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0 D- ^& D6 {8 T0 K6 x4 J) rhttp://www.matrixgames.com/forums/tm.asp?m=3185062- k2 A' M6 {5 L6 F2 f
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大量更新,详见列表:) Y* g/ U% M) j" l% E. b
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Change History:
5 r/ M- [$ a0 m) y: TV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, g% t$ ?1 I1 y. w1. Seventh Update – This release is a comprehensive release updating all previous
- v, X8 ?. R- u% l+ K; Z# xversions to v1.01.17 beta
6 X, m3 s& _. H6 l2. Code Changes
) \8 P# V+ ]; I' Z2 \* [Fixed
$ v K; D+ V: b; K, Z ^1. Display of AF/Port icon between player saves based on player's intel
2 F% A3 S0 P8 |! h! N2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% A' ]# ^8 d) y# K
weapon list updated0 N5 o) ~3 B6 w) N$ [; G
3. Reported cargo/troop safety values incorrect when no cargo/troop space
' ]5 G5 g9 o1 n' _- \0 c8 e' w: z& f4. Allow smaller 'reserve' space for small groups on ships
, ~) e# Z4 [; [# q& [* E* Q5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 d( w3 a6 T$ J: Y$ j$ V$ ]
6. Correct attacking plane count before final post-air combat
B: F* Z2 ?+ d0 p7. Pilot promotion may have occured in error sometimes1 z0 ?% M* o% a6 i8 N; ]- V
8. Raid detect message sometimes dropped of the combat report9 C$ ~. M6 p+ z% o
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
8 e! J" K! r* s" Pgenerally
' |3 v! ~3 N- v% H" H5 v& h10. Some pilot-leader connections were being corrupted
1 m" C8 D- I6 @3 z! Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few; \, @* A3 S- \7 _2 U3 L9 G. H
other move issues due to the incorrect indicator
; b1 _9 p1 v {% r+ y' w& H \8 m12. Wrong ship sometimes reported in Ops report for TF movement which causes some
3 }1 V# f( Z# B6 cdamage1 S' q# N7 ~6 r7 d$ i, v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
& |9 ^/ |- B: k6 }( Q+ e14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) p$ x& |- S' X" a& hdate sort
1 j5 t. G' |% X15. ASW groups not allowed to attack sometimes
: b4 ~$ ]/ S* Z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& S4 D7 X5 j J; D( ^) x7 M3 @8 z
HQ/LCU to jump to reinforcement queue
/ `0 Y0 t" |/ Y" u- P# [8 j& s# K17. Bug in bomber intercept if too many rounds of fighter v fighter combat' g% R0 {( t% A: ~' m% |8 S
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; g0 Q' I& d c! z k8 `at start of AE but crept back in sometime during updates
. l( O5 R! F/ m9 N$ s" V19. Removed the fragment/parent swap during a TF unload as it could often orphan the
7 J/ N9 J: ^& N3 L, M8 w# M- C( ^fragment./ y$ h' ?) W0 u4 W: E' y6 f2 p
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ ?/ ^4 Q* c/ X( x# E$ p+ x1 X. U$ R# f
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, M2 [: a( d1 K$ o; j" M
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: v/ F( a' k! K3 [4 ^
set/ }5 V3 |+ Q% G% E# A
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 y' c: D% P# z3 \23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& F. F+ x7 w2 E X5 `+ R24. Bug caused F/FB to sometimes bomb at low altitude
! Q6 M, A/ f! R7 }) w& t8 w& S25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& j `& s8 Z& ?occurring properly." A' O/ J0 a- f9 C; \% Q d' |
26. Bug in Industry 'failed' indication not showing properly sometimes
$ X! V4 l( M; p7 f27. Location check at scenario load to include small map sceanrios
) \( ]% Z1 E8 H0 v4 U* l" a28. Bug in air supply to fragments in a non-friendly base hex" D r, N5 \' I# r9 ^
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 \8 V) S& t/ J1 j; Tbeing set to homebase before execution of the mission – ie was returning to base
|7 z4 i6 f: p' ~immediately
7 i7 S2 R" B! |4 S30. Error in Strategic map display8 H8 i; A) B! y) i- f& j/ d
31. Additional and stockpile options were not turned off when base was captured
; O2 U6 H% ?+ m, T2 }# v32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% P7 F! e8 h2 g) ^
mouse over
) y% P3 t4 l- y' O u7 Q33. Army experience being gained when not 100% prepared as per manual; changed to allow/ p+ _3 b# o* N% Y( A& |8 K/ U: L
chance to gain experience if >75% prepare and < 50% national exp level
# P4 `; L1 ]: I! f! h+ O34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: j6 n3 w5 H& Halleviate the incorrect experience gaining happening while in reinforcement queue
8 d8 n" Z, [, ?+ r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- } ?* }7 d; zcaused unit to jump “off-rail” and move overland& L& `( w4 e6 v
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
; g/ ?+ u( g, h: g+ w- K" z( U2 s- y4 Q37. Excessive accident messages on unload from TF reported
- M; i K- T; @ M6 N38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- w7 q% A0 [4 h6 z. l1 }' B; _merged causing smaller size unit than expected
) s& @2 B9 h% o$ Q, t- c" A6 t, [39. Corrected possible TOE error in scenario data load for inactive units
0 W! t) a+ I) D2 g+ M40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can K/ T/ K3 T0 H1 N& A& Z" }6 {
however be allowed to do this.7 j, s6 T/ C0 K7 s0 S, ]" q1 X- i
41. Possible CTD if sinking ship's load was a group$ V# c. u. {' u L- V' I0 G
42. Limit the number of devices built from resources per unit during LCU replacements; this
- f0 F! H: @1 w& ^& a9 Cwas causing an over production for that turn2 z! t5 I9 u! T6 ^/ v) `
43. Retain day/night setting when creating group fragments( `0 a7 x+ ?& D& [" U' K
44. Adjusted supply and fuel values in base list not to overrun the space& c# K) i+ e3 o$ _! J, u: {! y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; ^; A0 w/ Y5 h: g& |7 U, ~$ |8 tadded YMS to Sweep TF in line with manual and code
8 L. H, B0 `7 Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* g+ G7 e9 \. z# _$ drule relates to the abundance of manpower and is not covered by replacement pool. Normal. c5 b) m5 Y1 _6 g
rebuilding of destroyed units is not affected by this.
% c# d0 \. o; h8 {+ H% O8 B47. Carrier capable and trained text not showing together on Group screen0 X2 T, q8 Y: o2 I
48. Handle any blank re-name changes by ignoring them. e2 n, Q8 f% B6 T/ Z6 W1 h
49. Possible CTD when air fragments combine
/ f* R/ _5 r1 ^% V5 F+ N# Q( j50. Unloading TF can freeze a LCU onto a ship under some conditions3 a, H7 ^ M8 }$ j1 f& g, R
51. AI not behaving if main HQs missing (affects small map mainly)
5 @' }0 k7 l; C$ p5 y, m52. AI using AGC for normal land units – removed from TF if not needed' X+ F& b2 W5 a- P
53. Soviet activation message not in Ops report
: V6 o' V5 W n: W! z54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! H$ P) m1 E! V5 j1 o0 y+ g
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 z* X( D! R) Y. z/ p. `56. Sub attack against docked TF not happening for port size <3) {4 e/ p$ T! c5 c' B
57. Unit type changing unexpectantly1 o* m- C0 B- e" x: M
58. Torpedo replacement on plane sometimes is missed( R" C' R# j1 j* c1 D1 `0 Z
59. Double handling of overstacked supply requirements
: j& n: X j2 _0 n, \" ]8 S60. Fixed alternate weapons for port attacks6 Z) B9 T, q! P9 ~
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* I% X8 W+ J$ z/ w) ^sometimer in the ship repair cycle.
+ `% H, q. m1 d1 J- p1 j62. Ship tonnage over 32K could cause repairs to fail
9 C) D4 O8 r& p9 n& O3 JNew
0 |! |1 g& W. O- |5 ~% H1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
$ p( Q9 n% q3 kport
$ O$ T3 f& C3 l+ @' }0 l1 o4 U2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; S. E2 R0 n9 `Tenders not counted6 D) [( D! E% v/ K+ I _: k Y
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
( v5 u# J7 B" O# A# w4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
v' V9 K4 a7 [to remove damaged ships from TF
" C1 ~8 d$ }+ E0 u- k \5. New filter for “non-building” devices in Industry pool screen. I5 O+ `' l* \
6. New filter for “non-building” aircraft in Air Replacement pool screen
# t: Q4 F0 ]& @ Q* O/ e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 ~- V+ Z' a% I t* j/ [
mines (^) detected
8 p4 @" p8 T# {9 l5 ^3 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
* q) i' M" q. y4 R% ~4 x‘button6..’ image files, then these will be shown. If not, by default there are shown as! {$ Q0 `2 F# p% t" z6 Q c
standard parachute unit icons
2 a! \, q+ x" H- V9. Air/port damage and building is shown in base mouse over
% j3 t) ^# e& a5 ~0 _$ t7 T10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. `* [0 y; c+ `' t4 X1 \11. TF can be routed to stay within coastal hexes as much as possible
3 q; B5 y3 p$ P3 l12. On Top Pilot screen show the 'ace' cut-off value if more than 1# x- U" y" l: r; Z- [
13. Added option on group and LCU reinforcement screen to turn off replacements
8 t! L) t- j! ?! e0 T14. Current base can get supply returned to it when reserve planes returned which were1 n0 M0 E. E9 L/ l9 M- ]+ x
originally supplied from another base, O. ^& ?; I- W4 U/ H
15. Unit type filter on Troop Loading screen
3 Y+ p1 H3 H# h2 Q6 |16. Report killed ground units if not in combat report
. V3 ?+ l6 Z; b1 k7 jChanged
) J3 I y# y) J W% w. j: B1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: e& K/ S( _5 t6 t- S7 `! F(complements fix 18 above)5 r$ g/ P; Y4 J& Y. K) V
2. Permanently increased pilot array to 70K
: X+ F* y- C' P. Y; l8 e2 R3. Increased number of air combat rounds are a factor of total aircraft involved5 F( m: ?0 `, l: M+ c
4. Allowed submap to submap movement if land connected for land units. Should have been
1 r' p$ q0 U$ _2 R1 Hso as per Andrew Brown& P& v" s; V; {4 ?2 k( ]8 l8 w
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 p9 g" `) z- z- _0 hdelay toggle instead0 r7 ~# W+ z0 a0 y# U
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
) [+ Y. w- E, f- \* e; umaintenace a bit more- L7 Q% l+ X$ ]& B& x
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 Q8 R- R$ R& j% ]0 mnot alter the overall EXP change due when any replacements are received.6 X" J3 T0 N7 r d2 c
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
% V% I& q: w& @between the two but could break current games.
: b6 O$ h: K G9. Some LCU Prep points may be retained if unit is experienced& }* G" B8 V2 U) P# I
Notes
2 c/ }8 \8 S' }& Z' \1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& b! z G# j4 u) ?. e
should not change player or HQ, even if not in play. These original HQs are used by the AI* p3 H u8 Q% U! L
routines so changing or deleting them can put the AI off. Changing other elements should; V" E8 l! Y8 Y
be okay.
) R' K2 R5 H7 _0 O7 t5 H5 O2. Clarification to weapon filters for aircraft:
3 b' w3 t* H, y% S9 jPM_NAVAL_ATTACK 2 // used for naval attacks
& Z: F1 \: n( n# B3 MPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# P- M! e( R$ BPM_LAND_ATTACK 8 // used for land (ground) attack
& z9 `" M/ ^, `' P \PM_PORT_ATTACK 16 // used for port attack3 Y/ U1 ^" O. }7 Z0 B
PM_AF_ATTACK 32 // used for AF attack
: u* ?7 \6 L1 w- Q9 e5 \Dropped any reference to secondary values for land and AF as they served no special use.
`+ E4 ?) f4 q3 n2 ^2 j) oClarification changes
& e" l0 _/ u0 }9 D( `) F9 d1. Some clarification and changes in regard to use of the Soviet Motherland bases. These) a) o% j- C" ?9 B: n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( a0 w' h! ^! T0 ~
MONGOLIA(91) or TANNU_TUVA(92).
- {, J+ S1 G! i4 ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ h1 s3 u5 j" v* M! x
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% ^$ M; M8 [5 g/ R6 L# Q6 d% Ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 \. W, q- A( B$ vafter Soviets are activated, but can’t move
' V# U2 C* r; \' j) Y3 ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; L3 n$ m4 H ?" ?$ Cdisbanded in port.
0 C6 u* M9 F" [. V6 ^1 z/ w0 ?+ Qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) O5 t4 A- G S& s0 tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |