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http://www.matrixgames.com/forums/tm.asp?m=3185062
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m7 R( o; D) P/ D# `* k+ K1 J- N1 z大量更新,详见列表:
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Change History:
( ]0 f, o0 A9 @' `% t7 n; _V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! t8 V8 d% u9 E! Y
1. Seventh Update – This release is a comprehensive release updating all previous. |( h* o: ^4 \5 U1 p% F" W; X- s
versions to v1.01.17 beta
" k g7 P3 R }/ A: R/ o0 J2. Code Changes0 A; f+ X/ Y& P. i0 d& I
Fixed- t0 C+ @' G U, F4 a a
1. Display of AF/Port icon between player saves based on player's intel" m. I8 s7 H8 C) C0 c
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% L; o$ t" T" p/ zweapon list updated
8 A; y( W( t2 }$ r3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ y4 M, g3 Y- T6 X" h4. Allow smaller 'reserve' space for small groups on ships
" k: O8 w2 a0 G+ Y! D1 P5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" @: p2 N" f) U% d6. Correct attacking plane count before final post-air combat }5 T2 J/ w9 o) l* R: G* ?
7. Pilot promotion may have occured in error sometimes
; k+ g! b' l+ M ^7 i0 X5 B2 N8. Raid detect message sometimes dropped of the combat report F5 T( l! q5 B6 S
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted4 V3 j& T6 N! X4 {5 N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 J, r0 V/ ]) P$ A+ eother move issues due to the incorrect indicator
! {. ?; l* A# j12. Wrong ship sometimes reported in Ops report for TF movement which causes some& m6 V5 h' r8 W, u0 B! X" ^3 O% @+ P
damage
0 F7 ^# R- d* M( y# m13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ m3 o* f9 ^# m4 O+ u9 |$ N14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 B8 E/ P1 m: \! @date sort* s5 @( R! e# w: h
15. ASW groups not allowed to attack sometimes
- g' Q- J8 l3 d. E$ ~16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) B: l0 a$ k* b1 a& I& O* E& zHQ/LCU to jump to reinforcement queue! R, x& [, t ^1 h4 r2 N8 t8 A
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 Z, t: t9 e: D( `: I; o
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* B+ R9 x+ ]! _0 X5 e& mat start of AE but crept back in sometime during updates7 ]: r6 }! p" O' I0 t( v2 v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the% ~9 k! u# U$ a! L5 d6 P
fragment.
7 K' m. q! B3 w0 h20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 A( W* Q, {; S: `! U k5 F4 j21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ q* x' M( ^3 vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full7 G8 y" ~0 g$ [. L/ n2 _
set
/ ]/ u2 v: X# D t) P22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 k+ G& s/ a0 B; D8 a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
7 v9 |# S5 z, v& r3 q9 p: s24. Bug caused F/FB to sometimes bomb at low altitude, t% D! i( J+ V! w- p- x, R
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, D! P) P5 q/ c+ H6 }
occurring properly.
, l7 x/ u7 g! c& ]3 o' F26. Bug in Industry 'failed' indication not showing properly sometimes
; `5 t% d6 I8 w3 L8 F27. Location check at scenario load to include small map sceanrios$ \9 O7 t0 L6 } F& M! c/ h
28. Bug in air supply to fragments in a non-friendly base hex& }: W2 p9 E4 D
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ ]/ I2 p# h6 l: o; [& N3 Obeing set to homebase before execution of the mission – ie was returning to base3 ]; Q: O9 ^0 u" ^
immediately# z% n" X. L8 n: P9 {
30. Error in Strategic map display
D% t7 C3 j! g/ x! @7 F/ l& n: m9 r- }31. Additional and stockpile options were not turned off when base was captured
5 a0 A8 m% h: \6 s- X4 w6 I% T32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* m: F% m) h" f% j# P( {7 u: gmouse over
, Z' q1 [! D% z% M4 ~33. Army experience being gained when not 100% prepared as per manual; changed to allow
, S ?% |. g7 s9 c( o. b' W1 a( _chance to gain experience if >75% prepare and < 50% national exp level, _6 X% G; Z5 Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
) c7 A, L1 S* Q" lalleviate the incorrect experience gaining happening while in reinforcement queue% [: T! d7 z1 U& q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 y6 S6 Q: n7 |caused unit to jump “off-rail” and move overland g& x* k1 m' {( i. r( v+ V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ c9 E2 S# \" z/ ]
37. Excessive accident messages on unload from TF reported
: l8 v9 ~; O' I* ~* `5 E( ^0 `38. Reworked editor sub-unit merging as some devices could drop off the unit list when
3 }' S/ @6 R L( k. T8 I& k$ `merged causing smaller size unit than expected8 ]5 A n! x$ e& Q0 A
39. Corrected possible TOE error in scenario data load for inactive units
* x6 y! Y k3 n8 O7 ?& M! k" K40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) y( a. M2 h+ N# K4 o5 chowever be allowed to do this.
9 C9 W( A0 r( s5 d5 H1 R41. Possible CTD if sinking ship's load was a group2 s$ k# ^0 S2 P7 L! _. O# ^
42. Limit the number of devices built from resources per unit during LCU replacements; this
* {$ `0 n7 U" z4 `. dwas causing an over production for that turn8 D8 S& C5 Y5 A' ]7 S
43. Retain day/night setting when creating group fragments
) s7 |* m* _% t6 r44. Adjusted supply and fuel values in base list not to overrun the space
" T8 }2 x1 Z A5 U% T. J, {% ], f45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ e+ W* m: i7 ]7 @: qadded YMS to Sweep TF in line with manual and code
: E. f* Z" W3 [: T& o46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" C, I c* B, M( e- u: J% t
rule relates to the abundance of manpower and is not covered by replacement pool. Normal% O4 ?# r4 Z; _6 Y/ j _7 U; s: X
rebuilding of destroyed units is not affected by this.
. F$ \! Z% Q7 I) S$ k; G( P47. Carrier capable and trained text not showing together on Group screen
: H# q( d8 h i: M% E! N% t48. Handle any blank re-name changes by ignoring them- W* N9 h$ u6 c* ?9 ]
49. Possible CTD when air fragments combine
. r+ K0 e2 m/ L1 I; V4 W* k- ?6 @. W50. Unloading TF can freeze a LCU onto a ship under some conditions6 i `4 C/ ?$ [8 D3 ^ d
51. AI not behaving if main HQs missing (affects small map mainly)
1 F* y$ R- n2 i$ X! L( b52. AI using AGC for normal land units – removed from TF if not needed1 P/ q2 B% ~4 U" ?" c
53. Soviet activation message not in Ops report x/ @7 f9 g! z* b. \$ L0 e
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 t- V5 ?) V# z* u; M+ B) Q% o55. Clear Soviet air balance if not activated. Possible incorrect base switching: z2 q* f4 K% V" H r& f. ]
56. Sub attack against docked TF not happening for port size <3' N: s" y- b( i9 T5 Y5 H
57. Unit type changing unexpectantly3 b; v+ V" b- z) ~6 [0 [% a
58. Torpedo replacement on plane sometimes is missed
, I" X" @) E" N M59. Double handling of overstacked supply requirements
4 i- q% ]% q: W$ E60. Fixed alternate weapons for port attacks/ g6 h# h: e8 E$ J1 u/ R5 i3 A, R
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
/ K! f* X8 V* K! J3 I" {sometimer in the ship repair cycle.: u7 e% f) b J8 {7 K+ C# H
62. Ship tonnage over 32K could cause repairs to fail
8 {1 O; D' I( F. ]New
3 a8 @3 t, K0 j1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. f+ L+ Z( G5 J1 D0 k$ s1 \, [
port: x- _* {* Y* G, F; `
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 m2 C; X2 s& U! L3 v7 s# R3 @9 y6 @Tenders not counted
. b/ S I% o' m* V: \. T: S' V7 s3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- s/ `* \( `& r% x4 ]+ C. u
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 s) k. a7 n" C5 w; g
to remove damaged ships from TF2 K5 F" }( m- @, h* x$ [- y
5. New filter for “non-building” devices in Industry pool screen: W6 [( o. H) {5 w% h
6. New filter for “non-building” aircraft in Air Replacement pool screen" D8 ~; A3 _ P2 U' A4 m8 |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' n. B' `( d9 v+ g' Tmines (^) detected
{. j6 V8 r# K9 w# O2 j o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 X/ n& u) }% ?4 P0 A& p: j‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 ?7 X! B1 J" u/ `- Kstandard parachute unit icons9 m+ G6 {( C. i' ]! |- y: v4 c
9. Air/port damage and building is shown in base mouse over
( S/ z m7 o7 ~' ?3 L1 k10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
f) }4 f' \7 r9 X11. TF can be routed to stay within coastal hexes as much as possible
W+ n+ x3 U: w12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( s! W, N" R y- K4 ^6 t13. Added option on group and LCU reinforcement screen to turn off replacements* b, n5 l# C# T9 @* h" W
14. Current base can get supply returned to it when reserve planes returned which were
* ]1 N/ a" ]/ x4 Doriginally supplied from another base+ m' M$ U& p7 k. M0 R. q
15. Unit type filter on Troop Loading screen
: _- _* L* W1 P16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 g0 _2 y) H: s( C/ G(complements fix 18 above)
/ @5 F" v3 y, G5 J# a M( |2. Permanently increased pilot array to 70K, F6 w4 ?' T: ?8 F8 [
3. Increased number of air combat rounds are a factor of total aircraft involved
( K# G' S3 o" G1 S4. Allowed submap to submap movement if land connected for land units. Should have been
6 ~/ X6 y3 D2 L" R7 g0 Tso as per Andrew Brown: O9 h5 c+ @: J' M% \" s
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 W. T- V# X4 xdelay toggle instead
- G" q( j, x9 `: i3 s- ?( v+ ^# O6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ w& F4 I# ]9 h8 q5 M8 U
maintenace a bit more
8 q: e0 O5 P: n! p7. Support device replacements won't decrease the overall experience of LCU units. This does
& m+ l. ]% \& x$ R/ h! v7 Tnot alter the overall EXP change due when any replacements are received." z1 J8 ]& `3 G0 N* [
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 K6 j) p4 j4 r" Z* ybetween the two but could break current games.1 Z( K/ v- a4 Z. V3 l% @% H, U
9. Some LCU Prep points may be retained if unit is experienced
" I; u4 u9 V. [0 X7 E7 \; t p9 wNotes
s5 h4 o& c. M7 N3 Z0 I9 j H* X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 d1 u1 f) a. q" ~should not change player or HQ, even if not in play. These original HQs are used by the AI; Z0 p: | Q: {% g0 ?% w
routines so changing or deleting them can put the AI off. Changing other elements should
7 i$ m8 U8 G4 Tbe okay.
- h# U8 y% B2 W) ^$ Q2. Clarification to weapon filters for aircraft:, G1 q8 C/ I9 X' D" q6 h
PM_NAVAL_ATTACK 2 // used for naval attacks
l2 |$ V0 d& O2 k+ m! U$ ]PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)! {- L7 b! `6 B- p1 A
PM_LAND_ATTACK 8 // used for land (ground) attack: W9 J$ }" K3 t9 T+ W- u7 j A5 O
PM_PORT_ATTACK 16 // used for port attack1 P) t ]2 k. I: H% F1 ~! l
PM_AF_ATTACK 32 // used for AF attack
' o1 t+ n- y: M5 N5 [) QDropped any reference to secondary values for land and AF as they served no special use." w+ X, A& E) c% k+ R
Clarification changes) Q7 L# _7 }8 ?) P6 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These) ]' u8 ?) D! e. x! q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), D2 L0 t& C; Z1 n c: q
MONGOLIA(91) or TANNU_TUVA(92).6 _1 T7 L5 y% e K! C1 I5 o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases" s ~% Y$ P. K. c2 V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 K2 J# V3 B! ^c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; O. v* y, G0 d0 r. f3 U, ~after Soviets are activated, but can’t move
, U& Y& D( O/ ~ {* Zd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ F( w) |/ G; l" K4 F
disbanded in port.
! `( Z; E+ K! P' K/ V6 m1 p, je. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( m5 m/ _, ~3 f: H0 sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |