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6 T5 ^/ V; g! u2 dhttp://www.matrixgames.com/forums/tm.asp?m=31850629 |* w" ?2 t% L" j1 \$ C- j
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大量更新,详见列表:. t; z9 {5 b& i) ~; k, A- d7 ?& e. K
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! H6 N1 I: S3 Y; UChange History:- C) Z" ]3 x+ J4 d7 g8 {
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( a; u A( ]. N
1. Seventh Update – This release is a comprehensive release updating all previous& `# Z H9 A! j; U3 u
versions to v1.01.17 beta6 e4 ]2 ]4 q$ L, O, h5 c) e
2. Code Changes- {( I9 l! r' c7 ]7 c0 q: i
Fixed
! d- O, a% L2 R9 K1. Display of AF/Port icon between player saves based on player's intel
, e5 W5 x& q$ D; _2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( G8 ?# e2 ?/ Q
weapon list updated
# h" b2 r2 B" o0 C9 F3. Reported cargo/troop safety values incorrect when no cargo/troop space _8 u( h6 ?/ d' v* N& B
4. Allow smaller 'reserve' space for small groups on ships& K" |$ ?0 I! ]1 X# _- v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 m8 ]* ` W/ @
6. Correct attacking plane count before final post-air combat: f- f) v; A. E
7. Pilot promotion may have occured in error sometimes# S* E L+ [/ ^4 n
8. Raid detect message sometimes dropped of the combat report
% @2 M& `. H1 ]/ U0 Y3 h8 l3 m7 s9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& X9 E) L1 R! C" j3 O2 v0 X# c
generally& v9 D# K- l7 d6 C# D
10. Some pilot-leader connections were being corrupted
, {( l- T) u! v8 W$ t9 d- ~ ?0 K11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. \# P( ]# k+ }# v2 j8 v- Oother move issues due to the incorrect indicator& v6 l* P$ ^2 D7 w: u% I1 e
12. Wrong ship sometimes reported in Ops report for TF movement which causes some: G9 r( Q/ B! y& u3 [! L0 b
damage
8 G$ Q H0 J8 v* {13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 S. @5 \4 `+ x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! \. N- H' Z1 T# {0 c' U4 _date sort
$ ~) Q4 `- u. }* Z15. ASW groups not allowed to attack sometimes
8 c; _, V7 D4 T4 i/ @6 Q16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& w; b4 y8 O- Y9 D9 E- N
HQ/LCU to jump to reinforcement queue
1 L( _& L9 |6 t# k17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 J/ n; ?; D3 g6 ^2 R/ N `0 n' a" q q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% W( O" w# o& |
at start of AE but crept back in sometime during updates; Q9 v" @9 l' A8 H t' B) |
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 E* {" ~( S7 l- @fragment.
, w+ y9 S0 S, }$ ]* O20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! S8 V* d5 }4 k4 k- Z21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not5 S4 F; w) z8 h7 T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full0 X( L2 u ?% e! f5 A9 q
set
" [7 M$ _8 P7 \/ q/ e22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 F/ I# D6 Q+ o8 M
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. K5 H# _9 N5 ?24. Bug caused F/FB to sometimes bomb at low altitude
8 p/ q: i) f5 \$ W6 z# R5 q+ V/ i& F2 P25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 B G( L% v1 M
occurring properly.0 {8 l& a& w7 K# a3 f6 h( a
26. Bug in Industry 'failed' indication not showing properly sometimes
' W3 k5 Q+ R4 Q# @5 F% M27. Location check at scenario load to include small map sceanrios7 C" ~1 P/ n4 p: w- F6 m% O
28. Bug in air supply to fragments in a non-friendly base hex3 E. ]& `$ h& \/ Y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" c1 t5 r" [4 S9 U( s
being set to homebase before execution of the mission – ie was returning to base
! K3 q0 j, l! v) qimmediately8 v* f1 H6 f# q: u! M) Z
30. Error in Strategic map display7 A* R: O' V; f0 v( |& }
31. Additional and stockpile options were not turned off when base was captured, B" _8 k0 p' | f* Q* D
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: |- J W8 g) b# j* `
mouse over
5 W6 j0 E% i0 W8 U {4 H33. Army experience being gained when not 100% prepared as per manual; changed to allow% \8 R, A/ I5 i3 a
chance to gain experience if >75% prepare and < 50% national exp level
9 ^( }$ @5 o7 q# I3 q6 n34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' e9 C. c* e2 W1 B+ f9 j
alleviate the incorrect experience gaining happening while in reinforcement queue
1 y. V8 U, A5 L4 o- a, G7 O35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 o) n6 a; p* }7 l+ Vcaused unit to jump “off-rail” and move overland
! V1 g9 w! |$ k36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( k/ x: r' T7 S$ @! h# g6 l* j( \37. Excessive accident messages on unload from TF reported
# T$ g1 b2 C5 J% ^0 a! [38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 o' A9 a3 P4 r# @9 smerged causing smaller size unit than expected
$ a: e+ H3 ~4 c7 t39. Corrected possible TOE error in scenario data load for inactive units- z5 [3 _; ~! A- {; z7 ]
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 P$ q* i/ F: B' e( U/ Bhowever be allowed to do this.5 t- g* ^. o5 w! b. `3 Q
41. Possible CTD if sinking ship's load was a group! n+ I! a& M* i1 n* N6 z( i
42. Limit the number of devices built from resources per unit during LCU replacements; this
$ k) H& I- z3 [* _" G4 l+ mwas causing an over production for that turn
& |) b( @. N& Z2 D4 x43. Retain day/night setting when creating group fragments
) ?7 o! b7 M( L9 p* R44. Adjusted supply and fuel values in base list not to overrun the space) r P: k; N0 y( e
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 B8 a7 t+ }0 Zadded YMS to Sweep TF in line with manual and code7 t. }+ w8 b" s' B+ g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 h/ Q! j) G1 I
rule relates to the abundance of manpower and is not covered by replacement pool. Normal' u' u; X+ A8 Q6 w2 M f; R
rebuilding of destroyed units is not affected by this.
6 K- }* M/ z7 j) \47. Carrier capable and trained text not showing together on Group screen7 A0 n! X5 ]* V* C$ U
48. Handle any blank re-name changes by ignoring them
- x- G2 J5 ]2 g; X+ e9 V$ N K49. Possible CTD when air fragments combine3 m+ c* @" z4 f8 t; _3 p) U
50. Unloading TF can freeze a LCU onto a ship under some conditions
9 @2 m, l" K" h" y r51. AI not behaving if main HQs missing (affects small map mainly)
9 G' W0 z& L- ?# @52. AI using AGC for normal land units – removed from TF if not needed# v: x& w9 |- J0 m! }
53. Soviet activation message not in Ops report
1 i) O+ m; V! r/ m, Z# L, B54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. b$ h/ y& X+ @
55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 Q" F. Y' |7 W9 ?! [56. Sub attack against docked TF not happening for port size <3 h) h1 }$ d/ ~: [: |( _" U8 d
57. Unit type changing unexpectantly; l, u4 ]" Z* X1 O7 f5 |
58. Torpedo replacement on plane sometimes is missed
& c( L5 P& g" w& R' D9 b7 R# q59. Double handling of overstacked supply requirements, j1 B; t/ n* v9 Q9 A1 P. J
60. Fixed alternate weapons for port attacks
0 m! c" j; i: `* B. }; k61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& n/ V6 q: E9 r5 r& X7 O7 Rsometimer in the ship repair cycle.% E' x6 a5 P2 J
62. Ship tonnage over 32K could cause repairs to fail
4 E/ q4 `- n/ t5 @& eNew
& l3 m4 l7 j$ q4 s1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 O5 x( A; N1 n" ?
port
% S; @+ f; G# a" H" L0 e2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& I3 m8 v8 v: C& k% Q5 jTenders not counted
$ z, n$ ~4 Z* Z4 H$ z; Q2 \2 E+ V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' f% b. Z7 C: v: u i8 P! \$ Q. G: O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 Z2 ~+ Q: [( k: j
to remove damaged ships from TF
2 F) T1 X) b8 l" Z* y+ A. D5. New filter for “non-building” devices in Industry pool screen( g+ d' Y' h' b" d2 H; H
6. New filter for “non-building” aircraft in Air Replacement pool screen
, Y9 x, w- {, b, l* n7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 e2 o8 }9 n" I, M$ ?/ o4 D \
mines (^) detected
: a1 b, O& K+ b0 X7 V1 f8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 M) r/ R, B% K/ W‘button6..’ image files, then these will be shown. If not, by default there are shown as! K" I( S/ ]- L0 s# f& W
standard parachute unit icons6 a4 k) V/ q6 G5 p) c4 V3 l! @, b" l
9. Air/port damage and building is shown in base mouse over+ P* T% A# H0 R9 s/ o
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
* _; D6 G9 a) I+ v; {11. TF can be routed to stay within coastal hexes as much as possible# N4 P8 ~" N/ R {% Q9 Z9 L
12. On Top Pilot screen show the 'ace' cut-off value if more than 12 ~; b& G* g9 e! s; F
13. Added option on group and LCU reinforcement screen to turn off replacements
3 N$ ?) V8 m1 d) x2 U4 I: E4 a8 p2 m14. Current base can get supply returned to it when reserve planes returned which were
# @0 D( t8 D8 @/ {3 m& Ooriginally supplied from another base1 R! M4 s9 U7 }! }6 W% q' w$ v
15. Unit type filter on Troop Loading screen; m- q" f1 K' }! R: ]/ {7 ?
16. Report killed ground units if not in combat report& U7 X, X. K& o1 }- G. x
Changed$ c- X; Q8 J4 I7 K" G }/ T
1. AF of 8+ have AV support doubled for purposes of determing support for air operations" L# f: ^' Y: w& G
(complements fix 18 above)( R) W9 o- b0 m1 o: H/ {9 Q
2. Permanently increased pilot array to 70K
, x5 N3 ]. E7 p5 g; y" ?& x. c6 Y3. Increased number of air combat rounds are a factor of total aircraft involved
5 c2 S5 m" T0 Z: G: i4. Allowed submap to submap movement if land connected for land units. Should have been
/ a$ i5 @7 H# `1 g+ U1 N8 Dso as per Andrew Brown
: n/ L3 Y' \7 u1 U' b' z' x7 q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 P2 }) S# ~8 @% z0 N2 Adelay toggle instead
: P! I' V% I0 B' X+ r6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
, S' q9 p, Q3 O( w- Bmaintenace a bit more# d7 G& [7 U- A0 _' r9 L
7. Support device replacements won't decrease the overall experience of LCU units. This does
( T* @# S6 |1 Y- f, R. ~not alter the overall EXP change due when any replacements are received." P) h( c/ L, e/ [
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: w, a4 g3 c+ A% ~between the two but could break current games.2 c3 ~ x6 n5 o; W7 F7 t( C/ R
9. Some LCU Prep points may be retained if unit is experienced
$ C! v/ r- |$ M4 Z1 ANotes
( R, J/ J, t! N! t1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
, @. T- s x* A; G) J1 F6 _should not change player or HQ, even if not in play. These original HQs are used by the AI
8 }* n2 x3 x& b, Kroutines so changing or deleting them can put the AI off. Changing other elements should/ F8 P1 d9 y& v& S6 |+ L9 [- T- R
be okay.
4 v4 X8 ^( H: P0 I2. Clarification to weapon filters for aircraft:( T k. |2 v% e. G
PM_NAVAL_ATTACK 2 // used for naval attacks
: a4 X' f9 A+ D% l8 t2 P& D) xPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 \! X3 |( T. @PM_LAND_ATTACK 8 // used for land (ground) attack
f, X/ J) X2 e/ b, z$ qPM_PORT_ATTACK 16 // used for port attack* s, ~* F, O' t; i' @
PM_AF_ATTACK 32 // used for AF attack4 s* ]2 M- G# K2 V0 H: j
Dropped any reference to secondary values for land and AF as they served no special use.7 U5 {" k/ ~' z# J, a% r1 B' V6 _
Clarification changes
% v, P, f: c* c% f- v$ _1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' w5 X7 C! x- ^( @
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* e, L* l+ W' I; gMONGOLIA(91) or TANNU_TUVA(92)./ Z! y$ [# t7 s0 `' j1 T. n
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases A4 E1 U E. P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes8 w1 G+ U1 _4 i% f+ o+ V
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% A. a# U2 E4 w% t0 X7 D4 R0 p; a- K
after Soviets are activated, but can’t move
) {8 K3 s5 ^5 y" o! ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 f' N( v* B% ]1 B' H" W# x/ S2 S
disbanded in port.
2 o3 H; l3 C$ P, @* i re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently) g' J5 z7 ]) Y% Z5 J
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |