具体见 G6 y3 J( e4 R! n, o# W' g& E* M
2 P4 g) G' B8 z1 Fhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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$ u6 T# U _. w6 g6 G已经共享到岛群QQ和本论坛置顶资源帖/ K! b$ _* u8 B5 ?! C
8 x. e: o/ \" A% s+ G大量更新,详见列表:
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' j' ?" n/ P, R! o: b/ n" EChange History:9 Z) d y; q( O3 x* I
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- [. U! M* d6 n- L$ Q" [$ z3 o1. Seventh Update – This release is a comprehensive release updating all previous/ Z! q5 m# {5 I- Z
versions to v1.01.17 beta4 {# {2 s; L! [' p
2. Code Changes
I/ f: O4 k5 t4 k5 i2 ]Fixed5 ^% Z! M, m/ w; Y" z- P6 x
1. Display of AF/Port icon between player saves based on player's intel
( _, V' ^7 F: ~! K% G2 L: V* `2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when& V* i& c' J4 _8 e" d5 k/ c
weapon list updated2 ]& ^. A+ e/ p' h5 Y% P8 [
3. Reported cargo/troop safety values incorrect when no cargo/troop space( L% T& m8 \7 X
4. Allow smaller 'reserve' space for small groups on ships
/ w5 E( @( `' J; G5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 S( L6 ?+ n3 E9 W1 k2 @6. Correct attacking plane count before final post-air combat
! J/ J r) {3 K/ ]7. Pilot promotion may have occured in error sometimes; E+ Z, K$ f9 `3 {
8. Raid detect message sometimes dropped of the combat report
& M1 [. e0 \( J+ w. ?" s! j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& E# A# @' d0 Y! Z
generally# s: ~( K1 ~& P
10. Some pilot-leader connections were being corrupted
+ T9 a' \; @- w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
& ^+ S7 g* y; ~& O0 v! a7 yother move issues due to the incorrect indicator
2 |; U7 ]: B' v8 g; j12. Wrong ship sometimes reported in Ops report for TF movement which causes some
* B' a" ^' i* _8 ^+ R4 S. Xdamage7 n: O+ Q9 F- g3 j( D
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: W( z/ J9 i# F' x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 E- S% s/ ?, Z7 S: @
date sort
4 X+ Y4 h$ [! e6 t8 t( d8 x15. ASW groups not allowed to attack sometimes0 Y3 d; g% ]" p. t
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" p4 z4 i( n6 g a6 c+ F
HQ/LCU to jump to reinforcement queue
) t- R: }- J6 y2 b17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 F7 L, H: s0 M6 c( {. |3 ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, V4 ]) y% h7 a% k1 q) Kat start of AE but crept back in sometime during updates
0 ]0 q0 d; A# \3 D' `2 a19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 \( e7 K% x2 c3 l, T# O+ r
fragment.7 c5 A2 U* J% c3 `
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! N9 ~9 d( Z4 \; y8 M# U5 z& }; q6 h
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
$ U- J% [) I9 G+ X6 Pshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 [+ \( l: b; y7 z9 M
set
. o4 K/ T7 T& l0 V22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 f9 q) n1 g) J. T# v. _$ _5 o23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
4 w" X* }5 v/ j/ A1 q24. Bug caused F/FB to sometimes bomb at low altitude$ h/ b2 \* C `
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; o, o* m) w% Xoccurring properly.# C! y1 e2 [; @0 q
26. Bug in Industry 'failed' indication not showing properly sometimes; q, M3 t/ j) M9 m# u" k
27. Location check at scenario load to include small map sceanrios- M i/ d+ d/ |7 d& j
28. Bug in air supply to fragments in a non-friendly base hex4 r# a" f$ i) [, }$ h( E2 k
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" I% B1 U0 @9 a2 J
being set to homebase before execution of the mission – ie was returning to base
& }) X: C1 Z! Q1 X% M, S/ _immediately. H+ O: d3 ^4 Y
30. Error in Strategic map display
4 ~7 f2 w* c& ?8 D2 ]31. Additional and stockpile options were not turned off when base was captured7 |. j7 k& J6 E
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
4 h3 ~) J$ `* ]' Y# G% j: Tmouse over
5 W, E, J# _! A! P8 M33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 r+ o; q% g1 B2 t/ o6 Nchance to gain experience if >75% prepare and < 50% national exp level
8 T! x2 p% P: V( t z, t34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 X) j. {+ x/ Q: {alleviate the incorrect experience gaining happening while in reinforcement queue( o- e v; z, V5 f; k
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' e* J [: I& v1 ]- f* [
caused unit to jump “off-rail” and move overland/ I$ z, C2 a; S
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ @* T8 a& D! w% ]0 g; A37. Excessive accident messages on unload from TF reported
( f" t! r1 k6 y38. Reworked editor sub-unit merging as some devices could drop off the unit list when- g& _+ w, J0 c. {1 u; z1 O3 F+ h
merged causing smaller size unit than expected
. [: v$ Z% C8 i* h# x- D- j, D& _1 _- E39. Corrected possible TOE error in scenario data load for inactive units
0 A7 W% \8 E# ^2 j! {+ l% D P; r40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 Q* d2 {% m. T+ mhowever be allowed to do this.
6 t4 `* o c R/ W7 e. J& n41. Possible CTD if sinking ship's load was a group
. d D/ t6 A X( v42. Limit the number of devices built from resources per unit during LCU replacements; this
7 w% w7 o- _ y; [/ {+ `was causing an over production for that turn6 J" b0 E) ~. ]3 X$ s
43. Retain day/night setting when creating group fragments
" h6 j/ f; W2 s' G, B8 |6 ^44. Adjusted supply and fuel values in base list not to overrun the space" I7 y4 H4 }. C
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 `0 V" H% ^* t7 }* t- T4 P/ ]8 \
added YMS to Sweep TF in line with manual and code& Z J& s) M5 H$ ?8 B* ]& }5 ~" Q) L
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! h8 L& @3 s+ w; |4 n$ e4 ]2 X
rule relates to the abundance of manpower and is not covered by replacement pool. Normal* C8 t& r4 V/ T9 x8 y/ _
rebuilding of destroyed units is not affected by this.
7 ?, M* ?: m2 w; x47. Carrier capable and trained text not showing together on Group screen
* L* c0 \$ s4 J) T/ F! n+ m7 G48. Handle any blank re-name changes by ignoring them) n; x; N9 g, p
49. Possible CTD when air fragments combine
4 I f3 t5 s8 ?2 t5 y8 i50. Unloading TF can freeze a LCU onto a ship under some conditions; a2 A- x) I% N
51. AI not behaving if main HQs missing (affects small map mainly)2 t; ?; a* {- V2 |
52. AI using AGC for normal land units – removed from TF if not needed
% m3 ?. c+ j0 X7 b53. Soviet activation message not in Ops report& U& _! O9 V3 c, p
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 M Q' g$ y7 E
55. Clear Soviet air balance if not activated. Possible incorrect base switching
b6 i7 u; J" `: _* N5 T, V56. Sub attack against docked TF not happening for port size <3
% ~: L* X. s; _& ]57. Unit type changing unexpectantly' @8 {- [- |: y
58. Torpedo replacement on plane sometimes is missed# s# j9 o# v6 p% i9 K* n( q1 e( ]; w
59. Double handling of overstacked supply requirements
) F, b$ r! Q+ o3 P' _* V60. Fixed alternate weapons for port attacks- p5 r* @* d9 U& g! K
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
9 F) ?8 n9 b+ o* z, hsometimer in the ship repair cycle.1 t$ o1 X% t9 H) [& J
62. Ship tonnage over 32K could cause repairs to fail
/ `- |# n6 o, l) c0 oNew
6 \4 o3 i f( j I3 x; [" ^1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 q m& |+ ?/ }3 n- ]' C
port
L) k% Y+ I/ `0 {- Y7 J2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." {- A# S a. v3 V' q. u
Tenders not counted9 R( g$ ^9 E h, U
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ Y+ Q/ t2 d }; r% Q! P3 U: C
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 o' y ~( O8 G# a" Q) v3 A% P6 q( ]
to remove damaged ships from TF
" C, j2 O1 s/ `+ r+ b* ]8 ?! n5. New filter for “non-building” devices in Industry pool screen
}' l+ O3 L, N0 c6. New filter for “non-building” aircraft in Air Replacement pool screen
( \) y& b, n* S5 {& E+ m7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. L2 j, H O4 n) i( r
mines (^) detected5 c) `1 r3 V8 R7 @; D
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
+ M' _* G( s9 f; B9 b! C‘button6..’ image files, then these will be shown. If not, by default there are shown as) H; C" [$ s% C& F& m
standard parachute unit icons
8 }& t0 N1 a4 R9. Air/port damage and building is shown in base mouse over" y4 a( D0 {4 Z- _0 E4 X( j% _
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: I9 m* m* |* k0 \: M
11. TF can be routed to stay within coastal hexes as much as possible5 \+ O; E0 W# C9 e: v6 m2 @; c1 ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 16 f7 h2 _ l$ P3 e' C! h5 |) c
13. Added option on group and LCU reinforcement screen to turn off replacements
6 M+ _; g# d( H' e, j0 h14. Current base can get supply returned to it when reserve planes returned which were- K$ }+ V+ k) D/ I
originally supplied from another base
4 i! `. k$ {, P J4 I15. Unit type filter on Troop Loading screen; Y) N6 j8 A9 Z+ |* v$ V
16. Report killed ground units if not in combat report% B6 ?# l/ D' \! e8 v6 ^
Changed
. A+ E4 Y9 V, ~# N& P0 ?1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ o* U9 A3 d$ a/ j7 x# J
(complements fix 18 above)" T b6 m: h! l1 H! m
2. Permanently increased pilot array to 70K3 b5 o# `" ^$ \
3. Increased number of air combat rounds are a factor of total aircraft involved
( e( F1 t' i* x5 y$ B& }; x4. Allowed submap to submap movement if land connected for land units. Should have been+ d9 E4 z8 e+ I
so as per Andrew Brown( A) h a( A9 g+ g( a$ p
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# b; O9 U5 B5 }. i* u( _
delay toggle instead
1 g7 u6 j/ e5 G0 p% v) m( j6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* `- C" c/ F" g% X/ ^6 D& j# s3 A
maintenace a bit more- ]9 D/ R' I3 A
7. Support device replacements won't decrease the overall experience of LCU units. This does
, B% {$ m3 _: _5 n P1 p) knot alter the overall EXP change due when any replacements are received. ]6 \1 v9 e1 L. ^$ u7 t
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction7 f- B. j6 s& `" P
between the two but could break current games.
2 k) x9 F) ~. g0 R0 T W, {' ]9. Some LCU Prep points may be retained if unit is experienced
+ |3 c. j# t# n, D& pNotes8 R% k* R: ^. J m
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 Y3 R7 V, h! w: C
should not change player or HQ, even if not in play. These original HQs are used by the AI
/ ~8 s2 p* j- u K9 R4 ?" b jroutines so changing or deleting them can put the AI off. Changing other elements should5 I* v# M) U' R* o. A: M. W7 a: q3 _
be okay.
; H) P/ V% |0 T$ ~& I2. Clarification to weapon filters for aircraft:' {- |! [; e' K; X9 ?4 p$ i
PM_NAVAL_ATTACK 2 // used for naval attacks
2 a: r1 M! {. Y' P4 `+ YPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 T* b. v1 O. i* JPM_LAND_ATTACK 8 // used for land (ground) attack
- ^6 m+ Q% z9 FPM_PORT_ATTACK 16 // used for port attack9 n1 [: @% c) F
PM_AF_ATTACK 32 // used for AF attack
, g/ s, l2 g! `2 u0 q9 q8 q0 YDropped any reference to secondary values for land and AF as they served no special use.- W1 `! B8 c' q& }
Clarification changes
+ T" F6 D0 s3 t& g- y1 W1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- y' _3 n7 c1 F9 s) f! K. Y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
/ W) F* X# Z8 i8 ]; V8 aMONGOLIA(91) or TANNU_TUVA(92).; J# S: a, Q* _* d0 r; q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ }" O) m! T2 J) ~9 Z6 z' \
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes5 z% u3 J, I U/ {# q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 \: _0 C4 @3 T/ m2 n' S) ^- a
after Soviets are activated, but can’t move( C) _7 b+ c4 g& U7 {+ G8 K
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if; X0 I, s2 v$ Z- p! ]
disbanded in port.
8 l0 V" C! M7 ]8 X& j) q6 l7 N; [7 {e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ O6 t" ?1 P4 ~9 `2 q/ y
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |