具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062) R' C$ S* `8 p' o2 E
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已经共享到岛群QQ和本论坛置顶资源帖9 {2 r/ z5 I& H I9 K$ i
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大量更新,详见列表:
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Change History:
( e3 e6 {: g8 D: u! BV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 B+ [- }$ f2 G, P* B4 s2 L1. Seventh Update – This release is a comprehensive release updating all previous
, f& j" x1 i1 _versions to v1.01.17 beta0 e; b2 X* v5 I& t, R! l4 h
2. Code Changes
1 K3 [6 O0 `) y' r c( uFixed
+ X* q+ M. l. M; }( i' F1. Display of AF/Port icon between player saves based on player's intel3 j! J) D; u2 {6 G
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 a2 @/ j( H4 A& X& A/ i8 A
weapon list updated
0 I+ c+ Z# o0 d$ J3 ]2 ]. S3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 j+ N7 D) c- k5 k' G4. Allow smaller 'reserve' space for small groups on ships1 w' K4 r3 m+ J+ g/ |1 M( ]* K- ]# h
5. Preserve some more data when swapping fragment and parent to prevent lost of parent' S8 `1 l O6 B7 E/ E' D5 @# z
6. Correct attacking plane count before final post-air combat
N$ h! I+ M! W* R* U7. Pilot promotion may have occured in error sometimes
7 I: l! u) p7 a8 y8. Raid detect message sometimes dropped of the combat report
$ B! v+ b: v. `6 R4 J% b0 O9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 p5 j2 ]* A0 w0 b* T: V
generally- w+ `$ V: h+ Z; u8 [0 \
10. Some pilot-leader connections were being corrupted
\0 j" E1 D' Q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' S" G8 M6 i9 @- S9 S- Vother move issues due to the incorrect indicator
2 ~8 Y7 d& q8 _- |* ~* G# D9 r/ T12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 a' ~+ c% e( o9 m2 h( v* m
damage4 D d$ P9 Y9 e! n% h( E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ o5 V; Q' o% o# p1 n0 ]14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* ^! b: O7 ? vdate sort
+ s: W6 J4 r+ z L: ^ v15. ASW groups not allowed to attack sometimes
' N6 E& `5 A, {* y: W$ S# r16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 B1 o! U8 h' B& \/ @% G J
HQ/LCU to jump to reinforcement queue
+ n% m6 I# [) Q" S1 K17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 F- J9 A! ] h9 w18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 h! S1 y7 b0 ^1 v+ N
at start of AE but crept back in sometime during updates
& k) t$ @% O* |! B4 Z2 b# j- h19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 c) {; ] V+ _: C/ K) U" Mfragment.
7 T) Y4 T, x- y20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
+ @4 M4 @7 \9 v: X8 T21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, m* Z: _* |) M" {short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 w, J4 L- B: X: q, Yset2 d. i. N& {, C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ A9 \: Y- U2 C- M2 d/ y4 ]* S23. Enabled 'z' to speed up all animations; was commented out in a few animation replays$ k8 m& M; P. X, w _2 Q
24. Bug caused F/FB to sometimes bomb at low altitude7 I6 V8 b) ]2 U- Z J2 u
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; y+ J& M, R8 i0 n# |( d) P
occurring properly.$ V( m) q# |" v5 `5 s( @
26. Bug in Industry 'failed' indication not showing properly sometimes
3 q) d- }& a2 a" n* E, l27. Location check at scenario load to include small map sceanrios& ?7 @" n1 x( p; f2 _, G5 h- B
28. Bug in air supply to fragments in a non-friendly base hex
1 h1 l' E3 _7 v, N4 V29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 K( E3 `. T' P H* f, Xbeing set to homebase before execution of the mission – ie was returning to base
( ^2 U; e! R) Oimmediately+ q, C# P6 j2 d# y. y7 P
30. Error in Strategic map display/ v ^3 Q" `: J+ a+ z# C! p5 M
31. Additional and stockpile options were not turned off when base was captured$ T" s& x% r9 c3 O$ R7 `3 E
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
/ f4 \# q! _! {1 S) b) f+ imouse over
8 y# W) R, l( E, L33. Army experience being gained when not 100% prepared as per manual; changed to allow
, d9 V9 `* s8 m' L3 g4 uchance to gain experience if >75% prepare and < 50% national exp level9 i& a7 U4 ]& E# L
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; z b F" {0 B
alleviate the incorrect experience gaining happening while in reinforcement queue
" z4 e7 G' G- A0 k8 R9 h9 |4 d35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; @) b( o b6 k) M; ]$ ~
caused unit to jump “off-rail” and move overland) L. Q; U, ^/ I$ K2 @( y2 V$ ?
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. x. ?& W/ H$ y/ i- `% g5 T/ D5 S7 a
37. Excessive accident messages on unload from TF reported! n) w& a, {# G
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 ? g o8 c- }merged causing smaller size unit than expected% l H/ M! W& E5 Q0 v* I9 h l
39. Corrected possible TOE error in scenario data load for inactive units# T# S3 |# T: K' b E
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) p) ]. o+ K$ G* @) whowever be allowed to do this.
$ i: |9 ?9 ]/ _) I. P41. Possible CTD if sinking ship's load was a group, q5 R/ o% C- L. B) B9 V
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 r# W5 N' J) D( w7 ^; Awas causing an over production for that turn' ~( V- Z+ {, r5 x4 o8 V
43. Retain day/night setting when creating group fragments: i* Y( V) R0 G" v4 C9 b6 w+ W
44. Adjusted supply and fuel values in base list not to overrun the space
& i! T% I% D$ c" o4 ]5 R45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 v8 v! }& v9 [; c" | B$ f1 d5 B
added YMS to Sweep TF in line with manual and code6 z8 q& V/ \* W# J0 \6 _9 i: I
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 w0 }8 g0 q. [- [' i4 V8 P; z. B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal6 X) J# w2 j$ x
rebuilding of destroyed units is not affected by this.6 S' }: K1 Y/ B6 O3 o% I
47. Carrier capable and trained text not showing together on Group screen5 k+ X+ M* q6 }& X& q9 q
48. Handle any blank re-name changes by ignoring them2 m$ O' {0 V0 P" ^9 I: Z6 Q1 g
49. Possible CTD when air fragments combine
) a% ^- U6 u8 N$ m$ {9 P4 r+ V50. Unloading TF can freeze a LCU onto a ship under some conditions
# m8 L$ |6 p' }6 g: D9 x+ h4 |/ W51. AI not behaving if main HQs missing (affects small map mainly)
$ p7 r- \8 h# K7 k6 D! g, p+ H' ~52. AI using AGC for normal land units – removed from TF if not needed
6 p# [0 L( @3 O! X$ j/ Q53. Soviet activation message not in Ops report
0 c9 q$ s* a" z) S2 {( G54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* Q5 |2 ]0 J6 |( H# K1 u55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 u. w& L2 G/ C3 I1 O& e+ F% U$ f- g$ s56. Sub attack against docked TF not happening for port size <3+ _; u- r- r# U2 K6 E
57. Unit type changing unexpectantly
k* F r0 @, K i58. Torpedo replacement on plane sometimes is missed; d. |& C, {1 U4 c6 m8 C- B3 }3 H$ J" w
59. Double handling of overstacked supply requirements" c, g2 }3 g3 r3 a( `
60. Fixed alternate weapons for port attacks
% u6 }2 v, a- o/ [8 K L61. Corrected weapon system damage to show after combat on ships in port rather than wait till% r3 Z, G- Y% Y
sometimer in the ship repair cycle.
/ L1 r+ z. P$ ?62. Ship tonnage over 32K could cause repairs to fail
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7 B4 T: a' [4 E" _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 M& f" E: }1 L) |! P
port
+ s& x' J0 G9 X2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 ^" u+ {6 V5 @' \. T7 Z' j
Tenders not counted
9 q& _" F( s. ]3 s+ d& A3. When showing mine device on ship, show '!' next to mine ammo if can reload at base+ b! c1 S* l) e3 Q" q
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% a4 [& U+ J' B6 {6 H4 y
to remove damaged ships from TF
) f( ^# D+ y0 A4 x$ m$ m5. New filter for “non-building” devices in Industry pool screen! c) g2 ^6 b+ X. u* H6 I5 V
6. New filter for “non-building” aircraft in Air Replacement pool screen
4 I( L* T% g @3 [7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy8 l0 T/ @1 m, ?9 T" @1 e9 f& s
mines (^) detected: a/ P. Z' \" c4 H3 J& j# S6 k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
* v4 P, p9 Y8 \‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 P; B' D& ~+ ?. S) t) J# g7 Rstandard parachute unit icons
0 n6 c1 l& R3 h9. Air/port damage and building is shown in base mouse over4 a$ U' K( J7 b& U( N
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
u5 ~7 D n& k' E. F5 T& s11. TF can be routed to stay within coastal hexes as much as possible" M) ?6 R* N# S4 X$ Z5 N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) ~2 y) h5 n2 O* t" i0 h9 Y" n
13. Added option on group and LCU reinforcement screen to turn off replacements
/ L+ [' {1 e& @% R' \) U14. Current base can get supply returned to it when reserve planes returned which were
G' S+ Q; j- m8 ?7 l! Yoriginally supplied from another base* s! V, N( ^, }, ]/ [# z
15. Unit type filter on Troop Loading screen) g8 e0 _5 h! g; B3 I
16. Report killed ground units if not in combat report
1 H4 }# G7 S. k, b9 F/ {: oChanged! t: c2 @8 P2 Y" W
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
; I! ~4 V4 ^$ |+ l6 |7 n! B! f(complements fix 18 above)
& y8 w! H: P$ q% _' @- }2. Permanently increased pilot array to 70K
7 O$ }1 x0 V& u5 I, b3. Increased number of air combat rounds are a factor of total aircraft involved
# P- o& d: F* K) [3 r# n9 \4. Allowed submap to submap movement if land connected for land units. Should have been
, x- p, l0 a6 m+ D# |so as per Andrew Brown
! S+ K) [' t) n6 y) J- Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! ?* Q, c4 h$ `delay toggle instead
c6 y2 N- p5 ]% ]3 T, c6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 p. o' K2 {+ P9 Q' H3 P0 Q, P9 Gmaintenace a bit more4 p) w4 N3 c6 L' t' I" S
7. Support device replacements won't decrease the overall experience of LCU units. This does& z0 k5 T6 |0 q' P0 y6 |8 |
not alter the overall EXP change due when any replacements are received.4 g+ [! K. u2 w# Q% q/ [
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 a& [" u" P7 J. S
between the two but could break current games.
4 ~1 w! S0 H: L% Q9. Some LCU Prep points may be retained if unit is experienced
' T8 S" {" `/ z8 P+ C- DNotes( ]; s3 I, X/ v0 j- B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
/ A1 S5 O1 M) W2 y3 Rshould not change player or HQ, even if not in play. These original HQs are used by the AI
0 J; a! c, ^( ?$ Proutines so changing or deleting them can put the AI off. Changing other elements should6 b" u! F3 K" o* @8 G) ]1 L4 c
be okay.$ u2 b# z! @6 P4 h: T5 D
2. Clarification to weapon filters for aircraft:
: K. N% p8 W/ [" v6 kPM_NAVAL_ATTACK 2 // used for naval attacks
5 j5 \9 Q8 ~8 @PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( i0 v; p4 Z4 m0 N, X/ O5 t6 D) J$ y
PM_LAND_ATTACK 8 // used for land (ground) attack( ?/ r, l; M3 y0 }( F& U% {
PM_PORT_ATTACK 16 // used for port attack
( ^/ Q- I% ?0 O. @7 P& QPM_AF_ATTACK 32 // used for AF attack
! @$ c/ D5 {' i; ~( N( P2 aDropped any reference to secondary values for land and AF as they served no special use.* d# c! e+ H6 |! y
Clarification changes2 \) c- s* H6 c& a E9 b
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These# v8 M: [9 l2 v6 b: J
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# X' `0 ?" I: M: v: }' z# e
MONGOLIA(91) or TANNU_TUVA(92).8 k: X8 E; ^: I
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 P' d4 A1 v4 ^' ]9 s5 |. w7 S2 Qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; K4 m$ l! h9 @3 r8 S! `" ?) @c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- ?, W9 o6 c2 f& v& d+ ~after Soviets are activated, but can’t move5 _' a0 b7 p: Y/ }* N
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 `! Q4 ]% i. E! {& K1 I& t' X, @
disbanded in port.
6 T) l# z% W3 i6 N. f7 Ee. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: Y- `9 k0 \5 x# b( L8 v6 e
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |