 l# ?+ H6 B, ^/ M
immediately
, F. X. t8 U% r2 d8 ]; B# I/ T/ e30. Error in Strategic map display8 ^0 u2 a3 Y' W3 B3 i% b5 ^9 Q. B
31. Additional and stockpile options were not turned off when base was captured& p) L' h! A2 Z, U
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
- `$ k6 M2 K$ ^% y8 A4 Lmouse over
+ c' h9 i9 @2 x$ k$ t9 r33. Army experience being gained when not 100% prepared as per manual; changed to allow# |/ @. f4 ]" r2 ~/ h
chance to gain experience if >75% prepare and < 50% national exp level
- H8 ^( w! a/ i) t. f34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; b) ~# N8 ] J3 t5 q, M) x- W( C1 W
alleviate the incorrect experience gaining happening while in reinforcement queue7 ^' X! c' S. |
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 s1 A/ X9 m$ j& `3 T; V4 i
caused unit to jump “off-rail” and move overland
7 A; g9 G3 q0 b5 w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" i" H# f9 V: M2 W+ N37. Excessive accident messages on unload from TF reported9 p# z+ h: c8 v% q* @" X# F3 a
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 J& P, O |, @8 |+ Wmerged causing smaller size unit than expected
3 b6 e- g1 s7 F: X$ [( f% L39. Corrected possible TOE error in scenario data load for inactive units
0 s8 }3 q O- w1 a5 v1 H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# T) C i/ p' F0 N# Lhowever be allowed to do this.
- Z T6 |* R, ], X; _41. Possible CTD if sinking ship's load was a group, T2 F* |! m$ ~ r4 T* H
42. Limit the number of devices built from resources per unit during LCU replacements; this
3 ^8 A; W3 D/ Q, Bwas causing an over production for that turn
7 b" w: h# |% o N43. Retain day/night setting when creating group fragments
0 s8 W5 |& Q9 j' e. B/ i% H# v, M# G44. Adjusted supply and fuel values in base list not to overrun the space) c3 ]; Z8 P8 l: r
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
* f; g( |" h6 X R0 R. I2 uadded YMS to Sweep TF in line with manual and code
1 h: a) h! s# D7 s! m; t46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 i/ c# c/ D1 s% r8 Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal
( }# g ] r8 {rebuilding of destroyed units is not affected by this.3 i; g+ f1 P1 r" B7 }6 O
47. Carrier capable and trained text not showing together on Group screen8 P' \4 D7 Q3 J* i1 G
48. Handle any blank re-name changes by ignoring them, g0 h5 ~: X/ C. C
49. Possible CTD when air fragments combine
1 }: Q9 ] T' Y50. Unloading TF can freeze a LCU onto a ship under some conditions9 K7 N3 x7 f4 z5 N1 g' _
51. AI not behaving if main HQs missing (affects small map mainly)
4 H& u8 p" y. J5 [' A7 ?52. AI using AGC for normal land units – removed from TF if not needed ]9 l( {4 E: _; z! k2 s: \
53. Soviet activation message not in Ops report
; s3 h/ L% F, U54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range* M' ], J V. W
55. Clear Soviet air balance if not activated. Possible incorrect base switching$ B0 B1 \5 @2 N
56. Sub attack against docked TF not happening for port size <3
1 P R9 W0 x. w: J0 H1 c) |57. Unit type changing unexpectantly! @0 B$ c. Q1 f& R2 M* G, D# W
58. Torpedo replacement on plane sometimes is missed% v5 Y$ f9 y& `# y
59. Double handling of overstacked supply requirements
# \; M. X% E# V: [8 Z3 c Q1 O60. Fixed alternate weapons for port attacks+ l( o9 y) n7 |6 J
61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 k. u" W" e- e q# b, h
sometimer in the ship repair cycle.# q7 }+ L l g# D
62. Ship tonnage over 32K could cause repairs to fail
' X1 u& r5 P% b- NNew
8 K$ D! s- i( X/ h5 ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 p4 e% J2 {) Q X: c/ w) Jport
( G0 @9 P& ?2 Z# n% R! l( ~. _2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
: k7 j# Z. o- C8 s) X! b- E4 JTenders not counted& ?( W: v, R% A3 C* l9 W
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" w! [# n/ n" S4 Q0 U, C4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
c4 q5 ^/ a( P& Eto remove damaged ships from TF% U, _6 A7 T6 X
5. New filter for “non-building” devices in Industry pool screen3 s; a4 T, y8 B3 R
6. New filter for “non-building” aircraft in Air Replacement pool screen2 G- `! r1 T7 k8 [ Z& F1 k
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! M3 |1 a4 }5 B: H4 \9 Q
mines (^) detected) S& O3 k1 g6 G: Q& y, J
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( m$ ]' n5 i+ v0 M1 R4 l" J3 ?
‘button6..’ image files, then these will be shown. If not, by default there are shown as. O# R7 `6 ~/ u. {$ f. S
standard parachute unit icons
1 o' ` V5 `8 H: y7 w! u( T4 e$ R. C9. Air/port damage and building is shown in base mouse over7 c3 @/ p* i" X% ] s. I
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& {6 r0 @) p4 w" c0 J4 \9 t' a
11. TF can be routed to stay within coastal hexes as much as possible% {8 g9 K* S$ d, @
12. On Top Pilot screen show the 'ace' cut-off value if more than 1/ i3 G7 d: h E& ]
13. Added option on group and LCU reinforcement screen to turn off replacements. `# j5 M) ^% I- u
14. Current base can get supply returned to it when reserve planes returned which were% k- X/ J9 X# Z# }' d: E. n
originally supplied from another base) e0 J2 S; a6 j5 X: ^8 `
15. Unit type filter on Troop Loading screen
2 H) ~- o; e& J16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' J2 u) V. @2 _) m9 k(complements fix 18 above)
8 b4 O R8 B3 H) J9 J2. Permanently increased pilot array to 70K# i g* e1 {6 F# a
3. Increased number of air combat rounds are a factor of total aircraft involved
7 f+ e+ O) i V4. Allowed submap to submap movement if land connected for land units. Should have been; [7 F0 k1 ?, I: r/ N7 ]
so as per Andrew Brown* w ^$ m7 b% |5 X2 Q
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. V8 E) o, D' F6 g6 p0 X3 Sdelay toggle instead4 E$ h, O" p* |4 K) L1 a, e$ _3 C3 W
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! Y. R) u2 _4 xmaintenace a bit more
+ E% j4 F( A+ N- F7. Support device replacements won't decrease the overall experience of LCU units. This does
9 ^* a W& Y+ Y2 s0 knot alter the overall EXP change due when any replacements are received.+ k- {0 C0 f+ U4 F* ^; [2 h
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 |6 Z# t6 ^6 y, {9 C/ zbetween the two but could break current games.% z d8 |1 q9 X2 S( R7 L) J
9. Some LCU Prep points may be retained if unit is experienced
5 o: F7 d, q8 ~9 i! QNotes
# x6 ^ d6 y& S* P9 r n. D- q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# g$ {4 X( ^/ d1 x H; m
should not change player or HQ, even if not in play. These original HQs are used by the AI
7 l0 ^' [( g2 Qroutines so changing or deleting them can put the AI off. Changing other elements should
5 }; @- a, _4 p9 G9 tbe okay.
4 u3 l* F3 r: g* q7 c# x+ L" S1 W# l2. Clarification to weapon filters for aircraft:
$ t: O* V1 F$ F# V. A9 G8 BPM_NAVAL_ATTACK 2 // used for naval attacks3 V$ v Q& j9 {8 L9 _- w
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 Y& Y+ }1 Y; z; m: K. i& M% r' xPM_LAND_ATTACK 8 // used for land (ground) attack Y5 S3 S/ s8 j% F% d
PM_PORT_ATTACK 16 // used for port attack
/ \" R& m7 m) i% H6 @2 KPM_AF_ATTACK 32 // used for AF attack
6 N, G8 H4 u% F4 [: G' ?1 \Dropped any reference to secondary values for land and AF as they served no special use.2 I( M1 w6 {$ d( G& q5 L. Y
Clarification changes+ D& B# x* N9 N4 w/ W j- ~
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. ~* V& J& k# x: R5 Z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 {; I0 E9 u i& J/ pMONGOLIA(91) or TANNU_TUVA(92).
+ b/ Q' R( S6 y; S- X& x* n* ga. Allied non-Soviet groups can't transfer to Soviet Motherland bases' X6 i7 m8 F- `4 U7 C Z! p* R
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# T( v% Q1 g4 M1 z6 Z0 {
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
g! L' K: [/ Q* i" g* e q" hafter Soviets are activated, but can’t move4 [# d8 ]/ K9 L+ f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 J1 w! Q! u& m: ]3 N1 c
disbanded in port.5 Z: y0 d6 F# c: m3 c" t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' p& B5 w: w1 f
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |