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, [1 H9 Z5 a) Y, I' Rhttp://www.matrixgames.com/forums/tm.asp?m=31850625 Y8 B" j0 z9 `* w- ]
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$ M1 V/ {% Y. w* t大量更新,详见列表:
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Change History:/ O* |4 Q. K) Z+ C% R+ D9 N
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- u4 y+ e. y) T7 N- L& m7 x% M4 i8 V9 F; x
1. Seventh Update – This release is a comprehensive release updating all previous
0 ]9 P- g4 _+ Y* _# Cversions to v1.01.17 beta
$ F# q5 Q9 c U7 A0 k2. Code Changes
8 E9 Y' {- \, N# Q2 EFixed
) x X: T) p( }* z/ v' L9 W2 T/ A: Q, T1. Display of AF/Port icon between player saves based on player's intel9 \/ I6 h* b" w" d
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: v6 D8 s" B3 v2 L* fweapon list updated
8 x& V7 P2 w/ {4 D1 R3 @; E- f" c8 N3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 z- b4 k- w6 K; t/ c1 c- M9 e4. Allow smaller 'reserve' space for small groups on ships
2 Q( `* l+ x9 M5. Preserve some more data when swapping fragment and parent to prevent lost of parent; z0 A2 y8 K1 U, g" m
6. Correct attacking plane count before final post-air combat' A# ~# M! Q3 t# W* J" y9 z: M
7. Pilot promotion may have occured in error sometimes
}7 q0 n6 }# b( R: {. h8. Raid detect message sometimes dropped of the combat report
3 O m f$ \' ~' a2 M7 m9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 W! n6 b: k8 j5 i
generally
2 ?. s3 H: x( d10. Some pilot-leader connections were being corrupted
) o% R6 L& Y) U# M9 A5 ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* R+ A, R; h6 F9 `: Iother move issues due to the incorrect indicator# c- F7 l3 e9 f: V
12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 `4 j7 u8 m) C+ z
damage4 s; U' L$ o- s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool6 \% G! A4 }7 D& V ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the, i) S2 M- o- Y+ q# |
date sort
9 G5 P0 B7 \5 j9 `7 U15. ASW groups not allowed to attack sometimes
; C' t4 S! D- g4 t2 L( h16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 c/ y3 e( D5 }
HQ/LCU to jump to reinforcement queue
3 W0 a8 B' @; |5 w- M- C3 o17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& B0 f7 W7 x3 E# A ~; U( k18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ e$ b: Y5 _& Qat start of AE but crept back in sometime during updates$ f- J0 g9 Z5 a( B3 D
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 F" Q2 L- g z1 B) r7 W
fragment.! ?: W& ~' d& k: G; J8 k: m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 Q% j8 U, {: [$ m/ K% i$ @21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 r0 t5 R% J: J
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 k7 W7 r) V: b- h5 S4 T5 E) x/ jset2 k8 }+ o' A/ i
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ @% {: s2 z' R q# { f
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# p. ~# D# l* G& G+ { O5 z" | ]24. Bug caused F/FB to sometimes bomb at low altitude
) o& o) I1 E: P' R3 I0 C6 }25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. r5 w8 R. T# G5 x* I, h2 n ]0 N! C
occurring properly.
9 q4 W% a _: H1 l4 x26. Bug in Industry 'failed' indication not showing properly sometimes
$ I# Z. F7 E# E* t27. Location check at scenario load to include small map sceanrios, d0 X+ X) j; O
28. Bug in air supply to fragments in a non-friendly base hex
1 v& D+ _' ]. |/ Q+ @" a29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 H4 n9 R3 O# C3 p% V4 p9 m5 r$ G, Ibeing set to homebase before execution of the mission – ie was returning to base
( g+ @5 V1 k, [' @immediately- H3 x4 A. s' |+ W
30. Error in Strategic map display' f1 |7 y. F% J" ]
31. Additional and stockpile options were not turned off when base was captured
V5 U0 M9 T1 d/ {9 m/ Y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 y8 Q8 H0 R" s
mouse over! E2 C: H% A% L
33. Army experience being gained when not 100% prepared as per manual; changed to allow9 l) z6 B$ `; i" Q
chance to gain experience if >75% prepare and < 50% national exp level
8 n" D8 S( H3 s) o5 ^6 @! d34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' c# i+ u+ T( x( }2 L) K
alleviate the incorrect experience gaining happening while in reinforcement queue
- t/ p, \, p, P$ G35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –9 L( |3 f/ o# r( ]& e( W
caused unit to jump “off-rail” and move overland
3 \- A r# ^5 R! |0 R& r* y( n# j36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% ]6 r; |& |* E& O6 r8 V37. Excessive accident messages on unload from TF reported
. v# b, i( {4 @/ ~2 D! R38. Reworked editor sub-unit merging as some devices could drop off the unit list when
* x2 l6 \- n5 L$ Z0 {6 nmerged causing smaller size unit than expected
1 w& l3 |7 q, L: [; R2 Q39. Corrected possible TOE error in scenario data load for inactive units# X* z$ E) Z0 N) z7 e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- k% [/ Z+ x& G8 |however be allowed to do this.
6 }( I! x* I5 X6 l% @, h5 S: ?41. Possible CTD if sinking ship's load was a group
; D0 ?8 @) b* }* J5 B42. Limit the number of devices built from resources per unit during LCU replacements; this0 d) Z( t9 I$ k2 ?* h9 D% `' m
was causing an over production for that turn9 c! b* L" m! y2 Y! I# d p+ O
43. Retain day/night setting when creating group fragments7 x# S$ L0 E- c" f/ l# d' o
44. Adjusted supply and fuel values in base list not to overrun the space& K: H% G$ Z3 I8 A
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 ]# ~" s/ X3 a% P0 x6 [& O! v1 n3 Y
added YMS to Sweep TF in line with manual and code* h. s1 g8 U+ M9 D2 x0 i( T4 e6 [
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 o: U) b% o9 g; Q5 h: a( |: n% Trule relates to the abundance of manpower and is not covered by replacement pool. Normal
* t* ~( T' }9 L Drebuilding of destroyed units is not affected by this.
% Y8 P @5 r! V) F8 t0 M. J- \47. Carrier capable and trained text not showing together on Group screen1 q) f/ b; o4 P3 w
48. Handle any blank re-name changes by ignoring them3 G5 @& i+ H- }, @
49. Possible CTD when air fragments combine
9 \' O/ n1 m6 T+ G50. Unloading TF can freeze a LCU onto a ship under some conditions
& e3 Y3 q5 B4 B9 H. y8 j( V. g51. AI not behaving if main HQs missing (affects small map mainly)3 e! S3 p# O. y6 A
52. AI using AGC for normal land units – removed from TF if not needed; w# k, P+ o S2 \5 i; {+ ]8 J! ~
53. Soviet activation message not in Ops report
- m1 f- l. ^% d2 t: |) D; a: U54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range* v1 r2 Z4 j; O3 v
55. Clear Soviet air balance if not activated. Possible incorrect base switching' J0 _& y; \. S& g7 R
56. Sub attack against docked TF not happening for port size <3
6 K5 M0 [* W! k$ U C57. Unit type changing unexpectantly
* v5 t6 }* P- c) a3 _1 t58. Torpedo replacement on plane sometimes is missed
& W3 s. m% w7 S) G0 f& c59. Double handling of overstacked supply requirements
% B$ o4 g2 h) s60. Fixed alternate weapons for port attacks: x5 Z4 V' z7 s& Z; L. h' u
61. Corrected weapon system damage to show after combat on ships in port rather than wait till! L3 J& ?/ X1 F7 u; e* v" Q1 S
sometimer in the ship repair cycle.: X0 k+ q. J0 D' a% U1 A
62. Ship tonnage over 32K could cause repairs to fail. C m8 u. _0 l" c5 \
New
1 Y4 R( H" M5 Q; f1 E, A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
+ `& G5 ~$ L# K/ z- g% R4 f4 }0 Nport { u" `! S6 j n( ` N' ]* @! }) s
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
7 S8 u9 p; m8 XTenders not counted2 [ H$ O5 z3 h6 y" z/ H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 s3 d% L& P6 c& D- f' k- S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& e! d8 t3 w" k& w5 T) U9 ^
to remove damaged ships from TF6 A2 c, h# k# Z# _( b
5. New filter for “non-building” devices in Industry pool screen
3 a# B1 `+ t- V6. New filter for “non-building” aircraft in Air Replacement pool screen {9 b* |3 g& E- V \$ H% R
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( [' {- e6 u0 y4 Xmines (^) detected
4 r/ ~9 s& n3 e; i1 j( Z- I9 ~8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
6 R- |; m" v$ N! B‘button6..’ image files, then these will be shown. If not, by default there are shown as7 y/ _+ ~% f$ g' u) o- t) p
standard parachute unit icons. A* ^; d$ n. B; _. ^9 i" ~- @
9. Air/port damage and building is shown in base mouse over# f: D! C4 O( \8 B4 S i
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 ^9 _8 e* t! z# a' r" P
11. TF can be routed to stay within coastal hexes as much as possible
. C7 @% _$ C2 I) b12. On Top Pilot screen show the 'ace' cut-off value if more than 13 p- d4 ?9 A* i$ I8 |* |2 M c
13. Added option on group and LCU reinforcement screen to turn off replacements) C5 T# c! `- L" X5 B
14. Current base can get supply returned to it when reserve planes returned which were2 K- p9 d, g: M, D
originally supplied from another base! M8 Y) U7 \) `; ?. d) O
15. Unit type filter on Troop Loading screen
: k$ \2 O% O" a' [ o% I16. Report killed ground units if not in combat report
) B( W# A8 Z# qChanged
! s7 F3 L' e7 V! n* U% r" t1. AF of 8+ have AV support doubled for purposes of determing support for air operations
, B+ {) c" t1 {9 J) r(complements fix 18 above)& Y8 {% x: ?, z! a: E. i9 r
2. Permanently increased pilot array to 70K
3 @' X" c2 I0 }4 M3. Increased number of air combat rounds are a factor of total aircraft involved/ ^+ Z+ f/ `+ Y1 S
4. Allowed submap to submap movement if land connected for land units. Should have been
, B9 u& K& e9 hso as per Andrew Brown
) F% w2 v9 ?: F; d5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* m) l7 j9 q. P3 l; X7 y, Y
delay toggle instead/ o+ p9 v9 `) [' L7 ~
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- W7 u4 m0 r' O3 q
maintenace a bit more% G' o0 \ O% y) m0 b: t
7. Support device replacements won't decrease the overall experience of LCU units. This does
9 G! p& W9 X. g6 T: enot alter the overall EXP change due when any replacements are received.# J) g* [! v, z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 M. o3 c$ x+ x. H
between the two but could break current games.
7 H/ F1 C: o n! N+ i0 C/ J q6 c! w9. Some LCU Prep points may be retained if unit is experienced
) I& j k& Z) G# m/ u( ZNotes# u+ v% I- N- j4 M* o7 K) Z
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 W b5 d! ]6 c/ Oshould not change player or HQ, even if not in play. These original HQs are used by the AI! f) z s, e; h- @5 p) }
routines so changing or deleting them can put the AI off. Changing other elements should; t0 B7 `: I( E& a
be okay.
, J: p7 m) f7 |8 h8 V, ]2 B6 h* I2. Clarification to weapon filters for aircraft:# ^) ?# o5 d/ v
PM_NAVAL_ATTACK 2 // used for naval attacks6 g1 O4 S5 C4 P4 Y$ w9 D2 @
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 F% D( w# A( U1 i
PM_LAND_ATTACK 8 // used for land (ground) attack) \+ z- U) @+ h6 C: ?
PM_PORT_ATTACK 16 // used for port attack m% u) [$ v( h$ ^
PM_AF_ATTACK 32 // used for AF attack
' X5 ?& ?+ f8 |4 NDropped any reference to secondary values for land and AF as they served no special use.
5 T N! S* S/ m7 {; dClarification changes: e9 ~5 w4 T+ Q, W, h* |
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; Z- h' h, Q& F/ J. n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," x7 b/ u- y7 u1 D
MONGOLIA(91) or TANNU_TUVA(92).
2 [% _5 e/ R \4 i) b. Z0 Ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases* x+ H. v5 _6 {2 O* @
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes% P+ C4 W# v; N+ {1 ^+ s
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) n2 u( i( ~; L, Pafter Soviets are activated, but can’t move) j0 P' _& @: R& x! |" _2 c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
4 S( S3 }9 r. E9 odisbanded in port.
) q& n2 W7 J5 i9 m% B- i7 x8 l/ be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) t9 r2 N4 t6 H' H$ _2 N6 Mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |