具体见7 f8 @- O. G+ d; s$ K
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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1 f! b1 z+ I" Q# m) {' K* w3 ]已经共享到岛群QQ和本论坛置顶资源帖7 G g. Z) C" r A
$ ]5 T9 m1 [0 y+ L大量更新,详见列表:
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' g; A) y B$ R, uChange History:
3 a/ C% J2 i V3 |7 |* r# `1 IV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* \! X6 Z' n8 Y3 g1. Seventh Update – This release is a comprehensive release updating all previous
7 i: `6 Y* _+ G, kversions to v1.01.17 beta( s- C* l: ^4 s- e: y% ~
2. Code Changes
. `; k. A% c. lFixed% D p$ H$ c$ M: Y
1. Display of AF/Port icon between player saves based on player's intel
9 Q: Q. }4 u, f# B" r) B2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, N8 c$ K# V" R4 [2 j" v! _% Y0 }$ Lweapon list updated
5 L1 C* L9 E3 o3. Reported cargo/troop safety values incorrect when no cargo/troop space' h: P" o# L# x) W: Z* Z
4. Allow smaller 'reserve' space for small groups on ships/ i- i8 j+ S0 c. w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ G5 g7 t1 l0 H% H: g
6. Correct attacking plane count before final post-air combat Y" u3 t" C/ p6 y
7. Pilot promotion may have occured in error sometimes
6 {0 {2 B! f* [. j8. Raid detect message sometimes dropped of the combat report
! M& G0 {9 N7 ^ y) J1 x3 y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ g/ B+ @3 z/ x5 Qgenerally# U( y8 t# V- [) u5 I+ E; U
10. Some pilot-leader connections were being corrupted& S @; B7 e( N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# i' s7 H7 ?7 q" M8 m+ N1 Eother move issues due to the incorrect indicator
Z, o3 ^, l" `) v1 f" h/ {& K$ Y12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 q4 \' A4 A. E1 l: Xdamage
3 [( ]& z" G. ]# l8 e13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ o& a K/ k# \. J9 ?
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the+ M% X3 {' M' H+ O* N0 w z
date sort I h W9 g; Y, A% f! P
15. ASW groups not allowed to attack sometimes
8 p( T6 R. D% N) d2 P# J [16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) q A% A! Z+ G5 V A" s/ r# tHQ/LCU to jump to reinforcement queue8 e. O; t3 W* f* L. A, y: h4 R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: ?& V# @8 x& ^4 W0 G w& }
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% I r' {: Q$ sat start of AE but crept back in sometime during updates: r0 @! }2 u) f7 Q1 l
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 C9 f; N9 T$ p* b/ N6 \- cfragment.
- E3 I! u' w+ o7 A! u20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 r3 r; m8 x2 U, i4 `2 R+ l1 A# G21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' `0 O5 L+ @+ ?short scenario). This was fixed in a previous patch but only for one of the VCs, not the full- w1 t5 c d, e3 d7 X* n8 Q3 o1 K4 J
set, D+ s; A$ r, t" a
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base+ I+ m. v S5 t" ]( q' W+ G
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 x- f h5 L, S. ?# o24. Bug caused F/FB to sometimes bomb at low altitude
$ F: s. l$ I2 H25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 g: t- Q5 ?: B+ [4 ^9 s0 _
occurring properly.
, s, u+ g) X3 j, q- x0 I% y# H0 Q26. Bug in Industry 'failed' indication not showing properly sometimes* G' v+ i2 m5 O+ I$ a1 Q/ ]) {4 ?
27. Location check at scenario load to include small map sceanrios
3 ?( q7 G% U, r2 C28. Bug in air supply to fragments in a non-friendly base hex% U% s. f4 |1 @$ r! V. M
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! Q L j/ i! O& P# `. p' y7 pbeing set to homebase before execution of the mission – ie was returning to base
9 Y# Z) x7 G4 |immediately" a. l: O$ I( J: H+ F$ D& R! h6 I
30. Error in Strategic map display
2 \# `6 d9 R) k' D+ F1 ^31. Additional and stockpile options were not turned off when base was captured4 k* y% L( W$ |3 C% v; v
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( n# n; C: y5 I- ymouse over
9 z# n$ X$ K, x @! Z% r33. Army experience being gained when not 100% prepared as per manual; changed to allow m( z- {0 P: s+ W( j4 o' V. v1 \8 Q
chance to gain experience if >75% prepare and < 50% national exp level
9 v" L3 r/ D& e, [1 I34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* V1 X2 o' P" g: `( Y& Q- {
alleviate the incorrect experience gaining happening while in reinforcement queue& g' a2 O! a" J) U; j8 {) B
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
_* M7 ?) M/ }9 `& ^0 Z8 Y! z' Ecaused unit to jump “off-rail” and move overland
. `1 S# u6 _. r4 A+ j( ~& s" z36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 ?$ G) N7 J k% K) X37. Excessive accident messages on unload from TF reported3 L q+ W" l& ~" C/ u. [/ a3 W) D
38. Reworked editor sub-unit merging as some devices could drop off the unit list when h9 c, P9 X3 }5 _
merged causing smaller size unit than expected
9 K; z5 V& l1 ^5 C39. Corrected possible TOE error in scenario data load for inactive units& G6 z0 I& D6 p" a; Y9 x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
K0 U' y: Z4 ]$ Lhowever be allowed to do this./ W2 }3 h6 Z+ Q' T% k* F2 y. G
41. Possible CTD if sinking ship's load was a group
, s/ ]. Z4 O4 t5 g; V42. Limit the number of devices built from resources per unit during LCU replacements; this: u# ^' A- g& l% v6 k0 k4 |! t/ j
was causing an over production for that turn
0 `. o, K S) d9 g43. Retain day/night setting when creating group fragments
/ K% U6 D( G- W1 W, x0 R44. Adjusted supply and fuel values in base list not to overrun the space
: Q6 N$ h) E/ x: X& c) y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' e, D2 S8 i% ^: d0 G, }! F, D
added YMS to Sweep TF in line with manual and code
7 C$ O+ P& g6 d% g46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 r9 U4 A4 y P+ i
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 @+ `/ q( z& C( ]. I+ W& ^0 C" ~9 drebuilding of destroyed units is not affected by this.
) {% P" C' @- d" i7 J+ {( e% {" w$ I47. Carrier capable and trained text not showing together on Group screen3 G+ z F# `5 @; }
48. Handle any blank re-name changes by ignoring them
$ B8 ]6 ^, D7 i: r" q' Y, r& t49. Possible CTD when air fragments combine! m2 M) C8 Y$ R7 V8 Y: Z" W! P
50. Unloading TF can freeze a LCU onto a ship under some conditions
8 p8 l s' P4 h& ?51. AI not behaving if main HQs missing (affects small map mainly)9 A0 f' G, Q$ W# O5 N% g4 w+ N
52. AI using AGC for normal land units – removed from TF if not needed
! p' f$ }5 ~5 k6 X53. Soviet activation message not in Ops report
, l: `+ X% O1 [0 m& z* p2 w6 ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ r# k3 ]8 G0 \9 I/ T: m& N55. Clear Soviet air balance if not activated. Possible incorrect base switching# A; P& X& Y* Z) T( x6 b
56. Sub attack against docked TF not happening for port size <3
7 {- r: }1 l( m$ N8 [8 X% x57. Unit type changing unexpectantly- ]: i& C* I& R1 u- _
58. Torpedo replacement on plane sometimes is missed# S9 \; C( N5 o1 ]/ J6 D: t2 D
59. Double handling of overstacked supply requirements
9 u4 G. I; j& A- {3 p$ x" d60. Fixed alternate weapons for port attacks
+ y1 e" ]: l: m; C. u61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( C! b$ ~! d( A3 L8 Y( c6 X# f9 gsometimer in the ship repair cycle.7 _ E$ \1 _- t5 T
62. Ship tonnage over 32K could cause repairs to fail
& f* K0 V. v, S3 ]0 J' i: [New6 w: A$ j" r4 v s" [& u4 g
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 Y2 v- M" \' `
port2 o& K6 j) i" c6 T' Y3 V" k" t
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
m8 R) B2 `* R4 F2 qTenders not counted" E- Q+ O0 q' v6 f
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& v' _# ]8 m- n' ]/ k4 h' F. \
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: k) o9 {8 F* Z% o5 A7 Gto remove damaged ships from TF8 j0 k& h5 v; X$ }; u0 S
5. New filter for “non-building” devices in Industry pool screen5 x P6 T" l* |; l3 Z5 L+ u% n
6. New filter for “non-building” aircraft in Air Replacement pool screen/ D1 u% K& g( @2 j6 |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ D% `" ^) N" G; N- e! T
mines (^) detected
$ R' u( u/ c2 _& j6 h. g; b$ l1 ?9 @8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
$ X6 |/ i! A# y4 u# W‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ k5 [! G: z0 _# ?- c9 b5 lstandard parachute unit icons
6 A9 K' t; c2 q; V0 {8 v% U9. Air/port damage and building is shown in base mouse over
; x0 `6 x7 I9 j ~) J" V8 N10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 u5 u: f8 \& S0 Z1 A11. TF can be routed to stay within coastal hexes as much as possible
; r! I7 E5 ~% F9 f' Q- S1 B' z12. On Top Pilot screen show the 'ace' cut-off value if more than 1: r1 B' [9 ?* W& A/ T- T
13. Added option on group and LCU reinforcement screen to turn off replacements
, s! r8 j q3 d$ ^' E14. Current base can get supply returned to it when reserve planes returned which were
3 ~& F# E( l) Q% P( q/ s5 xoriginally supplied from another base& p& w) p. \5 E" x! J
15. Unit type filter on Troop Loading screen
4 ^$ p k- s7 q) ?16. Report killed ground units if not in combat report7 H& a3 m& T# e; E1 T9 q
Changed* S J9 d7 J1 y/ ?* v# M
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! [3 o- s* n' q1 _; j S: o W(complements fix 18 above). ~" t3 v* r; O) Z& K4 C, q4 X3 k
2. Permanently increased pilot array to 70K3 f4 T4 l5 c" t6 O2 [/ R3 {& K) n
3. Increased number of air combat rounds are a factor of total aircraft involved
& Z( Z% b0 K( V* d4. Allowed submap to submap movement if land connected for land units. Should have been
9 k' u% V: I. K) aso as per Andrew Brown
9 N/ o `6 _. d5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 c: ?. V5 [5 q1 n& t/ r
delay toggle instead; Z" ^$ A8 ]2 V: g
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ f, A: a* r+ G2 i& Umaintenace a bit more
7 X* O& O+ c7 Z6 Q7. Support device replacements won't decrease the overall experience of LCU units. This does
7 c% ?1 A: c2 i Z# ^not alter the overall EXP change due when any replacements are received.
6 P9 J6 @7 M' ]! \' o, \" a/ n5 X8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; z/ p" U6 g1 x, Gbetween the two but could break current games.
( y+ T' _( u2 g& @5 @9. Some LCU Prep points may be retained if unit is experienced
5 A# b, B) a, qNotes- A9 p2 y! ^ F
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 j) B; A+ r" W0 F- @3 `: z& B% f
should not change player or HQ, even if not in play. These original HQs are used by the AI j1 |9 `' a* ^( b& J# q9 r# f5 ]
routines so changing or deleting them can put the AI off. Changing other elements should
) K* R* T! s- f6 vbe okay.; K5 u7 _5 b8 j1 R4 f c, j, ^( V
2. Clarification to weapon filters for aircraft:
$ E2 a8 h- ^5 a* ^8 q$ YPM_NAVAL_ATTACK 2 // used for naval attacks- |3 J/ G2 s- N3 C: O! @8 O& X, k2 R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): z2 ~3 E) w; p- ^7 t2 Z
PM_LAND_ATTACK 8 // used for land (ground) attack9 X1 Y0 w9 w4 H# m a
PM_PORT_ATTACK 16 // used for port attack0 c0 }: v9 i1 n8 a5 C- S q
PM_AF_ATTACK 32 // used for AF attack. ]- [' K' F4 j4 u) o
Dropped any reference to secondary values for land and AF as they served no special use.; I+ p. M0 u* A( F& c
Clarification changes' F6 |2 Q# I* g. o* ~! b0 [) {+ A& L9 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( a" g+ N% v/ @- l7 b! [* ^bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," U; n& y5 K, ]3 Q* A% f) K
MONGOLIA(91) or TANNU_TUVA(92).% F. T" r1 q( \& J: `* \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 ]( F8 S+ F# G" a! T& B
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! J1 l( `% \# A! U; Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. y3 M3 G) n) d$ l
after Soviets are activated, but can’t move3 B; t3 A* I1 u& g( u4 s" F0 A
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- I% u W7 ^+ K: l9 e8 R
disbanded in port.
7 }0 R/ t* w" I2 e8 }e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 p* i, }8 e- I8 W
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |