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7 {9 G; j( k9 K& Whttp://www.matrixgames.com/forums/tm.asp?m=3185062
/ I( t% F3 _ s9 @: ^& r2 b( c
$ O" Q! Z5 [7 S2 m2 U8 C已经共享到岛群QQ和本论坛置顶资源帖
" C G1 T1 Y! q. ^ C* j4 ~
4 q% ], t1 m$ P- B- {大量更新,详见列表:
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9 a( D' a! J& x& T( B! \Change History:2 C& i. H5 S6 P; s3 o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
. \0 A1 E# S7 i5 H' f* t: c1. Seventh Update – This release is a comprehensive release updating all previous
% u& J7 O- _# n# K. Eversions to v1.01.17 beta
/ P2 t, P- s- E$ D$ }8 @9 x+ B, b2. Code Changes+ ]5 S& ^6 l; v# j8 w: W+ y
Fixed
- b! G0 {: X4 I' A" r1. Display of AF/Port icon between player saves based on player's intel
, ?9 i9 z) k7 q" S! s. L2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% p" C! _2 O) A% [
weapon list updated
9 g' w: U) A' H% ]3 k3 A3. Reported cargo/troop safety values incorrect when no cargo/troop space
; m: r- n7 h0 Y4. Allow smaller 'reserve' space for small groups on ships* o- j7 j% |1 Q4 X5 A3 |% x: D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 I) v) D4 G n: X) V6. Correct attacking plane count before final post-air combat4 p. U6 O2 f6 O# @6 x ~
7. Pilot promotion may have occured in error sometimes2 {3 u, ]' C1 P
8. Raid detect message sometimes dropped of the combat report L! Z- D% t* m
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ f* G9 f! V3 k& a& N2 Z7 \generally
. s3 h; v; t: ]5 p# j! {- j8 R& h10. Some pilot-leader connections were being corrupted) [, }5 ~$ }- b9 z( `4 K
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 |" O' H5 D/ Q' J5 y
other move issues due to the incorrect indicator3 @1 ?0 v4 s5 G& b7 j0 _
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
. D" n x( o. q( G1 z6 ~3 Cdamage
4 W$ \/ J" R2 r" h3 a9 A3 O13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 F+ Z8 o8 _% d2 c2 O14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 H) |( ~# d+ b, O* T8 o; u9 _date sort
" d) L0 ]2 @* d% \' N- J8 a" R$ L15. ASW groups not allowed to attack sometimes
' q1 b Z- x, G7 ?5 X+ Q2 V: L16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 e) D' Q% m5 [( r# \HQ/LCU to jump to reinforcement queue$ h; v' ?- t3 G. Z& |7 R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 U" Q* ~0 Q0 p# Y) r9 P18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: Q8 s# u: h5 V H1 d/ m$ D
at start of AE but crept back in sometime during updates$ W$ ^9 p! s& |0 k
19. Removed the fragment/parent swap during a TF unload as it could often orphan the) J8 {! Q# g4 a/ }
fragment.
5 [8 u* |+ R: E2 M7 j9 H20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade7 E7 d( F6 l; b4 b& ?2 q% q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& w) l% g$ s: w2 q/ R) y* W
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 O3 E# u/ O4 g1 U9 ]; C" \; Z
set% e+ X) I9 r& u" J: y! b& v) ?
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 e' u0 n# ~# q2 \# ~1 K- n% x
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" j, k* B6 A% d9 ^8 ~
24. Bug caused F/FB to sometimes bomb at low altitude" s9 q" |/ [% T9 U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( T9 V2 z' W1 C' Z! X) L9 @) i; voccurring properly.7 ]; j2 h/ d/ H- ~* h6 I9 G6 i
26. Bug in Industry 'failed' indication not showing properly sometimes
3 B! o2 [5 o( O5 F- a27. Location check at scenario load to include small map sceanrios: C F6 X" A/ Y+ r7 y/ @
28. Bug in air supply to fragments in a non-friendly base hex
' ^! J6 r$ `: ~4 }: U, v U7 b29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' x) f _. d! _7 x, J% P7 Cbeing set to homebase before execution of the mission – ie was returning to base
( {/ N8 e, x1 O2 \7 vimmediately. S) g; y. @1 N1 s
30. Error in Strategic map display
; r- K2 A+ c, r1 `" } u: P: |5 C! }! E31. Additional and stockpile options were not turned off when base was captured6 b' _' ?3 C* j% x1 d8 Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( \- |# R. d$ w, K) e0 `1 _' D
mouse over
$ Q' V$ u+ i3 S' p33. Army experience being gained when not 100% prepared as per manual; changed to allow! `+ d" U7 B* _
chance to gain experience if >75% prepare and < 50% national exp level
( E+ m) {6 _% x34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 L. G6 i3 y) \
alleviate the incorrect experience gaining happening while in reinforcement queue
: j i+ ~: i" Z! p35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 E- M# f9 S$ q3 B1 n( R
caused unit to jump “off-rail” and move overland
( ^$ |4 K; F7 |! Y/ B$ o) F36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ d3 n4 j: [# |2 y/ Z/ L7 y6 P0 [) u
37. Excessive accident messages on unload from TF reported% C( l+ i( g- ^' i
38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ d+ `. K r! M e1 I% l
merged causing smaller size unit than expected
8 N( Q" F3 H+ j% u9 |1 I39. Corrected possible TOE error in scenario data load for inactive units% P3 e4 b1 A) F5 n( E* x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 J, `4 h% F3 ?) @" F) ]
however be allowed to do this.4 i# ?* U: x* q% n
41. Possible CTD if sinking ship's load was a group2 u: `+ T4 u2 k1 h
42. Limit the number of devices built from resources per unit during LCU replacements; this* V5 { f. A3 U. A
was causing an over production for that turn4 ~- u) i; l6 f5 i: D- q6 [
43. Retain day/night setting when creating group fragments
2 h& ]# g& f- _44. Adjusted supply and fuel values in base list not to overrun the space
; R$ l( w8 a+ X# v$ ]! B" U' D45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 r; P& b) k0 b- n+ V4 t0 i# Z4 v3 T( Dadded YMS to Sweep TF in line with manual and code
2 r: K6 [ C" s+ x# g46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; d, V, P, [( x: E% s) H
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 S. f, P2 ^, _" Z( o' t- v# P4 z
rebuilding of destroyed units is not affected by this./ V- Y8 z% F8 L
47. Carrier capable and trained text not showing together on Group screen) |/ `# J/ t* e# s" Z- ^) t. I' `
48. Handle any blank re-name changes by ignoring them
/ |$ e" K/ n- g# v9 h# ]49. Possible CTD when air fragments combine n6 {2 |! Y, e( L L7 a
50. Unloading TF can freeze a LCU onto a ship under some conditions
& X4 C5 U* C) R7 g! q/ U51. AI not behaving if main HQs missing (affects small map mainly)# P J ~3 q1 x4 L& q
52. AI using AGC for normal land units – removed from TF if not needed0 Z+ n0 L {- {6 M
53. Soviet activation message not in Ops report
1 o5 r8 C/ ~& k) P* Y/ }54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 Y/ f L% g/ a% O55. Clear Soviet air balance if not activated. Possible incorrect base switching3 t" B; B6 ^; B& f9 |" O% p5 f0 D
56. Sub attack against docked TF not happening for port size <3
! U$ E* l8 X1 W2 L9 }9 l57. Unit type changing unexpectantly
- l7 \. h# T6 ^; Q/ }9 e58. Torpedo replacement on plane sometimes is missed a( A& z3 {; R; K
59. Double handling of overstacked supply requirements
3 g6 k0 c. S) n60. Fixed alternate weapons for port attacks- N5 _1 f; z: w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 \6 z" V; N8 H* f7 D
sometimer in the ship repair cycle.# L! \6 p7 G" j. e+ ?* @
62. Ship tonnage over 32K could cause repairs to fail$ e& v- l# f6 O0 d5 |: M
New# S" D& _0 A7 s0 b3 T% t$ }
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 e. G: g1 l4 S4 z1 qport
9 d b* c( u& i0 Z. K! }' s2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& T/ C& }6 G+ n1 c4 N2 S+ ]' w" NTenders not counted
# ?3 n2 D# }4 O O+ {3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. d* o6 u$ r( _4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' d9 I! {$ i: I* u
to remove damaged ships from TF; V4 \0 K9 `! G# m" O
5. New filter for “non-building” devices in Industry pool screen
0 K$ B" M( S( d6 t6. New filter for “non-building” aircraft in Air Replacement pool screen
6 \# Z5 _) V0 E! y, i6 V9 ?7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 a6 N3 Z+ o( J
mines (^) detected
9 [' U" N! p6 b, L9 \! F8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
( f8 p( T( S# c/ }‘button6..’ image files, then these will be shown. If not, by default there are shown as' \2 C. G \& {+ L2 Q* O
standard parachute unit icons: N- D4 r% v$ q0 p7 ~& Z% ~* I$ M
9. Air/port damage and building is shown in base mouse over
9 ]* \* |2 C) i2 U: w# i8 N10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ J5 e% B, T; X8 \11. TF can be routed to stay within coastal hexes as much as possible6 q. y% n4 h, \- J. o
12. On Top Pilot screen show the 'ace' cut-off value if more than 1" n5 a: P2 C8 e" ?6 s$ J( P
13. Added option on group and LCU reinforcement screen to turn off replacements6 C9 O( t* v" i2 n6 d3 \
14. Current base can get supply returned to it when reserve planes returned which were9 u2 e) o" z- ]; t8 a$ @: W4 y
originally supplied from another base% i: z: s' Y/ f: M; F" v( G
15. Unit type filter on Troop Loading screen H0 J7 B* {8 i3 `0 Y: J
16. Report killed ground units if not in combat report( z h4 Z E8 N' g& ^
Changed
' ]( C: I9 f# A1. AF of 8+ have AV support doubled for purposes of determing support for air operations
2 a' p9 A+ @3 V- U& P, ~% Q( l(complements fix 18 above)8 n- P" P% j8 q' Q) x* H
2. Permanently increased pilot array to 70K
; A) {2 Z- L; a2 c/ x% W3. Increased number of air combat rounds are a factor of total aircraft involved6 b) x7 V/ ]7 E( e; {- p" C
4. Allowed submap to submap movement if land connected for land units. Should have been
+ O/ A1 u: W) ? B n- b+ J1 Yso as per Andrew Brown3 B1 Q' U7 z. E; Q+ @* D8 s
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 S8 x9 n7 K+ N+ K2 F* M r- Cdelay toggle instead
?) t: `, F( H; e& |8 F1 l7 J+ D* E* o6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 d0 M# P. I: U/ J) W! D8 zmaintenace a bit more: b4 l3 i8 K* ]- j& x" K
7. Support device replacements won't decrease the overall experience of LCU units. This does
; M) a" W: ~% R( T0 Mnot alter the overall EXP change due when any replacements are received.
( V. g- K! T0 w8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 c4 K6 j6 ?9 y! W0 I0 L
between the two but could break current games.
# C9 Q9 Y0 J8 E9. Some LCU Prep points may be retained if unit is experienced0 b# J% ^* }+ P0 E# Q: r1 x: e
Notes
, \; R; d8 X* A# O8 R1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; ]# n r" a1 o& T7 x- {6 h1 i9 Lshould not change player or HQ, even if not in play. These original HQs are used by the AI
" t& O5 g' n4 w Q- m+ }8 K/ }routines so changing or deleting them can put the AI off. Changing other elements should/ S. X7 n+ K0 d- b2 C4 h2 ~+ D
be okay.1 y! i* j9 g) @; P
2. Clarification to weapon filters for aircraft:. S8 k$ ?1 D( ~% @# J( X1 ^
PM_NAVAL_ATTACK 2 // used for naval attacks1 {5 q8 F: D' S0 h; o1 c
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 X8 B* L$ E$ V! }8 Z# q( WPM_LAND_ATTACK 8 // used for land (ground) attack
2 `- E8 i/ D0 FPM_PORT_ATTACK 16 // used for port attack
5 F: ^+ Y K- [* ~PM_AF_ATTACK 32 // used for AF attack
; v0 u5 l6 U: @8 ]& M, P8 pDropped any reference to secondary values for land and AF as they served no special use.7 t. j' Z6 u- T" U- {% P
Clarification changes
& q' b2 n9 Q b: {1 O* V1. Some clarification and changes in regard to use of the Soviet Motherland bases. These2 ~# {. }7 K2 i) c. V
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," N1 m- s0 `. s) }: P; e$ P1 J+ f8 K
MONGOLIA(91) or TANNU_TUVA(92).3 T6 Z N9 O3 e
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 z8 D& t6 g- m; Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
/ O* V9 U& P! d1 z) a7 Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 R7 w, b& B* Wafter Soviets are activated, but can’t move1 g o$ k4 {9 _' L; F9 V6 M/ h
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 H& Z* y3 }) T" o+ U
disbanded in port.
, n2 D" O5 u/ X( D+ Ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 O. |( X( x8 I+ F x, sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |