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2 B! b* w4 L( ~, @# c0 G! q$ R3 K* J6 Chttp://www.matrixgames.com/forums/tm.asp?m=3185062+ G! T" l9 r" W7 S
" @* R/ T3 ], v0 ?: l6 }8 S已经共享到岛群QQ和本论坛置顶资源帖; b& X- Z. r4 F" r" W
5 W; Q& n0 P0 K大量更新,详见列表:
& h, g4 _! u$ E2 D' q. c- j7 e& Y6 X7 _& c4 Q
3 X5 l9 ]4 h! o( aChange History:
3 e, M( m3 Y$ p- K5 M% y IV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; {* P, n; {0 ?- @, i) r# U" m1 e1. Seventh Update – This release is a comprehensive release updating all previous4 f* _$ J$ I& ^; b
versions to v1.01.17 beta
7 g9 _1 |" C b2. Code Changes
3 F' I& I8 B% k/ t5 `Fixed' x9 T! _0 ]8 p. v. c& R. m
1. Display of AF/Port icon between player saves based on player's intel
}4 q4 ?5 E: C9 ?3 b3 H- { v1 G3 \2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* C# r/ C+ C) T- \4 c9 N3 G) I
weapon list updated
$ y# j% u+ \) d3 X! J3. Reported cargo/troop safety values incorrect when no cargo/troop space
) w! x+ I3 e1 z4. Allow smaller 'reserve' space for small groups on ships) h% K3 F; g6 o
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
$ X2 T% @) i5 l9 f5 s6. Correct attacking plane count before final post-air combat
# s5 Y0 ?0 s& E" k9 H5 ~5 G' D7. Pilot promotion may have occured in error sometimes8 S! X3 w% S3 ^- z, y4 }
8. Raid detect message sometimes dropped of the combat report
8 t" q! |+ x. P8 B# A9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
, o. `& m1 b8 wgenerally
8 s3 `2 G; j2 |. f) S U10. Some pilot-leader connections were being corrupted& D6 Q6 ~* }; @+ Q H8 K3 u4 i9 d
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" L; N. |6 A- _& a+ c0 ?other move issues due to the incorrect indicator
4 \+ X6 n* C# A+ r( W12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 W3 p$ s7 w Wdamage. M1 [( s0 \! ~$ L* n0 I
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, ]. K0 \( H( J( h$ d& j4 [, l: f14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the8 c6 y. @+ ~, T3 l% j1 N3 d
date sort
) ~" n! T& h/ P( w15. ASW groups not allowed to attack sometimes+ ?# \2 Z" O: X: u6 d' q
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" ?) f& T; W# Y0 F& y+ n! M% P
HQ/LCU to jump to reinforcement queue
, H6 L s R2 l$ Y. ~8 q; r17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 U7 B0 Y/ G d- L$ Z* a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ h. q" _ |$ R- i- m7 S v7 g
at start of AE but crept back in sometime during updates! O& Y4 S9 j6 F9 g
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
$ V7 w1 K+ y; n7 y7 x' M, w% x' B/ x1 F& [fragment.
& n. O& R! r. X$ t6 E O1 y20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* |: c j0 o1 P8 H4 M% A3 l4 h
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
( e+ a% V4 G J0 ~short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. A" a7 J/ U+ v% e5 H
set
$ {: O7 i; p. g6 X6 p& t+ ~22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( O. v) h8 I0 |
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) E7 s3 Y; i% A# t) r4 I7 Y. ?, V24. Bug caused F/FB to sometimes bomb at low altitude
! \/ _1 N- ]3 w4 Y8 G0 W5 h+ I25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 m, U4 I8 H! B, E2 _
occurring properly.. ~5 H+ p* P5 P/ Z2 x/ M( ~: v
26. Bug in Industry 'failed' indication not showing properly sometimes3 g/ j3 y; g( E/ E4 \
27. Location check at scenario load to include small map sceanrios, z9 i; i C R' \$ m
28. Bug in air supply to fragments in a non-friendly base hex5 z b$ f2 @& E8 x; ~
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
; y' U Y( e. Jbeing set to homebase before execution of the mission – ie was returning to base
2 L0 s% X* |; s1 U8 v+ f& Bimmediately/ `% g- J2 t0 p! \ y" y7 @3 N @
30. Error in Strategic map display
6 v: i. x9 S; f# X+ K31. Additional and stockpile options were not turned off when base was captured/ I0 D0 A4 [( e! \4 b. A6 @( O
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 r* J: d2 m2 ?- qmouse over/ P. m8 ^8 s) I8 o! o; O
33. Army experience being gained when not 100% prepared as per manual; changed to allow- A* R% G9 Y* d+ ]# F
chance to gain experience if >75% prepare and < 50% national exp level
% @) A& Z: X6 r, F3 H34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. _/ B5 g2 N5 t# H( J/ M+ r; Qalleviate the incorrect experience gaining happening while in reinforcement queue
4 l. r. K4 h6 c! q' Q35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
0 v- N/ Z# I8 X% h* }6 v! Q5 pcaused unit to jump “off-rail” and move overland7 ^" O* J+ K2 j+ J0 h7 H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 D+ u4 n, F3 C- s( G- V37. Excessive accident messages on unload from TF reported, N4 U) a; f5 n' u y: E
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 V& b9 i) z( M! [- J# N" z9 \merged causing smaller size unit than expected6 L. h" ?( m2 t0 G( b
39. Corrected possible TOE error in scenario data load for inactive units$ s+ v& w6 m+ _! s3 R$ P& S
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! ~; x! b" F0 m5 u4 Chowever be allowed to do this.4 V- m, G# B" W1 D- B( [, r1 s8 l
41. Possible CTD if sinking ship's load was a group% g, |( E$ A [& z
42. Limit the number of devices built from resources per unit during LCU replacements; this
4 ?; q. X5 q2 u+ L& awas causing an over production for that turn, L# s" R& v$ N
43. Retain day/night setting when creating group fragments
( Z* I O- J9 u44. Adjusted supply and fuel values in base list not to overrun the space) \$ r0 H Z" i: q% n: I$ m
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
/ e c& H! O8 g" }/ Sadded YMS to Sweep TF in line with manual and code
0 V. K$ i- k( F! O( i46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 t* C5 \' j# J- H d! m
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
& _7 s* h9 n& O; s, i: b: |5 W* Mrebuilding of destroyed units is not affected by this.
2 F' C ?7 N& T+ m& p, T ?47. Carrier capable and trained text not showing together on Group screen
- m U" W9 H, A# Q7 P: a9 t48. Handle any blank re-name changes by ignoring them/ b! q. Y3 X+ E* E) [& d- I v
49. Possible CTD when air fragments combine4 V7 s, l& J* u
50. Unloading TF can freeze a LCU onto a ship under some conditions
& N9 F' m2 ]- X" B, R( W51. AI not behaving if main HQs missing (affects small map mainly)/ l# w9 D4 N0 k
52. AI using AGC for normal land units – removed from TF if not needed
r) ?, Q% ?- P! i9 N T% u53. Soviet activation message not in Ops report
- y1 Z6 f- K" L7 M' z- Z J54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range6 j7 k3 ] E0 V
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. U& a# A$ C) g: T/ a56. Sub attack against docked TF not happening for port size <39 @6 E/ O9 I3 {$ p/ j
57. Unit type changing unexpectantly
/ f! R2 ]# A% e5 p5 B7 V0 _8 i' h58. Torpedo replacement on plane sometimes is missed
+ \) B0 \, ^& E; a5 X59. Double handling of overstacked supply requirements
* b. v+ _( ]3 Y) t5 B% l60. Fixed alternate weapons for port attacks
( u% H; i% q3 @: a* s2 _61. Corrected weapon system damage to show after combat on ships in port rather than wait till
0 |' i% S! |6 \sometimer in the ship repair cycle.% p1 X' s: m$ l# m0 [
62. Ship tonnage over 32K could cause repairs to fail
! ^! U- [+ J3 L) GNew, R5 C5 J4 Q; C" p3 f7 e. @
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
8 k! Q# a7 J2 f: L* v' Q% K' jport- Y7 |; {- u7 Y8 H/ }5 }& y( V* \
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base., N+ O/ V' e; M6 h( h
Tenders not counted
" Q4 b( |. i' J3 Y9 U0 ^7 p5 Q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( H; Z+ L1 i- O: E- l. h3 U" i+ F4 ]2 t
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) c* U! W' e9 Y
to remove damaged ships from TF
E8 J- Q! K( I5. New filter for “non-building” devices in Industry pool screen
4 t+ ]7 S0 `( q3 r* v6. New filter for “non-building” aircraft in Air Replacement pool screen
3 m: \, u! G( |4 t v g9 E5 J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" U! D4 r- s$ ?6 O9 x
mines (^) detected
7 l" K% P8 l- R. x& Q# f4 F5 L# e8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 v& N. s. D: b' y W‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 G+ r O" x% R7 E& m1 ?! Ustandard parachute unit icons( i& K. o/ L' ^5 \- G. Y
9. Air/port damage and building is shown in base mouse over9 M& o: M! s. r H& Y% F9 Y
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* o) ?: c5 R4 @3 F. ^0 I
11. TF can be routed to stay within coastal hexes as much as possible! a5 ]4 q! m$ q7 Q) q! Q8 `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) J9 i5 l* ^1 d) _1 N4 J( d13. Added option on group and LCU reinforcement screen to turn off replacements
' c% x# v9 T* F14. Current base can get supply returned to it when reserve planes returned which were N) o. l6 I: Z" n: Z$ V
originally supplied from another base" c6 }# J& h- u$ [# _
15. Unit type filter on Troop Loading screen
( I' ]7 r3 s5 n" R. i& x16. Report killed ground units if not in combat report
" Y! H; _. C0 c% _/ Z+ xChanged& Y9 [$ c* w- L2 y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations/ @2 H n9 T/ j; m8 z' }$ ~: R
(complements fix 18 above)9 B4 y- a- v2 i4 }
2. Permanently increased pilot array to 70K
) G. |! i) ]2 C- }6 V/ c$ C% D3. Increased number of air combat rounds are a factor of total aircraft involved& x* u) `5 T8 T# w, F G+ ?
4. Allowed submap to submap movement if land connected for land units. Should have been7 X( ^/ M% W* {+ m
so as per Andrew Brown# F6 Z& ^2 Z& ]0 V, [' U
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: ~% f+ c( O. e! zdelay toggle instead
2 d0 Q6 x8 k" G* S" P1 x7 m+ R6. Aircraft being grounded for maintenance factors in durability also. This will spread out the O. N, F/ h( w$ x4 F
maintenace a bit more
6 S* ?) S y2 M" E5 k5 n7. Support device replacements won't decrease the overall experience of LCU units. This does1 C( y: z" g8 b: D) i
not alter the overall EXP change due when any replacements are received.; ? L- W' U' v X
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
+ M* t5 ~& g4 Q9 U! n4 l" Y( k) Cbetween the two but could break current games.
3 u- g% U/ `2 @& e9. Some LCU Prep points may be retained if unit is experienced1 S# e) z5 P9 E* C6 I$ k$ d
Notes
# }% q' k' l; y8 i7 z# C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& B- [/ d$ i( \3 X* m/ D2 d
should not change player or HQ, even if not in play. These original HQs are used by the AI
( l, c' V, N; e+ L6 jroutines so changing or deleting them can put the AI off. Changing other elements should
: S' G9 I: u7 |/ V7 s. R0 Wbe okay.
4 F$ w" _* B5 a6 V; O6 J2. Clarification to weapon filters for aircraft:
6 {, l" K Y9 Q: ^/ w% IPM_NAVAL_ATTACK 2 // used for naval attacks0 K. |- F3 a1 K4 N/ c
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
% g$ V1 n* [/ U' |0 t; ePM_LAND_ATTACK 8 // used for land (ground) attack
: [8 r5 r1 T) V$ [PM_PORT_ATTACK 16 // used for port attack
( ^7 z3 N4 J( h8 }: V# O* hPM_AF_ATTACK 32 // used for AF attack' B$ w3 \- I4 I) _% j2 J2 H
Dropped any reference to secondary values for land and AF as they served no special use.
0 _2 P1 ^; h/ I( j0 W$ VClarification changes
3 d5 c& l, R/ X1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 ^* F; O0 c4 d6 M; B, {bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' `0 c5 h \) O$ {- q% f( F* rMONGOLIA(91) or TANNU_TUVA(92).) ]% ?4 I2 E9 C4 I3 n& B; B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, c/ Z/ D' i4 o% }: a: R& R$ `6 ]# f
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% ~/ Z6 e2 B$ F" Y5 Bc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
& |3 X8 Q b9 @* [after Soviets are activated, but can’t move
. X2 j i' }% n% a6 @7 [: ^d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. k1 M5 k0 y; ~
disbanded in port.6 o8 ~7 f) u. F3 i. L
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' H6 ^, s3 q2 i- F
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |