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% p# Y; a$ b4 bhttp://www.matrixgames.com/forums/tm.asp?m=31850622 G, Y3 X/ B' n1 C" H. v
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, H2 S) N9 }: I/ z. _5 D大量更新,详见列表:% t* J6 w; D3 H/ t3 S I" U& _2 L
5 {# B6 k, v, p; Q6 a
5 ?' T* O- }' D( o+ F. c dChange History:; O- k3 O" H7 d; P$ q7 L! K. R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)+ D. Y+ X7 W- O1 x3 A# H) q/ x
1. Seventh Update – This release is a comprehensive release updating all previous* R2 k: V2 @+ f5 F8 U1 S
versions to v1.01.17 beta
! w3 C0 {: c! W3 m$ x& Q# M2. Code Changes/ ^4 e1 S0 ?- i+ m# R7 d
Fixed2 l, m5 i2 o) c* m3 F& _
1. Display of AF/Port icon between player saves based on player's intel; j3 L8 e- U% d9 Z% n- n
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 {) f6 d, K& t' vweapon list updated
9 W7 w) N/ E* q: ?3. Reported cargo/troop safety values incorrect when no cargo/troop space2 N+ d u: c z9 f( l; W/ r5 e- y; {+ L E
4. Allow smaller 'reserve' space for small groups on ships" e) j5 i1 d: m1 \; W2 ]+ z
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ V% i' h {- s( J6. Correct attacking plane count before final post-air combat2 B# R2 I+ w; D( k) M* |; t
7. Pilot promotion may have occured in error sometimes
# `, ?# _5 X9 p5 |! H8. Raid detect message sometimes dropped of the combat report
) R+ N1 ~/ A7 [+ c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply X* c* \* E0 d$ _- j) K
generally5 c* p5 r: C/ {5 N
10. Some pilot-leader connections were being corrupted
d1 |0 ]. o4 D' m9 ^% c- ^0 }: |11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& O3 g8 ^$ n+ E1 M
other move issues due to the incorrect indicator
. s3 P/ W) A3 F" y) |0 {" {12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" @/ d3 k/ s0 h7 h; zdamage
# w4 u0 k4 c4 N13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool! w3 w; O- J' j1 l' e; R+ H8 V
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) q: b( h% _: E- y/ w) @5 H f
date sort
F/ R7 e _+ H7 l# g15. ASW groups not allowed to attack sometimes
- s3 F& A1 ]3 @% T) J% g' N* s9 m1 h7 o! L16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: v. ]; @4 [) K- U# G5 V; Y4 KHQ/LCU to jump to reinforcement queue4 {) V3 r& g$ ~+ N9 _8 T- |
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ K8 G3 }. [% X3 [18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 n7 h. n5 d8 k' b" o2 `. S. l4 Gat start of AE but crept back in sometime during updates; F0 ?+ x3 A0 u' y- `2 X" \ \
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 U/ g t( y! A
fragment.
) ]" }/ ?4 \* r( K+ |+ F; Q+ _20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
6 @0 O5 E8 K/ ?4 ~$ l4 m; N" }21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( b/ p# }+ @0 x2 {/ G/ H" ~' y, c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full0 }. U) s2 R8 M* s
set
& d# n6 _/ L! Y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- T) l% r/ Z3 Q0 J23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* g! n; j5 K1 G& b
24. Bug caused F/FB to sometimes bomb at low altitude
M9 ]! u$ B; b' s/ E P E7 V% B25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
, N* L, |6 `% E1 B' Xoccurring properly.$ w+ V- T1 G, j
26. Bug in Industry 'failed' indication not showing properly sometimes+ u) z' @3 x) d, Q! L6 @: e
27. Location check at scenario load to include small map sceanrios2 l+ e, |; O& w0 y
28. Bug in air supply to fragments in a non-friendly base hex
# M* w: B# ~; D29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, }6 v: R. L9 u; |/ D% Abeing set to homebase before execution of the mission – ie was returning to base+ L% ~8 r* X" d% H- }
immediately
: ~5 ~) {; B1 b6 C5 P30. Error in Strategic map display. i* A4 W7 y/ {7 K4 s
31. Additional and stockpile options were not turned off when base was captured
M, _4 z! s+ j" Y) l32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 @. N- a+ P9 _5 ~$ P
mouse over! y$ y0 |- [% p) j2 I G$ B N- k4 w" [1 K
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' z9 Z/ n ?+ J2 g; z' cchance to gain experience if >75% prepare and < 50% national exp level* x) t( ^8 F9 A/ M& y7 t
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 [) N- H- U; w2 K& L; M: r- ~alleviate the incorrect experience gaining happening while in reinforcement queue8 v \4 q4 b# v4 t: ], y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" Z9 A' M; [* z8 k7 s4 Scaused unit to jump “off-rail” and move overland
0 j2 u6 ~6 T( l' M; J/ M36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ [ v7 k+ M2 [3 s3 \+ x) F8 l
37. Excessive accident messages on unload from TF reported- s/ X" u2 z8 B
38. Reworked editor sub-unit merging as some devices could drop off the unit list when* M2 O ~' l" N) k1 ~& n
merged causing smaller size unit than expected% a6 c* ?3 d- |) D7 }9 h3 ]
39. Corrected possible TOE error in scenario data load for inactive units
6 n3 c6 w# A1 b40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ V' H. P6 ]) g2 P8 U
however be allowed to do this.: x }1 M% ~' e) Q
41. Possible CTD if sinking ship's load was a group- v, U) o8 F& e3 w$ Q) d* b
42. Limit the number of devices built from resources per unit during LCU replacements; this, O( F- j5 |' V$ F* B: B
was causing an over production for that turn2 |; ~" T% F+ H
43. Retain day/night setting when creating group fragments; m2 N2 B. G& g
44. Adjusted supply and fuel values in base list not to overrun the space) W) V. n7 K7 e { t: T) g" y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' G+ b) w G8 M7 W% b- Dadded YMS to Sweep TF in line with manual and code
4 V1 o! F9 }0 c- J46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 b S3 y& S8 u) W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
- e0 r0 H9 \( d4 p C6 ~rebuilding of destroyed units is not affected by this.+ Q6 _+ T6 @/ _1 D# Q
47. Carrier capable and trained text not showing together on Group screen
6 C6 i& ~! m! P48. Handle any blank re-name changes by ignoring them
b% E( Z$ A9 J, E49. Possible CTD when air fragments combine
. d3 J! Y& A' y' [- J. [- A50. Unloading TF can freeze a LCU onto a ship under some conditions1 W+ r) V8 S. c: U3 e
51. AI not behaving if main HQs missing (affects small map mainly)
9 C( J3 B2 Y) @9 r6 z& N# b5 D52. AI using AGC for normal land units – removed from TF if not needed6 e* n' O8 m* I+ ]; ^7 B( t
53. Soviet activation message not in Ops report( H6 e: ^4 @; }9 S
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ C0 s0 K. V+ | U$ ~
55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 e6 S( B! g* ~9 K56. Sub attack against docked TF not happening for port size <32 g; _" ]" Q M5 w; E
57. Unit type changing unexpectantly" v4 T' k( t1 _2 W. s
58. Torpedo replacement on plane sometimes is missed
! t9 a2 M. {* \$ P59. Double handling of overstacked supply requirements) K# x6 c( a% E/ K5 H; }; {7 F
60. Fixed alternate weapons for port attacks( M6 }% S9 O: u8 P4 P: V2 T, M8 H
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 n q* }( I& j: f' S* f9 Ksometimer in the ship repair cycle.
6 u" ?/ D' q, U- Y, p" N3 }62. Ship tonnage over 32K could cause repairs to fail8 g P% k: X" H
New! M4 k: _ u; x7 @
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
% j8 t/ @3 V, X! kport
3 j( u; e: Z; n" f) V" ]/ K8 Z0 y2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! K3 t! s5 S8 [$ U( s9 o5 m
Tenders not counted. [+ L' n G: T1 w, D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& \' R! }; _4 x9 m/ C5 f7 s
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) d: ~) \' b: m9 g* J e9 I7 N! p! `
to remove damaged ships from TF
6 _3 u5 B; [% @& T' `1 \4 ~) r& e5. New filter for “non-building” devices in Industry pool screen
$ [/ o- M+ l5 [5 l6. New filter for “non-building” aircraft in Air Replacement pool screen: v" k8 G! z# b& ~6 q
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 r+ G" w- p/ y2 P' M7 B; q: Lmines (^) detected; B: L2 k3 M7 H
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 D! i$ q* N5 z7 U. e‘button6..’ image files, then these will be shown. If not, by default there are shown as7 g a: S% V2 E0 S# X
standard parachute unit icons A& j `" J! A8 B2 p# Y- @) T, i7 R
9. Air/port damage and building is shown in base mouse over5 q: n) m5 x6 k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ j1 O' ]1 r1 b$ u8 C( I# e11. TF can be routed to stay within coastal hexes as much as possible
" ? l8 D: R1 W7 i e12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 T. F6 T; n% y' n6 ]13. Added option on group and LCU reinforcement screen to turn off replacements6 W/ i& K/ V) ]- e
14. Current base can get supply returned to it when reserve planes returned which were
5 ]8 j$ b2 o6 Z. `) q* doriginally supplied from another base
2 E" Z, B! N$ d/ W- X' W/ ?15. Unit type filter on Troop Loading screen% d% M3 Q! M; l" o8 ?7 ^9 x
16. Report killed ground units if not in combat report
; L% C$ k7 c* ]. f* p* e6 Q0 O0 FChanged
" x( K8 `* z/ H( j1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* H% f2 A) v; [* C(complements fix 18 above), Q8 ~+ G. L% M5 k4 ^! k, U! p3 r
2. Permanently increased pilot array to 70K
% L8 z Q; A( [9 f" I3 P; G3. Increased number of air combat rounds are a factor of total aircraft involved; }9 y8 {2 O: {5 N, Y* [: R, u
4. Allowed submap to submap movement if land connected for land units. Should have been2 J& t" N7 U" y7 ]0 x2 y! W: ^
so as per Andrew Brown% ~( D7 K, r- C+ J( t# }. B
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message( G9 Q! Z0 S' j
delay toggle instead0 ]! X7 B$ F+ T# n& K
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( G9 {9 g) p7 x2 V4 w
maintenace a bit more
; j j. N! E* k7 F3 t& W1 ~7. Support device replacements won't decrease the overall experience of LCU units. This does
) s" ?1 _ {+ O4 ^% W8 ^+ j; {not alter the overall EXP change due when any replacements are received.
9 g8 h' c0 z2 P7 b9 K/ [8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! o' i! V) b$ ~9 v
between the two but could break current games.
3 A$ P; K' {- j0 p; n& N5 H2 @9. Some LCU Prep points may be retained if unit is experienced, G/ k1 x% ?: V: w3 h
Notes7 K2 y0 `+ C% U6 h8 D
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* U% r# y. T& @$ J$ oshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 l. ^* o( ?- q9 b: _routines so changing or deleting them can put the AI off. Changing other elements should
& z s( Y7 ~- R8 T4 J: U) Dbe okay.
9 M( [( G$ {+ b+ \$ X2. Clarification to weapon filters for aircraft:7 R; _' e! A" A% M" d& [
PM_NAVAL_ATTACK 2 // used for naval attacks
8 j; \$ [1 u; U* S, IPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
% w2 `! N- a% S+ u! X1 nPM_LAND_ATTACK 8 // used for land (ground) attack; N2 x3 P% N! p* S% f
PM_PORT_ATTACK 16 // used for port attack
, ~7 i1 W5 ]" r e" jPM_AF_ATTACK 32 // used for AF attack3 J, z) D. Y3 a
Dropped any reference to secondary values for land and AF as they served no special use.
3 W0 F" s# ^2 v" j7 b7 ?Clarification changes
; |2 m c- J) n# H0 e1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 B: x5 l1 T* Q+ P: }9 M2 u2 H. s S. j$ a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" i/ H% p# ~4 f; ?7 S) K0 d PMONGOLIA(91) or TANNU_TUVA(92).
' a C+ R% G9 F4 l, M* }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* N6 [1 w- Q5 ]* ], E1 K) Z9 zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
6 g6 W$ t9 }) [8 s& nc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 h. L! k: ]- \, k/ B) Gafter Soviets are activated, but can’t move7 p' J% T0 c$ ]& m( E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
3 q" `7 v& H. d0 ]7 M7 t" a% w6 Ddisbanded in port.
1 j4 V2 Y, W e+ N1 V& H% G P" pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# }- N* _" a) u8 T F- [3 w6 W
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |