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|+ f6 ]* D5 B3 L5 t' ?+ w# qhttp://www.matrixgames.com/forums/tm.asp?m=31850627 t/ y/ ]' U& |/ o' S F8 O8 z
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已经共享到岛群QQ和本论坛置顶资源帖- N! v% z' C) r: ~5 V7 A6 W
8 c( @1 C' _; }! P, n大量更新,详见列表:' W1 F$ F( t" Y! `, M4 w
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Change History:' T( r/ S6 X" J5 T
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): z( K4 g2 B, }. \7 o
1. Seventh Update – This release is a comprehensive release updating all previous" G/ k- e* ^* J, X7 I
versions to v1.01.17 beta8 d- e0 D5 @* |% I
2. Code Changes0 B+ F# S R( D
Fixed q# K/ |# G7 r: l" A0 z0 s
1. Display of AF/Port icon between player saves based on player's intel9 V+ U; H8 k* e' G Q4 a
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% b! t& G) s5 P" Q
weapon list updated8 [- d/ [" u5 K9 Q! v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- C& C5 \; S P; C% ?2 \4. Allow smaller 'reserve' space for small groups on ships
1 m3 C9 s$ f& \8 i5. Preserve some more data when swapping fragment and parent to prevent lost of parent. m. F Y! G1 q+ N4 ^9 f
6. Correct attacking plane count before final post-air combat
V: E6 Q) c( h' D! H' b+ j9 L7. Pilot promotion may have occured in error sometimes
( m F Q& q$ K2 {9 C! Y8. Raid detect message sometimes dropped of the combat report
% K1 P3 ~; ?5 u- a0 R9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% w+ N! F9 b3 U6 D8 @; j( J" y1 {8 Z
generally8 B7 ~7 p" ~& j% A. u: R
10. Some pilot-leader connections were being corrupted- E5 M7 ]( u$ Q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* Q% A: j$ K+ m. \( iother move issues due to the incorrect indicator. H) ?; b* H+ `& Q3 y, H* U) x: @
12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 n/ {% u; b" v" w k
damage$ V) \: k$ F% t
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. s* w8 e1 t8 X- w W3 f( g0 i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: |1 o* }0 k' Y8 x: G/ N1 Y
date sort
8 ~6 Z4 d4 T6 ^5 V! C8 X# l15. ASW groups not allowed to attack sometimes
& Q- l6 i6 c3 U" |' {) ~$ X1 Z- j16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
, H! n8 z) V' d: ~HQ/LCU to jump to reinforcement queue5 H2 o7 S* `) W( u6 j
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 q6 ~# s# W8 f, y" h18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! p# m" E! E8 d# W! t+ Iat start of AE but crept back in sometime during updates6 y3 @" N8 a5 r7 y: e6 ]- G& d3 G# o
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! T) y- H! j4 l
fragment.4 f/ K1 |# B8 B" f5 i& D
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' {! X4 N) J! l. w9 c2 I
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ I+ ~& A. I2 K" s U7 V% qshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full; t# h% r$ y( _
set2 O8 j; f+ S3 z6 I( Z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base5 R9 n- h( U' z. G' z1 K+ A: \
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& |, r- S. D+ r/ y) T2 ^
24. Bug caused F/FB to sometimes bomb at low altitude/ Q' w( M. r2 X1 v- g2 M1 g4 \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 D" ]# I- g5 n5 A4 H2 q2 a$ j- koccurring properly.
# W/ D3 X& e! O# x( ]6 f26. Bug in Industry 'failed' indication not showing properly sometimes9 m! S8 ]( q) B: ?
27. Location check at scenario load to include small map sceanrios
1 y4 e' l r# K6 O+ `/ L28. Bug in air supply to fragments in a non-friendly base hex+ @6 w* Q: u6 v7 J5 ^9 b: _' S
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was* x- O9 Q1 L8 l0 v) @* O& A
being set to homebase before execution of the mission – ie was returning to base- ?9 G- {8 M' O8 ?8 R, A' j! d
immediately! t/ W4 F$ w1 u, n
30. Error in Strategic map display) G6 e7 Z, ~# t( B( b1 G6 D
31. Additional and stockpile options were not turned off when base was captured
! L! E( W3 X! S% R" H% n0 b- [32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ b0 [- D u8 q0 z" _& O' G3 z
mouse over
; e; y i! [9 p4 _7 q+ G33. Army experience being gained when not 100% prepared as per manual; changed to allow+ G! r) p* I5 F( f5 f/ i( u3 K4 t1 P4 Z
chance to gain experience if >75% prepare and < 50% national exp level. a# W8 q9 M; c2 f
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# b5 R& A2 R) f; A6 ealleviate the incorrect experience gaining happening while in reinforcement queue- v' P$ k* M* S3 ` }# Z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ e/ u2 g; `( e2 Dcaused unit to jump “off-rail” and move overland
$ j* X! W8 I2 W36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ ?, l/ g+ J( A
37. Excessive accident messages on unload from TF reported
; }5 T8 x9 }5 P) s. [- _38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& X! p4 v. Z0 b K: ~* |* B' p Emerged causing smaller size unit than expected, a) N% T+ Q1 l& E' H/ _
39. Corrected possible TOE error in scenario data load for inactive units L2 e" _- i! x
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
y( W/ \/ D* Z+ Jhowever be allowed to do this." I; ~% u& e/ W. h/ G* K5 n
41. Possible CTD if sinking ship's load was a group0 F2 {7 F) `: R; \8 l6 L% q9 S5 d
42. Limit the number of devices built from resources per unit during LCU replacements; this
* o- g1 G$ I3 w3 {was causing an over production for that turn3 A+ ]1 @" s' C+ Y2 L
43. Retain day/night setting when creating group fragments
: T1 d8 y$ u! q44. Adjusted supply and fuel values in base list not to overrun the space, ?/ G7 d+ l% ~9 x% d2 w
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! C6 _* k+ g0 K4 ^, Badded YMS to Sweep TF in line with manual and code
! n+ Q, ~! ^6 P% a46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 n3 L ^! d. Q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal2 R0 T$ \* i" K0 B
rebuilding of destroyed units is not affected by this.
. n: X: f9 O+ r5 Z- |1 }! S7 b47. Carrier capable and trained text not showing together on Group screen
! @2 |7 ?+ B% \9 [& e; H& D5 K48. Handle any blank re-name changes by ignoring them( \2 ]" l) f. a0 {5 l, S8 z$ H
49. Possible CTD when air fragments combine' h: o( l6 M9 e' E6 B0 ~& Q" r4 c
50. Unloading TF can freeze a LCU onto a ship under some conditions
$ X" o0 K) P/ ]* ~1 G& R" q51. AI not behaving if main HQs missing (affects small map mainly)
1 x1 O, V7 E" {0 u9 R% }52. AI using AGC for normal land units – removed from TF if not needed
9 i+ W. E7 e6 S' b: x53. Soviet activation message not in Ops report
& ^! F2 p9 J% x! }' w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& a+ @. D4 f ?6 S
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( l$ a' C2 f' m3 l/ ^: C+ u6 k56. Sub attack against docked TF not happening for port size <3
9 N x/ Q# o9 r N3 s; O- N57. Unit type changing unexpectantly
' { l1 ]( b5 \% e4 F0 h58. Torpedo replacement on plane sometimes is missed
; |5 N @# z) \- o9 k59. Double handling of overstacked supply requirements O b+ G9 J& U5 o+ r4 A8 S' w
60. Fixed alternate weapons for port attacks* d" V4 K2 x( J5 Z( p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till3 H% g9 S: a. Z& M; x
sometimer in the ship repair cycle.
: d8 h( n, ]" k6 t: _62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& \" z( i1 |* W& @9 m+ s: L8 F7 wport* c, A1 K; [$ k1 Z& v9 r0 k
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.: O j) t, `% C# v; t
Tenders not counted
& N6 y8 [4 O) e q7 L; j1 S( A3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ D0 O9 X; B" ^. Q* j3 }/ N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
% D6 g% G: X- L( m' Hto remove damaged ships from TF$ z$ k, }& t$ h- R* H
5. New filter for “non-building” devices in Industry pool screen3 q' N# F! J1 q6 D+ V( m
6. New filter for “non-building” aircraft in Air Replacement pool screen
% [1 P/ X' U) f# [7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 q& ]# Z* z9 t/ |) m/ W! y# ]1 R
mines (^) detected7 f5 x7 q2 T8 G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% ]. `8 b* V2 w% N% ]) T. d
‘button6..’ image files, then these will be shown. If not, by default there are shown as
) R+ @; W# @, `standard parachute unit icons1 p2 a; r" U- ?" |7 _+ G6 V
9. Air/port damage and building is shown in base mouse over
, c, w; P/ |7 |% |" z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
h* n8 o( o3 X/ o) m11. TF can be routed to stay within coastal hexes as much as possible" F4 w+ n* e0 O& n1 g
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 B' I) c, A7 T& i13. Added option on group and LCU reinforcement screen to turn off replacements
0 t7 g: d! U; v# g4 A S& e1 c! q( I14. Current base can get supply returned to it when reserve planes returned which were. e% `2 i" Z+ \5 P
originally supplied from another base2 i. C8 @9 O5 K! j' s, y1 B
15. Unit type filter on Troop Loading screen
# w' M; T1 `# T5 _* H5 I16. Report killed ground units if not in combat report0 [( ?3 q# s* D3 T* }
Changed
; U$ L5 W4 w+ {! c5 z1. AF of 8+ have AV support doubled for purposes of determing support for air operations- ?& x1 u5 ~4 |# h+ K
(complements fix 18 above)- a: ?9 l$ O% i
2. Permanently increased pilot array to 70K, {% z, W( M6 ?; A; A. N. [" ?
3. Increased number of air combat rounds are a factor of total aircraft involved& l1 c, g, C" w% H
4. Allowed submap to submap movement if land connected for land units. Should have been- |$ @0 I) n a, G3 A9 U
so as per Andrew Brown
! n$ f; `' O; C0 R: V% e' W* q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message0 R. \3 K) `* {, H$ r! E# U# y$ o6 d
delay toggle instead
" O! Z# {' V4 J* b, J+ ~. ~% J6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' D6 l g; A1 W6 K5 F; qmaintenace a bit more
+ }+ C+ W: V& X. {* L; m6 A7. Support device replacements won't decrease the overall experience of LCU units. This does
; V9 f0 S1 G1 F3 _4 x% Xnot alter the overall EXP change due when any replacements are received.8 n- U* t8 T3 ]1 K* f2 i& E
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 q$ {2 _' U6 M) X( |
between the two but could break current games.7 C$ g2 C) K6 S) ~! h* C
9. Some LCU Prep points may be retained if unit is experienced
' M* t- _* g3 a0 {1 m/ N" h/ u9 iNotes
0 w, _0 j: _5 {) y) c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* A+ S# T# ]4 c! h( j( x2 t
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 y0 y6 U# F& kroutines so changing or deleting them can put the AI off. Changing other elements should
9 z$ ]/ ~( I% x! R; z- S& lbe okay.& O8 K m; |# A: T# K; x1 ^
2. Clarification to weapon filters for aircraft:
$ T8 m$ k. r* X& X0 o! vPM_NAVAL_ATTACK 2 // used for naval attacks3 ^% U+ }) I, }; B% j
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) |: V- C/ G+ L% x5 I, y' ^PM_LAND_ATTACK 8 // used for land (ground) attack
0 g1 l! A8 d1 D# ?/ S8 APM_PORT_ATTACK 16 // used for port attack) d$ J4 O- l( z; `
PM_AF_ATTACK 32 // used for AF attack
* U6 M9 v( B" L* Z! MDropped any reference to secondary values for land and AF as they served no special use.
6 [9 j9 Z' d8 T- g" u* E: l& u8 wClarification changes1 _! {3 q: j+ S0 c
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
. ~$ J5 R. P3 B2 `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. V; g' z5 x+ q5 @; p& A/ t
MONGOLIA(91) or TANNU_TUVA(92).1 u6 o" k$ T$ E# u9 W; x9 W' C$ ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; U! ]# h% k$ k2 W9 ]8 Q ]+ l: hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 q" s' R- [+ ^% O( Y" V; kc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: D% T' b6 i- [* C# @after Soviets are activated, but can’t move
; k4 u3 x, E/ M/ h% H! sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 [5 ~9 }( q5 A: U3 z
disbanded in port.
& B) o1 { b6 V; s/ J, ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently5 C8 j. l3 n( u: G( ^8 j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |