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http://www.matrixgames.com/forums/tm.asp?m=31850620 } }8 {' H/ S1 b
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大量更新,详见列表:
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7 |8 q% H4 D/ M$ \# L+ [7 PChange History:
8 f, b1 |5 e& k' m/ J5 R# wV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& U& [$ c: q; X1 L5 M
1. Seventh Update – This release is a comprehensive release updating all previous/ P$ S2 V; P0 G5 M! {) O
versions to v1.01.17 beta; Z2 [0 y+ q% t8 L N0 H
2. Code Changes6 m# ~8 i: ?! ~! i
Fixed
* p$ `7 y' i" f2 W9 W& y3 D1 B: q1. Display of AF/Port icon between player saves based on player's intel# ^" D* ]& Q' ^# V: J2 l
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ P4 g# ^) U) q# U- y# Qweapon list updated! y- ~5 q- `+ g' J; h) C1 B
3. Reported cargo/troop safety values incorrect when no cargo/troop space
E0 H, m$ h! p4. Allow smaller 'reserve' space for small groups on ships
" J% _- }- @2 x5. Preserve some more data when swapping fragment and parent to prevent lost of parent) j/ ]6 r4 ?0 L! o% ]8 s
6. Correct attacking plane count before final post-air combat. O/ f4 W' a( S( \2 r* }
7. Pilot promotion may have occured in error sometimes
/ a8 |2 E8 ^5 m, n8. Raid detect message sometimes dropped of the combat report
# ~9 b! q+ u/ p) k9 h! u! ^7 t$ X9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* J" L- Y+ d P$ j5 v
generally
4 H& T& p, V1 B5 V3 V w10. Some pilot-leader connections were being corrupted
1 Q3 ^7 ]( i3 D* r2 |) A11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% Q1 f- P; Z& J9 Uother move issues due to the incorrect indicator: T! t. n( L$ g; O+ h; R
12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 s, t* O* l* |% u T
damage
2 z8 Y* c8 I2 Y4 A: D6 A13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
; ?' h& n& b5 f: j9 Q. M$ ]5 }14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 P( N. h+ V+ qdate sort& g# Z1 t; O3 M* W4 p" } Y
15. ASW groups not allowed to attack sometimes7 _' [/ }7 n0 K
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' O- E; Y& z7 Z
HQ/LCU to jump to reinforcement queue' y0 D& e3 Z" G# c3 W0 ?
17. Bug in bomber intercept if too many rounds of fighter v fighter combat; F Q0 p$ F( y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! u J) f* q- H. wat start of AE but crept back in sometime during updates
4 p% g2 |. E( A5 J5 E3 B6 J19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ ~- a6 o, K1 I4 N' ]/ F7 Ifragment.
9 |) c$ K! o; m. E( n5 s& K; a* s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
4 E9 v) w, O; _/ Q! X1 b% c; H% m21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# E& d3 a, G4 E, q5 U$ I
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 |& u, n+ F! y4 s
set# L: a8 l4 T5 _" P& R; g' ^* x! Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( A+ P- g6 y3 H& l! U
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- F8 O2 s4 X* [1 {24. Bug caused F/FB to sometimes bomb at low altitude$ D+ _9 C2 v- K6 p- i
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
{- @; C2 y$ X( E6 p/ coccurring properly.+ G0 A2 }9 j" @( v/ I [
26. Bug in Industry 'failed' indication not showing properly sometimes# l( b% c% n- |/ l, [: u9 e' S0 E
27. Location check at scenario load to include small map sceanrios( b/ K6 g9 [3 |. R: X
28. Bug in air supply to fragments in a non-friendly base hex
, v( i$ u6 \( T$ Y" o4 {29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
) u+ ?+ d; o2 ^& [. m, Vbeing set to homebase before execution of the mission – ie was returning to base
& S: U I, j5 W3 o* Z( |immediately
) }% |7 i, m. T0 g4 ` H8 ]30. Error in Strategic map display5 c) j+ U) R3 h% K4 J8 K) |
31. Additional and stockpile options were not turned off when base was captured
3 L& l5 W. b$ `: X n% e3 n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. t5 X2 v. O+ r* t
mouse over
: ~% _( c F1 X4 r6 ]9 |! H' q33. Army experience being gained when not 100% prepared as per manual; changed to allow
, G' N" p; V+ G2 S) rchance to gain experience if >75% prepare and < 50% national exp level
: W. U/ n i3 [, M34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, R$ G- z; _2 G, W& `/ k5 o
alleviate the incorrect experience gaining happening while in reinforcement queue G6 j0 p" `. r( _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ s, o( k9 @& |$ B; J+ t$ N
caused unit to jump “off-rail” and move overland7 t# z2 C! z' M; q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 t2 h+ b6 ]* r s4 }7 Y3 l37. Excessive accident messages on unload from TF reported+ |: ` c. k: T6 j
38. Reworked editor sub-unit merging as some devices could drop off the unit list when, N: ?. w# j" j, D$ n, y# }
merged causing smaller size unit than expected% ]4 O/ H* W2 n) I& j) A) b! Y
39. Corrected possible TOE error in scenario data load for inactive units: ]% p* X' R/ @
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; J9 H# W8 \6 xhowever be allowed to do this.
. |; b: r; w1 O6 [& m: d41. Possible CTD if sinking ship's load was a group0 `" `+ m, X5 n1 j1 j
42. Limit the number of devices built from resources per unit during LCU replacements; this7 q G) R. f' k# L; |) i
was causing an over production for that turn$ g( [* x% o6 b- ^9 u* Q8 q: L
43. Retain day/night setting when creating group fragments8 a0 r) Y7 Y; q' A
44. Adjusted supply and fuel values in base list not to overrun the space3 C1 I' r) B1 g9 Q: b- H
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ U8 u( P! Y. F8 a# F% @3 ~
added YMS to Sweep TF in line with manual and code" T, f# P- s* J/ S
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 [& y+ q+ I. c$ {) y( X; f
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
+ j8 |& ?* a/ krebuilding of destroyed units is not affected by this.
5 h( v' R; ]% J; K: ] i8 u/ @7 J47. Carrier capable and trained text not showing together on Group screen
O" u# f; w1 C& \! z0 S6 S: O8 a48. Handle any blank re-name changes by ignoring them6 [, p3 R/ a" {9 ]. T- w
49. Possible CTD when air fragments combine
: K. S2 f7 P" u, q& G$ ~8 z g5 v50. Unloading TF can freeze a LCU onto a ship under some conditions- o/ N1 C9 V. V$ r
51. AI not behaving if main HQs missing (affects small map mainly)
/ v6 F; T7 } s6 f6 u, i, _, O52. AI using AGC for normal land units – removed from TF if not needed! h" }- z9 X$ L$ x+ c! m8 Y0 l
53. Soviet activation message not in Ops report
2 k9 J9 K# `# H: }% ~54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, D7 z) R& M9 N1 y: I! W55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 R% `& i6 L% A/ X56. Sub attack against docked TF not happening for port size <3
- d, b& z$ i& u9 l; _+ \3 F; h2 W* h57. Unit type changing unexpectantly4 w, i* a" U. S/ U3 |8 R" }! n
58. Torpedo replacement on plane sometimes is missed) ]; E' `3 ~) U* X9 c, u
59. Double handling of overstacked supply requirements4 M1 s4 \' v8 ?$ `) c0 [
60. Fixed alternate weapons for port attacks" V1 ]2 g0 j* B8 y* o" `6 E
61. Corrected weapon system damage to show after combat on ships in port rather than wait till! A+ p+ i9 l; S5 k. k+ W( G6 B
sometimer in the ship repair cycle.& Z" q- C4 D+ I6 e+ X# Q
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 v; Y+ C9 J" e% [! K/ bport
7 d9 M# I: R; }2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ K9 h1 p) Y# c- |0 S" |( ]$ J% ~Tenders not counted
; I: j8 D. b2 `6 f H9 i$ x3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) J) z; _9 x% Y. ^7 {3 Y4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( I5 N% B' q8 _
to remove damaged ships from TF& q6 v. X8 j9 j, u
5. New filter for “non-building” devices in Industry pool screen
9 f4 z# C2 O! ?" j4 O# J6. New filter for “non-building” aircraft in Air Replacement pool screen7 s7 D5 U- {* s6 L7 \
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy$ V+ J$ j6 j* {4 {# Z! O0 ]; s
mines (^) detected
& C/ W9 |9 l+ `9 L' Q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 \, O/ p0 n d- p- n9 J+ r
‘button6..’ image files, then these will be shown. If not, by default there are shown as E) J# p* K1 ~. u
standard parachute unit icons( _, [' V2 q, F0 @$ L6 L# A
9. Air/port damage and building is shown in base mouse over
' @% ?. v$ p0 X6 t& g7 d( T10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on \5 h' U- Q g
11. TF can be routed to stay within coastal hexes as much as possible; F( I! s$ s1 Q5 W! [. J6 z. G6 ~# L
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* v- Q# Y, b2 w! {
13. Added option on group and LCU reinforcement screen to turn off replacements Y% w! |, j0 L) h$ q
14. Current base can get supply returned to it when reserve planes returned which were. b4 O( U" a! D$ F; F
originally supplied from another base% Q' K% H' M3 ~, s: K. v6 h) ]
15. Unit type filter on Troop Loading screen' d9 }6 @2 j/ C B( e2 G
16. Report killed ground units if not in combat report
5 W' p/ c. i; J) w0 }, FChanged" x$ x% ^ c, v% O& Y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: j9 ]* @8 G. S2 V4 a(complements fix 18 above)
! E+ b9 {+ l3 P, ^2. Permanently increased pilot array to 70K4 K4 O2 w* v/ T0 q) F- s
3. Increased number of air combat rounds are a factor of total aircraft involved
2 {3 ~# R8 l m! C+ @. V4. Allowed submap to submap movement if land connected for land units. Should have been5 y3 |: _1 F& ~: c% s
so as per Andrew Brown5 |% O$ g! \, k' y( t
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: p0 h$ h4 Q% f$ r5 `( ^& J8 a
delay toggle instead' R; T8 h @, o% B' ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ J3 E) y F% X" q
maintenace a bit more5 q/ d P" X+ F4 d$ P$ ? v
7. Support device replacements won't decrease the overall experience of LCU units. This does% K6 {: U( L7 A! i; D
not alter the overall EXP change due when any replacements are received.
0 B, H& w# T* H0 V6 W4 e9 `8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ v! ?1 E7 K7 }+ w( n6 F/ ]between the two but could break current games.
6 i$ r# P1 V6 h. A7 M* S8 y; q9. Some LCU Prep points may be retained if unit is experienced; J4 `* ?3 Z' y9 k' j2 V! s8 v
Notes
# L% Z' P& }6 d6 _! T; a) @0 J1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario q4 g' d1 x8 ~% h; c, l5 ?
should not change player or HQ, even if not in play. These original HQs are used by the AI
/ h2 \1 N3 O! R! J r: y2 v% Z) droutines so changing or deleting them can put the AI off. Changing other elements should
7 N8 _0 d' @3 p* U @be okay.; i. r, j/ k4 v0 g$ |* ]* x
2. Clarification to weapon filters for aircraft:
. e# h2 j( N% i* nPM_NAVAL_ATTACK 2 // used for naval attacks8 Y: n( B5 a7 _2 x* R: t
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)8 D( V5 E" V& l4 s
PM_LAND_ATTACK 8 // used for land (ground) attack$ t& E8 b2 M, D
PM_PORT_ATTACK 16 // used for port attack; |* I8 @* n: Y) R
PM_AF_ATTACK 32 // used for AF attack# _7 Q" Z( R5 ~0 E* b: H6 S9 z- k
Dropped any reference to secondary values for land and AF as they served no special use.
0 D4 g# G0 [. {+ PClarification changes
" C' S: k8 \ M+ b: o# {1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 S/ s- V, P+ ]! M
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 q5 N8 K, T0 Y' D1 P
MONGOLIA(91) or TANNU_TUVA(92).
6 u% c b% Y9 K+ ~a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 ?. [5 [- H* ^% M6 {b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes" H3 y8 w8 Y" S; z6 i8 }
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 k/ b5 D# ^2 v- b5 j( l! b
after Soviets are activated, but can’t move
6 c2 [& ]- p1 I, g1 P; `: I, B" o# cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
- ^8 |1 {( | O3 _disbanded in port.
2 _) |+ L. Z2 Ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% L( ~# }* ?' Of. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |