具体见. K$ X$ L7 T& Y# u* K7 O; R
3 t+ z% _, U- Bhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖3 j: m% K/ O; d9 F6 Y+ H% H
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大量更新,详见列表:+ O9 m* I4 A3 o5 s. E
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Change History:! p% N: }+ I# u) g2 M- K
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- c1 _" s6 n1 H' \" ?& z
1. Seventh Update – This release is a comprehensive release updating all previous
3 ?7 X) N7 X3 R& }8 R. Aversions to v1.01.17 beta
! a0 l0 m, [( N4 m" ]+ k' ~- W2. Code Changes# d' {% O w1 ?2 s- p' ]; H6 M$ ?
Fixed
/ o- _4 G* a) Q$ f' i0 v1. Display of AF/Port icon between player saves based on player's intel
* z) l3 w* {% ]( n9 I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# L1 G+ K; Z4 a' L. ~5 ?3 G
weapon list updated
. J. Z1 g# e( D; A( g4 V6 a4 B/ C3. Reported cargo/troop safety values incorrect when no cargo/troop space8 |2 F& v& R8 }% j
4. Allow smaller 'reserve' space for small groups on ships' o m& W( ^9 N" d7 @5 Q G
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 z3 N" v; R2 h6 O! ^8 T6. Correct attacking plane count before final post-air combat8 g$ J0 h+ T/ \) k
7. Pilot promotion may have occured in error sometimes( B4 Q( L$ ]# ]5 z
8. Raid detect message sometimes dropped of the combat report2 d2 Z# [; ^/ M- ?5 ?/ ~
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
- R; u' y3 N K: Sgenerally" m2 C8 R1 E: o& F
10. Some pilot-leader connections were being corrupted9 k5 E9 N" d5 c: v- N' H: s1 p( p
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ @# V# q$ J( o; g# C) D# ?other move issues due to the incorrect indicator6 k0 `, y/ M l, j
12. Wrong ship sometimes reported in Ops report for TF movement which causes some' a# ^( M3 H" u9 W( o" z/ L
damage+ {* a' V7 o: D% P
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% @: o( C. F& R8 o: n/ ]7 x5 M14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
/ }( K% A/ _9 l' Y5 z/ V4 odate sort
! b- @( f4 u; A4 l9 W! W. m8 \15. ASW groups not allowed to attack sometimes( A$ G# ?# n& x' {: i% O/ g% b
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing! u' q! t1 s; g
HQ/LCU to jump to reinforcement queue
$ R5 Y/ R* n4 `; L17. Bug in bomber intercept if too many rounds of fighter v fighter combat
* Z6 @- E# s' B5 H" E7 o+ L18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 y9 t+ ~: u7 A. sat start of AE but crept back in sometime during updates+ Y! [2 S. E1 I+ J7 q! I& K0 b
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ o; x- o9 ~8 g) m. a( v. x% C
fragment.
. M, c8 f& v7 b9 S. |7 _& m: c20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- u% z3 l5 J/ R( V$ M21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ V' j2 b0 h5 M# ?
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: S# N+ o, v7 ^ f( yset0 X/ H7 s9 j" P+ a7 W2 F2 P
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: W0 G m5 M( j" S- d" Y+ m' o23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# o4 k4 l5 |8 k6 S9 q/ W* Y24. Bug caused F/FB to sometimes bomb at low altitude
$ ~/ t4 O5 ]5 Z& s; a3 k25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 E& O# F \/ u+ M4 koccurring properly.
5 b. ?6 q. E. d5 y2 P* a8 u26. Bug in Industry 'failed' indication not showing properly sometimes( h+ j. y$ E* @% Z; }6 [
27. Location check at scenario load to include small map sceanrios( U0 S! U9 M) A6 H8 G. u
28. Bug in air supply to fragments in a non-friendly base hex f6 I* a' s5 _' h) ]6 M
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( V6 m* u/ h6 ~* R& G* T0 l) i3 Rbeing set to homebase before execution of the mission – ie was returning to base
K- H* M& {7 _3 Z% z1 bimmediately
6 `- w! ?/ W7 }) M0 t: W30. Error in Strategic map display# t! Y& N4 D+ e; i- E& x
31. Additional and stockpile options were not turned off when base was captured
1 h: d+ i7 d- J! o0 R32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; H+ x" v, @! _9 M
mouse over
4 w) P1 ?$ z% ]4 x33. Army experience being gained when not 100% prepared as per manual; changed to allow& o0 D b/ c+ A- r, K+ R* v% v
chance to gain experience if >75% prepare and < 50% national exp level
' P3 W" F7 G6 X6 Y* o0 o2 h8 i9 |+ Z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 H- u/ ~3 R5 z0 n ~
alleviate the incorrect experience gaining happening while in reinforcement queue
+ M; ?! u1 D S% j3 W" i35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 O1 b4 p3 ~$ n( r" |6 ^; E, \3 j4 Jcaused unit to jump “off-rail” and move overland
; K) D, a+ f: B% I3 ]0 r36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 b; o; F0 z) t1 t9 q# k7 r' u- i37. Excessive accident messages on unload from TF reported
1 }, \4 O) m+ b38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! B/ }: b+ H/ h* D% amerged causing smaller size unit than expected4 F9 N r6 ]$ L, x' Z' e
39. Corrected possible TOE error in scenario data load for inactive units) s6 d+ U5 [- j" {
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can0 _5 S$ W6 p: ]
however be allowed to do this.
9 A& ] _8 A6 a/ z. a0 n41. Possible CTD if sinking ship's load was a group
* ~. R, X7 g; J42. Limit the number of devices built from resources per unit during LCU replacements; this
* F5 ?& n( b$ b9 E; k+ Rwas causing an over production for that turn
4 A( x& u& O7 C; I0 g; d43. Retain day/night setting when creating group fragments2 H: \ m$ ^% f; _
44. Adjusted supply and fuel values in base list not to overrun the space* {' e, q% {" a) |* B- s1 z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( I5 L, H+ L, R9 U! [+ c6 Uadded YMS to Sweep TF in line with manual and code; @4 g5 g% r" M6 x2 ~
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" T: H3 g6 I" G0 }* N
rule relates to the abundance of manpower and is not covered by replacement pool. Normal6 j1 l4 U+ r5 C8 w
rebuilding of destroyed units is not affected by this.
: l! @7 q' B8 q2 z! p$ D ^47. Carrier capable and trained text not showing together on Group screen" u2 ?: X- X- E: U
48. Handle any blank re-name changes by ignoring them0 z5 W# h" Z+ C- l+ k
49. Possible CTD when air fragments combine6 T) A% D. X7 E: D
50. Unloading TF can freeze a LCU onto a ship under some conditions
4 L0 j2 r% a6 {" O3 A51. AI not behaving if main HQs missing (affects small map mainly); c# i3 [' I9 Q0 d
52. AI using AGC for normal land units – removed from TF if not needed5 I9 {. w) K h9 B# c; C
53. Soviet activation message not in Ops report
% c2 t- G+ i- i! N& j5 V H54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) e; c& M7 x8 ] ^
55. Clear Soviet air balance if not activated. Possible incorrect base switching* m" j; {. W, a' n4 D4 F" F- U
56. Sub attack against docked TF not happening for port size <3
# m$ _' a& J6 _+ G& d8 D- \' R57. Unit type changing unexpectantly
! b" g5 L; b0 P. [0 B* U! K58. Torpedo replacement on plane sometimes is missed
. S( \( ^$ a1 H/ h8 n59. Double handling of overstacked supply requirements0 O% i7 ]+ h+ p6 @ f# g+ m7 d
60. Fixed alternate weapons for port attacks. r+ M. v/ ?; b' o. @9 e
61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ J9 S0 \8 Z, N5 e& x' o. f6 _
sometimer in the ship repair cycle.
( i2 C+ T. {7 B2 ?" A- K62. Ship tonnage over 32K could cause repairs to fail( p2 X, |$ r" [$ W
New: G2 _; _/ Z* p `1 o
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' f: {4 M, X2 n* q) Q6 Uport$ P1 H! c' i( s5 w8 X
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. X4 G/ W: O) U: y4 l
Tenders not counted
6 w1 W% x/ Q! Q8 ?6 D3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! u8 M A! n# W/ P& r
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 e5 w* V. m- t5 e, X' Vto remove damaged ships from TF
; H) s4 ^( g. M: Z8 ]5. New filter for “non-building” devices in Industry pool screen
. l9 d" J$ q- O. y' m v6. New filter for “non-building” aircraft in Air Replacement pool screen
6 x u( ?# e) v |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy* ^5 h) Z) B: N
mines (^) detected
- c; _# o q, L. `6 W8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 \: ?( M( t8 _/ X. B
‘button6..’ image files, then these will be shown. If not, by default there are shown as
" R- t' {9 e# N4 ], Istandard parachute unit icons
* Q- u! ~% {* G' Z7 w( a0 N9 X. r9. Air/port damage and building is shown in base mouse over
/ P1 z- u! }! b3 N1 d10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
' u1 n6 z3 Z! Q* w11. TF can be routed to stay within coastal hexes as much as possible
$ W: h* F5 \$ H: `" R% Y1 c3 a7 `12. On Top Pilot screen show the 'ace' cut-off value if more than 1
' ~0 S6 Z# A% a5 u/ N/ E13. Added option on group and LCU reinforcement screen to turn off replacements
$ n0 S6 h% C6 H2 c! m0 o5 p2 a14. Current base can get supply returned to it when reserve planes returned which were
3 a G K1 P5 I. f" |originally supplied from another base
1 N0 P: `) I* l15. Unit type filter on Troop Loading screen- _/ A" R. b5 ~. h; m
16. Report killed ground units if not in combat report* |* o( [, V: I$ m0 n" e% h
Changed$ x, C9 \0 o. _) W; T' u
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ Q' s; Z4 | E O& @/ N5 X/ Q(complements fix 18 above)
" L# C! r$ r K+ x) q0 d7 p+ G2. Permanently increased pilot array to 70K& _5 B# D8 ^- w
3. Increased number of air combat rounds are a factor of total aircraft involved
* Q. Y3 q5 ^. ]. h" a4 n4. Allowed submap to submap movement if land connected for land units. Should have been
7 W$ Y! L" R# u+ H% y; i0 nso as per Andrew Brown
" \$ S6 E3 m1 L2 x5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message$ o& w9 \1 o7 ~1 L4 \2 r) C- U Z, h
delay toggle instead
) P* _$ U( Q; [# \- x* U6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' Y4 G `! h3 c- T# S5 t/ H
maintenace a bit more$ d; M" \0 W& I" ~; A0 G# s" F0 U
7. Support device replacements won't decrease the overall experience of LCU units. This does! d2 v. B6 X3 k2 {1 q: B
not alter the overall EXP change due when any replacements are received.8 Q5 G1 Q+ J) A7 X) f
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
( h" g# H' P9 dbetween the two but could break current games.
* l# G+ b- C9 D# L6 L' T4 X9. Some LCU Prep points may be retained if unit is experienced
1 s6 [- s& o5 J, ANotes
* A. o2 Y1 p' B& p1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario; [8 f5 l" g, O
should not change player or HQ, even if not in play. These original HQs are used by the AI2 Q+ [3 |7 y5 ~' O
routines so changing or deleting them can put the AI off. Changing other elements should
( J$ K) B5 b, b7 Qbe okay.
) Z5 d1 |0 T% x$ ~3 m2. Clarification to weapon filters for aircraft:
( n" P7 S5 h/ S6 u: ]* ^$ fPM_NAVAL_ATTACK 2 // used for naval attacks. U% w1 w V! ~% j7 N1 E
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
' p, S& H: \( G7 t. ?2 WPM_LAND_ATTACK 8 // used for land (ground) attack9 Y' Z! u- y; {/ _4 r+ a+ [, \- K( r
PM_PORT_ATTACK 16 // used for port attack% a8 T# z& M8 B+ C8 n
PM_AF_ATTACK 32 // used for AF attack
) P9 d8 W) H5 X+ o/ X/ A; A, J; H7 K! KDropped any reference to secondary values for land and AF as they served no special use.9 I5 j. w. b( Z9 A
Clarification changes i" O/ s2 i0 a8 f& b. k
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 k$ b6 y; C2 D7 i" A5 c5 kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 k" `# H7 k0 r4 ^! aMONGOLIA(91) or TANNU_TUVA(92).
5 R7 |; t4 B: O: o) Ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases) q4 z( H4 g2 P* L5 Y; c' _: m
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ b% o6 B- Y x% [( L
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 y; |! r, E1 {" R _
after Soviets are activated, but can’t move0 `4 q8 Z0 |" g1 d" P, w" q$ z
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) I' }: u9 Q1 k( |3 Cdisbanded in port./ o. D; Q$ _% `$ O' u2 _
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& Y" F9 D' x, U7 k* y0 _3 W
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |