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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 {: e# f9 M9 k* ~大量更新,详见列表:
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Change History:$ p2 g- U w( w0 b9 P. Q5 O
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# C& }, t: h( `' Q( i$ g" ?1 o1. Seventh Update – This release is a comprehensive release updating all previous; K7 W+ r# N8 m, {9 q; {$ e/ z
versions to v1.01.17 beta
8 k H \# R6 d4 X2. Code Changes! c3 N' s! N2 w0 {% q# r
Fixed' k7 O! B8 r* q9 K% C
1. Display of AF/Port icon between player saves based on player's intel
; a* p; C! K) i3 C! \! Y2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when F. X' ^" S5 o a( c/ T9 N$ w
weapon list updated2 _. I3 h! g+ { h9 ?( X4 B
3. Reported cargo/troop safety values incorrect when no cargo/troop space
; g* [* e9 G8 H" {9 L f4. Allow smaller 'reserve' space for small groups on ships( M( q! E. \& }# e9 N( D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
$ [7 @( k+ n) n6. Correct attacking plane count before final post-air combat
/ Y4 {2 B2 l& s; t1 D" d7. Pilot promotion may have occured in error sometimes" f4 e, W' ^* V& W! f: d" Y5 U1 {
8. Raid detect message sometimes dropped of the combat report* L# Z' p: @ K! t
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 corrupted
, F; r3 y7 x" L11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; r& S0 ]2 |" C( ~& \other move issues due to the incorrect indicator
9 Y9 p' A- q1 t1 Y1 s( U% P12. Wrong ship sometimes reported in Ops report for TF movement which causes some# v4 `( L E) e) m
damage. y0 }+ i" X P) _; J, Q4 \
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ U2 _2 F! z3 K# u- g1 y& ]14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, E! P& }* s- v9 d- Edate sort& i# j; u" i* X
15. ASW groups not allowed to attack sometimes
& F( F f: X6 P5 m3 n1 W16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& h3 T4 s) Y8 V5 O
HQ/LCU to jump to reinforcement queue
2 \- N6 I9 m; i/ D) y17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 {* v/ Y0 K l# P8 ]* [! c6 z! x18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed* y& p5 k- F6 k
at start of AE but crept back in sometime during updates0 u/ `. [4 f' N8 u: @) i
19. Removed the fragment/parent swap during a TF unload as it could often orphan the" ~5 a7 Y m5 i z/ F e6 u* l5 _
fragment.
# }1 b1 M* V5 C, }, v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( v% a1 ^, r- |. P2 o* k, C21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- ~; o+ P1 X6 f6 ~* Ishort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# ]) V$ G5 ^; l; sset
/ X& J( o! m/ C; k9 z22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& |- o4 t" [3 F/ w) A# U8 ?4 I
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) Y5 w9 G- l9 d
24. Bug caused F/FB to sometimes bomb at low altitude1 R! o" N6 W7 \; ]: }
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ |# w4 J3 Z+ I m
occurring properly.8 _' W+ G3 r. t4 e
26. Bug in Industry 'failed' indication not showing properly sometimes' o% a5 D. F3 B4 f: C4 I1 W; }
27. Location check at scenario load to include small map sceanrios; G* a* O* U. }8 V( I
28. Bug in air supply to fragments in a non-friendly base hex
6 x" e( l4 } w" h5 c* S+ V4 B29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 u- K# C( n3 pbeing set to homebase before execution of the mission – ie was returning to base
, c8 _7 m! p7 `. @, `; V6 Qimmediately$ T! |3 I9 X! \( n& a: ?9 C/ ~( Y; @8 \
30. Error in Strategic map display
( a6 ~4 C2 a- f- l) S31. Additional and stockpile options were not turned off when base was captured
. a0 ~1 T% O4 l. `' N32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 E) ~8 j+ N& r# z* lmouse over% Y# l7 z g! W4 X! g
33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 m! d) k% A+ D" c0 ichance to gain experience if >75% prepare and < 50% national exp level7 Z+ N$ [ Y$ n ]7 R% w* E
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ V- b+ B# A& D* m5 |
alleviate the incorrect experience gaining happening while in reinforcement queue
) c; @2 B6 A4 @4 S! y# o35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
1 u( Z6 E, k2 {7 o, w. Bcaused unit to jump “off-rail” and move overland
/ l+ C5 R6 T6 s7 f% l+ d36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 O1 {5 D, l# B! o2 K5 W; b37. Excessive accident messages on unload from TF reported* D& \: ~6 J0 p
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; h3 n; m( ~4 j" t U4 dmerged causing smaller size unit than expected
' V+ c# x2 e% |8 S$ }% G) r39. Corrected possible TOE error in scenario data load for inactive units
$ g+ U+ a- `7 ~40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
' E# f- x ^! n- h0 L8 @& b7 Q1 ohowever be allowed to do this.+ E" v) w* b# X0 e" B
41. Possible CTD if sinking ship's load was a group- |6 h( Y ^- h$ c
42. Limit the number of devices built from resources per unit during LCU replacements; this1 k( s$ l) Z/ ]; z* W
was causing an over production for that turn( u- |! D( ~5 N! H) S7 E6 Z: P
43. Retain day/night setting when creating group fragments5 |/ k3 ` F3 A% ^: O
44. Adjusted supply and fuel values in base list not to overrun the space' N( @7 F% o/ R1 G" T
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" `0 B- j; ~4 w2 J# k$ P
added YMS to Sweep TF in line with manual and code
|4 a) j q7 v5 y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! i1 u1 r8 u7 ^2 Z' t2 Z: j Qrule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 G( z2 V' |0 xrebuilding of destroyed units is not affected by this.5 ?. ]' ?0 ~; v0 P! l5 P: b+ ^8 g7 R
47. Carrier capable and trained text not showing together on Group screen
9 U' J f/ Z9 x- ? E! i! {* K48. Handle any blank re-name changes by ignoring them7 v- b0 e0 j/ r2 _
49. Possible CTD when air fragments combine
% _% f d! r: R* s8 {1 H/ n1 ?50. Unloading TF can freeze a LCU onto a ship under some conditions/ o) \7 H) ?1 u) R8 [0 t
51. AI not behaving if main HQs missing (affects small map mainly)! W+ P2 H7 R p& h
52. AI using AGC for normal land units – removed from TF if not needed
& y0 |/ _# @4 m4 _7 m53. Soviet activation message not in Ops report
1 l) C$ t1 s4 k' w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- S+ g& z8 K+ B2 b55. Clear Soviet air balance if not activated. Possible incorrect base switching {) `# o; D1 `. b6 ~
56. Sub attack against docked TF not happening for port size <3
9 [/ Q) e$ c+ t57. Unit type changing unexpectantly2 y; I, v1 ~0 K5 B- `
58. Torpedo replacement on plane sometimes is missed& S1 t2 u5 i# v k' y, p$ J
59. Double handling of overstacked supply requirements ]& }6 Q# N; r- `! ?0 \; Q' }9 w
60. Fixed alternate weapons for port attacks
9 ~! j4 [. @4 H$ x2 }( W( Z: b61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( |0 U2 o: ?6 S) C+ }: y W# b& `sometimer in the ship repair cycle.) ^% a; ~% P( d( c4 r: b
62. Ship tonnage over 32K could cause repairs to fail
: I4 @# E% w FNew
; ]- W) _1 k6 Q9 J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the) ~* I3 s5 }0 S9 Z
port
0 e/ ]* k& y0 p0 W2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ r; y3 P4 |6 F) T- k' iTenders not counted9 Q2 g, Q5 R8 Z% O, {" q
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base+ h, M' N$ L5 j
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ ~5 |% n# d$ ]# {4 g3 W
to remove damaged ships from TF
) t- v+ i# b5 N, u% ?5. New filter for “non-building” devices in Industry pool screen+ j( p. C5 C+ e- m+ w
6. New filter for “non-building” aircraft in Air Replacement pool screen
F n& n& n6 H$ s7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy& c5 y4 {% ^: E* W
mines (^) detected: O3 m6 z5 E- A+ A1 e! K
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 S( `/ L* `/ ?, M7 u‘button6..’ image files, then these will be shown. If not, by default there are shown as7 u) q/ s. C8 d% o
standard parachute unit icons
: Q: C/ c D$ ?$ t9. Air/port damage and building is shown in base mouse over
8 V1 Y% _: R; }10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! B5 a' W l, V( C$ r3 N
11. TF can be routed to stay within coastal hexes as much as possible
6 {: k( X: H1 v) [" U3 B12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 \& l# B" [- V `$ J2 N! J( N, t13. Added option on group and LCU reinforcement screen to turn off replacements, z9 X6 ~ D0 q6 O2 D
14. Current base can get supply returned to it when reserve planes returned which were5 U' S9 a/ Q* b
originally supplied from another base
1 P, G% n0 Z6 T4 X$ ^15. Unit type filter on Troop Loading screen& P. S' U/ W, h3 U% f( h1 n+ D
16. Report killed ground units if not in combat report" {2 Y2 V9 [; V x/ [- ]/ s. p' b* `
Changed s: c& F' g) j, G
1. AF of 8+ have AV support doubled for purposes of determing support for air operations& R2 m' N1 q' s. u! @' n* F+ J
(complements fix 18 above)
: P" ^4 k# r) v% G) ^1 t2. Permanently increased pilot array to 70K5 m/ F* T. T( F
3. Increased number of air combat rounds are a factor of total aircraft involved
3 {% k$ }7 D3 L4. Allowed submap to submap movement if land connected for land units. Should have been
; u3 d: D6 q( l* Y \! I1 H! @so as per Andrew Brown ~+ _: u: I% i4 ?7 M2 x1 S6 S
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& A3 G1 j! S, ^& }1 M+ G% h
delay toggle instead0 t9 l0 J; @; ?* F( r4 e; ~% X
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# ?" w, l3 Y$ v- ]8 f% f$ V
maintenace a bit more
7 g% ^6 o N+ g/ m0 a1 W7. Support device replacements won't decrease the overall experience of LCU units. This does
) s" w: k9 v6 V Q8 M Rnot alter the overall EXP change due when any replacements are received.
, w* L( P6 J* J8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 Z6 k- V& H: a( W' J' i8 x. \between the two but could break current games.
* h% w! p% b+ h' h" u4 Z# _9. Some LCU Prep points may be retained if unit is experienced
% c6 m5 H8 k# x3 o W5 ] u* zNotes: G0 F- O7 y5 ~" g
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
4 w4 [# Y+ p& @3 x* {should not change player or HQ, even if not in play. These original HQs are used by the AI
2 b, {+ y5 g4 `+ k) r6 Groutines so changing or deleting them can put the AI off. Changing other elements should
8 X6 {$ a8 f7 A) ]* cbe okay.
* C2 W) L b5 p: P, I( v; y( z2. Clarification to weapon filters for aircraft:
4 Q" R6 m0 m. U% pPM_NAVAL_ATTACK 2 // used for naval attacks" X( ^- B' C1 T4 I; X( T, [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), D% W; S) {# \& P
PM_LAND_ATTACK 8 // used for land (ground) attack. U! y/ n8 c5 A: ], a
PM_PORT_ATTACK 16 // used for port attack
2 f+ s% y1 N1 i6 w. j3 GPM_AF_ATTACK 32 // used for AF attack
8 B; c3 J c) o: D8 {; g* uDropped any reference to secondary values for land and AF as they served no special use.
6 T1 d: W, L6 {" h0 t9 o$ h% d2 OClarification changes
& o' \7 Z, i0 @" Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 d- @0 p9 X: E' c0 |
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 O7 }$ w3 X: HMONGOLIA(91) or TANNU_TUVA(92).$ ?5 z7 A1 ?: X- v8 D
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases; T0 j0 L: F5 j- l. j
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 e T9 H& ]% H8 _1 B
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" S; I" |$ f" k8 h) O9 l9 o
after Soviets are activated, but can’t move6 X9 r, x) D) o" K# @% c) S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
9 j p. l2 Q. c0 p. e+ v" ydisbanded in port.- _% v" Q6 x# J" h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ C5 [% b% d2 D. i% F: t/ k
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |