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9 J$ v3 w3 ~# Ahttp://www.matrixgames.com/forums/tm.asp?m=3185062% [) J( A) s- @( X
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已经共享到岛群QQ和本论坛置顶资源帖
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# t. t, Y% f+ {" y大量更新,详见列表:
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, f8 \+ e* r3 j g: aChange History:
& S, V' M D+ c" _' p) u1 ?V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% V7 Y; m. r) E
1. Seventh Update – This release is a comprehensive release updating all previous0 K. @: f$ Z$ f: k/ V+ ~7 B% u2 \/ @
versions to v1.01.17 beta
! d' w) C& l% ]8 H3 h; {+ a. Y& ~2. Code Changes
9 y- w$ V- V. c& f; a: n# lFixed7 A/ a" ^/ S7 J4 K' K
1. Display of AF/Port icon between player saves based on player's intel( S/ O8 @. {) a8 P% c& _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ i; U) b; p' ?) f* t) {weapon list updated8 f% J/ @: V% |' s
3. Reported cargo/troop safety values incorrect when no cargo/troop space* H: F1 l# u9 k( c, S2 D- D9 C. f1 \
4. Allow smaller 'reserve' space for small groups on ships3 O0 q' c0 r7 T7 x
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# M( y: K; z& H0 e% E7 s5 X! z# }. k6. Correct attacking plane count before final post-air combat
4 l" A; }* q9 q( p7. Pilot promotion may have occured in error sometimes
& J, v9 ?: U) M A4 H; l# W! X8. Raid detect message sometimes dropped of the combat report
( M* p% E# S' t* W* p6 ~ B; u9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 ^: y& b! I( y$ x- |7 \
generally( k: }8 u* L- c- O$ s8 _5 d7 ~
10. Some pilot-leader connections were being corrupted/ B1 w9 r2 E. z) [
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 }: G" r, r. Q+ R; `" i- V1 F
other move issues due to the incorrect indicator
# {( A& g9 F) s# Q! O. a9 J/ L12. Wrong ship sometimes reported in Ops report for TF movement which causes some' T( H3 X. R; S, T7 ?. J' l: W
damage# p* a% ?8 z% \. V! I: i& D
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ u H2 Z$ L( i$ x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ ?, L$ E( x/ d' y& D" x
date sort, ~) P) T* Q/ L
15. ASW groups not allowed to attack sometimes8 Y: o- t1 j4 E! z2 E0 `' U1 b& ~; H
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing! c- t0 i# N3 z8 U$ y) x) c
HQ/LCU to jump to reinforcement queue$ S/ \" V% Z5 K M0 h, q3 r u
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, {+ [6 x' \0 d9 q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) h* I# T$ V7 Nat start of AE but crept back in sometime during updates6 L4 S$ N. w* e; }% S) X0 L9 r
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
7 h/ E3 ~, u* W' A2 b5 Bfragment.
- f" p3 p8 b7 ~* C, d1 E h6 m+ K0 E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! I7 C& e* T. R- x- V2 r5 T, k
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 o3 P$ n1 D4 [. nshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full* n+ O$ B" g! S$ w6 E) e7 j) T0 q
set
3 k* i8 u# O. w0 R. ^22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base; E7 k N: w" @+ f4 B
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays/ n3 L. n6 t, H
24. Bug caused F/FB to sometimes bomb at low altitude
1 ^$ P( @" ]" F9 G& |' `( ?* h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* X! `0 J$ P+ g4 S! P2 K
occurring properly.
( J! W3 M% d1 {8 L( Y: k26. Bug in Industry 'failed' indication not showing properly sometimes
! l' j& B3 d" z. |/ T9 N27. Location check at scenario load to include small map sceanrios: p& W% V7 |8 o. d
28. Bug in air supply to fragments in a non-friendly base hex
9 ]: u# g# s9 z T4 O4 l7 k29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' C i1 g) F8 T/ u i: t( Pbeing set to homebase before execution of the mission – ie was returning to base5 y; q. h/ W! {0 z
immediately$ |3 x: }) }1 H, J. i. t
30. Error in Strategic map display3 _% S0 Q4 h7 k+ d. o4 f; [1 E
31. Additional and stockpile options were not turned off when base was captured
0 K: g4 w! \5 r) \6 L/ B- l# J: a5 i32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 i0 g3 } D, O
mouse over
- M2 k3 P8 @, Z6 N33. Army experience being gained when not 100% prepared as per manual; changed to allow
& G g$ e# ?+ p& K5 Q) s4 C+ nchance to gain experience if >75% prepare and < 50% national exp level
* j4 t) z, p0 D( _34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% w$ z9 v" z' V8 g3 F
alleviate the incorrect experience gaining happening while in reinforcement queue
3 u4 P1 m* E; A35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) }2 A; b# [) o! Jcaused unit to jump “off-rail” and move overland% ~1 n& D6 b! l. g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 i! u4 o; g/ w* { X0 y# V' E5 f
37. Excessive accident messages on unload from TF reported
. X) Z; x7 v v3 n38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 w0 B' ~4 X+ T# `
merged causing smaller size unit than expected0 f* Y+ ~, k# R8 j' |- l( {
39. Corrected possible TOE error in scenario data load for inactive units8 ]9 M: R9 G0 O
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) v: L* |; G7 e& b9 m* ]3 Rhowever be allowed to do this.+ @, W5 [' K2 a3 E0 ^- H! b4 D. Z
41. Possible CTD if sinking ship's load was a group3 m$ S# K) }, v O- P, ]7 u
42. Limit the number of devices built from resources per unit during LCU replacements; this
8 q( A) ^$ W/ Iwas causing an over production for that turn
% V) Q3 Z3 k$ T" }4 l4 j: X43. Retain day/night setting when creating group fragments* D8 K; ?% x" Q# e( h( k' \
44. Adjusted supply and fuel values in base list not to overrun the space
- R! _9 w) ^ {# O* {+ B45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ G. x% v( |2 Q
added YMS to Sweep TF in line with manual and code
W9 a" B7 `/ V! P1 {% y; l46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the j7 }+ K# e6 D3 | a. p
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, x4 U% h, x- P% ], o
rebuilding of destroyed units is not affected by this.
& I C8 A0 ^" \, I; S47. Carrier capable and trained text not showing together on Group screen7 @8 ~% T2 d) M2 c( `5 u
48. Handle any blank re-name changes by ignoring them! g+ A1 q/ L/ u I$ u4 i
49. Possible CTD when air fragments combine! [' {2 U; C# H1 y" O
50. Unloading TF can freeze a LCU onto a ship under some conditions
' Y! G# J, }1 P, r51. AI not behaving if main HQs missing (affects small map mainly)
2 i/ q! p5 j' s% {. K52. AI using AGC for normal land units – removed from TF if not needed
1 N( {7 y; i1 l+ b53. Soviet activation message not in Ops report
9 y" a b ?' I, t% ~) p' R7 W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 ?: l; u3 W5 g
55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 v4 g w0 q' m7 y4 d$ P* R56. Sub attack against docked TF not happening for port size <3- Z6 C1 N1 F; D: b2 r5 }( p
57. Unit type changing unexpectantly
! u, g1 b2 O9 J; s' a58. Torpedo replacement on plane sometimes is missed* I8 K: q( F" B4 U% ^2 ?( G; G
59. Double handling of overstacked supply requirements9 x1 M- t: _- ~+ m8 ?( d" L3 x4 [
60. Fixed alternate weapons for port attacks
1 z3 ]' c$ W& R; Y2 u- g61. Corrected weapon system damage to show after combat on ships in port rather than wait till" K% E/ O" E1 o. p- ~
sometimer in the ship repair cycle.
/ @" G9 i; D$ p. t" A o62. Ship tonnage over 32K could cause repairs to fail: R+ M9 I$ A) L) @9 d' [6 Y
New+ g: B' v- b0 i
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' ?* O; [) e1 ?( bport
& G$ p( W! G# ~# O: V8 a1 V. A2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% k9 b9 {( Z2 OTenders not counted
' C) s% ^, u" z6 O! F$ N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; f/ h0 f, s: v
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* L& h1 b) i1 a: m! M( Ito remove damaged ships from TF3 G. d O6 ?: h) W
5. New filter for “non-building” devices in Industry pool screen/ U( w: |4 L/ ?1 }1 ~8 \
6. New filter for “non-building” aircraft in Air Replacement pool screen8 s5 n* u4 w8 e/ h. y
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy$ m, S1 e# j. X: L6 F R! q" }
mines (^) detected. f: L9 c- y! `- L) x3 ^. }, t3 q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 y6 U: q; z y1 D3 Z‘button6..’ image files, then these will be shown. If not, by default there are shown as
9 S+ T D5 @- Astandard parachute unit icons0 I0 m" J8 _$ U! j/ C2 k; D/ y
9. Air/port damage and building is shown in base mouse over
* ]- q: i. s4 {: h- C10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% h. `0 L) Y' c
11. TF can be routed to stay within coastal hexes as much as possible: l- \ c% @0 u/ i
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 [9 v1 e+ ?0 ~8 E% e13. Added option on group and LCU reinforcement screen to turn off replacements
6 I6 { ]" n1 |8 M" d+ C! | x14. Current base can get supply returned to it when reserve planes returned which were
/ z! c4 ?; ?# H' c3 |originally supplied from another base
2 s: U e1 @' T: ^% R5 e6 q15. Unit type filter on Troop Loading screen4 X% z' n: Z: x1 O: P( b
16. Report killed ground units if not in combat report, T4 M5 M) W4 E% X, K
Changed
5 e' n3 H! R( m1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) z9 w+ Q I; r+ X: W6 l(complements fix 18 above)
1 |1 W4 R5 F T h$ S8 \2. Permanently increased pilot array to 70K
+ c& c5 Y7 J# Y3. Increased number of air combat rounds are a factor of total aircraft involved3 i+ z4 f8 e6 \) g
4. Allowed submap to submap movement if land connected for land units. Should have been3 Q4 _/ i0 J. I9 y/ V2 Y; Z8 w
so as per Andrew Brown) y# N( ~+ f: ^! q: m6 e& l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message r/ s. w& a4 ?' z
delay toggle instead
1 _; _+ m, P) B5 |# p- t1 Z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: [0 d+ k* @0 m( w% r7 p# H- m Ymaintenace a bit more
/ ]5 ^5 t) ~9 @ H3 I4 A5 O7. Support device replacements won't decrease the overall experience of LCU units. This does
. z# _4 f+ G6 }- mnot alter the overall EXP change due when any replacements are received.9 u; q# ~2 v0 n8 ?
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction+ p! P2 J. X+ P. Y A
between the two but could break current games." S$ |" ? y5 J8 }
9. Some LCU Prep points may be retained if unit is experienced6 _4 U0 w5 n. Z m2 C6 y: b
Notes
0 t' A4 N. v2 [1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 v' I1 {) W: P h) J8 Q0 Q0 _1 Q
should not change player or HQ, even if not in play. These original HQs are used by the AI4 ?& s. x# D3 {6 Y
routines so changing or deleting them can put the AI off. Changing other elements should/ G, j, c0 |, M" e# k; S8 S6 \
be okay.$ L! r% C) ~8 H2 u8 ]5 [: }
2. Clarification to weapon filters for aircraft:
: I& \6 R2 f8 b! c# oPM_NAVAL_ATTACK 2 // used for naval attacks# t6 _) q" c d5 o" B
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
9 t$ ^ U$ \0 X5 W" N3 OPM_LAND_ATTACK 8 // used for land (ground) attack
# o T+ Z* U9 y* {8 V' P( LPM_PORT_ATTACK 16 // used for port attack
]$ I+ Z5 Z2 P& A* YPM_AF_ATTACK 32 // used for AF attack
! q9 o4 j5 b3 @* v; } M6 K2 A4 sDropped any reference to secondary values for land and AF as they served no special use.
- S4 M% f: a( @- R4 c( F ~) bClarification changes
0 c( P m/ O3 \% J) b1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 G0 o) \$ r3 d' ^ p
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
! o. B3 ?: ~% Z9 ^MONGOLIA(91) or TANNU_TUVA(92).
, N* D& X1 W$ p( H7 ?, va. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 q8 p' |/ l6 s" s) Lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; x0 \4 k7 _7 @8 K& |/ u
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; _- G" P n3 W7 r$ F! Qafter Soviets are activated, but can’t move
4 p9 @/ v- A, L) @) f$ vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( A8 p6 Q2 q' a0 L# u% _8 M! @- C: A! }disbanded in port.6 P! J, e, K7 ~" j: ?
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; ? ]3 A# t# m& ?+ H
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |