具体见! W$ x# J1 D9 K
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http://www.matrixgames.com/forums/tm.asp?m=31850620 S7 ~: j8 {+ e4 a8 W$ t) d
1 \8 D% w4 l8 M" C已经共享到岛群QQ和本论坛置顶资源帖
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2 l- V/ [0 Y6 D) W8 I0 X大量更新,详见列表:( c- V7 C1 D: s
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3 R& D4 v$ I! e9 P: BChange History:" Y v V# ~& J+ T% H( X0 D6 \+ A
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 O" t% H3 F7 v& ~1 G. x9 b
1. Seventh Update – This release is a comprehensive release updating all previous4 t2 E" c% ~- N" S5 G3 g M
versions to v1.01.17 beta
) h0 B( Z/ m3 G0 I0 k' u2. Code Changes; m2 u! k% x# o6 G" L
Fixed% v# I9 P! C1 N8 i; y
1. Display of AF/Port icon between player saves based on player's intel: x7 k2 a( o; j- }) q8 f9 c
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) V2 [- b H9 B' ]/ U; \* i
weapon list updated
* f9 R3 f8 ?7 c# X4 J7 f3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 H# B$ g. }, p% Q4. Allow smaller 'reserve' space for small groups on ships9 L" j' L0 j ]& ]2 I) Y) X8 S( W
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
' y$ P2 Q& I [# J5 ]3 b* f6. Correct attacking plane count before final post-air combat/ e# A3 K4 ]& z# m9 o, p1 i
7. Pilot promotion may have occured in error sometimes
: ^( o2 X, @, l8 c. T1 R9 I3 u: s8. Raid detect message sometimes dropped of the combat report
2 b# G2 ~( N: d9 M' ]3 S3 }+ D9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 i: I: D2 b' D# N, Y# hgenerally
9 e p- O$ | K10. Some pilot-leader connections were being corrupted
/ C' B# U7 M( y+ w" ^. U" N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 |8 \1 ^6 T' c2 Nother move issues due to the incorrect indicator1 `$ {$ N6 p( Q9 J. g
12. Wrong ship sometimes reported in Ops report for TF movement which causes some" v9 M+ U, K6 {( X5 t7 b# p; M
damage
9 Y6 a. c& b: j' ^, G+ m13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 w" l! @3 ~+ [& G8 S9 w9 N
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 @9 r' H4 m2 J, @, B6 q1 mdate sort
- X4 E+ r$ M2 [$ w15. ASW groups not allowed to attack sometimes
6 c3 G) R+ N9 m$ ?0 p6 g16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% r8 ]" @( B; xHQ/LCU to jump to reinforcement queue
2 _7 ?* l% U+ `; N. j; I17. Bug in bomber intercept if too many rounds of fighter v fighter combat. K: s1 N# c5 U! j6 |0 E
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( }3 m! L5 ]' K" a. \5 `7 ~5 Q
at start of AE but crept back in sometime during updates
+ s' w# D" f4 y6 i% x2 e, v19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 {& Z3 P# t: Y) l/ P7 v
fragment./ d9 m1 Z0 W _4 O( M& I! n" B
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ ~6 N! t5 B6 h
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ x' _6 C# Z: g# D& j, K& o9 E; m
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full$ h" P5 a+ F$ w! X) w' m% ]( I
set
$ m1 f& a. G7 L' [; ~- Y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 W( \/ `7 C2 H: _8 _& b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays3 U' c5 f; t: C1 e& M0 j
24. Bug caused F/FB to sometimes bomb at low altitude
( A1 X2 O1 ^2 L* u25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ n( r# \; }$ @/ xoccurring properly.
( u. w* y3 W* f& D) P26. Bug in Industry 'failed' indication not showing properly sometimes
' s! b7 F. D$ x) G- s27. Location check at scenario load to include small map sceanrios5 o2 M5 _) x$ K8 d& W% P2 y& |8 X
28. Bug in air supply to fragments in a non-friendly base hex
% _+ Y; N. I, V3 g7 B* C29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 b; \2 R `5 F- F7 C. e1 Q9 Qbeing set to homebase before execution of the mission – ie was returning to base
[. ]7 r- O5 p* Pimmediately# Y# ]( L+ i2 i" ~& |( x: m& Y
30. Error in Strategic map display E1 O, ]- Y4 O6 \3 S2 y) {+ n5 q: L
31. Additional and stockpile options were not turned off when base was captured1 Q1 w6 o" B0 Y; R4 U% v
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
$ x0 v- L3 k4 imouse over
& D8 I1 o! ~3 s, _& z+ M% G6 ~33. Army experience being gained when not 100% prepared as per manual; changed to allow
) S2 f0 X0 V! L Y4 gchance to gain experience if >75% prepare and < 50% national exp level
( }* X& `5 y+ x- Q) e5 r34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, p$ `/ a% K0 H- D& x$ Valleviate the incorrect experience gaining happening while in reinforcement queue
3 ^9 b; i" V% `# u35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! ~# Q' r- h% L
caused unit to jump “off-rail” and move overland5 ~, V+ ?( u3 d. V' e
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 s ]* L# H& g" B37. Excessive accident messages on unload from TF reported% Q: D. e: C, P! H r* [+ N, ^
38. Reworked editor sub-unit merging as some devices could drop off the unit list when. ~7 S% E1 x% C: E$ q# [6 U
merged causing smaller size unit than expected
; J, q1 H( H( e9 q1 u/ k3 j39. Corrected possible TOE error in scenario data load for inactive units/ \7 w. p R8 d5 A4 ?6 l! ]1 D( H) p1 E
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ g% A8 u' ]3 z s2 S6 I
however be allowed to do this.4 I7 T6 H4 e8 n( C0 `
41. Possible CTD if sinking ship's load was a group
$ S L! f, o) v7 d42. Limit the number of devices built from resources per unit during LCU replacements; this: t4 v9 @1 h) ~' @9 d
was causing an over production for that turn6 E7 c- r5 f# k' e( y0 D+ y
43. Retain day/night setting when creating group fragments( G% f/ l) k8 `* Q7 d! t
44. Adjusted supply and fuel values in base list not to overrun the space
* Z, X1 _( { y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
* n4 @4 g$ {/ Padded YMS to Sweep TF in line with manual and code% N% D* ?9 V2 p) L, _
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. {4 E; z: @7 w+ y9 m3 ^( f/ b2 v
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
% _. o* W8 u* T; k" }rebuilding of destroyed units is not affected by this.
+ F' \( r/ O' U! [7 }47. Carrier capable and trained text not showing together on Group screen+ x6 [) g, R$ l$ m- P6 S
48. Handle any blank re-name changes by ignoring them
' }: f+ w2 o0 Z- `# \49. Possible CTD when air fragments combine
0 Q. F& X( V. a2 d! R* _50. Unloading TF can freeze a LCU onto a ship under some conditions
; b. W: u- c" t! c X% c6 ]51. AI not behaving if main HQs missing (affects small map mainly)) y U0 L# C% \7 w& f% }9 V8 [& _
52. AI using AGC for normal land units – removed from TF if not needed
0 s1 D9 K) a! j2 {8 e% o2 e53. Soviet activation message not in Ops report
6 y6 M+ k* J/ P) M+ w1 y54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ o/ Q% X4 L4 B) G0 j5 l55. Clear Soviet air balance if not activated. Possible incorrect base switching0 W$ _% W+ F2 |! ^% k) U
56. Sub attack against docked TF not happening for port size <3
/ m: k* z6 v& f7 P; }57. Unit type changing unexpectantly# C" d. B( J. t; ~% t) U' W+ [2 n
58. Torpedo replacement on plane sometimes is missed
8 b* l* E- V/ s; i59. Double handling of overstacked supply requirements( `; _; @7 u4 F) k. M. w, `1 g1 P
60. Fixed alternate weapons for port attacks
2 X# D' k1 w6 @5 G+ N2 n" c61. Corrected weapon system damage to show after combat on ships in port rather than wait till0 b6 L! G$ v9 Q ]% M
sometimer in the ship repair cycle.! P+ N2 U$ p% t0 r; ]* ~
62. Ship tonnage over 32K could cause repairs to fail
: H1 s0 o% I3 X7 f1 Q% UNew
% w* V: m5 Q( e# m, i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! \" k, M( f( W6 O* u& u
port
/ y, ~/ E( v. o; c x) {2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 a' m g0 g5 ]1 k: Q D4 xTenders not counted/ ?+ p& \4 p7 W6 j# w! ^( i, s
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% G0 W5 q* c# V% d# ?4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ | q2 o8 j* r7 q5 {to remove damaged ships from TF& h5 B4 M: s6 R$ T! T! @$ M: R
5. New filter for “non-building” devices in Industry pool screen
; y3 v* B' q; B0 w6. New filter for “non-building” aircraft in Air Replacement pool screen
% @3 c; F) p0 f7 ^ V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, Z, N; I% }. q2 G* }4 D4 l- \
mines (^) detected
! c0 x# k: z5 H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the d9 U- @. B) }! ]# \
‘button6..’ image files, then these will be shown. If not, by default there are shown as" q% u$ w4 B+ O3 g: n" O1 {/ M7 K) k
standard parachute unit icons
5 B& J- X; j* e' O' ?7 W9. Air/port damage and building is shown in base mouse over: Q! `% L! T! B7 h A; S5 a
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) m3 d, O$ x a* v" F11. TF can be routed to stay within coastal hexes as much as possible
* r; |$ [; {; ~7 |5 k5 S7 F12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ o5 |* v$ r! t! x- l4 B
13. Added option on group and LCU reinforcement screen to turn off replacements
8 Z$ s7 G& G4 ^! N& F# {- f& [, O14. Current base can get supply returned to it when reserve planes returned which were @5 i! [8 [" E3 R) F
originally supplied from another base" n$ T1 i1 x0 g1 Z" q
15. Unit type filter on Troop Loading screen5 q# l v1 n% X) T5 ~6 a4 y
16. Report killed ground units if not in combat report+ Q$ Z. z* @& C1 r, V) L) x
Changed- s' Z F' T# S+ l3 _- ?* L
1. AF of 8+ have AV support doubled for purposes of determing support for air operations& o' L4 r6 h3 J# @" b/ S8 J2 J% A
(complements fix 18 above)% T1 @3 \' |, T9 n. G5 ]/ m* F5 J
2. Permanently increased pilot array to 70K/ H6 e! [8 A% M
3. Increased number of air combat rounds are a factor of total aircraft involved. c+ I9 o$ `5 ]! y7 a
4. Allowed submap to submap movement if land connected for land units. Should have been
# i6 \/ q: X6 C! Uso as per Andrew Brown0 B3 [! ~& s7 {0 g( g/ p9 u/ @4 }
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; \+ `- J/ `; b( N" `/ n5 E
delay toggle instead+ K% h0 L4 X: v+ q1 i3 K( }
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 \9 L9 y/ u/ o; s; V
maintenace a bit more* j5 Y. k1 g; v# l
7. Support device replacements won't decrease the overall experience of LCU units. This does
9 [; c# U# j7 K1 Lnot alter the overall EXP change due when any replacements are received.9 k/ d Z/ _3 B
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* P. {5 J! Q# l. R. I/ ibetween the two but could break current games.% u5 q* e* r. C1 g' B. \+ `
9. Some LCU Prep points may be retained if unit is experienced
5 i' F! x! ?3 v, `Notes7 u- a: D4 p. K
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
/ U, V. o2 a+ N5 W sshould not change player or HQ, even if not in play. These original HQs are used by the AI
5 T5 l; }. Z* W& n. T) s$ }% c# q7 Broutines so changing or deleting them can put the AI off. Changing other elements should
0 [/ n m# r2 w/ Hbe okay.: i: F1 f1 \4 X0 k* i) A/ c
2. Clarification to weapon filters for aircraft:
) S" S" r$ _0 V; w: CPM_NAVAL_ATTACK 2 // used for naval attacks
- p/ w! @1 \7 l9 D8 s' z7 f2 u7 ?: ePM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* j) }) [) Q) VPM_LAND_ATTACK 8 // used for land (ground) attack
: `6 Z0 A( g' uPM_PORT_ATTACK 16 // used for port attack
& Y# N; l; ]# ^! [+ D* {; e; o$ `PM_AF_ATTACK 32 // used for AF attack
+ x: D$ G o5 S) b& ^, a- j2 XDropped any reference to secondary values for land and AF as they served no special use.
: M6 D) e: y) t2 r' y; S- X$ E$ cClarification changes
, L( p' t/ r! o8 C1. Some clarification and changes in regard to use of the Soviet Motherland bases. These" G9 E" s4 C# P
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; ~4 n% \( }% tMONGOLIA(91) or TANNU_TUVA(92).6 g6 j! y. H. ]! Q E( }! z
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
) O2 Y7 J# ^( M" I9 qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 U9 O- v8 s1 t+ ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
& n. C* l$ O3 {$ |after Soviets are activated, but can’t move
1 z6 d* T* x0 K; V% h- y0 ud. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 O+ m Q+ N$ _4 W( h+ O; Udisbanded in port.
* \9 C+ _' D! |7 te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- n& T( h8 p* s8 [
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |