具体见, c2 ?7 h0 Y$ E5 d9 W: O( t
9 ~/ u6 D6 M3 V, Y) q/ G/ c* Ihttp://www.matrixgames.com/forums/tm.asp?m=31850620 W0 h2 M. d- s: Z
6 _# `* v# I2 ~8 Y0 z已经共享到岛群QQ和本论坛置顶资源帖' Y9 S/ z) {* O( T& K
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大量更新,详见列表:' e& W; a/ H" m9 b, K; M
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Change History:
: N- ]& y! `0 c' J0 g* [% H0 DV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 h1 c ~1 X5 a( L1. Seventh Update – This release is a comprehensive release updating all previous, w {; p1 I- h7 Y2 ` L4 ?, E2 I, A
versions to v1.01.17 beta+ o' x* Q! I7 H4 ]6 \
2. Code Changes2 N# ~0 \( ^* @' e
Fixed: K* ^% Q+ f- A( S: m
1. Display of AF/Port icon between player saves based on player's intel
% a! f$ r, r3 K% v8 j i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 A) Q! P" a& P6 F( E
weapon list updated+ @3 e. V5 C1 E' [) _. ^3 U
3. Reported cargo/troop safety values incorrect when no cargo/troop space. Z* J& M& ]4 W( x/ Z0 i- h% x
4. Allow smaller 'reserve' space for small groups on ships
1 X, U& G9 L3 x0 V5 [5. Preserve some more data when swapping fragment and parent to prevent lost of parent1 @" y2 J1 K$ O, ^' |
6. Correct attacking plane count before final post-air combat
& h. E$ ?8 v+ R6 h4 \6 u7. Pilot promotion may have occured in error sometimes
& s: i+ h( @& y0 t- S8. Raid detect message sometimes dropped of the combat report; q# S& C+ c9 B. Y2 {2 u" U% Z9 L
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& Y, S+ a$ X0 U1 }' A, Lgenerally
( f& T+ R3 x% c1 m; _" a: z; Q10. Some pilot-leader connections were being corrupted
, |! H/ z& |2 i, v7 M# S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# L0 i4 w4 _: p6 j% `& ~
other move issues due to the incorrect indicator, V3 n0 c2 }$ ~" S% Z9 T! r
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
. ~) s* @- G4 C. E6 n& ]damage
$ \, t: x- J2 g13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ X4 U( i$ D% o: ^6 i1 L, L14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ v9 D! h, A" }; U1 X6 Ldate sort' E4 k% t4 q$ Y9 F: Z: ~- { d2 X
15. ASW groups not allowed to attack sometimes" V8 @+ n f) s+ G. c) E2 Z6 j
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) ?' k/ x' N4 ?9 x( R6 H/ FHQ/LCU to jump to reinforcement queue
2 f# P1 Z/ N' E8 F/ n6 r a$ o17. Bug in bomber intercept if too many rounds of fighter v fighter combat4 ~, C& K+ k3 I8 X* i; p+ H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
$ h+ R& v* f& T- t$ h! Jat start of AE but crept back in sometime during updates+ y# E& h3 D& m# f
19. Removed the fragment/parent swap during a TF unload as it could often orphan the. i: P! K1 v7 A& [0 y3 U! Y
fragment.
% T- f1 K; \! }1 w3 y& i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 N( ~2 ]2 M% ]. T( I$ m
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. r% o* M; l* E& s* J$ q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full, M! f F9 h/ S* i6 F' b
set! W7 {) g. n5 n. t% ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( |7 Y7 n, h6 D4 C. `
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, n$ I7 q8 X O8 k& R24. Bug caused F/FB to sometimes bomb at low altitude$ h* u5 L5 K/ I
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 s0 {' H- [1 A4 moccurring properly.
: J) {6 U3 a) @4 u# x! i4 i$ v5 H26. Bug in Industry 'failed' indication not showing properly sometimes8 L& \1 x2 w" f
27. Location check at scenario load to include small map sceanrios
9 `; b8 m3 ^2 h28. Bug in air supply to fragments in a non-friendly base hex
- ~! L! D, `/ g+ b29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 i6 T2 k2 V# ]% o- K
being set to homebase before execution of the mission – ie was returning to base
1 Y$ h# y! l+ b; z5 i cimmediately
: S; D3 u" b+ k& k- m8 {30. Error in Strategic map display9 y. q" z, D) D* ^
31. Additional and stockpile options were not turned off when base was captured
6 k2 z" V6 w8 i; u32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ I: R& z _" E+ B- B) l' |. \
mouse over; F5 I# J; C4 f+ G- t
33. Army experience being gained when not 100% prepared as per manual; changed to allow
- G" k/ u) k' ^; y; tchance to gain experience if >75% prepare and < 50% national exp level' Q. }! j# W/ `( n l7 Z3 f, i
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; n7 b \8 W9 b( y. g- E+ t
alleviate the incorrect experience gaining happening while in reinforcement queue9 g7 C+ }0 \' U2 I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
. s4 ], S& o8 R/ { [% y9 qcaused unit to jump “off-rail” and move overland5 N) J" }7 o) g. w7 O: o: M
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ5 u3 u' T4 f1 x; y
37. Excessive accident messages on unload from TF reported8 |2 Q$ ]7 B. H$ B \+ x& m
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 i! s7 [3 u, N" {5 I. t! Y8 `merged causing smaller size unit than expected
& w4 I& v. a7 u5 Q. T5 E# J39. Corrected possible TOE error in scenario data load for inactive units* _; J5 K: G! j( b$ s7 U
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 \* p3 `" N- t6 F, E( `
however be allowed to do this.
# f9 J9 V, A1 b2 T5 H$ c41. Possible CTD if sinking ship's load was a group& |" @3 j8 w: U
42. Limit the number of devices built from resources per unit during LCU replacements; this
5 |, n$ d. m) h; Fwas causing an over production for that turn1 ]: P* M8 B* `7 g1 }- ]/ A
43. Retain day/night setting when creating group fragments& z! b, C) [. T8 W2 C3 }& P7 |
44. Adjusted supply and fuel values in base list not to overrun the space
3 E, }6 v! f8 J% Q5 X45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ \) }+ s9 o5 q
added YMS to Sweep TF in line with manual and code
3 H( f8 f. X) k, {# Y: ^46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 K4 L8 U, z' U$ D& d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal( N# X2 o- [4 T }$ i' e
rebuilding of destroyed units is not affected by this.
4 Z4 o7 t" s) u; V1 S6 P47. Carrier capable and trained text not showing together on Group screen/ B1 K4 H4 g) K& u
48. Handle any blank re-name changes by ignoring them9 M9 j I, V" j2 X( A. t: X2 \
49. Possible CTD when air fragments combine
1 o2 u3 j5 g$ D: ~+ {0 a$ e+ D: {50. Unloading TF can freeze a LCU onto a ship under some conditions4 p, p( n! }0 L' S' Z7 q
51. AI not behaving if main HQs missing (affects small map mainly)
, ^# V8 ]8 D6 p52. AI using AGC for normal land units – removed from TF if not needed
5 Q2 u1 z; o9 B$ U t53. Soviet activation message not in Ops report
- m! j! c5 I2 D/ {54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) K# o+ e$ y" i+ v55. Clear Soviet air balance if not activated. Possible incorrect base switching3 q7 _7 r$ A9 a, w
56. Sub attack against docked TF not happening for port size <3) b1 u, Z5 j+ u
57. Unit type changing unexpectantly8 ^9 d2 _; J# {% p% ~# r/ n5 L
58. Torpedo replacement on plane sometimes is missed
D, h7 E' j5 e59. Double handling of overstacked supply requirements8 n T* q; L4 J9 T
60. Fixed alternate weapons for port attacks5 k, p" T! n- j$ v9 l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ g" T8 ?. A% g' @% _9 h7 `sometimer in the ship repair cycle.; l: b% W; ?) z" M
62. Ship tonnage over 32K could cause repairs to fail- E# M: z$ N9 {5 k% O9 B4 l* y
New
6 N3 ?2 i# A) { \5 H/ Q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, U1 I) f9 } i: r
port
; y, t+ f) a, T; J2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 Y! x0 A7 f8 K2 q3 a- _9 G3 X+ `% zTenders not counted
8 f' c2 l3 t5 |6 ~3. When showing mine device on ship, show '!' next to mine ammo if can reload at base. t! c4 T+ [. s: A3 \7 H- G q. z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ \2 O6 X! \ C# W/ oto remove damaged ships from TF
& P$ g& E0 ~- `) u5. New filter for “non-building” devices in Industry pool screen
8 _4 L j4 p7 x7 W3 _6. New filter for “non-building” aircraft in Air Replacement pool screen" s8 a3 b; P* b, x
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ C% b c; p/ S( y* J
mines (^) detected( z' Q: V+ t. N" z- Z: Q4 v7 T5 {
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the9 Z L4 Y2 X) O- M0 C
‘button6..’ image files, then these will be shown. If not, by default there are shown as* E3 r* [( }0 U' E' U( Y7 k
standard parachute unit icons. T- U) h1 k+ m: H1 }7 g4 I
9. Air/port damage and building is shown in base mouse over: M. i" q" n4 K) J$ B& w; J4 ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on0 D9 P. H! \6 {( ?2 r2 j) Z& h
11. TF can be routed to stay within coastal hexes as much as possible
* q4 R0 c6 C# N3 A2 q# {, }5 R12. On Top Pilot screen show the 'ace' cut-off value if more than 10 b- k1 m$ K$ _
13. Added option on group and LCU reinforcement screen to turn off replacements
4 f4 Z8 P6 ^# l8 f1 R; c14. Current base can get supply returned to it when reserve planes returned which were
: x1 t! e: \9 o! l! O4 ~originally supplied from another base
" n+ O& j, c' T9 o15. Unit type filter on Troop Loading screen
9 v# y& x3 T- `2 R' p* D16. Report killed ground units if not in combat report
5 m# y+ }0 m! z/ IChanged
1 q% F: p& a# W* T' A1 b1. AF of 8+ have AV support doubled for purposes of determing support for air operations H" t6 Q, _- W! O( Y& e. I* [* q
(complements fix 18 above)
0 O, r7 g8 N5 u' Q: ^5 y2 ?5 }2. Permanently increased pilot array to 70K j( m4 d" v, A0 w7 u
3. Increased number of air combat rounds are a factor of total aircraft involved4 D" L. l" ^1 B- Q) \5 e
4. Allowed submap to submap movement if land connected for land units. Should have been: m: k& o Q9 N- [* i* D5 p
so as per Andrew Brown
. F6 j3 b# d) q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# U) U ~) Z8 _
delay toggle instead2 i( Z5 y1 G7 v& @( s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; h0 C7 c7 g! P5 m$ l* qmaintenace a bit more
- f) A: r6 O3 p1 o0 f7. Support device replacements won't decrease the overall experience of LCU units. This does
2 {; R7 F( q3 Z Inot alter the overall EXP change due when any replacements are received.1 _6 E5 U, [' V; p) X; \
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
9 ^8 X+ h: H2 z3 vbetween the two but could break current games.& c4 Z+ T: l& n6 {) K/ I
9. Some LCU Prep points may be retained if unit is experienced$ K* D ?, l. K1 l& J
Notes
8 e$ Y' H. C" h8 J' U4 W5 [1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! k5 e9 L+ g3 q9 n" \7 v5 h
should not change player or HQ, even if not in play. These original HQs are used by the AI
1 z9 x' f$ }1 @; f) C6 _- `routines so changing or deleting them can put the AI off. Changing other elements should+ j# \7 g8 S2 H
be okay.
, W! c, g4 x( {" m/ j9 b" q: |2. Clarification to weapon filters for aircraft:
( n9 G# L8 k. ]7 t. E! V5 yPM_NAVAL_ATTACK 2 // used for naval attacks& }" c8 c, }: v
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 t- K8 K/ c1 b4 _! Q0 mPM_LAND_ATTACK 8 // used for land (ground) attack; H7 ~: K6 y- I4 q
PM_PORT_ATTACK 16 // used for port attack
! s, s+ l( W1 g- d) v! }' P' nPM_AF_ATTACK 32 // used for AF attack
/ G- t7 b; S' j8 XDropped any reference to secondary values for land and AF as they served no special use.
( O; o: F' c1 I2 B* _) M& DClarification changes, o2 `3 s4 v( ^" p( d/ g
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 ?' ]9 ]: G2 [5 j6 B
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) |: ?" W# ?. z
MONGOLIA(91) or TANNU_TUVA(92).
+ S. e, F, n8 S; o! Ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 C( w# l% b8 P" q0 \" }
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! O l4 H: h, ]. ^" q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
h2 C# w. X- e: m3 [after Soviets are activated, but can’t move0 Y2 z2 v, Y3 w7 O: Q" z# _1 m3 u
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ L- P0 M- r3 w* X/ Z) ~disbanded in port./ N8 y- v3 C2 I& c- b! ~# }
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& g$ Q/ f K2 |/ H8 W' _4 B3 P6 s1 nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |