具体见5 H! @# Z) ]- I4 F: I% t
- k$ ]: C3 b3 j z. T; j$ I$ L1 y
http://www.matrixgames.com/forums/tm.asp?m=3185062
1 t1 B. m/ _; \7 A) z+ i/ @
" e0 h! D1 h0 {; [* L9 T% f已经共享到岛群QQ和本论坛置顶资源帖
; }' `$ W$ y- v7 D( J! S' n" D
p4 Y. X; e8 ^) R( Z9 j6 u+ U! @大量更新,详见列表:+ r1 L" x& [3 h4 n8 g& s
) E, _- p; _! Z( m# z
5 ~) g2 U& ] N* c4 l: C- C8 j8 vChange History:
, |9 J9 Y# o" J3 g. lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). V9 ]; ] v7 n
1. Seventh Update – This release is a comprehensive release updating all previous
: ]( f+ M6 w4 q+ ]versions to v1.01.17 beta. e z* ]" Y- M: @
2. Code Changes
X R F/ O, D' u& MFixed
' K0 W! |! {4 p! m" C- [( J. I1. Display of AF/Port icon between player saves based on player's intel
E S4 N! R. n& x$ p3 _2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 B0 ~$ Z- x# S3 J7 Iweapon list updated
+ n3 a7 v' L3 z% ]& X3. Reported cargo/troop safety values incorrect when no cargo/troop space# c2 W N% H0 `
4. Allow smaller 'reserve' space for small groups on ships: Z* A" R/ K7 a* K
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; A$ ~" P B% U0 p6. Correct attacking plane count before final post-air combat3 S, _* Y. |* m. J% |/ j; ` L
7. Pilot promotion may have occured in error sometimes3 |4 @) n6 c7 Y0 \0 b, B
8. Raid detect message sometimes dropped of the combat report
6 x( w0 ]& O# `9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ B% ]* `/ I. b! \# ogenerally
! B5 t4 Q* U: N6 I4 L" o; k10. Some pilot-leader connections were being corrupted/ B8 L3 x! v# e6 e4 E
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few! C6 y e% D! S8 y& {: b% e& Z
other move issues due to the incorrect indicator3 t: x1 K$ ]2 z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 Y# T2 k! P! N W" Udamage
/ K1 w8 T! m, S# L' `- s8 K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 w# B9 {% r, H0 T3 a, f1 ~. x0 h
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; e+ G$ e, R2 U1 z* u+ Adate sort
4 E8 M6 g0 q# D( y5 r) K15. ASW groups not allowed to attack sometimes
/ V) Y9 ? K0 R7 e+ j" P16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" a3 ?- y0 A7 X% T' F
HQ/LCU to jump to reinforcement queue
1 }! @' z, P- ^/ A17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 [! d, P8 ~) I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: W/ H* T* X7 N. C G0 {at start of AE but crept back in sometime during updates3 v4 g7 {) r5 l
19. Removed the fragment/parent swap during a TF unload as it could often orphan the) O" k3 C3 z7 m3 v8 ~0 r
fragment.
! b" R7 ?2 X( z5 @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 ]4 S, j/ @+ q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' S8 {; @6 }- U! z$ H8 N7 kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 c$ K7 W6 m# I9 p( N
set5 u, H7 d5 r5 {4 [, b$ Q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# [8 D7 B3 X7 x! q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ k8 k* m+ o) m24. Bug caused F/FB to sometimes bomb at low altitude
) U% P5 j5 W; ~" S: N' F$ g25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 w" B8 [! j3 l6 h
occurring properly.
# o% J/ o& M: U8 [5 Q26. Bug in Industry 'failed' indication not showing properly sometimes
$ Y+ q- @% Q! \* S0 W9 U27. Location check at scenario load to include small map sceanrios
% r( Z3 W7 |) c% F28. Bug in air supply to fragments in a non-friendly base hex# k1 X* ?1 J$ C9 s7 g6 ^9 E
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 H H- v2 S$ k: Bbeing set to homebase before execution of the mission – ie was returning to base
2 t2 \, G4 M; {! Simmediately
, D% J6 @" t4 F0 r30. Error in Strategic map display
$ `5 ^7 R" z7 O+ u31. Additional and stockpile options were not turned off when base was captured
' J. K& w& x% U. {* e32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 ^3 J9 g, F: H. P
mouse over$ u; q$ \; E( d3 l% ^% R) o$ g
33. Army experience being gained when not 100% prepared as per manual; changed to allow
) D, g2 z2 l/ U: W; ~: T% t- w, echance to gain experience if >75% prepare and < 50% national exp level
2 d Y! ^% p& i34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* @8 ?; t0 I/ p$ x1 _3 w' I
alleviate the incorrect experience gaining happening while in reinforcement queue
: _' P! ]: V* A7 o" |35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; m+ L: e& D2 l! c
caused unit to jump “off-rail” and move overland Z/ | A9 m1 r6 ?% u/ E( e
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; }2 Z2 z4 X# u7 y
37. Excessive accident messages on unload from TF reported
( v c, |7 `$ L0 |+ c) [38. Reworked editor sub-unit merging as some devices could drop off the unit list when! G- P8 E7 P! c8 I+ k" ^
merged causing smaller size unit than expected8 f @" T) a9 k* l2 L
39. Corrected possible TOE error in scenario data load for inactive units
1 J W; l7 P' W6 a! T$ C6 c0 x40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# u; }% Y5 e3 a; }
however be allowed to do this.3 L# ?4 n" ]6 m) b
41. Possible CTD if sinking ship's load was a group
3 c2 t( k2 }! \4 \5 R( I# M42. Limit the number of devices built from resources per unit during LCU replacements; this
! B- b, p$ b, y& I: Zwas causing an over production for that turn
' ^/ P9 M! @6 h7 B43. Retain day/night setting when creating group fragments; D) {% y0 N4 p. m& R3 C0 a$ ?, e
44. Adjusted supply and fuel values in base list not to overrun the space
: c; d; Z6 ^- O+ J$ i, N45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ o1 E% x/ E$ D+ I* N
added YMS to Sweep TF in line with manual and code
$ F4 w# E' u5 x$ Q6 x: Z4 L4 j46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 L0 A1 o% b& Irule relates to the abundance of manpower and is not covered by replacement pool. Normal! n8 b7 M7 m- o# q4 B& r2 b
rebuilding of destroyed units is not affected by this. o! G! e8 w) }: ^. J" C
47. Carrier capable and trained text not showing together on Group screen; r4 S" V4 s+ o" E# o4 g
48. Handle any blank re-name changes by ignoring them
- D. _6 k, Q8 T" P8 M6 |49. Possible CTD when air fragments combine3 f" d7 J# W, O9 H6 y/ O
50. Unloading TF can freeze a LCU onto a ship under some conditions! J! A M5 ?7 x( z. h' z- G* y
51. AI not behaving if main HQs missing (affects small map mainly)
; y* h5 h0 _4 X9 w5 \# M1 ~, ^52. AI using AGC for normal land units – removed from TF if not needed6 ?- F& y. n* W9 m5 n8 e
53. Soviet activation message not in Ops report2 h4 B( {& L" {* y4 I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 @- Z8 K" c* ?& w' g
55. Clear Soviet air balance if not activated. Possible incorrect base switching5 e: g; Y- `2 y4 M
56. Sub attack against docked TF not happening for port size <3' l; R1 l; N; j9 J3 l! Y
57. Unit type changing unexpectantly) H8 Z& Y* m; {, D- Z5 T
58. Torpedo replacement on plane sometimes is missed# R R1 P6 `$ n: R3 g$ b" k7 r
59. Double handling of overstacked supply requirements b0 T$ ~5 a! m" h
60. Fixed alternate weapons for port attacks
' J+ R/ j+ w$ B: i" }61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; M4 |4 O7 Z9 C+ |' }sometimer in the ship repair cycle.: |* W' }# @5 Q7 G$ R
62. Ship tonnage over 32K could cause repairs to fail. T j, h# l& J' w. a# y
New4 g( [4 \% x& ^- ]) o1 o8 [
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the W2 C4 I8 A4 S+ k
port
) p' d7 B1 e# v7 \/ ~7 c' A4 [2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ a) N1 L0 v, t1 x3 K# n5 j3 bTenders not counted
* {1 j% u( ~( @$ U( H3. When showing mine device on ship, show '!' next to mine ammo if can reload at base: G5 r! G5 [) a9 _4 d6 V e" t
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 i* I+ F: e9 U, H) [to remove damaged ships from TF( E _1 K) I" M F; S: P
5. New filter for “non-building” devices in Industry pool screen( U& A2 l5 Z% v5 b
6. New filter for “non-building” aircraft in Air Replacement pool screen
7 ^: g( x4 s5 C+ b7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 e R9 i4 S. k7 ^mines (^) detected' q- h0 C/ [( N- ^9 }1 H+ f" [
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 S" |9 r: W, a0 h, p5 b‘button6..’ image files, then these will be shown. If not, by default there are shown as
# K& x# p8 H2 B3 ystandard parachute unit icons; p+ z# k) K; M+ E! T/ D$ Z* o. o7 c
9. Air/port damage and building is shown in base mouse over
) G( f4 ]1 d& h6 _( I! s4 o10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 H# @* _# B. U3 y, W! U6 Q
11. TF can be routed to stay within coastal hexes as much as possible
& K% e! x% u- y0 H6 J3 S2 z7 u12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, j5 ]) U" N' ] @13. Added option on group and LCU reinforcement screen to turn off replacements
4 a7 Y) X, \" ]* ]5 M) {! W14. Current base can get supply returned to it when reserve planes returned which were
( G3 j- V |3 _! m/ X# t0 @1 Zoriginally supplied from another base; x/ T2 w4 b2 ?2 ]7 B2 b
15. Unit type filter on Troop Loading screen' \8 M* C4 d: g+ w) h& U' q
16. Report killed ground units if not in combat report% K2 m4 `- Z. X* I! ?# z
Changed, s4 J P/ F0 t% d
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# ]/ |0 y7 G1 v% R/ w
(complements fix 18 above)9 l; }) _2 J( v: X; k* Q' z$ v
2. Permanently increased pilot array to 70K
8 J3 x, l" n4 X |" y, ]8 ?) E; H3. Increased number of air combat rounds are a factor of total aircraft involved& `9 l3 { }/ B8 T
4. Allowed submap to submap movement if land connected for land units. Should have been
7 p( Z! ~# i g( x b7 Yso as per Andrew Brown8 V6 Y0 A: l* M2 M# w
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ Y$ J+ q3 p' x9 i+ q3 q6 o" m. W
delay toggle instead3 B- l3 v* j" a( F/ m
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
w' Z! x9 _- V$ {maintenace a bit more b4 @' G7 x. p4 u/ D) o7 _& B
7. Support device replacements won't decrease the overall experience of LCU units. This does
% s# m p1 s/ I) inot alter the overall EXP change due when any replacements are received.
% @) _# s# x; n7 e8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 r7 `; I) M( Q0 R/ sbetween the two but could break current games.9 J3 p; z8 S- U# y2 @ _3 X
9. Some LCU Prep points may be retained if unit is experienced
! ?8 D! E7 u; y _4 X- j/ g7 rNotes
$ y8 c/ t; w5 y9 u1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
/ m, m0 R2 o' d7 oshould not change player or HQ, even if not in play. These original HQs are used by the AI
" J6 K; A9 e5 r- ?routines so changing or deleting them can put the AI off. Changing other elements should
% _# O/ ~. L# c, E% Obe okay.
* {; T/ r% X! F5 I" H# a6 G/ b2. Clarification to weapon filters for aircraft:
' I" M, t" L7 w$ T! N- ~PM_NAVAL_ATTACK 2 // used for naval attacks8 ?. z6 U4 B* }! ]5 o8 r2 K
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% e2 r: w/ f2 I. k: n8 ]/ o
PM_LAND_ATTACK 8 // used for land (ground) attack
7 g: a8 k- m! u; ?PM_PORT_ATTACK 16 // used for port attack7 r! U/ H) m) m5 P% x% \2 C0 n
PM_AF_ATTACK 32 // used for AF attack
" j! [6 o3 ?# I. z- NDropped any reference to secondary values for land and AF as they served no special use.
& h9 F7 t; U# CClarification changes
' b6 ~6 E" Q' U3 N1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" \! Z/ j+ V0 I: |. ~% _bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),+ G( E6 u7 p7 o7 U2 V9 m
MONGOLIA(91) or TANNU_TUVA(92).. G: _3 _3 x0 r% \- r4 x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( F2 c# m7 u' o: @: p Sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 H7 Z1 z' V0 H+ V& g
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 q5 V. w" B5 _after Soviets are activated, but can’t move
# i# ^4 o0 D7 H7 h: v7 |d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 f4 Z4 B, Q# j$ u9 x$ G( Udisbanded in port.
9 D& K) P$ d P E6 r3 ?1 } Re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 z4 A( W% j" Q, H
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |