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, E! e" y3 z& X8 y7 ahttp://www.matrixgames.com/forums/tm.asp?m=3185062
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3 |6 F7 b' _# S w+ {2 D大量更新,详见列表:
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" l& B4 }5 W6 @' S7 \Change History:
8 |8 `* a; {3 f" l) XV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" ~2 G1 W2 D$ h& h, P1. Seventh Update – This release is a comprehensive release updating all previous
' @/ ^! I1 X5 b+ M% ]/ Nversions to v1.01.17 beta, N0 C. l% D" P* m# r
2. Code Changes
9 W l/ v& Y; G4 k& qFixed
1 K' q3 _3 u: I6 b( m& [1. Display of AF/Port icon between player saves based on player's intel
% |$ l! Q7 a2 J4 }, @( \2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
* \% I( ^2 O) Z8 L8 W& [weapon list updated
. I: U! w' G A B( I& ]; J( \3. Reported cargo/troop safety values incorrect when no cargo/troop space( o; R& s! I; a4 f7 m
4. Allow smaller 'reserve' space for small groups on ships+ e# c/ r2 r& R1 `( p4 ], B
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: O3 c& Q3 g5 T4 o- l) r6. Correct attacking plane count before final post-air combat
$ l! e: {- P2 P5 A! q8 |. H7. Pilot promotion may have occured in error sometimes+ U2 q7 r Y$ |3 K; H
8. Raid detect message sometimes dropped of the combat report
& ^7 ~+ k" {# J) @+ W+ i9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! s, ~* C$ D+ x/ b1 L' \generally, b* u j: X5 ^4 \* b) | F: t
10. Some pilot-leader connections were being corrupted
* q3 [3 i' s- ]2 L4 m2 C0 j11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
$ s$ R6 G5 i3 }4 F' V0 ^, gother move issues due to the incorrect indicator5 ?8 W- [9 G' `9 d
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ a% o1 J. \( V. U" U1 Cdamage
- Z2 f( z3 r& V13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
. Z' M) C* \, q/ {& O. g T14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 E3 j0 R" c! t6 [$ v
date sort
. @' i3 \9 b! N+ _7 m5 n) Q! q" \15. ASW groups not allowed to attack sometimes
4 i; O/ Z2 {# H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- f* n" _2 W6 ~$ O9 ~+ h' W7 q' E
HQ/LCU to jump to reinforcement queue4 P- [6 H! x! V& y! x" m1 Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat* O% m8 L! b7 _" R
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ \' ]2 _2 H8 h+ y) ?+ M$ Bat start of AE but crept back in sometime during updates
& S \9 z# _ s* u6 Q19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 m# r$ l/ y4 h$ T6 d" Mfragment.) ~& e& Y. j; X0 m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 D, d/ g3 E: `) }" T0 r% }( g# Y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
1 x9 G( c: Z/ r" J: D3 Sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. X9 G2 N. I4 Sset8 |: |# N( N, q$ D2 _' P
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 Q0 s2 O6 V$ i3 T+ F' O' D
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays ^& ?2 m( t* B8 ?
24. Bug caused F/FB to sometimes bomb at low altitude) O5 u" S' ] P, T% Z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 c. E8 B8 d7 ?9 eoccurring properly.% h8 g3 d! R1 D
26. Bug in Industry 'failed' indication not showing properly sometimes
7 y, \$ ~6 X) _) J( F27. Location check at scenario load to include small map sceanrios
3 I6 U' Y8 x2 Z" x9 i1 l2 [# V/ B3 f28. Bug in air supply to fragments in a non-friendly base hex
, _( P) I* z+ E8 x; _( W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! d" M% O+ J4 r! w. K( q% l
being set to homebase before execution of the mission – ie was returning to base
0 s3 u6 w& O9 n& {% B. Y ^immediately
$ u9 y( V" P8 X @: ~% s30. Error in Strategic map display
X) E O6 c8 t# T31. Additional and stockpile options were not turned off when base was captured
9 Y3 @ s. C9 r% p3 S9 a5 M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( s7 w% q) E: l3 bmouse over
( X" s3 d& z' w1 A1 }) t33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 C$ ^2 D( c( Q4 _chance to gain experience if >75% prepare and < 50% national exp level
/ m; h) W: ?- r4 H# H* `$ Q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, x3 _2 w `% [0 k/ @0 l9 T
alleviate the incorrect experience gaining happening while in reinforcement queue
- l5 i6 d7 H* V* R3 [/ \! ^35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& p3 W- G6 b% v0 I9 ?+ ]
caused unit to jump “off-rail” and move overland
5 H4 b/ _0 s5 n" N! v+ G8 w5 W( M36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# d/ g" Q6 N+ |. {$ }
37. Excessive accident messages on unload from TF reported
6 p, X4 b# v* C( y$ X# \38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 |# h' H. d0 |! ?
merged causing smaller size unit than expected
- j5 b* y$ P3 g39. Corrected possible TOE error in scenario data load for inactive units
. X& \8 z4 Z1 W: `5 ]( H: `) N1 S40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: D) x4 m* B, Vhowever be allowed to do this.6 i7 M8 v8 s9 C+ b- U
41. Possible CTD if sinking ship's load was a group
8 M V$ C/ J; n- g6 T6 c6 b* r42. Limit the number of devices built from resources per unit during LCU replacements; this: v; @, t# k5 o+ _3 i2 N6 @& j
was causing an over production for that turn/ O$ A. R. E' \
43. Retain day/night setting when creating group fragments; j( c8 L4 s/ X4 e
44. Adjusted supply and fuel values in base list not to overrun the space
$ n4 m3 I- E8 ~45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 K R3 q2 \3 K. a) k3 G, r- ^( L# Qadded YMS to Sweep TF in line with manual and code( A2 O) x% S7 I, P$ @$ C
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* k; d8 G0 r2 d' {+ N: ]# z+ p! frule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 ~0 [' m3 E* q6 S4 xrebuilding of destroyed units is not affected by this.
' ~& A% o+ j5 n" f" V( B# B47. Carrier capable and trained text not showing together on Group screen
; c9 N0 s, j8 L- v) N1 N) o48. Handle any blank re-name changes by ignoring them) b7 F4 i( W# t- M2 J( l
49. Possible CTD when air fragments combine
! [% ]- i" x/ S* x+ q* o+ ^50. Unloading TF can freeze a LCU onto a ship under some conditions* X0 \9 d& A7 c! A/ x+ r& L( ~
51. AI not behaving if main HQs missing (affects small map mainly)8 z; D' e% X; j* r
52. AI using AGC for normal land units – removed from TF if not needed( z; c4 ~# d7 S( Y2 A7 P( q
53. Soviet activation message not in Ops report
* I1 x" W; _- X54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
7 j5 n" `; i5 C! M3 G! R55. Clear Soviet air balance if not activated. Possible incorrect base switching
) J7 S" ^5 R, j+ ^; W4 ?% @56. Sub attack against docked TF not happening for port size <3
% U% y6 S7 I# _( x1 p: \6 p57. Unit type changing unexpectantly7 I$ f7 Q9 T# E b
58. Torpedo replacement on plane sometimes is missed
" R. q' s* s8 T# @59. Double handling of overstacked supply requirements( y4 @% u9 G8 t' M
60. Fixed alternate weapons for port attacks
+ S% n8 ^/ ]& _7 w. l. s61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! M5 h! ]* \$ e8 |+ p% [# }sometimer in the ship repair cycle.. k* k" P& M) W0 U! ]" R8 s+ r
62. Ship tonnage over 32K could cause repairs to fail
# T8 q J3 L: N. B% L1 vNew
6 P! ]+ P+ r& F: _; W d: B* P1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. j4 [" Z4 F$ ]/ n6 @6 f. gport. `/ v j% n& A" M7 b) v
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ T. X& f/ U; M5 Y4 ?Tenders not counted
6 c' `2 z4 h) L5 O3 O8 R; I% l3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( z k3 M7 U$ q# s5 h; R5 B4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. U# e* D' _6 _/ s; Uto remove damaged ships from TF: }- P1 |0 z& B/ I
5. New filter for “non-building” devices in Industry pool screen1 t; E+ Q9 F D: |8 R. w
6. New filter for “non-building” aircraft in Air Replacement pool screen
3 i& }* c" S D; p3 @1 | N0 O, ?' T7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. f8 y! u4 C7 \# G, K4 ]+ R# Q! Y
mines (^) detected+ I, `( m0 s2 O, q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ g: f- J5 h$ U& W
‘button6..’ image files, then these will be shown. If not, by default there are shown as
, D" @! o4 d& i! M: B+ s1 l/ rstandard parachute unit icons
8 H: H! e3 M1 d) j7 f1 U9. Air/port damage and building is shown in base mouse over
5 Q4 x* R4 g) H/ Z. n10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' c) q0 O& Q0 i2 D) h4 [11. TF can be routed to stay within coastal hexes as much as possible
* k9 o1 X; E {12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" b0 h6 c; `4 ?/ x13. Added option on group and LCU reinforcement screen to turn off replacements6 e4 x2 \; M$ T; r% b
14. Current base can get supply returned to it when reserve planes returned which were+ ~: A* a; D' n$ l# o5 e' ^' O+ s
originally supplied from another base
. I, r+ }" k8 _* N6 {4 c G15. Unit type filter on Troop Loading screen9 c( u( W5 f* D) w+ M& z
16. Report killed ground units if not in combat report
7 v, [ p. W/ I8 z: U% VChanged
. ]8 v/ a- N5 ?9 d# H$ F f6 p1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 h9 e1 s8 G+ ~4 n# q$ S(complements fix 18 above)
; m; Z$ c0 F/ M' L2. Permanently increased pilot array to 70K; H4 M5 c& j) C
3. Increased number of air combat rounds are a factor of total aircraft involved
& s% ~- p; Y8 V# a4. Allowed submap to submap movement if land connected for land units. Should have been
; r$ R& q8 I) }3 }0 L6 Iso as per Andrew Brown* ~# i- L% V) {0 z9 M1 G2 W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) s6 q4 K$ _" |( ^7 l
delay toggle instead
' D! i O q3 S2 ~# k5 M( P' }, s9 Z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 o* p+ L4 `5 S z2 H4 bmaintenace a bit more
" [7 L4 J# @! X7. Support device replacements won't decrease the overall experience of LCU units. This does
! e0 S( b4 |+ `$ |not alter the overall EXP change due when any replacements are received.
2 P" u# ?7 V9 [$ J8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" x: M) K3 g0 i" |: @8 B. z' ]/ f
between the two but could break current games.# U6 X, H0 `- i9 a K
9. Some LCU Prep points may be retained if unit is experienced
2 U3 k4 H# N" |6 Y( U ^# |0 ]" q8 ~3 Z! YNotes
3 f0 {' f5 y& p' M3 Y( c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 t# \. ?: F4 L y" {/ e2 J. m( x: rshould not change player or HQ, even if not in play. These original HQs are used by the AI
- z8 p: S/ C1 K0 \! b+ v0 n9 ]routines so changing or deleting them can put the AI off. Changing other elements should/ \- g2 Q$ k' I p
be okay.9 `6 X2 T( f% E5 ?
2. Clarification to weapon filters for aircraft:: `/ P/ F) |+ L6 c
PM_NAVAL_ATTACK 2 // used for naval attacks( ?% |- b$ o1 s
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 d( D. i* W, Z% B2 Z
PM_LAND_ATTACK 8 // used for land (ground) attack
; z1 V( ]( o* X/ f* I H: Q- sPM_PORT_ATTACK 16 // used for port attack
- O7 t) |% [$ l" ^4 W6 EPM_AF_ATTACK 32 // used for AF attack7 \/ n% R* j; f
Dropped any reference to secondary values for land and AF as they served no special use.
; j; S" ^) z. H! jClarification changes3 t1 z6 D+ U. z2 J+ b
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These/ `7 g* {8 R; ]2 [, [1 K
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( G1 R5 c o% Y/ I: p
MONGOLIA(91) or TANNU_TUVA(92).1 T- K4 E8 ^! T2 C' P# E' h
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 z. D0 M8 j+ n; Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes% J! F; V7 z! P
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' Z- e9 P3 [# S" Kafter Soviets are activated, but can’t move
' P* }' s f$ G, [3 |; cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 b/ v& A# D1 c$ M" P8 i9 Ddisbanded in port.3 H2 v: X8 y: G% e
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently9 @* D0 c0 O+ b3 o, r( Y
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |