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http://www.matrixgames.com/forums/tm.asp?m=3185062
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- \- Y: I. n4 M4 N! U' z大量更新,详见列表:
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' i" ?+ I) f) NChange History:
" U& s9 F/ M/ UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
$ n, f. Q) T. E1. Seventh Update – This release is a comprehensive release updating all previous
; T3 ]: q3 S) n: y, R8 r9 b) S/ pversions to v1.01.17 beta1 U& O* t% M4 ^( r4 f
2. Code Changes
+ a- J: W9 ^0 W" v" yFixed
$ R% ? S1 S7 ]' G# x' C2 g8 T1. Display of AF/Port icon between player saves based on player's intel' D( A" n, _* P7 ~, y- J
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& n- L! r& U$ R- x/ Q! t1 dweapon list updated# `4 ]7 M! D, ?1 M) h6 c! I
3. Reported cargo/troop safety values incorrect when no cargo/troop space
% X3 {% z, C* R0 u8 Y2 Y& x4. Allow smaller 'reserve' space for small groups on ships& H# \- I$ K d7 o9 Y
5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 n+ `+ W: r8 I1 s, s
6. Correct attacking plane count before final post-air combat
& p$ S3 S$ g' p1 x) f1 y# m7. Pilot promotion may have occured in error sometimes* R; I0 I& N5 l- ^, ^2 L& B
8. Raid detect message sometimes dropped of the combat report
0 D. D) d6 ?6 T" S* n9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ w/ K; r3 j% [5 y
generally! J: i* J/ C% c6 n9 p! J) O6 v+ U
10. Some pilot-leader connections were being corrupted
; l! s' q, |) L0 Z" A' G5 o0 D% B11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ F! U/ y, g9 v, o4 r- }0 A
other move issues due to the incorrect indicator4 k+ g+ z$ b) w
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 V' B# d/ J! Udamage
D. [5 Y) C( g h0 u( K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 @7 ^/ E+ w' D8 S( U x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; F. b6 c& B7 ]( Z5 b' I9 s qdate sort6 Y' M/ E J A( r* l4 p4 Q
15. ASW groups not allowed to attack sometimes
' {6 s( f& u x# O% k! |16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 i$ g+ L# R N; _; M5 B+ c( BHQ/LCU to jump to reinforcement queue: v4 Z- I9 @3 u ^8 g7 m- [' [
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; z) G2 r+ J) c2 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed6 L" v: ?$ ~% T5 V: a. H8 T4 f$ _
at start of AE but crept back in sometime during updates
+ v7 L! D" K' \+ T( D7 \2 F19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 j+ }* x( V" {! t( nfragment.6 K8 o" a& E4 Z! K4 l, M" q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, Y y5 ~! s1 J, x( U21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 {3 M, ^6 q, r
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base; J4 Y0 h/ i% Y* e
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 E, z" q# \5 h- t* T) U) G
24. Bug caused F/FB to sometimes bomb at low altitude
* `9 a0 f: e2 ~4 q) w% W25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 N* C1 P+ |& B& u0 m: uoccurring properly.
) |# X3 v; T. l, h1 l4 u2 q26. Bug in Industry 'failed' indication not showing properly sometimes% d% t7 i' q/ Q' V) S; J+ y
27. Location check at scenario load to include small map sceanrios
2 S% @# m+ J( R# A& Z28. Bug in air supply to fragments in a non-friendly base hex
! A/ j. n! ?& |: ]& F- L& m: M) P: [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 }! F" O0 X$ Z, V e y' L# `
being set to homebase before execution of the mission – ie was returning to base
3 y1 o! x2 k# v0 Limmediately- K# I: g) f' y* |: b0 X( G8 x
30. Error in Strategic map display5 f2 V8 |; c% p- w# z
31. Additional and stockpile options were not turned off when base was captured
3 @, }/ V0 z+ v# f32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( T. r7 h7 o1 b. T' i7 C: Y
mouse over
8 ]; t" e5 n& [# ~( n8 s% s, _2 z33. Army experience being gained when not 100% prepared as per manual; changed to allow
# l/ Y! b- t C8 Achance to gain experience if >75% prepare and < 50% national exp level
6 f7 E7 T0 M f2 P" d34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ j) N! H) N7 V; |: Jalleviate the incorrect experience gaining happening while in reinforcement queue% g1 \( r1 b! I' V5 G6 m" b5 t
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 T( a" l! N: ^8 ycaused unit to jump “off-rail” and move overland
* _- S; p6 W( h. \8 R+ [1 C36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ q( m5 z6 K" x/ p6 `
37. Excessive accident messages on unload from TF reported* i6 k* E& Y5 D# n
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
K/ U. d$ ? q( q1 o9 l2 s4 Wmerged causing smaller size unit than expected' J x( C$ n( I8 H9 u5 }( I
39. Corrected possible TOE error in scenario data load for inactive units
( A, D' F8 O: K# L1 E40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 ~ k- j0 A1 [1 b. dhowever be allowed to do this.+ H. X0 ]( x* O- |/ N! u0 z9 m
41. Possible CTD if sinking ship's load was a group- J: a, y4 N- X7 U% Q
42. Limit the number of devices built from resources per unit during LCU replacements; this
' K1 v* u8 o( m4 Kwas causing an over production for that turn X7 s5 l8 ]. O# y% W
43. Retain day/night setting when creating group fragments
5 `& N- ?5 S' w0 b! x5 B44. Adjusted supply and fuel values in base list not to overrun the space
8 C9 J9 N1 y) k& Z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 _8 f8 y+ \8 R) z# Qadded YMS to Sweep TF in line with manual and code4 C% J1 i* C8 @
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 U5 h4 T/ w) j* I& `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal L9 y7 U* Q6 T( S0 p
rebuilding of destroyed units is not affected by this.* p) A+ l- N" `+ O3 f( ^
47. Carrier capable and trained text not showing together on Group screen
h/ g: o/ l9 c4 s48. Handle any blank re-name changes by ignoring them9 j. M! S/ M, l
49. Possible CTD when air fragments combine9 P! _6 M* U$ O# H
50. Unloading TF can freeze a LCU onto a ship under some conditions" a6 n6 t6 O7 _% B% f- ], \5 S
51. AI not behaving if main HQs missing (affects small map mainly)
* Q+ r# }, b& H. s4 U6 u. z52. AI using AGC for normal land units – removed from TF if not needed0 c7 |3 Q$ X! M( |" j5 W
53. Soviet activation message not in Ops report, v9 G; @7 u6 i I8 A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range6 P' n# N( a' i3 \% h# t0 c/ k D! }
55. Clear Soviet air balance if not activated. Possible incorrect base switching2 c7 V- M; n6 w! N7 v% j3 S0 \& \0 p
56. Sub attack against docked TF not happening for port size <3
) ?, q7 N8 q/ S9 c4 a: D0 {57. Unit type changing unexpectantly
- l: l$ A7 I1 l5 Z4 Q58. Torpedo replacement on plane sometimes is missed5 |" d9 B; M2 U9 ~5 g
59. Double handling of overstacked supply requirements
# @0 _6 C5 v1 V! m60. Fixed alternate weapons for port attacks
, Q) q \2 Z) y5 i: m61. Corrected weapon system damage to show after combat on ships in port rather than wait till( U$ _1 P" F& y R3 P$ k0 I
sometimer in the ship repair cycle.6 T4 A7 h( Y2 D( m, Y
62. Ship tonnage over 32K could cause repairs to fail2 v" C) Z9 p3 [ ~' d& K2 C
New
/ j- n0 ]0 o' p6 q7 e$ X" R+ k1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. Y) l! o4 o: e1 R, _# a
port
+ U0 ~- k- W4 v+ d# Y) O2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
o) L. B& u" z# l: {Tenders not counted f; z+ D- }! v' w6 w3 C- G
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
3 e) \- I7 R6 i& c; d5 B2 M6 k3 H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 R3 y' X9 ~+ u% [7 t
to remove damaged ships from TF
) s1 j# }* d j: Y" u" f5. New filter for “non-building” devices in Industry pool screen# T1 G l2 O, H/ o3 u/ h
6. New filter for “non-building” aircraft in Air Replacement pool screen
% B* U S( }% F3 M7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 @* ?* X: e) K5 M0 Nmines (^) detected s3 E3 ^4 E6 g
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 u/ i! P# F' M# a) K9 Z q
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ _7 S$ n6 G/ O: ]/ I0 sstandard parachute unit icons1 i: V. L8 e6 @- v' z9 B$ B% ?
9. Air/port damage and building is shown in base mouse over
+ C' n7 J, q7 Y7 G/ ^10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 G' R. A) T2 B+ l2 B$ G7 [( O11. TF can be routed to stay within coastal hexes as much as possible
& E2 L* z- b& ~2 F4 v12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 R. h6 F& @2 c( }3 j13. Added option on group and LCU reinforcement screen to turn off replacements
: u7 u' F6 N9 {9 M: Z14. Current base can get supply returned to it when reserve planes returned which were3 R( I9 B9 g: Q( B2 n; J5 X! c% }
originally supplied from another base# x5 [3 D( g5 ~: O( H5 @
15. Unit type filter on Troop Loading screen
# ~$ W6 }6 f9 c/ R, e, p1 K+ A16. Report killed ground units if not in combat report$ s4 ~ I, h2 v2 Q+ s: \! w
Changed1 Q. t" J! M& a8 y4 ~, D2 u
1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 g1 P# d r% t( Y/ k6 x; J
(complements fix 18 above)2 n9 I @% l9 [+ I, w- A5 x
2. Permanently increased pilot array to 70K# ?3 {8 `. n/ J1 w% E/ F7 O
3. Increased number of air combat rounds are a factor of total aircraft involved8 w- B5 n( j: U [+ v7 `3 N5 ~
4. Allowed submap to submap movement if land connected for land units. Should have been. Z& \7 U% J0 Q1 l3 {6 A0 O6 a
so as per Andrew Brown
7 a9 h S' I) F4 p0 W/ a$ _5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" A) B& Y; W3 q" ~6 \6 M& s8 b
delay toggle instead) h; E, }1 x( X# D, n5 ]
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- v, X+ k7 ]0 {+ V$ f0 K
maintenace a bit more; Q& Q/ `3 g- b& b- M7 i- p4 V, ^
7. Support device replacements won't decrease the overall experience of LCU units. This does
9 p% V0 L+ C2 \not alter the overall EXP change due when any replacements are received.
6 y6 N0 V0 J l' z5 z' b. e8 @+ Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ ^; O) x8 d$ G, H$ L0 k6 r/ C
between the two but could break current games.. m, Y: q6 G" q: v
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
- f4 O2 t. Z1 U9 e$ Mshould not change player or HQ, even if not in play. These original HQs are used by the AI
; F* m0 C, A# n. g- D# g- groutines so changing or deleting them can put the AI off. Changing other elements should6 ~! p2 |4 M6 Z1 x( S; s
be okay.
) Z2 ?) c# o3 Q$ p5 W4 O8 ^% C( @! l2. Clarification to weapon filters for aircraft:
" O+ a8 s# d1 ?3 a6 uPM_NAVAL_ATTACK 2 // used for naval attacks/ C6 F2 l8 n9 \/ ?6 ]3 T
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. f2 i2 h3 N6 U! v1 NPM_LAND_ATTACK 8 // used for land (ground) attack
; ~* W/ B! i2 M3 VPM_PORT_ATTACK 16 // used for port attack
$ v' }7 [/ }( v) lPM_AF_ATTACK 32 // used for AF attack
0 [8 M2 D" C3 z8 n. h/ N4 V, B2 }Dropped any reference to secondary values for land and AF as they served no special use.4 X5 O( h; |9 i+ f2 D+ e4 g( q/ i
Clarification changes
( t6 S0 @( Q) t3 o- d6 k1 F5 N: |1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. z! W- ?8 z9 B* {2 B; ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ V8 b1 v- {! w8 A4 AMONGOLIA(91) or TANNU_TUVA(92).
+ Q6 h9 G5 y: X& Z2 P0 Sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: m5 e5 h5 ^* F! X: pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 @ g' ~) `4 m) @* L7 D- d+ M% T
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
`4 b* L7 U% M% D+ w3 Zafter Soviets are activated, but can’t move* E5 [3 e5 t% u( s% E4 d t
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
' f2 w0 A0 @+ W7 V4 W; ~disbanded in port.2 }, w# R% k6 z" l* A- D) o+ W& G g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 B9 f6 H4 a: N' i4 P L3 [2 mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |