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! C9 j: N- y( l8 L% j2 \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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* Y7 B. K; `1 i/ ~3 g5 ?- D5 |/ W. X# nChange History:1 S* m4 D3 Y0 x2 ~$ j. N
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 d# ]# B( N' r4 C6 P+ n
1. Seventh Update – This release is a comprehensive release updating all previous) {: O- Y9 h, ]6 Z0 ^. B% A
versions to v1.01.17 beta
1 q, e; w0 \. H. @2. Code Changes
2 e3 P% A* w/ u; S, S) t4 z) A* ?$ UFixed
+ O2 o9 e1 Y& Y2 m+ D* x S" Z+ a1. Display of AF/Port icon between player saves based on player's intel
+ O d. ]/ M. c& A: s8 I4 Y0 g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' B$ d- V" F; i& `1 ^/ `weapon list updated
7 e" z: g6 k3 U( y# H d3. Reported cargo/troop safety values incorrect when no cargo/troop space. X3 v4 H! V' v9 _) A- M) M8 G; X
4. Allow smaller 'reserve' space for small groups on ships! y. {* k# B8 B$ n( v3 @
5. Preserve some more data when swapping fragment and parent to prevent lost of parent/ |0 @+ p$ e( U$ O3 C$ Q( z3 o
6. Correct attacking plane count before final post-air combat
! ^/ E+ k4 t2 Y% r) e, ]! h! P7. Pilot promotion may have occured in error sometimes
0 e3 [$ C# j) R) ?; {. c8. Raid detect message sometimes dropped of the combat report
7 T; y3 I: x I/ c4 Y9. 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
3 ]: k$ K6 [' Y3 p6 b$ ^$ N: j11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. l$ ^6 D9 }* d ]/ N. u4 X! Aother move issues due to the incorrect indicator4 I5 U; k3 _# z# b+ i- l' Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ J/ p5 R& T7 j9 [6 p: ]' kdamage
- n% z. p* w+ f; x+ Z) d13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
. E% R3 a( n; q0 A. g: z9 m# n3 L, f14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& W5 {' G9 V. v+ z# h& M, U; [* l
date sort: N' G. T& L F h: A
15. ASW groups not allowed to attack sometimes; Z' T0 v4 `% n1 B* b% |/ }
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* x+ J) `, Y: P ]0 R1 `
HQ/LCU to jump to reinforcement queue
! g: C* c3 K2 X2 I: A6 o5 k17. Bug in bomber intercept if too many rounds of fighter v fighter combat
) ~0 W) U- ^! T R18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 ^ \+ x1 G( cat start of AE but crept back in sometime during updates
$ f! t5 n; W/ F- c$ V Y19. Removed the fragment/parent swap during a TF unload as it could often orphan the( x: ~6 _$ p+ ^- K9 C
fragment. ^- c$ b9 e2 K6 ^; h' d1 K$ b
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade& z+ ~, c$ q* j. g
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: a" j5 J+ r5 P) i' K6 Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: m5 t8 M, G6 I8 n0 n$ a+ eset( Z- e$ v$ w F. W, N6 z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 L( p9 D: p0 D: B
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ M+ d( {) P, Z p24. Bug caused F/FB to sometimes bomb at low altitude& ]( A( T2 I7 N( F' G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' B; ]! C) C. ^ Poccurring properly.( V8 Y) A( i3 r: i" G: G
26. Bug in Industry 'failed' indication not showing properly sometimes
9 o+ X7 f/ F9 f q27. Location check at scenario load to include small map sceanrios
" K3 l: ?: Z3 D4 N7 E; e( w" T28. Bug in air supply to fragments in a non-friendly base hex0 g# s& U9 b5 h: A
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& L+ d+ T9 o* ^, l; D- s# H
being set to homebase before execution of the mission – ie was returning to base! }2 S$ m; H- E0 m" P \
immediately
j q7 K" R! j5 u, y( u( i$ u30. Error in Strategic map display9 \' {; L( [7 V3 A v1 D; R2 z. N
31. Additional and stockpile options were not turned off when base was captured) z; u: a% v9 E8 i$ Z7 Q( Y. I+ t" F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on, p/ s1 K0 G2 I; h
mouse over
2 Z. o& m( S+ i6 M: i33. Army experience being gained when not 100% prepared as per manual; changed to allow* p% \" M) ^1 z
chance to gain experience if >75% prepare and < 50% national exp level
1 E4 |( N7 }% V( J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ [& e) j/ ? kalleviate the incorrect experience gaining happening while in reinforcement queue8 n; p4 ^. @* d, G0 j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 k% w4 R* O$ ?8 ^* W6 l( D+ l
caused unit to jump “off-rail” and move overland
* N" i% U5 w" e36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
8 _ w0 X( h: v& }3 j( }/ p) }' e' k37. Excessive accident messages on unload from TF reported
+ c/ Y6 L5 h) v" ^- M! M6 F38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ T% l- t2 O: Z# ?
merged causing smaller size unit than expected9 m) _ T5 p2 ~6 ?- \/ C+ g1 k
39. Corrected possible TOE error in scenario data load for inactive units
( _4 I% f3 u9 L8 c l! G40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! f) m; i8 X0 J- Z* ahowever be allowed to do this.: ]# I0 H, T# p) c! o6 W7 v/ A
41. Possible CTD if sinking ship's load was a group- `/ Q- R! N* {
42. Limit the number of devices built from resources per unit during LCU replacements; this" s- ]; f3 Y# p& Y
was causing an over production for that turn2 @) B0 Z6 `2 @4 K
43. Retain day/night setting when creating group fragments
1 h2 l# u) Z( H0 d" D) Q0 l- v44. Adjusted supply and fuel values in base list not to overrun the space; U8 w3 R7 q! \0 a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 b: z: M# T3 J8 q, k, _
added YMS to Sweep TF in line with manual and code
% I" C/ H2 L* y* W+ o r, l46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; Y. R1 z0 `$ S" w' A
rule relates to the abundance of manpower and is not covered by replacement pool. Normal9 d$ i8 G1 l, \7 m; g$ K2 D
rebuilding of destroyed units is not affected by this.
5 A+ \* a% v/ [. P( t* u47. Carrier capable and trained text not showing together on Group screen
3 W$ @$ j# p" }: O$ T+ r* ?48. Handle any blank re-name changes by ignoring them& w# n( ]' e2 T6 L
49. Possible CTD when air fragments combine
: X& e* K- H- u7 Y8 i) V1 C8 z50. Unloading TF can freeze a LCU onto a ship under some conditions* B0 D8 p) K+ \) T5 c& P
51. AI not behaving if main HQs missing (affects small map mainly)- i% M: ?. q3 v- [$ {7 n9 L
52. AI using AGC for normal land units – removed from TF if not needed
0 n! Z7 K: G0 ~, b/ e$ | a53. Soviet activation message not in Ops report( h% x1 F" t" |1 B# z" H! A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( N8 \: m6 e" V2 Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching1 O- }5 J# B* V% B6 M
56. Sub attack against docked TF not happening for port size <34 z: w* s+ I6 s0 y
57. Unit type changing unexpectantly
+ k5 g4 \3 O7 V) Z0 Y. G; P! b+ P58. Torpedo replacement on plane sometimes is missed$ u# S: ?% j/ ~' A
59. Double handling of overstacked supply requirements2 s0 W$ |5 n' y; M5 Z
60. Fixed alternate weapons for port attacks
3 a% R/ C/ Q$ B7 X4 E6 z61. Corrected weapon system damage to show after combat on ships in port rather than wait till
4 A4 M) v g/ B8 C9 csometimer in the ship repair cycle.
# f. x7 a1 h4 B! u J/ A62. Ship tonnage over 32K could cause repairs to fail
$ e5 M/ u e3 w9 N, BNew
/ x, p3 Z8 p9 j' h1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' e u" m% N4 F
port
9 S: s- e# h3 y! m. u2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.0 J2 B1 A6 K9 q9 X$ [. A5 K
Tenders not counted
: L* g7 Q) S/ T/ h0 D1 [9 s3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ M2 E' F# Y3 f& e: D! z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method6 B. Z1 f5 o! j2 {' Z. m8 M
to remove damaged ships from TF
. G) ? b% w8 e2 r7 ~, l6 y5. New filter for “non-building” devices in Industry pool screen/ f6 y* h: x$ j
6. New filter for “non-building” aircraft in Air Replacement pool screen
) t) n# r+ y$ `' J D) r/ T7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( b7 h, X% I+ I) R' y+ S# A0 f" U! Vmines (^) detected
8 |- E) R5 F- e% A8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, [8 b3 d9 @; d2 J! N‘button6..’ image files, then these will be shown. If not, by default there are shown as. ~: m) \6 W% @! n: h2 t0 p
standard parachute unit icons$ f ?1 [; \" H/ j2 w
9. Air/port damage and building is shown in base mouse over2 I* l" \- ]$ t" Q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 [% r, i7 f/ E O11. TF can be routed to stay within coastal hexes as much as possible0 ]0 m/ X; s! R) F. p
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; G/ F7 a# c3 i) a; _0 T( o7 D, ~13. Added option on group and LCU reinforcement screen to turn off replacements: S8 [- Q: j0 N7 U% v7 m2 k" V
14. Current base can get supply returned to it when reserve planes returned which were
% v' ~& |6 J9 B1 m) U' Boriginally supplied from another base
% Y5 j6 O- H7 T: u6 ?15. Unit type filter on Troop Loading screen
6 j; a% R0 K" \; ~! V0 e16. Report killed ground units if not in combat report, C& O. D, ~) b+ P" U3 m1 d' B
Changed* B8 A& ~; p- D, |, X( @" ^# w
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# Y6 E. B( ^, ^5 A* v
(complements fix 18 above)
9 A; R' ?" I7 j5 U8 z. ~1 L9 K2. Permanently increased pilot array to 70K
: j. y9 r% `" y3 u* ]! k. I' r5 z3. Increased number of air combat rounds are a factor of total aircraft involved v8 A5 i9 S2 Y" B( ~3 u, X2 V
4. Allowed submap to submap movement if land connected for land units. Should have been1 o8 u* u' @# W) J* q- F+ b+ b
so as per Andrew Brown
2 B4 K/ n8 H0 b% m5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& f n5 [" X O' g) N4 X' g. z) E
delay toggle instead
' W' ?3 Y2 r5 o- o# k8 |% T# p6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
1 j5 l% h7 N3 [; S4 E P- `4 i3 emaintenace a bit more
: \7 i) n' d6 I) G+ C) U7. Support device replacements won't decrease the overall experience of LCU units. This does. I. e& h" Y7 h0 A: x7 g; J
not alter the overall EXP change due when any replacements are received.: p. s; |, y3 c2 g4 ]
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 T8 g9 ~- l$ E9 a- O
between the two but could break current games.! O7 L3 z' {) \1 y/ C5 Y, ^ v
9. Some LCU Prep points may be retained if unit is experienced9 @. [' F* Z$ c! ?
Notes
$ D1 r# p2 Y: h: {3 G% N1 b1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& Z4 W X7 S) ?- v7 X. w3 Q" r/ Ishould not change player or HQ, even if not in play. These original HQs are used by the AI( q0 p1 V- o6 K( ~' |$ Y6 W7 D. M
routines so changing or deleting them can put the AI off. Changing other elements should
! Q6 Z! b! N# W0 x/ ^be okay.
3 h; n7 M' _, f4 q7 \% {2. Clarification to weapon filters for aircraft:/ ^+ i, x( ?; x4 q( `
PM_NAVAL_ATTACK 2 // used for naval attacks
. M8 u! W% k' X" k6 s4 TPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ \' g. m) E- G8 n/ x
PM_LAND_ATTACK 8 // used for land (ground) attack9 g' a8 R9 ^" a& R. [$ W2 `+ j
PM_PORT_ATTACK 16 // used for port attack; i0 h2 P" n" K, Q0 a+ t
PM_AF_ATTACK 32 // used for AF attack
! N, z1 I# p$ V: }Dropped any reference to secondary values for land and AF as they served no special use.
7 p6 S% x5 N' W' c1 p, vClarification changes
7 g; Y5 A; P% r1 M" y5 z& X1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, i) k: l H9 _4 I( T+ r1 ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
: S. x6 @' S. C/ G3 g2 e$ J6 `MONGOLIA(91) or TANNU_TUVA(92).
, q& R) ?$ t7 `" T" e# ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" Q. _: t' e) H+ C) d5 e' Pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes& N; Y: k) x; o8 X; V+ ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; u7 |- r& D- I* a$ Qafter Soviets are activated, but can’t move
9 @% E) @& o3 w4 O- Gd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% z( _% C+ C$ y
disbanded in port.
9 B# n. @4 h, K3 |e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 Y* F+ ]4 t; C5 Wf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |