具体见
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' \/ [' B6 |4 E+ D5 Fhttp://www.matrixgames.com/forums/tm.asp?m=31850624 C. ~1 z2 l+ |" r/ F0 \
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大量更新,详见列表:/ K; @4 }: q/ t8 A
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Change History:
! y1 d- S- i! B# E' gV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 T8 m" o, o. E1. Seventh Update – This release is a comprehensive release updating all previous
6 @' R9 G, u# v5 I2 x c/ Lversions to v1.01.17 beta9 L" t* Y3 q& q/ U+ G0 k) r
2. Code Changes
% r& s, S5 u7 }# |Fixed
2 U+ G8 K6 x( R9 s# D1. Display of AF/Port icon between player saves based on player's intel- S1 i) k$ C$ N6 B
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 E8 {" F3 x! ~1 [0 g
weapon list updated; v* t0 }2 l- R; J) G
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& M: y. B, P1 Q0 z" j& o4. Allow smaller 'reserve' space for small groups on ships8 X0 i& r8 g& x7 P9 h
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" g" J8 G e: \7 E. p9 `6. Correct attacking plane count before final post-air combat
; I0 v) r \6 o# G# l {4 V( W7. Pilot promotion may have occured in error sometimes( s. M' o1 y. c; y" I, o2 G
8. Raid detect message sometimes dropped of the combat report/ B, E' C, i& d9 n
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, F1 T1 @ [& Z( ?) { a( [. P
generally
: X5 c/ ?# ]. M7 n% q& k3 y10. Some pilot-leader connections were being corrupted% J0 Q9 c2 [) }& O, @- e" U) E+ v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 |) t! I7 [% \: J0 |6 e
other move issues due to the incorrect indicator
& A5 s1 {% O5 v& o6 y N12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 `3 ], k, f; ^: Y/ t- e8 Zdamage% I% F) ]' H5 |# T$ Y) {; V3 Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ u6 K: R9 C: b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& t1 Z- P; z6 D3 C7 M: ?date sort4 y2 v7 {9 D, N$ s
15. ASW groups not allowed to attack sometimes
- V- S; J6 r! @2 O) F2 O' C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& z( ?( s ~2 V+ P" m6 v
HQ/LCU to jump to reinforcement queue
5 F8 P+ J; Z q& s/ F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
) k; L, ? n6 Q1 {18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! m$ O& O! f. x! s1 Oat start of AE but crept back in sometime during updates
, {, G! O7 \" Z7 _5 |4 U19. Removed the fragment/parent swap during a TF unload as it could often orphan the% P$ f9 T4 A4 Z+ E7 k
fragment.
' @1 A1 m7 R9 H6 [$ h20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& `" F! F& y( ?9 N& J+ G3 e8 }. R
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
x7 B9 N& h% j1 ?" r$ sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 {: n! X$ j) k4 wset
$ L4 D% h/ b( g6 w0 W( J+ t. L2 r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: m$ @5 S% P# n. m
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- h; k* U3 i8 M7 ^) _
24. Bug caused F/FB to sometimes bomb at low altitude
+ B$ P& B+ R7 p' P4 c6 l25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 T0 x5 {- D1 {! f. A+ \
occurring properly.
$ f; e. l, L" A/ d- j7 T26. Bug in Industry 'failed' indication not showing properly sometimes
8 o# |5 ^/ t2 t. q! {$ ]* O27. Location check at scenario load to include small map sceanrios
+ \$ q4 v/ Y% i' d3 J28. Bug in air supply to fragments in a non-friendly base hex# t& i$ O% c1 l. J, {/ r
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# o5 ~ C) G" g( k6 Q" M+ i$ nbeing set to homebase before execution of the mission – ie was returning to base! @1 E3 J3 w1 B
immediately! [4 p: J; @$ {# c$ A1 ~' i
30. Error in Strategic map display; F! x8 S" e# _7 g
31. Additional and stockpile options were not turned off when base was captured9 k+ T/ A6 |7 v0 [
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 x2 z( h7 P$ c9 @/ J/ W1 Cmouse over
" \! C" u. s: I$ ]) M33. Army experience being gained when not 100% prepared as per manual; changed to allow7 p' E/ o: [& b" Y. `5 a }/ ?( G
chance to gain experience if >75% prepare and < 50% national exp level
, P0 O' M0 Q5 N) s( y7 I9 k34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 n( i) m6 [( B8 L8 b% calleviate the incorrect experience gaining happening while in reinforcement queue# a& L/ G8 |7 c; e
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 C1 s8 u* P2 F4 N7 C
caused unit to jump “off-rail” and move overland
, L& A( I3 V* e0 s' \36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 p) R4 q( l: x2 ^1 n6 q ]
37. Excessive accident messages on unload from TF reported& |8 Q3 ^7 Q8 _
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: X! D; q5 T. L3 b' F G% L
merged causing smaller size unit than expected
2 j8 b( T6 t6 { X: r39. Corrected possible TOE error in scenario data load for inactive units% i: J% J4 c8 Z) L, Y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 ?/ ~- v8 s/ k% Z, o/ q+ i+ Lhowever be allowed to do this.: {2 _0 j0 I4 G" c
41. Possible CTD if sinking ship's load was a group
; q Q' i$ z1 L7 _6 Q9 ?42. Limit the number of devices built from resources per unit during LCU replacements; this
; p& r( E! a' F3 iwas causing an over production for that turn* | l, ~7 Y0 C! a
43. Retain day/night setting when creating group fragments
0 R& ~1 A, H8 I4 S& k44. Adjusted supply and fuel values in base list not to overrun the space
1 N% ` r" ?. N! J# C( A45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; c$ ~/ M% P2 [/ W+ q3 W, w e& M* yadded YMS to Sweep TF in line with manual and code
( h$ e% L0 B% q) K6 ?46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ p9 x9 L1 s- [$ Z) W0 }# xrule relates to the abundance of manpower and is not covered by replacement pool. Normal7 F9 ?% X- B# I& t! z2 G, R9 X
rebuilding of destroyed units is not affected by this.
) f8 z7 t( G$ V+ q47. Carrier capable and trained text not showing together on Group screen" t8 J k5 E9 e# I+ d
48. Handle any blank re-name changes by ignoring them
+ \/ ?! v, J6 o49. Possible CTD when air fragments combine
' E" j# z6 T- k7 P3 A6 {50. Unloading TF can freeze a LCU onto a ship under some conditions
) w4 M/ |$ X& ]' p- `51. AI not behaving if main HQs missing (affects small map mainly)
. M; q5 X7 N& T4 Q' V( y' s3 ^7 ]1 q52. AI using AGC for normal land units – removed from TF if not needed
2 a1 o! R* Y- Z B3 o! {) H53. Soviet activation message not in Ops report
& U& ?6 `' {3 d8 o% v54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" @5 p4 H) K% ^3 U% N. V55. Clear Soviet air balance if not activated. Possible incorrect base switching
( f' n- F' R# P& c9 D56. Sub attack against docked TF not happening for port size <33 d% d$ L! T1 M; l
57. Unit type changing unexpectantly0 `+ C# Y# k5 I8 a0 c
58. Torpedo replacement on plane sometimes is missed
% M5 G1 e; X5 W ?; R59. Double handling of overstacked supply requirements# O, P! P# z9 P. H, y
60. Fixed alternate weapons for port attacks
$ R0 w* g# t1 r6 @# U$ o61. Corrected weapon system damage to show after combat on ships in port rather than wait till( g! J/ U) \9 w+ E
sometimer in the ship repair cycle.% x& U% \: V: c: y
62. Ship tonnage over 32K could cause repairs to fail6 Q# F/ i# c1 B# D
New1 ^0 x7 [( B, U( I
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
$ n$ M. [ }3 y+ G% x2 ^! m9 P# {port1 R: h8 h. \3 ~* U( ~* v4 Q
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ T$ E9 k/ R) o+ J1 f o, FTenders not counted& s& p: ?2 ]6 U! ?) Q) A$ A
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 m, ^1 Y3 \; ]: e6 Y4 ~4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method3 K. `: M8 q9 X% A9 D7 \& Z
to remove damaged ships from TF3 F* E! k0 b- N/ p: }4 c
5. New filter for “non-building” devices in Industry pool screen0 Q5 H% h1 }% r" n
6. New filter for “non-building” aircraft in Air Replacement pool screen
4 P% h1 H- p2 z B; T4 T6 _7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( s% D' L/ L5 j8 K! bmines (^) detected# M# V% _; `7 r5 y* [8 i3 s9 b1 o
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" ? y. p' i/ }( J8 E‘button6..’ image files, then these will be shown. If not, by default there are shown as
$ M# Y/ ]/ `8 }) ]% ~standard parachute unit icons. N7 U" d2 f; ?& u v& U
9. Air/port damage and building is shown in base mouse over3 {: e: L" E# P7 U3 I5 E( ~
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
: G- G; N( r/ x9 w# W5 d11. TF can be routed to stay within coastal hexes as much as possible
! U" `* v9 r1 o7 ], F2 T# V# x# g12. On Top Pilot screen show the 'ace' cut-off value if more than 1 n+ j4 ?' l4 Q* ~
13. Added option on group and LCU reinforcement screen to turn off replacements
3 Q& X% {2 k5 S: s+ H0 `7 ?14. Current base can get supply returned to it when reserve planes returned which were) `4 f( y/ {& w. Z D" j
originally supplied from another base
% g0 T# e: Z/ v, g15. Unit type filter on Troop Loading screen: K- w+ Z9 ~5 O. O, L4 p0 w
16. Report killed ground units if not in combat report: a* L% j! E/ H; t, J
Changed
& E3 F( j5 ^: O% O, V& p K0 i: C1. AF of 8+ have AV support doubled for purposes of determing support for air operations' [% _/ S- {/ F% t
(complements fix 18 above)
6 |* l6 h0 {9 h1 ]9 N2 m2. Permanently increased pilot array to 70K
' g) r- L7 W% S& g$ i) u! f3. Increased number of air combat rounds are a factor of total aircraft involved
+ U- i. j& B0 o4. Allowed submap to submap movement if land connected for land units. Should have been
# {# m3 U& @' k3 m* F2 [8 I1 u( W& Dso as per Andrew Brown
# H# o' q$ u! T7 Y8 j5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 x/ U" x' f# E. s# ]delay toggle instead9 M6 y: V0 @, I/ E8 s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the8 a* d( ^' M+ d. ^: `
maintenace a bit more
& A# I+ A4 o+ n! R) S7. Support device replacements won't decrease the overall experience of LCU units. This does
& j9 h! Q& H1 L9 Lnot alter the overall EXP change due when any replacements are received., ~; p1 A, Y5 r) H1 o# _' ^
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# F9 U8 p7 c" S% k7 w; r7 P
between the two but could break current games.4 M6 U' Z q& d+ h/ t0 Q6 B3 ^, s4 N
9. Some LCU Prep points may be retained if unit is experienced
$ O. J' Q) {! E: \# U8 k$ L) ^Notes
4 w- D0 l4 H& g- l; n% J! V1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' `' }* f' y0 G* }2 U
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 I# L# f1 e4 c$ d% lroutines so changing or deleting them can put the AI off. Changing other elements should
* r6 H, b; S+ B; h$ R: _1 Abe okay.
. l6 I: o4 d( Z! I7 i) X- ?2. Clarification to weapon filters for aircraft:+ B+ q' P& G7 n0 k# z
PM_NAVAL_ATTACK 2 // used for naval attacks
6 p% @! n) s* D# ?5 v; rPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% }% y4 H4 N1 `0 n4 W! n
PM_LAND_ATTACK 8 // used for land (ground) attack
9 ^, I' h3 d4 {PM_PORT_ATTACK 16 // used for port attack0 l# P3 q; H! F5 J( z7 j" a* S
PM_AF_ATTACK 32 // used for AF attack
" U3 }( [ q) u4 v- O4 y, D& oDropped any reference to secondary values for land and AF as they served no special use.5 q- e8 T5 |6 r- \2 E" c
Clarification changes
# E! y# R1 J) J/ j' X4 c' X1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: b5 s! t% [0 |( R3 g* ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
: S$ @/ c8 v+ A5 V8 ~MONGOLIA(91) or TANNU_TUVA(92).
) K6 K* P; |" ]6 A& ~a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ e( \( A* m6 L% e: o* S1 D1 [- k4 P9 O
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes9 V, q0 @; V+ g" o
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( o- V o" m7 h& C, I) m* S" v& c
after Soviets are activated, but can’t move/ P( `' i7 i P* m( o
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* ]/ u" ]% F* g% s3 g; q9 F
disbanded in port.! T. }" Q& I: h% A
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' ]1 L+ z6 D. q0 i2 c$ ~# O# H
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |