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大量更新,详见列表:3 X$ V, ^, ^' B! d8 j$ X- p7 J
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" k6 J" f: d. q( |% uChange History:+ N. S" F( G& Y& x! ~4 H' u2 p
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 i: N, l1 F% v! A y+ F* x
1. Seventh Update – This release is a comprehensive release updating all previous- T% \) G" J9 Q8 E! ?% q2 S5 v
versions to v1.01.17 beta) |% _0 R# h! j7 m! c: ]# U
2. Code Changes2 p6 g4 r8 |' L+ ]/ X# _
Fixed
: h* C. _% V9 l+ L1. Display of AF/Port icon between player saves based on player's intel
1 X+ J; v4 v5 g F- s* ^2 c' S3 ?2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when1 m- C# F( k/ O) Q5 f# t% ?
weapon list updated
4 G* s9 G/ O. \8 x3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 j* j; _2 x8 k4. Allow smaller 'reserve' space for small groups on ships8 ] s+ d6 w) `; w* ?! I2 V6 R
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
! @' `; Y* I- `. X* r) P6 A6. Correct attacking plane count before final post-air combat
" O B# H$ F: @% _7. Pilot promotion may have occured in error sometimes
6 q5 F; z" C8 o, ]4 Z7 h8. Raid detect message sometimes dropped of the combat report0 _. j4 {/ _9 d& Z
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* c6 b) `' A2 K3 S1 D
generally
0 }6 F' f: y9 v! q& P10. Some pilot-leader connections were being corrupted
9 m9 N! q2 s: n# j11. Movement bug with following units due to incorrect move indicator. Seems to fix a few0 ~: h! _" R7 A3 |6 ?
other move issues due to the incorrect indicator
" Y0 h- z f5 ?) F12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ l8 j+ G# O+ i. F- z: e
damage
# b' b: R% u- `13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; y4 x# q; H" n5 Z9 l& W# l9 L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 m6 B7 @$ h2 s# ?+ g. j( {5 y8 Odate sort
" w3 i( N* C) W6 U4 J; _ p15. ASW groups not allowed to attack sometimes
& u H% K" R0 ^1 a5 r9 T16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ f! ^! k1 c7 V2 K5 |& |) T: l
HQ/LCU to jump to reinforcement queue
0 G. S, H9 l( z$ S) \7 e17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; `0 C3 D R% e6 ^$ \2 I) W18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ n7 X# z" g0 jat start of AE but crept back in sometime during updates f T Y$ x3 S, t: [% E; Y; ^
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ @; V# {8 ]. Rfragment.
5 `, X5 x1 n, R( v* |& W20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& r0 a [# d0 P- ]$ q+ t, O
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) N" S" [/ R+ _% t u
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) p5 Z6 j; m1 B% ~# C x) r
set
( e: e0 ]$ q' i! D( E) v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# l+ |) V2 [ w8 _& R2 _
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 J0 x3 W4 W0 A" y7 |/ ^
24. Bug caused F/FB to sometimes bomb at low altitude
" r/ Y2 D& C( ]# Y25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 n& D( G' W& w. e4 N4 r B
occurring properly.
+ c" U; m) L9 |6 ], b# X' N7 N26. Bug in Industry 'failed' indication not showing properly sometimes2 C8 N# c( N H) I0 I
27. Location check at scenario load to include small map sceanrios
8 J7 {5 v' m0 c- h* E+ v) z$ U28. Bug in air supply to fragments in a non-friendly base hex1 D3 ]" S5 L( [$ a5 p( L
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# d d7 @; c- h2 Z* X' B+ ]being set to homebase before execution of the mission – ie was returning to base
) F4 n4 e6 e% u" y, A2 g4 P) c2 j& cimmediately' {- v/ C& y1 n, d: T
30. Error in Strategic map display
0 ]) L# \0 s9 ~' b. W: F31. Additional and stockpile options were not turned off when base was captured
8 c3 [0 _8 K0 k& H. W* B8 r32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 m4 O. T# A' ~$ e
mouse over
& x1 h9 ]8 D: e; q- ~" Q33. Army experience being gained when not 100% prepared as per manual; changed to allow$ w% r- X5 \& |8 T. U
chance to gain experience if >75% prepare and < 50% national exp level) Q* a; b& F9 Q. ~& ]& L
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 D5 L. A$ _) m% \) talleviate the incorrect experience gaining happening while in reinforcement queue7 k0 G8 `* i) G
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 w) N6 q& M& B% t1 Z& _9 ocaused unit to jump “off-rail” and move overland7 P) Q% L9 k$ r5 {( T( {
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 b4 p9 j0 g, H2 M3 F: k5 ], t
37. Excessive accident messages on unload from TF reported3 d& C- l# f4 ]/ T( M4 }
38. Reworked editor sub-unit merging as some devices could drop off the unit list when; {. m" w b( s' e# o& Q: c. A
merged causing smaller size unit than expected
- ], p' t+ n3 ]% C/ C39. Corrected possible TOE error in scenario data load for inactive units
* T5 k) t$ W9 P" }4 y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# B/ X& [( u8 q6 C2 s
however be allowed to do this. w; M6 E$ v& [# a
41. Possible CTD if sinking ship's load was a group# u8 d- e" q1 g5 [
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ `8 V' {2 `0 a" i% Dwas causing an over production for that turn6 ?+ J& _; z: @8 s) j: s0 }0 b) o3 I2 ~
43. Retain day/night setting when creating group fragments3 L" T( W+ I8 d* f, P: B6 L
44. Adjusted supply and fuel values in base list not to overrun the space2 f9 J) `4 [& b: }% T5 T9 I
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 M& c/ l a+ v% v D, v" Cadded YMS to Sweep TF in line with manual and code
2 b$ A0 v+ E3 k( \* f% B, B* D# e A/ \46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 v$ p# {( Y' s8 P* m/ yrule relates to the abundance of manpower and is not covered by replacement pool. Normal+ W1 R4 y% h( \
rebuilding of destroyed units is not affected by this.
) k. r6 [1 v+ B! t* b9 x& X47. Carrier capable and trained text not showing together on Group screen
7 k1 Y/ L0 l7 o! Y' b! F5 F48. Handle any blank re-name changes by ignoring them3 A8 d' @; q* o% g: C/ x% s
49. Possible CTD when air fragments combine* R! f8 s3 i; D# k: O' E
50. Unloading TF can freeze a LCU onto a ship under some conditions- ?, a- q: u$ J5 N, n- v4 b
51. AI not behaving if main HQs missing (affects small map mainly); a8 E. [# \/ j7 d
52. AI using AGC for normal land units – removed from TF if not needed+ Q! t+ l4 \# C' K2 W; x
53. Soviet activation message not in Ops report
+ U2 ?4 v% U2 x1 }# \54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
4 F' \* V; N5 J8 X/ @, n55. Clear Soviet air balance if not activated. Possible incorrect base switching, p* B2 X- b5 A" `* z
56. Sub attack against docked TF not happening for port size <38 N$ ~9 Z& e5 b, a
57. Unit type changing unexpectantly' o, b* g8 V9 g* F- g1 E
58. Torpedo replacement on plane sometimes is missed
' n+ w; B) o5 f4 g" R* o% }59. Double handling of overstacked supply requirements
1 ~( \8 Z0 w( X0 I+ U60. Fixed alternate weapons for port attacks- n8 C' W( w: L- A; t
61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 w/ ?$ _. R) w1 o1 |0 P6 G+ [+ Z# [
sometimer in the ship repair cycle.( Y& R% ~# A) D. K5 j4 z% i. ^: B
62. 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 the3 D \' t! \7 V8 v* D( W
port
, W# O; G( M7 W4 Z% W2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.1 }2 _4 I! G( i2 g
Tenders not counted
7 B# X8 y# q. c9 W* N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! N; q; e0 ]* v4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ r! _, y T/ D& N& O2 S
to remove damaged ships from TF3 X' Y: j# N7 o5 Z
5. New filter for “non-building” devices in Industry pool screen2 O4 b3 {0 o" J
6. New filter for “non-building” aircraft in Air Replacement pool screen- Y0 |3 a, Q' H. B. ?- m, ~
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, J& j! A1 T8 L6 Z0 ]1 x" L) M1 z
mines (^) detected' q/ U2 [9 |) p1 A9 E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' `5 Z8 M6 p1 X* B8 G. A: {‘button6..’ image files, then these will be shown. If not, by default there are shown as. D |$ z a7 z
standard parachute unit icons
( v$ _! |8 J: F, G9. Air/port damage and building is shown in base mouse over
/ Z+ S, J6 W F+ {# q- Z1 k; x( D10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) M. j1 _$ j) e3 P/ b) X11. TF can be routed to stay within coastal hexes as much as possible5 p) S, K3 z5 @4 A; k, {* P+ ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( V0 y8 ^8 T# I v5 Q- \! @13. Added option on group and LCU reinforcement screen to turn off replacements
3 i" e# R7 d4 O7 [+ m% a+ m9 j( ~14. Current base can get supply returned to it when reserve planes returned which were$ B7 j9 p- g& z/ D+ {
originally supplied from another base
* J& q% r) v2 o+ E3 [3 O- Y* B15. Unit type filter on Troop Loading screen y6 } ?7 w" d, t: A
16. Report killed ground units if not in combat report
. e+ r1 w, Y) \Changed
6 L& Y: [' B8 z) R. e1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( a$ K. k- u5 W(complements fix 18 above)
# h5 W+ w7 _( q& z& `7 D2. Permanently increased pilot array to 70K
2 l5 w" e! C8 `: b5 X# i3. Increased number of air combat rounds are a factor of total aircraft involved
+ Q% P7 \+ q9 Y' z8 [' L4. Allowed submap to submap movement if land connected for land units. Should have been8 { A' Z, \, s# Y
so as per Andrew Brown( z1 q/ V$ [* Z4 W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 H2 Q/ J* `& N8 K( D- }
delay toggle instead: P( a [/ d. K' X! E& _3 p/ v
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 z% H, {' x- Vmaintenace a bit more. l8 U% b0 E( Y4 A; k
7. Support device replacements won't decrease the overall experience of LCU units. This does
; j' q- W) A5 b, |not alter the overall EXP change due when any replacements are received.
: U. R4 p9 m/ N- C8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; C1 A: e! V" D# z$ Pbetween the two but could break current games.8 s. t x& n5 i4 x; {
9. Some LCU Prep points may be retained if unit is experienced
% T: [9 a/ w4 O; R' [Notes
& c! o v; ` _6 y: }9 X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% D$ J- {/ E& k6 c Gshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 V( P! W: z2 vroutines so changing or deleting them can put the AI off. Changing other elements should7 P4 D2 I2 u& R$ n4 h: Y S# p0 }! l
be okay.4 z/ W' Y: l x+ |: a
2. Clarification to weapon filters for aircraft:
$ {5 h% z2 p1 y/ b* LPM_NAVAL_ATTACK 2 // used for naval attacks$ M% y9 z# b2 i3 R! B% [+ ?
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). x& T* q5 c, S0 e% I
PM_LAND_ATTACK 8 // used for land (ground) attack
/ K0 n: N' b' z" B# a% r; ]( {PM_PORT_ATTACK 16 // used for port attack) {) w$ c! D1 C+ i3 q
PM_AF_ATTACK 32 // used for AF attack
" v2 P) S3 W- S5 Y. s# GDropped any reference to secondary values for land and AF as they served no special use.5 J) \2 c' f; q7 K" n I2 O: l4 \
Clarification changes# a$ t7 H& G9 F2 L# C
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 m' k- L8 t0 P/ tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
7 }! y' }3 v. R% D- BMONGOLIA(91) or TANNU_TUVA(92).; b8 p' }" W3 s! f8 _0 }
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ Q: ?1 H' |" O# M9 b+ j/ z( E+ Mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 u+ l5 H# D# f% U4 ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- ^1 m8 ^ L. H6 gafter Soviets are activated, but can’t move+ V Y8 g' A( ` G" M9 B/ k8 m
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ M$ f1 R j5 Y8 B5 Ndisbanded in port.2 A! u# D2 @* A9 C
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 ~" p$ G3 c! z8 x' o3 V; }2 p
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |