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Y7 {- [, X! P+ |9 p0 G# u# J x, t已经共享到岛群QQ和本论坛置顶资源帖
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; L) N. q8 |! T: a$ K2 f大量更新,详见列表:
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Change History:$ p9 W v+ o8 y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 V; T6 J7 t- X2 t8 W% g% H4 ?+ k; F4 j
1. Seventh Update – This release is a comprehensive release updating all previous6 k; p3 y/ I: M5 a# c: G0 a
versions to v1.01.17 beta
# J [) l, y$ S( C# V7 k ]2. Code Changes4 o1 R8 q6 U8 ?: Y% T! ^
Fixed
) y( E0 w- R" [2 w4 T! B! E; B" u1. Display of AF/Port icon between player saves based on player's intel
" G: x. H a% P, K( r0 t( P1 _" G) @2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ b& |7 x9 J' h" P* R1 A# i
weapon list updated7 D- R: k9 R1 G( q8 _
3. Reported cargo/troop safety values incorrect when no cargo/troop space5 l9 B" K: B8 R
4. Allow smaller 'reserve' space for small groups on ships. [% b, C( L3 s
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 D7 k1 B. W9 H" f' O" {6. Correct attacking plane count before final post-air combat
5 g2 {% v7 G' _" R7. Pilot promotion may have occured in error sometimes
- N2 }- {& Q* h8 A& y8. Raid detect message sometimes dropped of the combat report! A2 M3 H: q; P
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
& {* C% e, D ]; Rgenerally4 H3 g' H4 Z; B3 d1 A7 e L3 E8 d- x0 `
10. Some pilot-leader connections were being corrupted2 _; Z: Q+ L; }& r/ a' U. `+ z
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few; I# t9 w I# ]5 p0 c; S' h
other move issues due to the incorrect indicator
/ v# v2 M' I( \6 ^( [12. Wrong ship sometimes reported in Ops report for TF movement which causes some
& l% ]( O2 S" ]damage
- g% f% W% v' E' v; o3 Q% K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
. u1 v" H. g$ y: U. u14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 P/ y% `: f1 V5 E& e3 K3 Ldate sort
- K7 g! O* }& a( b3 @0 j15. ASW groups not allowed to attack sometimes
+ G, I% Z8 Y$ z" n( d7 Z) Z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: ?8 p5 J/ {. z/ J1 `HQ/LCU to jump to reinforcement queue
# h1 d3 H4 G9 `2 i, S17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! u; j/ {' p* b$ w18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ k( {3 [0 E3 @/ q
at start of AE but crept back in sometime during updates: [- H# P8 e5 ~0 k7 c$ x
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 d; f9 A! \9 G) I& c
fragment.
8 h: ~0 B! P, N' H) F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
% O( X7 k P8 A' `21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) U8 G( T. U2 F; M$ J u
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 I( O8 H* k" o1 ~& h1 K/ s: `% M1 K7 B
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays. K) y& `+ V2 r8 h
24. Bug caused F/FB to sometimes bomb at low altitude
- R- X% T' W/ c: |25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- g8 g y& y8 e* H8 t
occurring properly.1 _9 X6 F9 J; V: b
26. Bug in Industry 'failed' indication not showing properly sometimes
* D) h' k8 g$ X: E( d0 @27. Location check at scenario load to include small map sceanrios( ~7 `1 a, M% S, J9 L
28. Bug in air supply to fragments in a non-friendly base hex9 [& }# m3 `8 |
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 A+ o) w, i2 \/ ebeing set to homebase before execution of the mission – ie was returning to base5 d" c3 I! o1 r$ u y
immediately9 G- B" B N4 P" D! Q' V1 h
30. Error in Strategic map display7 ^- P4 P; c" k; U
31. Additional and stockpile options were not turned off when base was captured
- l% g R% b/ o) a( D! X$ O' y7 C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ I2 I: K/ m/ l @! D
mouse over. H8 X1 d" t: E( [ D; I4 i
33. Army experience being gained when not 100% prepared as per manual; changed to allow- h8 ]; u6 d7 b w
chance to gain experience if >75% prepare and < 50% national exp level: O7 u( V! w/ p2 \2 e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 q5 D; f+ v% T Valleviate the incorrect experience gaining happening while in reinforcement queue
* ? q4 N# m! n: [& k+ a g35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 I9 j3 `$ g6 ^5 i" Y' @% Rcaused unit to jump “off-rail” and move overland0 [0 X0 `& X! b1 @
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 i$ z \7 d+ U& m& t. g2 M
37. Excessive accident messages on unload from TF reported( N$ D8 E; X. g% j
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 k$ A: M% Z- wmerged causing smaller size unit than expected# i0 B- A% a W3 Q7 M
39. Corrected possible TOE error in scenario data load for inactive units
& A1 k, d7 r) P9 y5 `* b# t1 w; P( n40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 b" r4 J% a* B6 o
however be allowed to do this.3 d# Z8 \, ^ ^; U; d0 F# m2 ]
41. Possible CTD if sinking ship's load was a group
4 f4 ?. K- U2 L; s# i6 C42. Limit the number of devices built from resources per unit during LCU replacements; this
0 `. v n' g! u* C; Z4 h. dwas causing an over production for that turn
9 T$ C7 a) E$ ~0 L. c43. Retain day/night setting when creating group fragments& w8 y* B [$ {) o
44. Adjusted supply and fuel values in base list not to overrun the space8 j: D: s) w/ k" f
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but e8 |. H# q' N4 F8 H& h
added YMS to Sweep TF in line with manual and code
. A, I1 [ w0 T, L8 T46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the, [, V7 `0 k- x) v+ J* k9 M+ B9 q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, Y1 c; O7 t. Q) v6 `2 z7 W
rebuilding of destroyed units is not affected by this.3 K o8 n8 T" } X3 Q
47. Carrier capable and trained text not showing together on Group screen. |, }& U2 a" B
48. Handle any blank re-name changes by ignoring them& d- g6 _+ a8 B3 I6 [
49. Possible CTD when air fragments combine8 [( Q7 v& g. P8 v
50. Unloading TF can freeze a LCU onto a ship under some conditions
9 D' Y ~& w* r3 ~51. AI not behaving if main HQs missing (affects small map mainly)) G8 J8 W; X7 w* f% g0 ~5 i
52. AI using AGC for normal land units – removed from TF if not needed
& b+ d% x6 `7 Y+ o/ C: Q0 ^53. Soviet activation message not in Ops report+ t0 a8 R- i/ l! u; I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range6 r! E0 P8 @% ]4 G/ b& h$ e c ]
55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ \! N' o3 u& M; N1 W. D0 b6 B% o0 j56. Sub attack against docked TF not happening for port size <37 C6 |3 e2 a: j" c* D5 I6 b
57. Unit type changing unexpectantly, ~; r- H. Y1 Q2 M
58. Torpedo replacement on plane sometimes is missed" o v) u. C; Q3 v
59. Double handling of overstacked supply requirements% J- \$ C. A0 k, {9 z! _) c% i
60. Fixed alternate weapons for port attacks/ b& y: \: E- `1 q0 K# f6 T
61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 x1 R$ S" i: j3 O) y
sometimer in the ship repair cycle.
; F2 a. G* R$ ?/ y- E) U62. Ship tonnage over 32K could cause repairs to fail8 t5 g/ c1 v7 Q; R `! Z! f
New
& J$ n( o* q1 G/ A" |1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the3 {' r' }/ n. L% c
port
. a+ v) A" ?; Q3 @% e2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
( f( U! i+ W; J; ^9 }Tenders not counted
7 F" c& i; T+ s1 o, T7 z: L5 U( T I3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 s5 Y/ I: R5 C9 s7 _0 D: o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method p, Q: J3 c# c; L
to remove damaged ships from TF
* {$ F& H- Z$ a# ?: l4 w5. New filter for “non-building” devices in Industry pool screen; m! ]. ? p% E
6. New filter for “non-building” aircraft in Air Replacement pool screen7 t' r! U/ r( n# o2 P
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 _- x4 e$ |1 T( x% Bmines (^) detected) C& w3 e5 n7 K6 r: T( T
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the G. M. D& H0 x; H% B9 i8 {5 F
‘button6..’ image files, then these will be shown. If not, by default there are shown as8 H, I3 J- O9 E7 z" u! [
standard parachute unit icons( R% e, q/ k2 [1 Y Q6 a
9. Air/port damage and building is shown in base mouse over1 C' t" [. \$ }2 F% D, f6 t7 W/ `/ c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
" M# N( b% G. x8 b0 L11. TF can be routed to stay within coastal hexes as much as possible
& y& C6 x* `2 C6 j0 m( @" p* F12. On Top Pilot screen show the 'ace' cut-off value if more than 1
# ~! E) s/ C( e: g- c* h: @13. Added option on group and LCU reinforcement screen to turn off replacements$ b# D' g& S! P$ S v$ U: l; Q% C9 G4 Z
14. Current base can get supply returned to it when reserve planes returned which were
: K# d1 Y+ B% K1 E doriginally supplied from another base
1 G- I" ] d& d4 Y15. Unit type filter on Troop Loading screen
! D+ y' p) i: C16. Report killed ground units if not in combat report% S7 {2 d; b: Y( H# ?4 E7 R
Changed1 k+ B* x$ w3 w& m6 Z9 ]$ B
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 g& ~! t! m8 ?- `. f4 _' F- k(complements fix 18 above)! ~8 J8 j# R$ u6 u& `3 i
2. Permanently increased pilot array to 70K& P" I. P2 M2 D {
3. Increased number of air combat rounds are a factor of total aircraft involved0 v3 u9 M5 w1 E! d: E, Z# p
4. Allowed submap to submap movement if land connected for land units. Should have been
6 |% z" [$ @8 ~7 F6 w9 ~4 M1 y. Y8 pso as per Andrew Brown0 D# ?- u+ F9 A$ j
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 J* C4 }! s2 l* C8 e+ H9 |
delay toggle instead
4 v9 l) |9 F8 F4 d+ J. e5 a6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 d% g# B0 y% z; t' Hmaintenace a bit more" w( @& x1 [. z M" \' z% K
7. Support device replacements won't decrease the overall experience of LCU units. This does: p" J$ Z% ?. t9 q# j8 S
not alter the overall EXP change due when any replacements are received.
- z: ]4 ~4 c/ R3 b+ S; f8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( \, t- l1 R: {
between the two but could break current games.1 L3 O& T1 F9 m$ t0 ^% |" U+ n
9. Some LCU Prep points may be retained if unit is experienced+ q4 v' y( G4 ~! h& o# S- \0 S4 y
Notes
' I2 S. i R! v% ^, Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 E' p$ V, \! U( Cshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 I) E! D$ J9 Rroutines so changing or deleting them can put the AI off. Changing other elements should- t1 y: v+ u3 ?4 q4 ?5 {, m1 b3 p2 a& g% w
be okay.+ ]- O8 ~: g/ X' E1 _+ x
2. Clarification to weapon filters for aircraft:% T9 R0 v, M3 S
PM_NAVAL_ATTACK 2 // used for naval attacks
4 P- l' F4 f9 @" }& ]) X9 zPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ ~6 }' ~8 L4 _8 qPM_LAND_ATTACK 8 // used for land (ground) attack8 S C% W% j+ z+ D" |. V
PM_PORT_ATTACK 16 // used for port attack
- H1 Y; u2 a/ N# @PM_AF_ATTACK 32 // used for AF attack
! d. j1 P( w8 ?3 o5 RDropped any reference to secondary values for land and AF as they served no special use.- L0 G9 Y0 `' \4 ]& j0 g8 X
Clarification changes) @' x- D6 Q- L, J( P
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# V* U0 A3 b4 `bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 i' f% S0 K# V6 |( H; M! W4 tMONGOLIA(91) or TANNU_TUVA(92).
" r' U! `0 u* e0 e, `+ a# ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases) P* ?9 }1 g8 \5 y# _; s( O! P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) S/ E6 ]! Z% ?% B1 L U
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
, C3 z- {4 ?: e% d) xafter Soviets are activated, but can’t move9 ?, {% p4 |, p3 P2 A4 w
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ ]$ {# j* o8 }7 f6 ]6 xdisbanded in port.
( U+ b$ H6 `! [! Z! ~3 G$ de. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently6 n/ w1 \/ ^1 X
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |