具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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- C. L2 k$ @! m0 C8 X9 Y [已经共享到岛群QQ和本论坛置顶资源帖' I! \7 D" O5 b. p
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大量更新,详见列表:
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* M6 Y; i/ |! \5 T2 DChange History:4 a1 [/ `6 W( G' ?
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) ^" o% e! |7 Z5 Z" Z3 ]+ W
1. Seventh Update – This release is a comprehensive release updating all previous5 \' C+ D" f& J3 ^0 S0 z" ?) z
versions to v1.01.17 beta. L& q/ n$ Y7 j, A- P1 @5 A
2. Code Changes0 i" ~' H$ ?! d. b% k0 _
Fixed
8 w* O- [! k4 e4 p0 T; e1. Display of AF/Port icon between player saves based on player's intel
$ S4 y2 Y3 D/ t+ ^2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* |' e3 w- U' p
weapon list updated
2 c3 e- ~" R" m8 S. `& B3. Reported cargo/troop safety values incorrect when no cargo/troop space
- s/ M' X7 a0 X `& m( b2 |4. Allow smaller 'reserve' space for small groups on ships. u' ?5 @! D5 x x8 k4 u5 a
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
* a) h# M9 Y. M: R( J; @7 z6. Correct attacking plane count before final post-air combat
, E# ?8 b6 `* T7. Pilot promotion may have occured in error sometimes
' O: u; I9 N; |! ]+ [) F3 @8. Raid detect message sometimes dropped of the combat report
. P6 k" `6 ~0 A$ G9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; J# \3 U) { l4 Y f" z
generally* U4 K5 J1 m# F$ D* C1 t; U+ {9 G
10. Some pilot-leader connections were being corrupted
) {& ?7 K; z# z( I4 `: [1 o6 u' R11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 y. ~* i; ~5 L) o/ P$ P5 m$ ]' @7 Oother move issues due to the incorrect indicator1 V& N5 q; ~1 ?& N1 T; [5 \& D
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 \' S- A6 ?( j! @# D/ P/ cdamage
7 _. e; @6 L/ a/ G/ v9 A13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
- s3 o5 R( C1 O3 e9 r14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 l" Y9 L6 _* B0 b. F" i% Fdate sort
4 [+ G% n) t' F3 J% u15. ASW groups not allowed to attack sometimes: b o9 }* A* P0 }" ?- j/ @* p
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing4 ~, z- ]7 ~# n9 x$ M
HQ/LCU to jump to reinforcement queue! P) [0 z& c7 ~
17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 c% C8 C6 e4 c$ h1 w
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ P% `' W9 k5 b1 ?8 ]$ J0 Tat start of AE but crept back in sometime during updates3 x2 L% C3 C' o5 W/ a
19. Removed the fragment/parent swap during a TF unload as it could often orphan the* `6 l6 `3 Z- d
fragment.
( V( c4 F. A. N( i s20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade( ~' ^& ? ]# w7 F% K, ?, d6 H
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& Y6 N3 {( b. w- N2 u+ q& A7 Ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 ^! t" u' a# b' j0 k& o hset
5 D' b' j& c) r$ S& d+ ?' V& D# A22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 x0 N5 N0 I: D- {4 K- y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' n2 c! m5 A8 A! `. j. b7 i8 i' b
24. Bug caused F/FB to sometimes bomb at low altitude, r+ {6 t# B* J! w5 F9 r) V. z4 s& i' h
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, @ G5 B* b5 e& ?
occurring properly.
& h/ p% `/ t) d$ Z26. Bug in Industry 'failed' indication not showing properly sometimes$ Z7 ^# O% z- s
27. Location check at scenario load to include small map sceanrios" X8 r& n1 b& ]# ^# s
28. Bug in air supply to fragments in a non-friendly base hex3 j# I3 c _( F7 d% d
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 p( \ p6 a" u) F
being set to homebase before execution of the mission – ie was returning to base. v x+ w4 d6 f A# ]4 u& p* c
immediately' m% g0 S& g. G" {8 E
30. Error in Strategic map display8 G6 {" V& y8 @* p- [% u8 C& k
31. Additional and stockpile options were not turned off when base was captured
* k* c. j( w3 k. t' @# h32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 v$ S7 }* [ d5 \mouse over
; I* @# H# l8 K33. Army experience being gained when not 100% prepared as per manual; changed to allow8 V+ t0 J( E/ x% x, w
chance to gain experience if >75% prepare and < 50% national exp level
# A: g! W) f$ V* s. ]6 g, q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, L. |" M; x* T( w% p( c! \- T6 x+ valleviate the incorrect experience gaining happening while in reinforcement queue( X7 T2 u7 |8 @: U, `$ v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" j) ~* |0 L. w( T+ x Q: U- gcaused unit to jump “off-rail” and move overland
5 K/ [0 w, y5 C5 P- u, @36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ E8 n, e# _4 E! h- y37. Excessive accident messages on unload from TF reported$ U9 P9 k$ u4 O0 ?1 U& y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; B4 Q8 o% {' Fmerged causing smaller size unit than expected
8 ? Q4 B9 V" u2 I39. Corrected possible TOE error in scenario data load for inactive units4 a% K6 V5 ]# s; G% h
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
8 V: P6 v) U3 P7 M9 {however be allowed to do this.
3 }+ c% I( O- U# Y( B6 z) x- x41. Possible CTD if sinking ship's load was a group# U0 b) J; {9 |
42. Limit the number of devices built from resources per unit during LCU replacements; this& X! Y% H+ g& H2 E0 c8 ?
was causing an over production for that turn8 |. V/ m4 p# p# C
43. Retain day/night setting when creating group fragments
7 X' y6 J1 F4 P* A0 g/ L+ P3 r44. Adjusted supply and fuel values in base list not to overrun the space
: B5 o$ w; F7 H9 l45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! {, s& |7 k( p; y1 Qadded YMS to Sweep TF in line with manual and code
, U0 ?" j9 j' ~7 k46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 |6 `1 w% s$ O+ n2 o
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- C1 z& J- }: ^/ `" `
rebuilding of destroyed units is not affected by this. U1 N( U# A3 c' x& y
47. Carrier capable and trained text not showing together on Group screen
7 z3 N7 E* e1 [: h% m2 {* O$ b1 U4 Y48. Handle any blank re-name changes by ignoring them0 B9 J4 P' @$ P, C- B0 ]0 I- @7 Q# {
49. Possible CTD when air fragments combine
" F1 ~# W. e4 z! Y- T! _50. Unloading TF can freeze a LCU onto a ship under some conditions' I0 P1 `8 L' y; @* E' B; Q% I
51. AI not behaving if main HQs missing (affects small map mainly)- u4 V+ J" A9 z3 g* m: F* @
52. AI using AGC for normal land units – removed from TF if not needed
: H# a' n0 w/ b, `+ _' c53. Soviet activation message not in Ops report/ q7 z. k B7 D& {/ E, M
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 \7 H. R7 L/ ~* P1 s3 J
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. j( G5 C9 d9 I56. Sub attack against docked TF not happening for port size <3
+ r: l' C/ d7 h8 O+ r7 W$ u57. Unit type changing unexpectantly5 x7 g* E* ?, _' Q* A
58. Torpedo replacement on plane sometimes is missed5 Z$ ^" W, s g8 u9 Z: U
59. Double handling of overstacked supply requirements
) p+ Z7 v+ L* g: `& p" `" G60. Fixed alternate weapons for port attacks
$ J! Q% ?7 ~9 e- S9 N61. Corrected weapon system damage to show after combat on ships in port rather than wait till
) ~8 M3 f! M, v& x$ @sometimer in the ship repair cycle.
4 n, _ J' k" O' U; n+ G62. Ship tonnage over 32K could cause repairs to fail
+ D" |; d5 J+ k8 ]2 TNew) H7 ?1 N9 [- h: ]/ t% Q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
, p( E$ y; \1 R$ qport& g- ?2 h, @' R. r3 S. p9 C& q8 F8 s
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
7 R% y' u6 `3 J: m+ L. T3 q8 [# ATenders not counted
2 {! F; R: k, `3 F2 I9 j! K3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 x# k9 w' m$ R( y
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
2 Z3 S8 G! }9 W+ Ato remove damaged ships from TF
2 j0 u/ R1 C. e; Y5. New filter for “non-building” devices in Industry pool screen( p0 |* N$ I6 N
6. New filter for “non-building” aircraft in Air Replacement pool screen
5 w1 G; S4 d+ x! A7 i9 q& _) b7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
+ O3 K( X e, l) _5 e8 Cmines (^) detected+ g* r" ~3 {9 T! ~ |
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, t+ h0 N1 t! }7 `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. B* I% N3 k! u0 j+ o( `5 Istandard parachute unit icons
8 Z) E7 t6 G$ s4 ]( m1 |9. Air/port damage and building is shown in base mouse over
; O/ x) e3 U/ {0 V10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
4 G: x7 i$ H0 J1 h; Q11. TF can be routed to stay within coastal hexes as much as possible+ s) D+ |% O. K" z( S* a
12. On Top Pilot screen show the 'ace' cut-off value if more than 14 ~6 ?. ~4 O% H* R# \) C+ N( t
13. Added option on group and LCU reinforcement screen to turn off replacements9 y" y. `0 U$ F' r7 z* N( p* A
14. Current base can get supply returned to it when reserve planes returned which were
% t* b! c8 G6 C& R& H4 e# ]originally supplied from another base
9 ~8 z I: h& [/ _+ c15. Unit type filter on Troop Loading screen
- C0 T9 b9 k4 l16. Report killed ground units if not in combat report
, s2 f9 B o) R9 r' v: k2 TChanged
' i4 {* u. X1 C% q* M0 W, ?' o1. AF of 8+ have AV support doubled for purposes of determing support for air operations
0 J' h+ \* O& F3 S' \9 O: \(complements fix 18 above)
6 [' x" u t0 I5 v( |2. Permanently increased pilot array to 70K
& ]9 d9 j5 n$ R, `0 R0 y; A/ c |3. Increased number of air combat rounds are a factor of total aircraft involved
/ @" b9 v% Y: z) p4. Allowed submap to submap movement if land connected for land units. Should have been
* H; D; b. {$ y( a$ U/ j3 p+ cso as per Andrew Brown
$ n+ ~* R/ H' L% ^5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, K/ j0 z$ w( s! x
delay toggle instead1 m# O) ?3 W+ ]7 V5 b
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 B& h, D0 D5 [6 amaintenace a bit more, g, X' W# a% I- i! t3 i
7. Support device replacements won't decrease the overall experience of LCU units. This does0 K" }) D2 H( T* P* p
not alter the overall EXP change due when any replacements are received.
G* y! I ?+ u0 o7 ]8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ [% @1 M) @3 C& s4 ibetween the two but could break current games.
7 n F; H2 j% @ R( K/ _# A6 M9. Some LCU Prep points may be retained if unit is experienced
# ]( w$ |3 x4 l! a" a4 o/ \4 @Notes
1 `5 @# { |4 t" k1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( \1 I, N q( C' t8 i7 }2 W8 f* V
should not change player or HQ, even if not in play. These original HQs are used by the AI
$ A* p v# r5 [7 k: u! {routines so changing or deleting them can put the AI off. Changing other elements should; E8 ~4 X G0 [9 |6 c7 M
be okay.
0 {4 f5 }; R4 Q2. Clarification to weapon filters for aircraft:/ O% i$ r- j a% s# Z
PM_NAVAL_ATTACK 2 // used for naval attacks
% g, ]% @+ Q% gPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ ~8 b `& c% D4 P* r( MPM_LAND_ATTACK 8 // used for land (ground) attack. @* p( z* k: w6 D
PM_PORT_ATTACK 16 // used for port attack
9 Q2 U/ h4 h9 j+ J" d6 ]5 m1 FPM_AF_ATTACK 32 // used for AF attack
+ f" a$ x1 n) k1 GDropped any reference to secondary values for land and AF as they served no special use.
( k' P3 A* C, a4 ~( n: _+ cClarification changes
) ^9 i$ o9 f; C1 U q( s1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
) T, N+ @% E! M; e' dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& A. F. a) o9 p- D) f& u- P
MONGOLIA(91) or TANNU_TUVA(92).
, b% g" }3 Y+ j" za. Allied non-Soviet groups can't transfer to Soviet Motherland bases% U7 ~& ~: E% {$ G, Q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% `% U( [1 R7 r4 x3 u/ `c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ S' ~! ^: a0 g6 O9 `' Xafter Soviets are activated, but can’t move+ P# S! g, C* s2 e1 W2 S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 l2 w: g3 E( u" p
disbanded in port.
* @! Q/ P8 o7 p! F0 U0 Q9 he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
: a: x$ B- P5 Q$ K: `; \8 L7 k9 Vf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |