具体见" ?$ e6 r! n% K
* r* O$ p1 R/ M" R: Ohttp://www.matrixgames.com/forums/tm.asp?m=3185062. |, y% `. _0 c! V4 V& e6 |
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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:/ y6 w* C" l& l H0 c' @, S9 z
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Change History:
0 q6 |, d; }1 bV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
4 x4 T% y7 a t: `! K2 C1. Seventh Update – This release is a comprehensive release updating all previous
, b1 v% s1 T* ?versions to v1.01.17 beta
5 O& [$ t# }/ O2. Code Changes
. s- @- N- D4 k+ |- JFixed
3 V, b+ ^9 }, ?& @1. Display of AF/Port icon between player saves based on player's intel
7 m y i, O1 ~: j1 S+ n) E2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 q" j: K2 M7 g6 F: ~$ f1 L0 W1 [, t
weapon list updated2 d$ s0 T/ X2 C$ M+ G* t. g
3. Reported cargo/troop safety values incorrect when no cargo/troop space4 N( h9 j( q4 l' }
4. Allow smaller 'reserve' space for small groups on ships+ t' z: E& C7 A1 h
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 D: r! \/ x, }* H* ~7 G6. Correct attacking plane count before final post-air combat$ E( p. r# P: r& N9 c+ @
7. Pilot promotion may have occured in error sometimes
, `$ W$ [: ?. z& n/ r8. Raid detect message sometimes dropped of the combat report
- J; n6 J) H. ?" V3 h( \ l8 i9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 J* \2 m% p4 j p5 [1 [generally
5 g: i/ I+ `5 D P1 r1 Y" \10. Some pilot-leader connections were being corrupted
. [6 Z- C# P2 V6 d# _11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' Q& p& H W( B: `5 F
other move issues due to the incorrect indicator1 i3 h3 \; C4 w/ U& Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 |! E$ \5 H$ q+ k1 ndamage
, f0 u% }! D/ d$ f% B13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 v% G2 I3 U" e3 u; t14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 x4 s+ o3 g2 k4 `" Edate sort3 A0 W! N$ v! h) x5 Z4 z) A f3 [
15. ASW groups not allowed to attack sometimes
+ Q/ q5 V" Z: @! D- m8 Q9 V16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 m+ @/ l! ]0 h- I! t1 G6 h
HQ/LCU to jump to reinforcement queue1 E( I' ^# w! v* n/ [8 r6 V3 p
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' [1 L% Z/ n- r, N8 A K
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 f4 o2 D# B% U$ C1 h; D
at start of AE but crept back in sometime during updates4 T) ~" K( { Y- O/ a$ W! b% K0 v! V
19. Removed the fragment/parent swap during a TF unload as it could often orphan the/ m/ n7 @. v4 p: |
fragment.
+ q1 g1 [) ~8 c T20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 O# ]7 ?# J+ {0 w# ]; j% h. B2 t
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ Y' D- y1 o7 s& H# ^short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
e. Z/ d1 A% H8 J( ~& B/ fset! M0 ~ w3 A1 x- h% R( _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base g4 O+ i6 j( e! `
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 @; G H! x# X' W( g
24. Bug caused F/FB to sometimes bomb at low altitude
7 g0 V c( Z6 [3 p \6 x8 e8 b25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# U& t3 T. ^! J7 J+ ]
occurring properly.* c) h+ Y7 C N0 n: E
26. Bug in Industry 'failed' indication not showing properly sometimes
2 ?: R. I$ \. c8 }' r& u, Y9 k6 J27. Location check at scenario load to include small map sceanrios
: c) E0 z' }4 v; G" i2 Z( s/ l: x0 n28. Bug in air supply to fragments in a non-friendly base hex
# q" J" N) J1 c29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% r2 n" n" w& c! b! g; dbeing set to homebase before execution of the mission – ie was returning to base
0 X0 A# R- P8 K& ]8 i3 I3 m; |immediately5 K+ A! I/ X, j
30. Error in Strategic map display- @. U6 l3 N2 o+ |
31. Additional and stockpile options were not turned off when base was captured- a+ P: O) c4 S* K3 V' o, d6 j8 R
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( m9 S% \/ I' {; }- q# `% fmouse over: s7 R- h" m5 V. \3 i0 q9 ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 @) S+ F. n/ J* A. E" |# ^
chance to gain experience if >75% prepare and < 50% national exp level
) x2 U% n6 e! A: l3 l9 u34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- `! \' d$ O# f: r
alleviate the incorrect experience gaining happening while in reinforcement queue% o+ e9 p- u+ d: v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 O" `5 x; g+ Z$ \caused unit to jump “off-rail” and move overland {1 i2 v3 l3 R+ M9 [7 V, b+ [
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# k/ U3 J' Z/ e0 k- C& P8 G9 ~
37. Excessive accident messages on unload from TF reported5 U1 ^% n. _8 w/ `- V2 b
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 [/ ]$ ], u6 [6 K) `' {# Z% {! a/ ~) Hmerged causing smaller size unit than expected
, u. x) U. y2 w2 j1 B& }( m0 d# X39. Corrected possible TOE error in scenario data load for inactive units
# i! j# u1 ]- x. E40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# Q& B$ `' i1 O" x/ a$ @( Q7 bhowever be allowed to do this.! P" O/ M! r( {5 H# o) o
41. Possible CTD if sinking ship's load was a group
- U8 p* q2 |- D. B% ?5 J9 s42. Limit the number of devices built from resources per unit during LCU replacements; this: S1 c9 J [+ V+ x1 ^
was causing an over production for that turn
8 ?+ [5 \ i% p( J43. Retain day/night setting when creating group fragments" N* w( t6 W' Y* b
44. Adjusted supply and fuel values in base list not to overrun the space
6 m1 a# w4 x' P$ X- x. s- F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( j. [% ]4 {) r, A& w2 F
added YMS to Sweep TF in line with manual and code, L6 ^, Y; {" t" ?- B M0 K
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
6 F7 Q& t6 b- ?( E2 T( y8 R! brule relates to the abundance of manpower and is not covered by replacement pool. Normal! d# c8 Q' ]5 R: p f, u( M
rebuilding of destroyed units is not affected by this.
" f' j% {. k5 Y4 o' |) j47. Carrier capable and trained text not showing together on Group screen# M, X$ q/ ^3 U& C) d5 f4 a
48. Handle any blank re-name changes by ignoring them& h0 D& q8 G+ q; L$ S3 f1 l
49. Possible CTD when air fragments combine+ z- t0 R/ ~* ^7 b8 V
50. Unloading TF can freeze a LCU onto a ship under some conditions
" e5 ^" A" P: q0 }* {+ X51. AI not behaving if main HQs missing (affects small map mainly)/ L# v8 U8 Z6 R
52. AI using AGC for normal land units – removed from TF if not needed V# L F" f% E9 G4 m1 K
53. Soviet activation message not in Ops report
8 L7 q/ w. C6 Z8 H3 C$ [8 A' Z54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* b( g2 j7 n+ V; @" r" \& J! `55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 J' e' s) }3 \2 X' l/ \: L3 k56. Sub attack against docked TF not happening for port size <3
9 F; v' N; P7 z2 ~) v57. Unit type changing unexpectantly l: Q# C, f% b) T1 U$ [
58. Torpedo replacement on plane sometimes is missed- a* @. x0 h: P9 E( O
59. Double handling of overstacked supply requirements0 ~1 Z( J# l# f7 D) q7 n* ]7 J" O
60. Fixed alternate weapons for port attacks
0 R6 A3 U6 y' z$ }61. Corrected weapon system damage to show after combat on ships in port rather than wait till
7 z3 P6 L$ {1 csometimer in the ship repair cycle.5 M+ L5 p1 {% I
62. Ship tonnage over 32K could cause repairs to fail" z# m& y, \/ N' q" |
New
2 L" d: F6 O7 r3 a" O1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
$ |9 B3 B ~- S7 m5 nport1 V0 S+ K- v/ i r9 m" [- o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* M. Y; l$ p5 H5 O
Tenders not counted3 u: [! |6 `! H( K
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 P" _1 }. T! g! M& E$ ^1 `4 z, @/ s
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; j/ w5 g; m- [4 N4 p d
to remove damaged ships from TF) ~0 a2 N" H" p
5. New filter for “non-building” devices in Industry pool screen
* H% l$ H+ i$ z. H- `' W7 I, x) P6. New filter for “non-building” aircraft in Air Replacement pool screen
- u. L2 L7 R# J# u' @7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( C: @+ ]: \8 ~6 T3 zmines (^) detected# a* m& P# P3 u
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ F$ V/ ]; s& A5 ?! M
‘button6..’ image files, then these will be shown. If not, by default there are shown as
& G! _+ S9 x1 S* m- p4 Bstandard parachute unit icons
$ o. b/ i+ |1 H* I7 H2 `9. Air/port damage and building is shown in base mouse over1 ~) g) C- z7 n9 m
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, ?9 X$ h( }& \ m, F0 X
11. TF can be routed to stay within coastal hexes as much as possible
" J7 v! a5 M; L( t12. On Top Pilot screen show the 'ace' cut-off value if more than 17 _; A( V& E% g( b
13. Added option on group and LCU reinforcement screen to turn off replacements
5 M; y" e1 C4 e$ k( P( S: h14. Current base can get supply returned to it when reserve planes returned which were1 {2 ]2 l; Y+ g5 R
originally supplied from another base! _- ], @1 w" ^2 m9 W
15. Unit type filter on Troop Loading screen* i" p8 H5 V/ ^( @) \
16. Report killed ground units if not in combat report% ^; p- r2 u9 s' I- \% a
Changed5 ~) q& s2 j4 U. v/ Q0 Z! w, b) L. G5 z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) s( B1 j4 E! e* [/ B/ L(complements fix 18 above). z) U, x- v7 v1 @5 A* V/ f
2. Permanently increased pilot array to 70K" l' B- {3 E+ o9 m- a& d* C
3. Increased number of air combat rounds are a factor of total aircraft involved0 }% G) e+ {: E7 o
4. Allowed submap to submap movement if land connected for land units. Should have been
- E* Z: X( |+ O7 t4 b* tso as per Andrew Brown
+ P" f% s6 J& o% X5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" p0 b+ U. J: tdelay toggle instead. G' @. b( w3 G: T7 \
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' Z: \) Q1 y: a7 x8 Nmaintenace a bit more% s$ R" {- C9 m4 c0 z
7. Support device replacements won't decrease the overall experience of LCU units. This does
& v8 d% A6 h7 C4 a5 Onot alter the overall EXP change due when any replacements are received.8 l/ o7 k p7 }5 K9 f
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
?0 `7 D3 L' t! y4 z) E2 j7 t# @between the two but could break current games.4 I/ u' g N; g0 f6 n
9. Some LCU Prep points may be retained if unit is experienced8 }- D! L4 `2 \
Notes
, o) \( ]8 d1 u- R9 Q( s. a& y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 f7 i( ^" B5 S( m
should not change player or HQ, even if not in play. These original HQs are used by the AI, x5 O, j Q. |; h
routines so changing or deleting them can put the AI off. Changing other elements should; {/ [, x3 M. v! k w
be okay.$ O, k) g% O7 P" r
2. Clarification to weapon filters for aircraft:$ y! K" x7 I6 u" y9 ^
PM_NAVAL_ATTACK 2 // used for naval attacks2 P" U4 e! ~8 Y t2 {! H
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ N) e; b3 | @. U8 n! b" Z* ~0 [
PM_LAND_ATTACK 8 // used for land (ground) attack4 h; M7 \- ?5 x: `
PM_PORT_ATTACK 16 // used for port attack
( V3 w% n5 z. e+ d! j" PPM_AF_ATTACK 32 // used for AF attack8 C- L5 G6 C0 A* f- c2 h F9 u! r
Dropped any reference to secondary values for land and AF as they served no special use.
7 h/ E, D0 f: `Clarification changes$ U4 o- h+ ~3 R) u; ?" P$ N
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
5 x& g' _ v' P2 a5 k, Cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 e6 ~2 w4 c% oMONGOLIA(91) or TANNU_TUVA(92).; i: V" ?7 E5 j, ^! m8 o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 B. W- t; x' w1 n- A- C5 q& w! J& o
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- b; t& d p X L2 D# tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: M( \2 h7 X2 s) \
after Soviets are activated, but can’t move
2 S8 h6 J3 K. C1 ?d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, k1 C/ }$ G) q: u, k+ d% M
disbanded in port.7 Q, T& E9 `% S4 X. }. d1 k8 D2 q
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 E Y! d7 F: ^( r/ [- @
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |