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大量更新,详见列表:
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Change History:
& A3 V/ `, Y9 w% u( Y) @5 P. XV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! i8 j: C+ d+ q4 B; c1 l1. Seventh Update – This release is a comprehensive release updating all previous
) W$ R, ]& @+ \% l0 Qversions to v1.01.17 beta0 {9 W2 l; ?1 z6 `# k, e9 {4 B
2. Code Changes( y, l. I/ L( A8 q, `
Fixed& `3 A! y& Q8 H" X K
1. Display of AF/Port icon between player saves based on player's intel
9 Y; p$ s2 _0 Z0 K* U& z, Y4 T; z7 i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ W# z) M% z5 C7 o. k! l
weapon list updated; }: Z0 z+ s5 v; z* O
3. Reported cargo/troop safety values incorrect when no cargo/troop space
( A+ Q# ?8 G! Q& K6 b4. Allow smaller 'reserve' space for small groups on ships. q6 k% }$ E; Y p5 D. x
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 X6 X& I0 _! b4 g7 H+ L( G8 i& Q6. Correct attacking plane count before final post-air combat- j; q$ R7 N; b- f5 z
7. Pilot promotion may have occured in error sometimes
" r( R; h2 Y; R$ m& M9 L8. Raid detect message sometimes dropped of the combat report
$ s) K3 p7 p& m9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
1 u+ h" X. H& x- D" hgenerally6 `+ Y6 f+ D% ~1 |& H8 w; l/ B/ H
10. Some pilot-leader connections were being corrupted3 a7 ~0 e8 W6 Z' y: G7 p) l
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' ]9 y3 `. Z& A+ b. v) v3 E' Q
other move issues due to the incorrect indicator( Q2 i& @9 f; e# N" t8 t
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
( P6 [" |" z5 c$ Edamage) H! b; r6 e% q0 e& X3 o
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 f1 ^7 C( U% s1 A+ h14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
6 k# P$ }1 A2 M% ?% y1 ~" ^date sort
9 D% d# |8 w$ Z7 y- [15. ASW groups not allowed to attack sometimes
, A1 P8 v9 U* C6 I0 H, a16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, Z* o( F0 O( CHQ/LCU to jump to reinforcement queue
* x% f R* k4 a- O1 y" U0 @3 E6 Z( V17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% Q; J! y6 Y& s9 @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 B m7 w3 K8 Mat start of AE but crept back in sometime during updates8 I, ?/ ~$ E/ b( I) B6 B) x
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) F" T- l. n( @! ?6 Gfragment. n4 T1 o8 }9 Z7 |) j
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
% R1 y9 {0 n& q! c/ S- ^21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 F2 [1 f- @# D
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
( w% L6 T3 ?/ [8 a( Z& \$ }set
" S( g* i3 q7 B2 P22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* `# l7 _# Q5 u$ p5 f6 U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
4 | M" O9 \; W3 y! b24. Bug caused F/FB to sometimes bomb at low altitude0 x% _8 c% T1 G$ @" D0 {- d
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ p8 J9 q( e" |7 s8 E0 C/ m, Eoccurring properly.4 i, e8 M" y$ j9 Y- A
26. Bug in Industry 'failed' indication not showing properly sometimes
! ~% o5 k+ X1 U W27. Location check at scenario load to include small map sceanrios. v; E9 b- |. ~; x
28. Bug in air supply to fragments in a non-friendly base hex
3 w- V' `- d: w9 Z29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ Z( V: P; [ Sbeing set to homebase before execution of the mission – ie was returning to base
1 X1 k, t3 N- h* Iimmediately2 h+ \4 O' U. y; r0 P( e7 [! j: U
30. Error in Strategic map display
+ I" ~" J. B* x# {* O( [/ M31. Additional and stockpile options were not turned off when base was captured
! G; `8 V" ^, X0 ] d$ _0 L( G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on# n5 b8 S4 A3 C! |% I: i5 E
mouse over
" P: f+ s0 F# H: c1 u9 R" j( D; b33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 \" n/ x2 \2 a/ Kchance to gain experience if >75% prepare and < 50% national exp level
+ I1 `8 ?' Q4 k# p! t( c5 E34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! ~, C, }5 {. y6 _ q) I& Nalleviate the incorrect experience gaining happening while in reinforcement queue6 m( o- V- T" R" T' j( U
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ A4 S& p! s9 C0 ]
caused unit to jump “off-rail” and move overland% E! _7 [; |2 q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; X3 s, W$ Z, l4 w% N8 I
37. Excessive accident messages on unload from TF reported
p4 I6 G1 O; g& T6 N! h. `% X! c/ `38. Reworked editor sub-unit merging as some devices could drop off the unit list when" Z4 P/ a; ?2 J; z" {; ` n
merged causing smaller size unit than expected
) K/ w3 M' T: s, a39. Corrected possible TOE error in scenario data load for inactive units
) q! f- ~: ]# d2 F( m6 M* x40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 J X* v$ Q7 j0 Zhowever be allowed to do this.
: j: b' X, x# ^0 j41. Possible CTD if sinking ship's load was a group
: V& _% D, I# B8 l& A/ ~) |" i4 p, t% ?42. Limit the number of devices built from resources per unit during LCU replacements; this
2 t. G- G6 j( q* Lwas causing an over production for that turn$ _6 m. o; j2 K& N& U- h5 g9 Y
43. Retain day/night setting when creating group fragments4 y' }% X. i: b. l+ f" y# C( A
44. Adjusted supply and fuel values in base list not to overrun the space, V n4 Y. r5 T# t0 p
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ A; I2 {( {9 z& ?$ j( D! k
added YMS to Sweep TF in line with manual and code- A1 j+ N: ]- }' l* h2 Q3 X
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; j5 }0 S. N# F3 r0 D& @# ]. [rule relates to the abundance of manpower and is not covered by replacement pool. Normal
! r3 O2 E- W/ c# |- y0 m5 Crebuilding of destroyed units is not affected by this.2 r; Z) n9 D3 H! Z) C
47. Carrier capable and trained text not showing together on Group screen
' V) [$ C) P" ?+ Y; C+ {48. Handle any blank re-name changes by ignoring them
$ @; H. B) g5 e49. Possible CTD when air fragments combine
' {) a1 _% q0 k+ R2 h! J- Q3 F50. Unloading TF can freeze a LCU onto a ship under some conditions
# |! B5 u: R4 V% q4 `51. AI not behaving if main HQs missing (affects small map mainly)# d. h8 p" Q; V, z$ {% E
52. AI using AGC for normal land units – removed from TF if not needed
1 g9 A. K T" @9 i& t; L53. Soviet activation message not in Ops report; `/ W" z* g. r8 o( M7 U O
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
+ z& d5 C/ I: h* H8 M/ o55. Clear Soviet air balance if not activated. Possible incorrect base switching0 `4 _7 W1 a: L, i
56. Sub attack against docked TF not happening for port size <33 h# p% b. T1 R/ L% e1 k2 J" v
57. Unit type changing unexpectantly
1 B0 c3 J5 O: |: e* w58. Torpedo replacement on plane sometimes is missed
9 o' Q2 k. x" |; t59. Double handling of overstacked supply requirements* y% }6 b( B$ a( y% a" o4 M
60. Fixed alternate weapons for port attacks$ h& j2 }% l- K0 |
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ R4 C2 D- J5 B$ \/ Q
sometimer in the ship repair cycle.
; f" j1 g7 o* W2 w C62. Ship tonnage over 32K could cause repairs to fail
& ~% W) k+ y$ z$ q9 ANew5 p+ m' G2 T4 T0 o# Y: W) ~6 P
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. J# R* b: G7 V5 M& Rport, F+ {& n& \& O
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ M: ?( I* L/ j# B+ d
Tenders not counted' a9 `' T! l5 Z4 I- c
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% [. V2 |/ k8 e) N) ^7 a, I* ^4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method5 o0 x0 F; A! P9 D# G
to remove damaged ships from TF; ]* z( h% i. N X
5. New filter for “non-building” devices in Industry pool screen+ p, D1 T$ Z* X9 e; T/ D7 P
6. New filter for “non-building” aircraft in Air Replacement pool screen
1 w# E+ I Z4 k' _1 K7 B$ G: ?. V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% }) d& Q! @- N
mines (^) detected( a2 F# G) i0 @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; v, ~8 I: D& R) l" l8 C! x
‘button6..’ image files, then these will be shown. If not, by default there are shown as9 F: G" f2 c& i; z
standard parachute unit icons
2 U0 l x8 q/ \$ s, V, ~6 F9. Air/port damage and building is shown in base mouse over
+ v$ f. a6 z( |- }' s10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 J q: Z' X7 ~% Q) |& J2 S0 U
11. TF can be routed to stay within coastal hexes as much as possible# p% ?* ]1 ]& Y
12. On Top Pilot screen show the 'ace' cut-off value if more than 1- p6 l: D. G! p e* E
13. Added option on group and LCU reinforcement screen to turn off replacements
p5 J% q- `- o14. Current base can get supply returned to it when reserve planes returned which were6 p' G- [: q+ X. @4 e! a/ |1 S
originally supplied from another base) f O+ }& K/ K* C4 V( @5 }% I- M
15. Unit type filter on Troop Loading screen6 g2 C G B- x
16. Report killed ground units if not in combat report
/ l- Y; H# E6 c# I' AChanged
/ F. S, }% B) j( j9 h1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 X$ G& O1 x: D0 t(complements fix 18 above)& Z- w7 a" a) i! G+ a$ @3 s4 L" n: V
2. Permanently increased pilot array to 70K/ j" K4 I- D3 h; x8 T2 ~
3. Increased number of air combat rounds are a factor of total aircraft involved9 R, A% P# V2 @6 K$ C& C
4. Allowed submap to submap movement if land connected for land units. Should have been
! `" ]" @$ b5 g/ r7 qso as per Andrew Brown4 d2 D4 m a6 ~
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
/ \" G4 `" o s1 n+ D7 R- ], d. sdelay toggle instead
0 J5 w$ I0 w. j6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* a! O$ m: n- i
maintenace a bit more& G* q* P( i; O; [. i
7. Support device replacements won't decrease the overall experience of LCU units. This does
" ]$ x; P7 F% s3 P3 Jnot alter the overall EXP change due when any replacements are received.
; g5 f6 U) T6 N. d* R3 I) y8 p. c2 ~8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 Y# z6 y4 A b3 ~
between the two but could break current games./ J f# J% a1 q% ?4 c( y: I" _
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- H* b- J+ a) h( p
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 `+ d$ G* H/ Wroutines so changing or deleting them can put the AI off. Changing other elements should) c3 D" x, R8 {# {
be okay./ H- d# b9 f# L) { l0 J: v P, A
2. Clarification to weapon filters for aircraft:
i( z0 i' V% t. g' \, \; v4 bPM_NAVAL_ATTACK 2 // used for naval attacks i+ Z8 P @& z$ D
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 R6 k" I, h: y/ c9 ~/ W
PM_LAND_ATTACK 8 // used for land (ground) attack
! T n5 o" k' n+ A1 L4 W- m" k0 G/ c! `PM_PORT_ATTACK 16 // used for port attack
9 }+ r2 `- e' a# ^- `9 FPM_AF_ATTACK 32 // used for AF attack
! R$ H! }" f) kDropped any reference to secondary values for land and AF as they served no special use.
9 [% N7 j% Z6 l# I- pClarification changes
! @+ C4 g* Q# B# K3 y6 a7 O* U1 Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( \; Z* R7 ]0 T/ i5 l
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),9 o% d; @/ m( `1 T0 |
MONGOLIA(91) or TANNU_TUVA(92).: B+ @0 p8 C( g0 G7 d2 e$ {1 K
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
) n; M7 q3 q) z. }6 G& m# Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- r D2 d" p' |; ^c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 c9 U% U0 Y. ~. m0 m4 ?9 ]
after Soviets are activated, but can’t move
; E# M# d7 N1 C+ \' y6 Rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
I, ?' C$ m3 kdisbanded in port.) g- B. }( O) F) \/ G
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 G# y4 Y3 v/ L( K; r- G
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |