具体见( z3 `8 s5 }& a9 \* g1 {
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http://www.matrixgames.com/forums/tm.asp?m=3185062 b: f1 X9 D& G( M" M0 R
4 z5 W- X, D4 d# Y# h$ Y- k+ W% k已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:- n6 n" X3 d- r+ O
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( [" w' i8 X6 j$ d: y, qChange History:
3 @4 x. b2 ^; pV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 s4 |1 t% _+ a2 u( w6 e5 p1. Seventh Update – This release is a comprehensive release updating all previous) c; p5 {8 z! h, `& W2 H5 p$ [
versions to v1.01.17 beta2 Z* @9 f8 i, e
2. Code Changes
8 d x. P- P- ~Fixed
" u2 ]- y( V2 K8 w9 J& p* u6 A1. Display of AF/Port icon between player saves based on player's intel: t/ K; w- u; ?, g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ U4 Z! i! C `. Zweapon list updated
3 E6 I" n, ~+ A8 N+ s3. Reported cargo/troop safety values incorrect when no cargo/troop space4 n9 x9 x2 A6 u# n8 ]" I
4. Allow smaller 'reserve' space for small groups on ships. q6 d& z3 Q! f- X+ M
5. Preserve some more data when swapping fragment and parent to prevent lost of parent: B; }& q; t/ w3 J5 V" ^
6. Correct attacking plane count before final post-air combat
# G+ J5 Z: _4 }3 Z3 Z7. Pilot promotion may have occured in error sometimes; H+ x7 l) Y. \
8. Raid detect message sometimes dropped of the combat report+ d9 P" I w( H/ P. h' z8 m; L
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# _% R) L$ V8 E2 F2 ]8 U& ugenerally5 G; C0 U t0 _& u% H
10. Some pilot-leader connections were being corrupted& c0 p( p @9 k7 t6 f
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few( B. I: Q$ H# k3 R/ ?/ P: P
other move issues due to the incorrect indicator6 r1 `9 a- E3 s' L$ S) n& l4 _+ M
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ k H" H5 h" {8 udamage
. R" d5 P8 ]# c5 ]9 @) }13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool6 K) e( ]& j( Q7 k4 Q) a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the8 {8 d9 C1 i3 h9 p; s) E1 g# l
date sort- j3 n, }/ x2 |
15. ASW groups not allowed to attack sometimes
2 ^1 {) f. s/ c* n: h16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* C. d" J3 i5 x5 ~# I+ AHQ/LCU to jump to reinforcement queue
# @& O6 q+ m9 A1 l17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ W9 W, ~% z3 C4 O+ Q$ n$ Q8 w+ j
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 H. ?- {: W ]
at start of AE but crept back in sometime during updates
8 Y Y7 J. m& s0 E2 V. I5 B6 V! u8 O! n19. Removed the fragment/parent swap during a TF unload as it could often orphan the3 N, R! W: D9 X2 R5 I' @' m- N
fragment.
: z# G: u' R- O: i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 R5 x9 @/ e8 A$ r' O2 l
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not% t* u; N! M0 T+ x3 w. v2 W
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 g6 N" _2 l8 Q( A1 }! s
set+ I. L8 W- J, d/ O/ |8 {5 L# D
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base1 h6 v! _! d1 y, ^
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ S! M+ Z. Y! T }+ Y3 g8 b' ^3 V4 n24. Bug caused F/FB to sometimes bomb at low altitude
# p2 E. e7 ]6 M5 I* s6 ~: G6 ?! d1 V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 o, C, X9 }+ Yoccurring properly.! H c( n" u9 [& n( U: M& l) T
26. Bug in Industry 'failed' indication not showing properly sometimes
; o7 n" x ^/ \" r) k27. Location check at scenario load to include small map sceanrios
% N% V1 h) H) W7 l1 w! c2 u( z) H28. Bug in air supply to fragments in a non-friendly base hex Y# A7 p% n' N6 k
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was3 @& l( {! T$ s( n
being set to homebase before execution of the mission – ie was returning to base
5 H4 y/ a2 u Q7 Q0 ?immediately
( j0 z6 s1 j# }; x+ d30. Error in Strategic map display
9 Q# B1 G: \9 J0 U) I) b$ k) [" z31. Additional and stockpile options were not turned off when base was captured, b: ~- l! l1 K/ b
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
7 u; N, s9 x" p. x! p6 q4 X- Umouse over
6 x* B$ t7 d) f0 V( K( t0 r: h33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 ]1 O7 D6 ~$ cchance to gain experience if >75% prepare and < 50% national exp level
. l. z% S, S6 E- X: B34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' }. ]" X2 Y# K7 I
alleviate the incorrect experience gaining happening while in reinforcement queue
# k, l* ~: F) K35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 d/ K! L6 s0 E/ t9 ocaused unit to jump “off-rail” and move overland/ \1 i) L5 K5 Q& l; i# G6 `9 {0 Z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
J) [% t4 }1 v5 q8 B37. Excessive accident messages on unload from TF reported
: C2 U: o" e" p- ?, G; ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when% j9 \7 N- S& m. C7 R( y
merged causing smaller size unit than expected
7 e, n* ]6 E y8 e2 X39. Corrected possible TOE error in scenario data load for inactive units5 a8 x7 a; n. C+ {# E$ _5 p u% a
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! T/ U+ s3 d' r4 a5 U* ~9 |9 ?however be allowed to do this.$ J8 K8 `5 g; a; N! x
41. Possible CTD if sinking ship's load was a group
3 r) B2 r, a# s- L3 i8 y+ a& Q42. Limit the number of devices built from resources per unit during LCU replacements; this# E2 l1 R- y* [# c" v
was causing an over production for that turn8 [# m+ v$ ?& y1 L8 t( h
43. Retain day/night setting when creating group fragments
/ A# \- z1 e% C, y N" q44. Adjusted supply and fuel values in base list not to overrun the space2 [- S; h. @( t# G0 u) o! C
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! T1 I2 G" m% _9 z$ @( U' d
added YMS to Sweep TF in line with manual and code& m8 x2 h) X4 C: I
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. \/ O8 y/ {" l# z0 Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal* t% A. W+ C5 `6 m: k. g8 J
rebuilding of destroyed units is not affected by this.
1 f( F4 D9 Y' Y; t8 f- i' F/ \8 F# r47. Carrier capable and trained text not showing together on Group screen/ O% f) `* G2 c% C8 f `
48. Handle any blank re-name changes by ignoring them
O" D9 j2 L- G. z' p49. Possible CTD when air fragments combine% \0 d0 L+ ^0 Y7 H2 J
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 Z7 B; H6 r- B8 M) i8 F51. AI not behaving if main HQs missing (affects small map mainly); n# H9 P' C1 g. m9 e# ^
52. AI using AGC for normal land units – removed from TF if not needed
5 l+ b1 G0 O: {5 E* I53. Soviet activation message not in Ops report; a1 L- r. s0 W# @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
' P8 f. F6 A9 j+ K0 _$ N55. Clear Soviet air balance if not activated. Possible incorrect base switching* `0 j4 b# O5 `' {0 r) A
56. Sub attack against docked TF not happening for port size <3# u5 F$ R$ H2 n7 i
57. Unit type changing unexpectantly0 O! H! M" R# D8 R6 }/ s6 p
58. Torpedo replacement on plane sometimes is missed
2 G) y- v$ n# j) M- C3 ?% ?59. Double handling of overstacked supply requirements) U$ y" _- q" I, y; }1 A2 L
60. Fixed alternate weapons for port attacks
7 Y$ K4 X2 n2 r/ k$ U& G2 |( c61. Corrected weapon system damage to show after combat on ships in port rather than wait till- {5 Q% z. `6 O' p" g) Z
sometimer in the ship repair cycle.
9 r, v3 o6 R1 R; S5 g9 a g% E62. Ship tonnage over 32K could cause repairs to fail
/ b- {. P6 F+ s! S# g" H/ SNew
. d( n" t1 `7 N; b% p0 o/ `9 b1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" h% Y, y* L6 J4 r4 _- w m* wport+ j: Q7 ?7 w5 T$ V9 h8 z3 V3 K& S; u
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) t( X1 z- j$ Y$ D% `( pTenders not counted+ ~% G* g% l+ i5 \ E, V
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: y, P8 p* ^+ C+ J/ ~' B9 A. h# @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method6 t3 e% _, _* q1 S, [; s
to remove damaged ships from TF
0 X. z3 a: s* K" S5 Y5. New filter for “non-building” devices in Industry pool screen
n( D4 q t0 N6. New filter for “non-building” aircraft in Air Replacement pool screen
& k) b: d5 L/ I) I% C) K7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% a# u$ z, w9 Y% t: G) vmines (^) detected
! U: L& }4 u5 q' u: f9 \8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the3 F, N& G+ S& {# Y5 Q) T8 W
‘button6..’ image files, then these will be shown. If not, by default there are shown as! m; _( A3 c& W7 n4 _ l5 p
standard parachute unit icons O; S4 u: r: A8 u+ k
9. Air/port damage and building is shown in base mouse over; }0 [! @ s/ b/ }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on+ r8 O+ B9 @6 @2 p3 s& X) O! d
11. TF can be routed to stay within coastal hexes as much as possible( m4 Y5 M# o# O8 u
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 s# G X1 |- U13. Added option on group and LCU reinforcement screen to turn off replacements
' K6 f( w% }% ?7 V14. Current base can get supply returned to it when reserve planes returned which were
5 p+ | B. s. G0 J9 r+ i* Loriginally supplied from another base: _/ l* q: ^' d. g* s& W+ c
15. Unit type filter on Troop Loading screen; L3 O! L3 }( U& k1 a/ s
16. Report killed ground units if not in combat report
1 H2 |5 k/ O" RChanged
! n+ X+ S+ _: w2 @- S% N9 k$ o1. AF of 8+ have AV support doubled for purposes of determing support for air operations# f$ k- u; j0 m6 R4 B! w
(complements fix 18 above)7 N+ K. H( R# v, I2 }% |
2. Permanently increased pilot array to 70K
1 Z9 Z j$ G# q( h5 w0 R3. Increased number of air combat rounds are a factor of total aircraft involved
4 G: N/ H+ P' S9 M" [7 x4. Allowed submap to submap movement if land connected for land units. Should have been% u! ]* K, a5 R5 Z
so as per Andrew Brown
7 x6 L; _# f; c6 O$ r% c! U2 O4 C5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# Y; f7 ^( w5 ^2 |4 U zdelay toggle instead6 @- [6 y, Z1 j0 e% a
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% w/ ^8 s6 Z/ M m0 B1 q3 J9 Y4 k
maintenace a bit more4 x) h2 j% G9 y \
7. Support device replacements won't decrease the overall experience of LCU units. This does
" y, x3 D$ C( l# t! Mnot alter the overall EXP change due when any replacements are received.
; m# W# ]9 o. v2 k2 Q, D% l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' U! ^2 y, @! D8 x- o/ F
between the two but could break current games. z' ]* T! o8 [# n+ j2 D8 h
9. Some LCU Prep points may be retained if unit is experienced0 a# h) u4 K1 d0 l
Notes6 m- t: J1 I/ o$ ~: s& r r8 q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario8 }6 V8 ~/ J8 l
should not change player or HQ, even if not in play. These original HQs are used by the AI; K$ B% a4 F7 v3 E: k
routines so changing or deleting them can put the AI off. Changing other elements should9 a% D k) p2 B- V: K4 O, q e% E
be okay.2 ~+ m% Z% Q- t
2. Clarification to weapon filters for aircraft:' O8 |1 Q% n7 @7 u: g3 S6 P5 @
PM_NAVAL_ATTACK 2 // used for naval attacks4 s) `4 L8 T7 U) w0 L: R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 ?- D a6 }; x Q1 M l( l" }8 wPM_LAND_ATTACK 8 // used for land (ground) attack
5 [) E: }+ _* F4 bPM_PORT_ATTACK 16 // used for port attack
8 L+ d5 C3 t" K! E$ z" CPM_AF_ATTACK 32 // used for AF attack1 F) ^1 p5 u' A' x- l
Dropped any reference to secondary values for land and AF as they served no special use.
% q& }5 }7 q" w2 QClarification changes8 Q0 j, \ e) ?
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, W9 y& {. m( y1 m, W& M+ |* `
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),, y( b! S4 e3 ~6 Y: I% G4 N' L+ \
MONGOLIA(91) or TANNU_TUVA(92).2 _2 W* Y2 f9 c; K/ o' J
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 b) J7 L: S1 t8 b4 z' l% Jb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
H7 g$ ^* q- ], ~8 B! Nc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( w- @6 G6 i8 C
after Soviets are activated, but can’t move0 h, A9 ~6 O: O) E3 X1 g' \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. I! a5 M2 j- Q1 M. Q) y; x& x
disbanded in port.' S# `, f) Y0 S; q+ X
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- I6 s' G. [& U5 I& v! _% x- Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |