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http://www.matrixgames.com/forums/tm.asp?m=3185062
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M, z' d( R2 t' b" t# X: I1 t7 y8 V已经共享到岛群QQ和本论坛置顶资源帖7 r& b: E' s* c7 q- ]0 {
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大量更新,详见列表:
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Change History:3 |$ Q4 N4 y; h8 U# D, \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* x" Q1 T: z7 M, E- m- o6 s3 z4 [
1. Seventh Update – This release is a comprehensive release updating all previous
+ [) A4 }# ]$ a) w9 x) ~1 Qversions to v1.01.17 beta: R% \ z6 j- r2 W. W1 H& U( W
2. Code Changes$ R, g1 {0 I) V7 O' h1 L
Fixed* T, m! A% N, m
1. Display of AF/Port icon between player saves based on player's intel
# j1 I) e: D% O/ n7 e9 b; N) F2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 k. B5 V- ~4 f# E7 ?weapon list updated
( q( Y0 t6 @" J n K- G3. Reported cargo/troop safety values incorrect when no cargo/troop space' @4 U7 B h a% l
4. Allow smaller 'reserve' space for small groups on ships" z" d- k. y2 @! k2 G( M( y: v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent- p- A# s w& {# |7 g4 d
6. Correct attacking plane count before final post-air combat
! j- Z& Q4 I) r1 P) @7. Pilot promotion may have occured in error sometimes+ G8 P4 T8 o) T$ K& y9 h
8. Raid detect message sometimes dropped of the combat report
7 S4 U+ w' a+ o' q0 r# I4 c8 K' B4 ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply6 _/ z& Z% [! i; T
generally5 \7 [ {5 Z% @. ~7 u6 }- d: h. S
10. Some pilot-leader connections were being corrupted/ H* G" f! M3 b& \$ ?8 ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- a; ^1 z' D2 m8 Jother move issues due to the incorrect indicator
" K8 T5 H' z# ^3 N& p. o- F12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 z6 X+ }1 V5 \% `+ {damage
1 S2 _, u4 M! ^: |1 L& F13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
) E& C2 u O8 P$ n2 F2 G! G& X, f14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- i1 _, w+ J! }5 hdate sort
6 f- D! j8 z9 l! r' }0 ^+ W15. ASW groups not allowed to attack sometimes; H) t* r6 W# S! V1 N
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ w, _8 ]1 ?# W4 M
HQ/LCU to jump to reinforcement queue
8 a: M0 f( N3 W* X* D17. Bug in bomber intercept if too many rounds of fighter v fighter combat) n# u4 C1 a1 H
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# g* B/ l5 t3 Y, @6 N& d6 D
at start of AE but crept back in sometime during updates
9 w7 z3 R* \% o/ \19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 W+ _5 E2 {$ [8 dfragment.' G+ C+ p; ^2 q& B; n+ Q& b
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ s3 Z4 K5 J# X, y+ Z
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 k: M5 }+ [2 i9 A7 e$ Sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" }% b4 a* `( e. L7 Nset
7 D9 T0 M8 b) [) w! h. k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 ~9 i4 R2 L) f, z0 _, z* r' n23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% y9 r" ?1 ~2 A- @; g0 f24. Bug caused F/FB to sometimes bomb at low altitude5 ^/ J) x" V0 r$ W. I, d+ ~
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 {/ s6 @/ x- t5 ?. |! J# t
occurring properly.
9 X* g2 b# n# z% V$ `5 T6 Z26. Bug in Industry 'failed' indication not showing properly sometimes
2 M- C8 ?2 M/ ~& e/ H' Z; n0 g# Y27. Location check at scenario load to include small map sceanrios
3 a( Y9 _. s0 Y28. Bug in air supply to fragments in a non-friendly base hex8 r ?5 A6 ~" m, p
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ y6 R; v( Z4 fbeing set to homebase before execution of the mission – ie was returning to base
. M0 `! b! Y& x4 E+ Eimmediately( S- Y) {. ^1 v4 g9 B
30. Error in Strategic map display9 L0 q! D8 `1 W1 M! y$ n; Z
31. Additional and stockpile options were not turned off when base was captured; D$ ? |+ W- b8 Z* T
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 ~ _% k( S2 M7 Dmouse over3 I, o- x+ U+ l, l( R2 E; r& _" q/ V
33. Army experience being gained when not 100% prepared as per manual; changed to allow
Z* Y0 }, ^! Bchance to gain experience if >75% prepare and < 50% national exp level3 i- h# ]8 m1 m+ X0 i9 i
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ S" f- F: s' S5 galleviate the incorrect experience gaining happening while in reinforcement queue: @8 z' U4 a5 U* i* y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& V0 q0 _+ @" I% _5 U; A" Lcaused unit to jump “off-rail” and move overland& U) D4 y$ e2 S
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* O0 X& Y; k( v9 M0 E% w37. Excessive accident messages on unload from TF reported
9 W# h4 _, X+ b38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( O' ?( G4 f$ \9 emerged causing smaller size unit than expected
' N. J# f3 y" p N# z39. Corrected possible TOE error in scenario data load for inactive units
; n' K3 b6 `3 g% g' l! h, }" K }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 U6 R$ a ~8 R" \, ?7 Ahowever be allowed to do this.0 G l7 n7 K! N2 W$ Z6 d; n
41. Possible CTD if sinking ship's load was a group
4 Y7 s( Y% r5 f, @. d7 |42. Limit the number of devices built from resources per unit during LCU replacements; this8 Y7 t% X; [5 \7 H! @' v
was causing an over production for that turn& x: b1 ?4 P" u O( d
43. Retain day/night setting when creating group fragments8 ]4 X1 k* @& M. e& k9 ?0 t
44. Adjusted supply and fuel values in base list not to overrun the space- H) a8 f7 b5 c' U, S
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but; P! d# i, m+ t' j3 u; U% R* h
added YMS to Sweep TF in line with manual and code! w! R, }: d$ ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 o1 P! p' ^8 Z* m1 z" srule relates to the abundance of manpower and is not covered by replacement pool. Normal
" i3 k- L0 l# t; C/ T brebuilding of destroyed units is not affected by this.
/ `$ Z3 q6 h) A8 h$ D) o* N47. Carrier capable and trained text not showing together on Group screen7 O7 O# j* r' i8 V8 q, C
48. Handle any blank re-name changes by ignoring them
! l' L5 C( N( | y+ Z49. Possible CTD when air fragments combine7 u$ O1 N1 x i) o
50. Unloading TF can freeze a LCU onto a ship under some conditions' p7 C/ q" p2 R0 U8 e( D
51. AI not behaving if main HQs missing (affects small map mainly)
- w3 E, X% `* O52. AI using AGC for normal land units – removed from TF if not needed
5 Y% F, D0 s/ K" b2 k53. Soviet activation message not in Ops report
: H7 D. e: w/ P% D- Q7 \54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% K3 t, V a8 g: a2 B2 [55. Clear Soviet air balance if not activated. Possible incorrect base switching& D X* B6 ~) ?3 ]
56. Sub attack against docked TF not happening for port size <3% @' G; g7 y0 @$ C5 P. T
57. Unit type changing unexpectantly
. ]- a2 x/ s' x, j) G. @58. Torpedo replacement on plane sometimes is missed8 V& _7 M' u, I9 A# C& q
59. Double handling of overstacked supply requirements7 B U: l p4 r/ L
60. Fixed alternate weapons for port attacks/ l1 Z' `$ c! I7 O( F3 }& J& q& c5 H i
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 ^! @' F4 q. c3 `' p" ?, B% vsometimer in the ship repair cycle.* Z9 @: V9 P' }9 I3 {- Y
62. Ship tonnage over 32K could cause repairs to fail' A4 _# w% `0 a. s- w! f5 V/ r
New: x# e a6 t3 S0 V. P
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 q# n7 V4 f/ S9 L) n: g
port
' ^ b( ?9 v7 @" c. b7 ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, N8 e7 E. w$ d [6 @Tenders not counted0 G+ T2 {" c: ~ e
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% Z2 S( Q/ L: I
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( W* E5 t+ v% ^2 r, t C0 A5 `
to remove damaged ships from TF
+ t7 C6 Q, l: q3 F) r; i) ~5. New filter for “non-building” devices in Industry pool screen
8 g# D5 d4 Q' I6. New filter for “non-building” aircraft in Air Replacement pool screen
! k! k5 E+ ^5 U7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy I: i4 A J; _
mines (^) detected9 a0 Y$ `$ N/ n {
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: f$ u0 f8 H0 @
‘button6..’ image files, then these will be shown. If not, by default there are shown as* o g2 W8 o- w/ i) Y, ]
standard parachute unit icons+ l5 Q( |8 N: G1 N/ g
9. Air/port damage and building is shown in base mouse over# E& C" q( H8 J/ M: c( P
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
6 b. E M" i6 l7 e n11. TF can be routed to stay within coastal hexes as much as possible
: H7 S9 y: H9 U% f12. On Top Pilot screen show the 'ace' cut-off value if more than 1, l" [' Z( `* u1 v1 f
13. Added option on group and LCU reinforcement screen to turn off replacements
9 F1 N5 f. d/ {14. Current base can get supply returned to it when reserve planes returned which were% x5 m* R6 S7 }
originally supplied from another base. e: Z5 H3 V* P$ F7 Y
15. Unit type filter on Troop Loading screen4 [4 `+ [$ \9 D
16. Report killed ground units if not in combat report
5 x" f4 _- O5 r! u2 P4 DChanged
0 z t* h9 I) |; B8 }+ H: @ f* X1. AF of 8+ have AV support doubled for purposes of determing support for air operations# S& ]$ y' g; t% @
(complements fix 18 above)
- N5 K% N0 @( J6 p% }* _0 L( H4 e2. Permanently increased pilot array to 70K
2 Y" m: m* X5 w) f3. Increased number of air combat rounds are a factor of total aircraft involved
, [6 r$ l4 n) t4. Allowed submap to submap movement if land connected for land units. Should have been
5 @4 D2 ]. O2 [' cso as per Andrew Brown
$ Z( |9 C! [9 ?% @' B( |5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ B5 ?/ T2 f5 z7 f* N' T4 @delay toggle instead4 m& k: a }. O& i9 w2 N# i
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% P" q6 C& I" e) p& u6 J+ c" B
maintenace a bit more
9 k+ s- ], k& V7. Support device replacements won't decrease the overall experience of LCU units. This does- o5 k9 e- ?: R, E2 n5 U& F
not alter the overall EXP change due when any replacements are received.
! ]9 y& |& W6 \4 |8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
. N6 i6 Y9 m9 s, B( abetween the two but could break current games.
' \0 q- m6 t, \0 k5 d, @9. Some LCU Prep points may be retained if unit is experienced: U# w/ l( S) ^* X6 @- u) @
Notes s: D/ [8 ]! N' }
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 d) R7 O( E9 ~( |; h: ^% ?* L
should not change player or HQ, even if not in play. These original HQs are used by the AI: i$ {! Y b1 \$ X" P0 b# k
routines so changing or deleting them can put the AI off. Changing other elements should/ a6 C* e3 T1 Y! ?
be okay." l V, V$ |6 c" B5 E$ \( ^( q
2. Clarification to weapon filters for aircraft:4 e( t4 f3 I: `) ]1 L
PM_NAVAL_ATTACK 2 // used for naval attacks1 \% J' Q5 P. e2 b( |* z: G* ?
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)! N8 Z; H/ s* |( L
PM_LAND_ATTACK 8 // used for land (ground) attack. w( X0 S* z5 G2 T0 J8 `! X
PM_PORT_ATTACK 16 // used for port attack5 x# W' n5 a+ U% o* O2 w
PM_AF_ATTACK 32 // used for AF attack
/ o6 v0 U- v J$ D9 b6 v* d4 j" {Dropped any reference to secondary values for land and AF as they served no special use.3 M5 @$ o" j: Q" n
Clarification changes
/ s3 r8 O% O9 y2 j+ \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These2 D; N' O+ u7 @* d( q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 p; u7 j, ^/ wMONGOLIA(91) or TANNU_TUVA(92).& B. b7 r. u; u0 ^! B: V
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 N! T; {- j1 s: B* t, s9 J
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes% U8 L" T" k$ a8 A
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
( n5 b, [; u( }- ?* {after Soviets are activated, but can’t move: q' S( l$ B2 o8 j
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 {; i2 A0 i5 e( j' bdisbanded in port.
2 _: [' c4 Z; ]3 [4 be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 o4 ^" D0 u) S% z8 U
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |