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" R* x" g9 H2 V8 M- ohttp://www.matrixgames.com/forums/tm.asp?m=3185062# ~- B" ]% Y, C! T. | c
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D( e* c3 l; b2 H* ~大量更新,详见列表:
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Change History:5 K/ {, k: z0 O) q( \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 `/ S+ P! h9 \; L
1. Seventh Update – This release is a comprehensive release updating all previous
9 T: Q1 F6 }4 M( b& fversions to v1.01.17 beta
* k9 T3 m3 P6 a5 }7 F2. Code Changes
, H% q+ ~- S8 G% N# }Fixed* G, U) k5 }: Y2 z
1. Display of AF/Port icon between player saves based on player's intel ~1 k _* T3 W7 s2 @3 R
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" i5 P Q M8 i9 Dweapon list updated0 ?# \8 A& m' `3 k& S1 u
3. Reported cargo/troop safety values incorrect when no cargo/troop space# Y2 a( w X3 ]9 @; k
4. Allow smaller 'reserve' space for small groups on ships5 m3 c6 q+ M4 @+ W: k
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% m" L' }( j& S( V2 L( q6. Correct attacking plane count before final post-air combat2 Z/ R6 [2 @& _6 a2 Y
7. Pilot promotion may have occured in error sometimes4 D C9 u3 K' Z* M& o3 K3 L5 {. |
8. Raid detect message sometimes dropped of the combat report
4 ~: Y) k- s( S5 o5 V& \3 c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ M! z" N* M# b/ w' U1 q, ~generally
% a0 t/ S2 e7 ?) s5 |10. Some pilot-leader connections were being corrupted
1 w1 @: o1 ~$ Y% z/ D/ p11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ a m6 N7 J) O% ?: T9 u" H
other move issues due to the incorrect indicator( f2 H# K& _$ S$ Q9 u1 g2 N/ T
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# @- l7 T1 ^( \3 R! e, Fdamage( b5 n9 \+ w. O5 ]
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 ]8 e2 D9 f1 x% u+ Z3 C# p14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
# Q- l, \, Y2 F# u8 Ddate sort
2 V; U$ F; e/ ]# e$ K9 V; s: @15. ASW groups not allowed to attack sometimes
0 Q: Z8 p7 ?- ?- O16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
1 e; X; Y5 T9 V- _2 rHQ/LCU to jump to reinforcement queue% Y. V( m3 p2 `$ _4 f0 }
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 s" P3 a% y. k1 d0 L/ [+ ?7 O- r
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
8 J& R i4 p) ?1 ?, ?at start of AE but crept back in sometime during updates
( B0 f5 u# l6 t9 f0 C8 H8 W, [% T0 i" v19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ u) c( ~: y" k8 wfragment.2 n! \3 r" i% Z* [
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' H. j0 ~4 M5 F1 Q! x' b w( @7 d
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 Z8 e, j V5 J. F: e/ ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full' K* ~% a1 _' U ?5 y
set
/ e' T6 c4 L" v( K6 ?' C1 ~/ ]' l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 m. z& f! D+ k; P1 O4 C
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) l, m! X/ G. y. b& R) P5 O7 z
24. Bug caused F/FB to sometimes bomb at low altitude6 Q7 y& Y/ P# L, s4 d
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ t p _/ y' ~4 a7 Voccurring properly.
5 G, e0 s7 c/ \3 \6 g1 G26. Bug in Industry 'failed' indication not showing properly sometimes' s. A; F' u1 `3 W4 m9 K
27. Location check at scenario load to include small map sceanrios, u! r" \; H$ v
28. Bug in air supply to fragments in a non-friendly base hex
8 c, t, N9 v# X% [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ [6 F7 V' r( P$ C, ]being set to homebase before execution of the mission – ie was returning to base# S5 D5 W' k- l: [" t# b
immediately( w: l1 H. U& ]* g6 Y
30. Error in Strategic map display/ Y8 g' J; j7 c, ^
31. Additional and stockpile options were not turned off when base was captured1 W, O0 h! g( O g
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 c* _" O( `3 x) p! [9 b
mouse over
. x9 y$ [. S0 w33. Army experience being gained when not 100% prepared as per manual; changed to allow" ~; Z, E. N* s7 z$ x( _
chance to gain experience if >75% prepare and < 50% national exp level" l" G' ~6 u( D7 h6 U. z* ]
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% |8 U' X/ Q. |( V$ b
alleviate the incorrect experience gaining happening while in reinforcement queue
& V8 t2 z+ B+ r) O' J$ t5 i35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 a) B( R A8 v0 F" W( k, U
caused unit to jump “off-rail” and move overland# B1 q- L+ L3 w9 f9 X
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, f/ V$ R# B5 n, i" W4 ~' p0 m2 I
37. Excessive accident messages on unload from TF reported
g" B6 F) p/ h# l! d2 c38. Reworked editor sub-unit merging as some devices could drop off the unit list when
3 f* R) m5 q5 p. z# P* E/ hmerged causing smaller size unit than expected
, W8 o( {% `! V39. Corrected possible TOE error in scenario data load for inactive units6 K4 R, Z) a: K5 |' U. i
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! Q3 f d! J0 \6 h2 |6 e
however be allowed to do this.
6 N2 A, @; g a41. Possible CTD if sinking ship's load was a group
8 b1 c2 J/ T2 N z- H3 M42. Limit the number of devices built from resources per unit during LCU replacements; this* ~% L/ K$ H! _, P% c
was causing an over production for that turn
( T8 _ {# Q- ~" e% ^) _43. Retain day/night setting when creating group fragments
5 c" x( [7 I) U" C3 ?44. Adjusted supply and fuel values in base list not to overrun the space
/ e4 H* N+ S, |- }# j45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 Q$ M3 y& j9 O) @! N
added YMS to Sweep TF in line with manual and code
: }% {0 i0 T: g* |46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
8 }4 q1 `* E2 k, p0 \1 m srule relates to the abundance of manpower and is not covered by replacement pool. Normal/ E. F9 G7 g! Y/ Q$ T7 T! ]
rebuilding of destroyed units is not affected by this.+ J; }2 K% G( u6 [/ S7 ?0 @
47. Carrier capable and trained text not showing together on Group screen3 h: r% N+ l& _& H( U. @2 C5 j4 P# J
48. Handle any blank re-name changes by ignoring them e A5 f* \0 M) v+ c) l% ]
49. Possible CTD when air fragments combine
5 Y4 e1 R. O: s) S- W' _$ \1 \( Y50. Unloading TF can freeze a LCU onto a ship under some conditions
' d, v1 G S/ Q: P5 w0 \+ e e51. AI not behaving if main HQs missing (affects small map mainly)+ O' b$ r% p% d/ X7 Q. a3 E
52. AI using AGC for normal land units – removed from TF if not needed' N& P5 [# j' c" W
53. Soviet activation message not in Ops report
A4 ?) i# Z2 ]' `54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range+ ?4 d2 j, {8 N7 L
55. Clear Soviet air balance if not activated. Possible incorrect base switching3 ?0 B+ u0 q6 C+ m4 z2 g
56. Sub attack against docked TF not happening for port size <3
* u8 B# Q L, O3 B: H57. Unit type changing unexpectantly* q! q# L8 T- S: O1 Q
58. Torpedo replacement on plane sometimes is missed
% m! d! Y: T0 p59. Double handling of overstacked supply requirements3 Q% s% C5 W9 h9 o5 R
60. Fixed alternate weapons for port attacks
1 E& x+ X2 M: B" |) h6 _/ y61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 ~2 x/ U( m+ S1 ~sometimer in the ship repair cycle.3 Z% W& X& s3 B2 [* |/ y0 M
62. Ship tonnage over 32K could cause repairs to fail# X9 {8 u! Z, ^
New
3 |# J6 r: q4 S) R+ f% H1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the% i/ C# e$ ?! |' s
port
! z4 o% i8 A* g, W7 }# @" _2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% D4 }+ L9 L2 ]: |8 N: V; w1 K/ o) _
Tenders not counted
5 H& ^+ }, W' ^! D( g3. When showing mine device on ship, show '!' next to mine ammo if can reload at base* [, ~3 J6 x. F( S) p, e. a+ ?2 x% \
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) x8 ?0 s1 T& O1 L/ g+ X' yto remove damaged ships from TF5 e) @+ T2 ^0 ?% F8 @7 E
5. New filter for “non-building” devices in Industry pool screen+ ~" R, Q" g6 `, D$ n
6. New filter for “non-building” aircraft in Air Replacement pool screen
+ I1 l$ u& d, \- N7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- T+ A2 V0 t, M( x4 r" M/ nmines (^) detected& \+ @6 V+ a1 `
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
E4 j) ]4 y8 @3 c: g1 c' W‘button6..’ image files, then these will be shown. If not, by default there are shown as
- m _: R$ ?* C. p8 ostandard parachute unit icons* r- s5 E; E2 m
9. Air/port damage and building is shown in base mouse over
) c' g. d+ y/ o3 e10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- t4 W$ z; c$ T9 z, J
11. TF can be routed to stay within coastal hexes as much as possible( r. U9 y/ }5 ]5 p( Y9 ~! j; H4 T
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
|( o' B& S; u" R( j# f8 F13. Added option on group and LCU reinforcement screen to turn off replacements
& u0 o% h0 z+ B8 b: i* M6 n( E' L14. Current base can get supply returned to it when reserve planes returned which were
) L& S. ~( l2 Y* Eoriginally supplied from another base
% M3 X O6 x4 g+ @- s7 x15. Unit type filter on Troop Loading screen. u+ [8 Q3 \& h0 j0 a
16. Report killed ground units if not in combat report7 G' Y& m. J, @5 Y$ @6 c' ^% b
Changed
7 a- I- q. A2 [* s+ S% o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
0 B; x- } h {# U* S1 s& P6 F(complements fix 18 above)% c5 V) V8 x7 C3 C1 R
2. Permanently increased pilot array to 70K. f* H: S* V! A6 b8 Z' k
3. Increased number of air combat rounds are a factor of total aircraft involved; J% ]8 a0 {2 {4 Q! _
4. Allowed submap to submap movement if land connected for land units. Should have been
" H& E- q- T$ C& m: o2 x, Oso as per Andrew Brown; j( ^. V, S# y1 Q2 t; P+ S5 h; ]' r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% m+ g( p3 t* m: ?5 j
delay toggle instead
& k5 r* ?% Q5 O: u6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 ?) _" k: h" M. S9 Dmaintenace a bit more
j' {# B: ~7 v Z9 q1 l. J% k7 N7. Support device replacements won't decrease the overall experience of LCU units. This does
/ @7 G' m9 c# c% w3 O! l6 ], O, Vnot alter the overall EXP change due when any replacements are received.1 N& B: f& G7 u# ~( k. n4 @9 k/ S& `
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- ?" |" a7 O6 Q2 mbetween the two but could break current games.! b% {' T4 U7 D+ D2 G2 t
9. Some LCU Prep points may be retained if unit is experienced5 n" d& I5 x, U# x4 w
Notes7 _, K) i& B& y( l- |
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
4 B* r0 h" [- d* o" M2 H; O$ |should not change player or HQ, even if not in play. These original HQs are used by the AI
& V5 d% P+ ?+ S8 ]$ z6 proutines so changing or deleting them can put the AI off. Changing other elements should
) U* q9 S2 n# C1 ?& ?/ |be okay.& j4 m2 Z, r' u: A; ^
2. Clarification to weapon filters for aircraft:
4 W. G* N2 Q$ R- BPM_NAVAL_ATTACK 2 // used for naval attacks
+ Z( I8 @+ D# N @* Q% cPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 w: c' ?- b) \0 d3 |5 Q2 nPM_LAND_ATTACK 8 // used for land (ground) attack3 Q. p! H* V( k( W/ i/ J8 ?
PM_PORT_ATTACK 16 // used for port attack; I& G2 ]& l2 R% D1 W0 T
PM_AF_ATTACK 32 // used for AF attack
6 E; B3 A# M% B. oDropped any reference to secondary values for land and AF as they served no special use.2 r: x) d. y5 f e' ^7 R& T9 _
Clarification changes
. U8 K3 f: i/ n6 g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: v1 R" U5 }1 Z, V# Q, }* zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- x1 Q2 ~) o7 Y' t
MONGOLIA(91) or TANNU_TUVA(92).6 h: h+ G% Z7 y: h/ q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 O* B } z) Qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 I6 h1 [* C% K- t; r2 t
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% E& m, L. I% t
after Soviets are activated, but can’t move
* z1 J% z1 X( A. n7 }4 r$ _5 Td. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
6 k9 h4 D2 w) r8 O Z1 i. [disbanded in port.
* B0 ~& W% l# F' @e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 l2 }; ~9 v6 e/ n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |