具体见7 e* V S; A; u. r
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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" Q' f4 e/ @" ^! ~& }; N# x4 d已经共享到岛群QQ和本论坛置顶资源帖& S0 {" w3 x6 ~/ [
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大量更新,详见列表:
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$ Q+ G% l! C7 Q3 i& G7 r# RChange History:
. E4 S, p8 P. k u+ q8 G+ bV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 q2 h/ N- O9 M+ P; T
1. Seventh Update – This release is a comprehensive release updating all previous
( ]% z1 J3 [! `% N w( Wversions to v1.01.17 beta
; a: G, |: m! M f2. Code Changes* A, F, y+ L. J2 q
Fixed
1 f8 W7 a, Y5 w' F# B$ I1. Display of AF/Port icon between player saves based on player's intel
/ s; _: X! @; S$ |. ]2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# z1 y' m: f! {
weapon list updated
- [2 u8 J3 V& c( l$ I3. Reported cargo/troop safety values incorrect when no cargo/troop space1 [- L s: k7 s1 ^
4. Allow smaller 'reserve' space for small groups on ships, }( o6 {. m; B% P
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
6 ^. k0 a; F' _7 s6. Correct attacking plane count before final post-air combat' r# j4 p1 x$ a
7. Pilot promotion may have occured in error sometimes8 ?: ^! X! ~/ ]8 z
8. Raid detect message sometimes dropped of the combat report
2 U0 z1 t! y* G# a5 a- F9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ X# ~! S* Q3 |! |. K* N, W
generally4 j1 w3 J5 K. U9 i9 v7 U
10. Some pilot-leader connections were being corrupted0 q3 z" Z, d7 r2 E/ n" d
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 o$ x5 S f! nother move issues due to the incorrect indicator( | f$ t5 O) V! ?" v. k
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
` k+ D4 _( A/ N! H( s+ Q. j. Sdamage- R- f' e& B" J1 M
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# m8 O. U; Y1 R- g0 S% v' w9 ~5 b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 ?" P' s4 j. b+ E1 o$ r: ^' P
date sort) D! ]5 r. h5 c
15. ASW groups not allowed to attack sometimes
. l* G; S3 j d1 W" {* ]1 |. l16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing i, j/ M( { I; N5 D* I! o/ Y- {
HQ/LCU to jump to reinforcement queue, s5 Q8 S, E. Y' \1 s$ n e* T
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 ~4 z7 ~9 r" Q! t& u% z, w. H( Q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ f, | y1 X6 L1 p1 P% Mat start of AE but crept back in sometime during updates
+ _4 L* h- o+ Y) h( u19. Removed the fragment/parent swap during a TF unload as it could often orphan the. b: k: Z! X" x+ g( b$ S1 n
fragment.
9 A1 Y; k" w+ m' s" u; s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 r) L& D0 l' |+ t21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ _7 w0 m& }! a. `0 I- yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; ]8 Y; f9 ^) H. f# vset
) x, n: U) f9 D( \. v- R22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base1 b( l$ N( D5 ?# n+ H, s
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays3 ]! ^( a" s4 v9 N/ i
24. Bug caused F/FB to sometimes bomb at low altitude
0 o, A4 ]4 ^7 |25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 v: Y- m3 k8 r% Z/ }occurring properly.
+ x5 \& e9 R; f8 m6 ^$ f* P26. Bug in Industry 'failed' indication not showing properly sometimes6 F. F, d8 R s* |$ y0 u) X
27. Location check at scenario load to include small map sceanrios
* R) ? H. J. o* ?+ Q( A28. Bug in air supply to fragments in a non-friendly base hex
: C3 ?; ]& F; l9 h; v$ h+ S( x29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, j+ [; T! v8 v9 ^( ]9 m( M
being set to homebase before execution of the mission – ie was returning to base
- {, K! e2 q4 P0 m" ~immediately3 y+ G! y8 W$ G* u5 y; ~
30. Error in Strategic map display
5 ~/ ?3 h) c7 V' r8 G; h31. Additional and stockpile options were not turned off when base was captured3 p: Q; _) g* D4 W) A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! W5 Y S+ l; T0 d2 ~8 Q' ~3 R+ j5 x
mouse over" o. p9 H: S. Q x$ O
33. Army experience being gained when not 100% prepared as per manual; changed to allow D! E' Y' Y- E( l7 Z1 W
chance to gain experience if >75% prepare and < 50% national exp level1 x! d9 n; H( j& h+ l, w
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 ~7 g2 _; L, B/ @& n
alleviate the incorrect experience gaining happening while in reinforcement queue
( n) V Y+ X" p" {! X) H9 Y3 \$ ^" t35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% W4 J4 p* `1 C! Bcaused unit to jump “off-rail” and move overland8 a1 x5 B* l+ D! w
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' J. `7 Y0 j$ t7 _37. Excessive accident messages on unload from TF reported- }( ?5 t) W" H j( {5 W7 D
38. Reworked editor sub-unit merging as some devices could drop off the unit list when, o' Y8 E' U* R
merged causing smaller size unit than expected
4 @& y2 h3 x. B p6 k1 L- n- B39. Corrected possible TOE error in scenario data load for inactive units9 e$ j @+ _1 M7 ^( e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 ?3 x) N+ ?; s, P& [/ b" bhowever be allowed to do this. [6 ~; O3 n6 ~- K# h; }" |% A( ]9 ]
41. Possible CTD if sinking ship's load was a group
3 g ^: y9 s+ a/ Y5 m3 ^6 @7 L42. Limit the number of devices built from resources per unit during LCU replacements; this
3 M, P: H' P9 k6 S! J1 kwas causing an over production for that turn1 N4 X/ @; w1 ?3 |
43. Retain day/night setting when creating group fragments5 W q2 e5 J* E9 z( h. Z
44. Adjusted supply and fuel values in base list not to overrun the space
8 R: d& [, b" R7 R) @$ f45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 K4 ?% t$ m% f _/ t9 T$ A' w+ x0 [added YMS to Sweep TF in line with manual and code, _. g2 H4 J/ N
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, U: z' z* g. A/ `5 |+ \! grule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 W _6 @) L$ K/ s/ D3 frebuilding of destroyed units is not affected by this.
; Y" D7 ]* H3 N& X' C K# o! H; f47. Carrier capable and trained text not showing together on Group screen
: `- i4 R( R) a48. Handle any blank re-name changes by ignoring them
$ W) H. [# @! x6 p49. Possible CTD when air fragments combine
) s& l) M3 u- }/ O. h2 A* v50. Unloading TF can freeze a LCU onto a ship under some conditions3 `1 Q8 k0 y0 _: {
51. AI not behaving if main HQs missing (affects small map mainly)( W: C; M5 Y. Y+ J9 }6 _
52. AI using AGC for normal land units – removed from TF if not needed# X4 }& r4 y6 x
53. Soviet activation message not in Ops report
9 J& ?8 x5 V, i9 ]54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! Y0 t. ^; G/ B1 H1 f
55. Clear Soviet air balance if not activated. Possible incorrect base switching- p7 N# Q$ E+ Z
56. Sub attack against docked TF not happening for port size <3* r% A* e- m# {+ n% D9 b& V% R5 `
57. Unit type changing unexpectantly
3 [9 _, w: o. f58. Torpedo replacement on plane sometimes is missed
; d8 z; D4 S( b& e, D+ ^# [59. Double handling of overstacked supply requirements. h6 N) z9 @) l: r- u; ]
60. Fixed alternate weapons for port attacks
( B, |( c* \) |* e, ] o5 D& ]# L7 X0 B61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 {1 \4 i0 ^9 X) p+ A8 D1 osometimer in the ship repair cycle.) w) v7 [. T0 Z, |
62. Ship tonnage over 32K could cause repairs to fail
, R' \) p: B0 w8 cNew
4 d% i# h- N7 J( X5 @9 Y1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
, l Y! U# i) _/ K7 w% i# oport3 Q S v: r0 ^1 ]
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* ?8 ^( U+ d* q
Tenders not counted; A4 w H9 B. S& x3 O; i* e
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ R( A. d! b7 \% t0 S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& j& K6 J' d0 C, u# W0 wto remove damaged ships from TF
7 R* ?0 n3 n' q' o. t5 Q8 `1 a5. New filter for “non-building” devices in Industry pool screen. u7 i. d# ~( D( U3 M
6. New filter for “non-building” aircraft in Air Replacement pool screen
9 W/ U+ h, L2 ?' u9 T% _1 c' c. g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 u/ I: o& m9 N) x2 V" o! Xmines (^) detected: Y( K+ w/ |2 V; U, k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 l& |; P& M( Q. s, L9 E7 w0 }‘button6..’ image files, then these will be shown. If not, by default there are shown as! O1 Q- s$ U Y. P" f* {3 @$ l
standard parachute unit icons. ^3 K P1 R& E' [
9. Air/port damage and building is shown in base mouse over
- U& M( ~0 S9 b! ?# O: k7 K: M10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ q* y0 x6 c. e# y$ R
11. TF can be routed to stay within coastal hexes as much as possible' ?; o6 h1 B; V0 H
12. On Top Pilot screen show the 'ace' cut-off value if more than 1/ X- C3 ?: {. ^5 O% p
13. Added option on group and LCU reinforcement screen to turn off replacements% ]3 I! Q* R9 s- y
14. Current base can get supply returned to it when reserve planes returned which were
: m" G& L9 e: X2 A; ]originally supplied from another base
3 C- g0 X' o+ C s' g+ [15. Unit type filter on Troop Loading screen' m- s y# V. N! _! O; S' V n
16. Report killed ground units if not in combat report% l; D: o0 A2 e5 j4 `: _! W' X/ z
Changed
- ~, g: t% Y. y# m+ @1. AF of 8+ have AV support doubled for purposes of determing support for air operations( B) m0 p. d# I f* |9 L
(complements fix 18 above)
5 a( d1 m9 ]4 I" ? U, i2. Permanently increased pilot array to 70K
' a2 y a8 `. ?* z- q- Y3. Increased number of air combat rounds are a factor of total aircraft involved% \2 a+ D8 u8 i$ h2 U' k8 x' j
4. Allowed submap to submap movement if land connected for land units. Should have been
) O) l! m4 ]3 m3 v& G& z9 Lso as per Andrew Brown
2 D. e" \% E& Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 `# n S' H! Ldelay toggle instead+ V1 d- K w) p# i) a
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 t! p" K& S( w5 g
maintenace a bit more. C9 H& z$ U! K+ z% Y
7. Support device replacements won't decrease the overall experience of LCU units. This does
* U' E5 @) m; ]% o; ?# Snot alter the overall EXP change due when any replacements are received.7 Z* \& D8 D- Y
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 u$ J' J5 k$ Z
between the two but could break current games.
, j0 E; `# T* r: Q) I6 t( ~9. Some LCU Prep points may be retained if unit is experienced
" K$ ?+ B1 u3 U* x. INotes
6 R: R( q* O! Q) n3 U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 K# \3 e5 r. V$ zshould not change player or HQ, even if not in play. These original HQs are used by the AI( ?: s* {' v; e' t+ b
routines so changing or deleting them can put the AI off. Changing other elements should. Y$ a* y0 P$ W x$ ~( D" w
be okay.5 A( a# S0 a2 V [
2. Clarification to weapon filters for aircraft:1 Z$ N+ t" X7 v" B6 d( h9 l+ \: |
PM_NAVAL_ATTACK 2 // used for naval attacks$ X0 r" ^, O# ?; b
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, E. ^7 `) j* x9 x/ d4 d. `' nPM_LAND_ATTACK 8 // used for land (ground) attack
- O( P/ P% r& K T7 d8 b2 E9 f2 P3 C- ePM_PORT_ATTACK 16 // used for port attack
( {8 K/ X4 o l- ]PM_AF_ATTACK 32 // used for AF attack
{5 B$ l. |7 f. Q9 V. B# g3 UDropped any reference to secondary values for land and AF as they served no special use.% `+ n5 o* d* W; N2 K
Clarification changes
8 [' y' H4 z7 ?3 U$ z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These$ r' O3 y8 N$ L1 G3 a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( \; ?9 F0 _9 ?1 r0 t1 A1 o
MONGOLIA(91) or TANNU_TUVA(92).
+ Y3 N2 m6 Z5 y/ z, T# ?a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* H5 l- y/ K5 S: M' t3 j9 Tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes9 ^* r7 e. ^0 D
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
" j: c, O) a" b$ oafter Soviets are activated, but can’t move
6 o1 i2 K- y: O: q S- L7 n* u K/ Od. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! q- G2 T V O1 J" [5 c
disbanded in port./ u: R$ x% E& P/ W: ]
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" }( e. r& V9 l- Y v j4 |: c
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |