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. @4 D- H) s. {8 d; n2 mhttp://www.matrixgames.com/forums/tm.asp?m=31850628 L2 m- P5 s$ [8 Z
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已经共享到岛群QQ和本论坛置顶资源帖 S, c+ E: _. H; u
9 \+ v% }9 e( |& a5 k- B$ H" G, u0 P大量更新,详见列表:; r9 Z: l* _0 ]2 W& A( v) Z8 r
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% G1 h6 Y1 ^ @( zChange History:3 @: c, q( b0 ~0 B; F' M2 r
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ K1 h L" }6 L9 V) h8 H7 B2 w+ [
1. Seventh Update – This release is a comprehensive release updating all previous
* V6 y9 V" S9 ?& q3 ~versions to v1.01.17 beta
5 x( b( d8 K# V3 b" R2. Code Changes7 Q( x, \3 v( N; s* \
Fixed
' P g1 O! ^- [9 }) F+ g& G1. Display of AF/Port icon between player saves based on player's intel) \* ^, U S( l/ M8 n0 l
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! i+ x% ^9 Y8 U
weapon list updated6 d4 A# e: I" Z3 C8 \7 _
3. Reported cargo/troop safety values incorrect when no cargo/troop space" P+ y3 \8 K1 d% k* k! s$ u
4. Allow smaller 'reserve' space for small groups on ships. a# L. R% f0 f: y/ j! w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 t, u( k/ z3 c* [6 k- e/ u
6. Correct attacking plane count before final post-air combat
6 @" N5 c; y- `( ^3 W) x7. Pilot promotion may have occured in error sometimes, A, z- ]0 J$ F
8. Raid detect message sometimes dropped of the combat report
V7 G4 ?5 U4 w! u9 H7 W& O9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ J& ~ [3 }7 A4 B2 e
generally, `7 B, y/ X% q3 k5 @* S
10. Some pilot-leader connections were being corrupted
) v5 [5 C$ a" r) w# F2 q& U11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 O* [7 J) |- H; _1 W7 C0 B: V
other move issues due to the incorrect indicator
) R0 t5 b4 v0 a12. Wrong ship sometimes reported in Ops report for TF movement which causes some) X' p9 K- c3 t" f
damage) b9 S6 D! W; @1 O
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: ^8 |' ]" J7 D8 z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 r# Z3 s( L( h: y+ Y
date sort
& u' m3 n0 E: T15. ASW groups not allowed to attack sometimes
* K' t o2 ^6 a16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" `4 U( q5 K' [! {. y
HQ/LCU to jump to reinforcement queue: j, l3 m" t! O/ k; L. j. D
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
O% q& Y5 o+ @; P, C1 q7 Z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( I* W" Z" g. S0 W( Z/ D% }( G7 t
at start of AE but crept back in sometime during updates, D6 A2 A- Z! P5 B* R1 T! b3 G
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
4 {* [6 `7 k2 p# }5 ^2 ~9 ofragment.
2 _: D) t4 x; J% Q+ ?+ s- ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ A; o* j! G3 j21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ S2 x8 @, ?: K1 u- k. y
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- c3 J+ X0 Z/ U" f# Fset. J) S2 c2 @( ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% ~, T' J2 p& v( L" k
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 q. ?; ~) |# a! n+ F24. Bug caused F/FB to sometimes bomb at low altitude
+ x$ E) S6 `. @; b' f$ E; h' {25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- F8 q$ z- M/ S; u* ooccurring properly.
* s( U9 ^. u! \8 X1 T2 s26. Bug in Industry 'failed' indication not showing properly sometimes9 q3 K7 l' ~: w; f
27. Location check at scenario load to include small map sceanrios
# R6 U/ P: h& ^( Z6 S28. Bug in air supply to fragments in a non-friendly base hex- n0 L( S: w0 j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( Q6 z4 z( H8 k6 x5 k8 _* nbeing set to homebase before execution of the mission – ie was returning to base
6 |. Y1 ?% i) ximmediately
, k* C# u. l2 {: A30. Error in Strategic map display% n7 C, n+ N0 v: I
31. Additional and stockpile options were not turned off when base was captured% v: }0 t x2 L8 E q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
: l; i1 y& J& ^& o/ J# b1 i( nmouse over ? n" o9 r! j/ n
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" Q2 a; a/ b- {/ ?chance to gain experience if >75% prepare and < 50% national exp level' K! Q7 [1 ~( h1 E5 ^0 r) } z; p
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 E( p) z+ |! g* [4 D
alleviate the incorrect experience gaining happening while in reinforcement queue8 Q& }) A* p* S$ v0 P9 B4 [+ Z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –) v& }- ]4 o8 j* n
caused unit to jump “off-rail” and move overland; b" Y$ M4 u+ t) [; P; ^$ B8 d# [9 q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
& I, Y9 _8 C4 k) D6 m4 e1 s37. Excessive accident messages on unload from TF reported7 c$ r% J+ Z y) C
38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ f* f( Y( v- e# W; z, g3 e9 K# Y
merged causing smaller size unit than expected' t4 i# f& Q: R0 I
39. Corrected possible TOE error in scenario data load for inactive units) U# Y" n- a) w- K5 ^
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can s6 s9 H$ ?( L
however be allowed to do this.9 l8 K" b% L/ n, A/ H. f; R
41. Possible CTD if sinking ship's load was a group" w7 A! l( t7 ?
42. Limit the number of devices built from resources per unit during LCU replacements; this5 {) \5 D# \( g
was causing an over production for that turn) g9 m: K6 V* U1 N: e* T
43. Retain day/night setting when creating group fragments
! g* M( c9 \$ j( O44. Adjusted supply and fuel values in base list not to overrun the space% t& Q1 V8 [+ H0 G6 o0 P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 U9 C& |, h. W! kadded YMS to Sweep TF in line with manual and code5 i9 B7 f0 S+ |; O$ m7 k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) i8 S0 |- L ]0 U1 B1 t0 Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 `" y% Y0 D2 ]! o2 \# W) H. }' m' drebuilding of destroyed units is not affected by this.# C; i2 N+ h3 r: G' H, W
47. Carrier capable and trained text not showing together on Group screen" c: a+ V8 m# @2 `8 W) r
48. Handle any blank re-name changes by ignoring them
6 w9 d c6 a9 K49. Possible CTD when air fragments combine, s6 U$ i9 l; t6 O/ X4 q: n) i
50. Unloading TF can freeze a LCU onto a ship under some conditions
: C# S2 x8 t4 m- O, b51. AI not behaving if main HQs missing (affects small map mainly)' D0 u6 H% w- w3 k& l
52. AI using AGC for normal land units – removed from TF if not needed
" \5 @& f% C g: n U53. Soviet activation message not in Ops report; s9 d6 e' G6 c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 o6 w! t0 C+ O3 W3 p. T0 G( ?* T" Y
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 ~' T( Q; y! c; @6 [
56. Sub attack against docked TF not happening for port size <32 P) ^/ o( P* P! ?
57. Unit type changing unexpectantly% v1 f& M% u7 B4 N# b/ A
58. Torpedo replacement on plane sometimes is missed/ R/ Y# C7 u3 C& ~1 E: m
59. Double handling of overstacked supply requirements2 {' C( L' K0 j! Q2 q9 _
60. Fixed alternate weapons for port attacks
0 T( p6 A7 I$ @, Y* N _61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 I* W% Q0 E. G( y, T5 [
sometimer in the ship repair cycle.
5 x! |& C+ U9 N2 L" T& l& Y62. Ship tonnage over 32K could cause repairs to fail+ |1 R9 e7 u, x* { ~
New5 w4 q9 z q o: R0 N6 F ^
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 Y4 B( ~$ `0 `: U& e8 q
port
" G; n- C6 A7 H* s( A1 j2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
7 [1 U/ s! H& T* [Tenders not counted
& [- V, [/ G! U6 s: h3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& ?& H7 ^+ G# x3 C) D
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( L7 g* `6 H* R4 n6 R3 Y7 Y5 Lto remove damaged ships from TF
5 L4 e$ X+ Q8 E$ d* v5. New filter for “non-building” devices in Industry pool screen9 z6 |+ |# x& P- B
6. New filter for “non-building” aircraft in Air Replacement pool screen
7 f( H: |+ H+ x( c) _7 W( a7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 [; Z& n" Y0 ~- w0 G o# k; y/ _
mines (^) detected8 ~( T1 c+ i l
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 o- F& f6 a* F% q! J+ Z‘button6..’ image files, then these will be shown. If not, by default there are shown as
' O' Q3 H1 j( Sstandard parachute unit icons
" b% \; J$ j1 l7 ?. j: S1 |+ Q" S9. Air/port damage and building is shown in base mouse over$ `& e9 i7 V( V) I9 \8 ]
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; o3 F/ E- f3 r- F O. v, n
11. TF can be routed to stay within coastal hexes as much as possible! e' g/ F/ c/ B+ `& S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
q( D9 r) I) u( J' P2 J13. Added option on group and LCU reinforcement screen to turn off replacements
& E8 m9 y$ ]% U( c14. Current base can get supply returned to it when reserve planes returned which were: v, p3 i$ A# }+ ]+ M
originally supplied from another base6 r6 Y2 p& N2 v) y
15. Unit type filter on Troop Loading screen- H$ R+ H8 b7 F7 V$ y
16. Report killed ground units if not in combat report" f- O/ E N# |- w8 ]
Changed
2 N" z4 p$ j: j( u+ I4 A9 U! ~1. AF of 8+ have AV support doubled for purposes of determing support for air operations
T6 D) j5 L& s3 [(complements fix 18 above)
) e6 r8 u0 b7 T1 p2. Permanently increased pilot array to 70K
1 H& y& r0 D# {8 i3. Increased number of air combat rounds are a factor of total aircraft involved0 G6 N4 F* |5 n- A! t0 d% Y
4. Allowed submap to submap movement if land connected for land units. Should have been7 b4 [$ p7 f) t4 u1 O& z7 e
so as per Andrew Brown _; ]9 ~4 y( q1 e+ u% s! R# o
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! p, \) V# ?, P! Z9 v, g2 J: n
delay toggle instead4 b0 J. H) C. a" e* [( ~" c
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 b- h/ L0 b" X
maintenace a bit more' e# C) U: u5 n" N# V" ~6 P5 n0 [/ }
7. Support device replacements won't decrease the overall experience of LCU units. This does
. x4 s$ |+ ^# m7 T% fnot alter the overall EXP change due when any replacements are received.
. b2 P1 h t2 O, ^4 ?8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ E9 \- f: j6 i
between the two but could break current games.
: \: H) K: S7 V* C/ G9. Some LCU Prep points may be retained if unit is experienced
! Z& g) H& \4 ?6 ~# T+ nNotes: Z- e- |4 | m l8 q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ F6 p9 v* S" `9 X! u7 E. I
should not change player or HQ, even if not in play. These original HQs are used by the AI3 S5 k- _) U% w2 O9 U8 p1 I
routines so changing or deleting them can put the AI off. Changing other elements should
! |- j2 a$ [$ z6 }be okay.
( O8 h" t. A6 G+ y% N2. Clarification to weapon filters for aircraft:
0 M/ g! Y) A1 N' I* ~5 v9 d0 N$ v9 CPM_NAVAL_ATTACK 2 // used for naval attacks4 c& g/ y0 _, _4 Q1 `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% c6 b* G) `) ~$ t/ T' T% m
PM_LAND_ATTACK 8 // used for land (ground) attack- M5 X( \3 L- M3 U
PM_PORT_ATTACK 16 // used for port attack
" g' I" O0 o- P: y. a0 D# XPM_AF_ATTACK 32 // used for AF attack0 I- Y5 d7 j4 W, ^# E$ Y
Dropped any reference to secondary values for land and AF as they served no special use.4 E, C6 N. |, i" ?# h9 {( ~& D
Clarification changes; G2 ]5 c& P1 b* c
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
; Z4 M3 w2 _' Lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ y; b: i* Z! l' f+ MMONGOLIA(91) or TANNU_TUVA(92).# @/ o. \: m$ D' a% c3 B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
# @! m6 M; F# i- K3 `& `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- d m) o, U0 Q: z2 t( F$ Cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- |4 T [. F! `6 j# B' r' J
after Soviets are activated, but can’t move
+ T3 _/ v' \# M, T/ H- A- O8 ?d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! E6 i6 [4 q- p: {: V* X# udisbanded in port.# k- H/ j' a; ^
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ @* C" z2 N7 u; p; Af. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |