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: w {1 ^4 O) E" B7 \http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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+ _. ~& y( a5 }3 w ?Change History:
2 A7 k' F/ G) |2 zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& G1 r, c$ R c! B* E3 w# J4 x
1. Seventh Update – This release is a comprehensive release updating all previous. ?- l. U8 E2 {5 B/ t/ C: X
versions to v1.01.17 beta
3 a* L* r# O6 S2. Code Changes& @; m" z" e( F$ I% G
Fixed
+ L* Z u' p! r( c; c4 x. A1. Display of AF/Port icon between player saves based on player's intel/ ^! z1 h1 {5 O
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 ~( q B( K: a1 L
weapon list updated* A! J- z2 n( j+ q/ b8 s2 U
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# {" m4 I: V* g8 q: c4. Allow smaller 'reserve' space for small groups on ships
" Y2 O$ k1 j/ P) r5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: G! ^# P/ }2 _ ], Q6. Correct attacking plane count before final post-air combat
/ a4 z2 K: g& L3 ?* d- e8 O' K5 p7. Pilot promotion may have occured in error sometimes
4 \" m' ?* U, f, D, r" S' g5 r8. Raid detect message sometimes dropped of the combat report
8 [, h9 r2 ?: M, D6 X9 Y1 |( d6 P2 V9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 E- j3 W5 F V. fgenerally6 }0 Y; v4 i$ Z' M
10. Some pilot-leader connections were being corrupted7 s% N b, y( C! Q0 l
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& @6 t. `3 T0 j0 p( Z
other move issues due to the incorrect indicator$ o k- m% q0 U; ], k+ }. K
12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 F6 y/ n4 a, l
damage
2 m% F1 r! j& E) l1 z% j13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, k# T) Q0 d- Y1 U
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ j5 Q) c' j# K: ?2 K9 E0 H9 ^; gdate sort
) X( E, S# a6 e3 ]15. ASW groups not allowed to attack sometimes* w" v, f) Y+ i4 t* _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, M. m- g1 S* h" I7 a
HQ/LCU to jump to reinforcement queue) c4 Q: c$ A, ^: _% [+ g
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 S* J$ y* }% Y& t18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 d2 b; U0 ^; L" Y. B( d/ f
at start of AE but crept back in sometime during updates
# `) p5 q* p' Y) v/ ~9 I* i8 C G19. Removed the fragment/parent swap during a TF unload as it could often orphan the, p' }- ]4 ^2 k; [" q2 {
fragment.2 F0 s* E# p+ F* H: `) l
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( T T9 a) K- l. c H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& P/ E* y% A: c/ A0 z3 wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full* A, ^& J6 S) X& h. Y0 P/ X0 C) D2 B
set9 n- D6 J% B) B% g5 m
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: l1 c3 n3 z9 F: s- C: w2 [8 j1 J
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" U8 S/ x7 |+ S$ E) i1 S
24. Bug caused F/FB to sometimes bomb at low altitude1 x, j d) q5 ]; Y9 Y" P W: A
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 P) {, Q1 e9 V0 o( V0 moccurring properly.
& i/ j* M* f! H+ Y$ o2 q, P26. Bug in Industry 'failed' indication not showing properly sometimes7 l9 k* O4 K! M7 w( Y8 V9 y$ d. d
27. Location check at scenario load to include small map sceanrios3 w- f6 H& d' u
28. Bug in air supply to fragments in a non-friendly base hex
- I% U1 @ i4 F' q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was3 b, U" x8 K% }
being set to homebase before execution of the mission – ie was returning to base
' P) ~. X" M" p$ d" _: f( Rimmediately4 z% D* F" W" h$ U0 {( V
30. Error in Strategic map display
1 D' H2 w- V. m! W/ c31. Additional and stockpile options were not turned off when base was captured! F% I" D. ]9 z+ S& A2 k, y% ]! Y- X
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ z/ J' O) s( m; c! W- g
mouse over
% y# ?: q; R6 A5 D33. Army experience being gained when not 100% prepared as per manual; changed to allow1 L: t- a& ^! x. p2 ~* Z
chance to gain experience if >75% prepare and < 50% national exp level
7 o/ h/ ?) J8 m7 [$ |4 @- J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- b. v' V4 M; c V$ p& h
alleviate the incorrect experience gaining happening while in reinforcement queue8 f9 s' v0 [& R
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ C" f) r. ^, w8 ~8 Ccaused unit to jump “off-rail” and move overland
9 Y' n% E5 c8 u4 t; G* C36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" j# K# P0 Y2 F: i4 Q
37. Excessive accident messages on unload from TF reported
) x; a% F+ h5 j" n, c* g& `38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% M! Y) r" p, D% G% A% Imerged causing smaller size unit than expected$ C& S V* P# M3 g- s1 q2 K
39. Corrected possible TOE error in scenario data load for inactive units
7 h- |3 R. ^/ i: G+ {* ~( v; @40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- |2 f$ }* G% ~; _% lhowever be allowed to do this.3 N& K$ z3 s. y$ @
41. Possible CTD if sinking ship's load was a group
; j4 B" b/ r8 Q2 ^- K# n: [% F42. Limit the number of devices built from resources per unit during LCU replacements; this. c/ D: H- @! [: A
was causing an over production for that turn
9 R& \5 p l! P/ f3 z6 b& O43. Retain day/night setting when creating group fragments
8 n# j5 S& c; |; ?5 g44. Adjusted supply and fuel values in base list not to overrun the space6 P. C; E+ L ] x' Q4 G; V2 A9 \
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, v: s7 Z0 o1 V W' E. L) oadded YMS to Sweep TF in line with manual and code$ s0 C: r$ e0 C/ D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: ~$ d* R' R* v) `6 u+ R# `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# C! i- }) O, ^/ K* H, n7 ?rebuilding of destroyed units is not affected by this.
" n) \) ?4 S& e47. Carrier capable and trained text not showing together on Group screen! @, o- L3 z, h4 }% }8 O1 f9 e
48. Handle any blank re-name changes by ignoring them" u8 F* s% Y9 N* ~7 J
49. Possible CTD when air fragments combine9 T3 f& A; X4 X9 q- c$ ]9 P( O
50. Unloading TF can freeze a LCU onto a ship under some conditions) ?0 c5 A' |6 n7 n$ ~2 P" y
51. AI not behaving if main HQs missing (affects small map mainly), r/ R0 {1 k$ R7 F# u% P2 W+ G6 u8 k
52. AI using AGC for normal land units – removed from TF if not needed+ b9 i9 }: j+ [* N; U
53. Soviet activation message not in Ops report+ i7 f! r& X# Z- B/ u
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
& Y' O0 {! f) Z55. Clear Soviet air balance if not activated. Possible incorrect base switching
& s5 K9 ~ R" {- q) M56. Sub attack against docked TF not happening for port size <31 B1 J9 r% _# u
57. Unit type changing unexpectantly6 ]0 }) V" V# E' E0 G9 ^6 r
58. Torpedo replacement on plane sometimes is missed$ x( I+ C. h+ O1 H8 M
59. Double handling of overstacked supply requirements
' w. s7 n4 @% V: e( h9 {60. Fixed alternate weapons for port attacks# g7 W8 c6 I' H+ z, o: l' T5 k# y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# U8 m# U; a0 Nsometimer in the ship repair cycle.
& F) q4 e9 l3 u+ A8 H7 f62. Ship tonnage over 32K could cause repairs to fail; i2 b, B: g5 w5 O
New: p4 V) |* r O" H2 r: u4 D
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
8 v0 A+ O! n! J- [1 p, K( qport3 p- l2 X2 m: ?/ U/ I [1 {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( {5 z( s. I: g1 i, w9 A" t. b" i
Tenders not counted
# @0 V8 ]- O# Y* a3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* {* _# n1 f( N9 ]7 f8 Q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. q0 o6 R/ s7 n/ _to remove damaged ships from TF- h. }% D- D/ B/ R, n( ?+ u
5. New filter for “non-building” devices in Industry pool screen
0 O, i8 o5 g+ w1 {( s9 Q6. New filter for “non-building” aircraft in Air Replacement pool screen
, K5 B; u7 w; F# h5 S0 V7 S$ J* t9 p7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy x" H5 A2 i% g" z( L+ F4 ?
mines (^) detected8 E z- g: @+ ]! S# b& o
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 }" R, |. l7 Z
‘button6..’ image files, then these will be shown. If not, by default there are shown as2 T6 X2 Z7 J' x4 J6 X6 ]
standard parachute unit icons `7 F: Z1 M/ k# l0 ?& I
9. Air/port damage and building is shown in base mouse over% a1 D* H Q5 k7 }% w! r
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 c0 H! b8 m, ~6 U, z- v1 W
11. TF can be routed to stay within coastal hexes as much as possible% J0 C$ Z, [9 d/ i+ A7 [. l
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: r: P8 Y( S, g! W. {$ }
13. Added option on group and LCU reinforcement screen to turn off replacements' m( s1 y* M. u6 W0 `
14. Current base can get supply returned to it when reserve planes returned which were9 A5 |' z6 m% |7 d# l1 _3 u
originally supplied from another base
( O( N; E0 I% g5 M15. Unit type filter on Troop Loading screen% v8 X. z7 D( U9 V
16. Report killed ground units if not in combat report
% w, l! q: \) G# c) J) O8 X) DChanged
! ~; H+ e- C* D/ E1 \2 n6 Z* [3 u/ U1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. b' ^' c2 C# g& I# i(complements fix 18 above)* c+ z, w. A, `$ q* Y5 ^" f* Y
2. Permanently increased pilot array to 70K
( v9 D) H5 G- Q% Q8 O3. Increased number of air combat rounds are a factor of total aircraft involved
+ v8 S9 r" f4 i- K4. Allowed submap to submap movement if land connected for land units. Should have been
' I/ f k. z) p8 n" k" B: gso as per Andrew Brown
* v4 J5 L3 g: U9 K* u; i5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: c% R4 `- Z c6 T; T3 @& T' jdelay toggle instead6 X+ R- q3 W2 M
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
`1 O5 t+ S' m) kmaintenace a bit more
$ d% B( D" E# K7. Support device replacements won't decrease the overall experience of LCU units. This does' _" C- w5 N' N/ U( _( x
not alter the overall EXP change due when any replacements are received.
+ y7 m( W0 D+ A, E5 Z2 j# [% H8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! V2 s. P0 C3 X. D$ b
between the two but could break current games.
9 G! x0 p- o( o+ f; u) d- @9. Some LCU Prep points may be retained if unit is experienced+ v9 S9 t* N0 J# N! d! H
Notes
7 T* g Q1 v8 ?8 l! @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* H, h( _" ]! o6 `) m i( Q
should not change player or HQ, even if not in play. These original HQs are used by the AI
4 E( i& Q/ t Sroutines so changing or deleting them can put the AI off. Changing other elements should
! K: k& ], k, w3 ibe okay.
3 n J4 l2 O; a' ^2. Clarification to weapon filters for aircraft:: G4 D4 A" Y ^+ d3 Y1 h
PM_NAVAL_ATTACK 2 // used for naval attacks' g. |3 p/ `8 [9 |$ V# s3 w
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 A7 a3 M" Q' `- G
PM_LAND_ATTACK 8 // used for land (ground) attack, L* X& |4 S, Z. R" w* O
PM_PORT_ATTACK 16 // used for port attack
4 n( ]8 U3 ?0 s. a: X' ZPM_AF_ATTACK 32 // used for AF attack
- B7 V) @+ U) q+ t, rDropped any reference to secondary values for land and AF as they served no special use.9 |7 H! P* F. S+ f
Clarification changes
9 t& x2 K5 n) X. }) B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# T/ a# P" t# \3 u6 C& I. y5 cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 w# j+ M* X+ {/ l2 z( t+ x9 k- F
MONGOLIA(91) or TANNU_TUVA(92).
* [5 J2 b/ c& }" I8 ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 o8 }9 ?8 g1 U+ j0 {
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' @* g4 k8 H7 H7 B) X
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 J2 i$ l# W' r4 w0 kafter Soviets are activated, but can’t move! l$ J& ~* h& f1 G8 B1 E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 C9 L! A" d( O2 J
disbanded in port.2 e4 |5 Q8 y& D& p5 e% j" ]
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ X8 v! O: x3 Vf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |