具体见
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http://www.matrixgames.com/forums/tm.asp?m=31850621 Q: B1 S0 {0 k e+ o1 [: V
3 K; {; I {7 K" U4 T* z已经共享到岛群QQ和本论坛置顶资源帖! s! {4 D* G9 K) S6 D" p
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大量更新,详见列表:
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Change History:
% u1 S' {: z$ b6 P6 {1 A& {V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)4 t1 V" _$ ]8 c& v) x2 X+ K6 ]
1. Seventh Update – This release is a comprehensive release updating all previous. ~- U( b1 h3 q8 m' L
versions to v1.01.17 beta$ t4 U2 O+ y+ {/ w' l
2. Code Changes$ g- S; N! T; X" W% c$ c
Fixed
0 x1 M L4 _ d1. Display of AF/Port icon between player saves based on player's intel
9 J. e; V- @+ b: V) ?, B9 C2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) N1 s! k+ N6 }6 x+ K( \ d" Mweapon list updated
. x6 I* n9 X+ w j" Q2 s* q% v: Y3. Reported cargo/troop safety values incorrect when no cargo/troop space
% E3 U+ N+ W* a) ^/ ~* W( n4. Allow smaller 'reserve' space for small groups on ships
) z9 u+ W7 O3 |4 E) Y6 F. l& o. y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 ^+ f T4 c( H# `) Q- q6. Correct attacking plane count before final post-air combat
9 e* W: w5 B7 P& ^7. Pilot promotion may have occured in error sometimes
- P4 c1 P% E' [2 f$ x$ C! J: z! d8. Raid detect message sometimes dropped of the combat report
% H( u* o8 [. q6 [9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- Q# n. w' |. O: j: Y) C; E
generally: N% y1 J8 z( P
10. Some pilot-leader connections were being corrupted
3 ?" G* S- D2 Z, Q+ G, f' i11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* F* l; l0 M. j1 h% z: Fother move issues due to the incorrect indicator
4 O+ ^' C: [ E ~, e12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 z& g) K/ v& Sdamage1 c( k' L# A) H* w
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
1 W0 B7 l: q! Q& X14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 x2 P/ j. @* [# Ydate sort3 R/ @: v7 \0 ~; D$ k0 {
15. ASW groups not allowed to attack sometimes/ s, n" j6 Z; A; Q' x# U, k4 M
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 |8 D7 d6 V4 Z% E6 H/ q* j
HQ/LCU to jump to reinforcement queue
' b# J6 ?1 U" ^5 t- N v: Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat. b/ f4 s/ t. o2 y) C* e) l4 E
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 u7 q f, n- U. U& X; F3 jat start of AE but crept back in sometime during updates
! z' o# X" S0 [( Y! J19. Removed the fragment/parent swap during a TF unload as it could often orphan the
1 O0 h3 ^+ g9 Y% jfragment.
* D; V; X* Z: Q2 e/ R f( g$ I20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! P7 z2 K+ Z/ r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 s/ G0 N y3 Z; s2 b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full* K9 U3 ]7 k! y9 D. }! F4 ^
set
0 w! G. z6 I) _ l. |. Z! G22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- H7 A! {7 v4 i8 l5 m1 d
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# s( X( U% E/ L# \( T7 n
24. Bug caused F/FB to sometimes bomb at low altitude
) C9 v3 z5 _6 C" B: Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 l- Y2 q( q* U, o5 {& p# _7 U2 Loccurring properly.
0 L' j z% c1 y26. Bug in Industry 'failed' indication not showing properly sometimes8 e" W2 a) J5 X8 J5 w) p
27. Location check at scenario load to include small map sceanrios( B! b8 c. j' {' y) @8 l% w* d6 X
28. Bug in air supply to fragments in a non-friendly base hex+ F* F5 i: K8 N0 B3 q' N
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 b0 s3 W! Q( {& N/ U% I
being set to homebase before execution of the mission – ie was returning to base% ?2 d8 t0 j( k9 w! z1 ~3 p
immediately
0 f5 C. ?- [, e7 Q4 B( \+ d30. Error in Strategic map display
. ^: ^. E+ ]" X# O% S$ `) r31. Additional and stockpile options were not turned off when base was captured) B" Q( M# F) y* D* D$ _" n
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 \' [9 v% x/ }0 l, Lmouse over' O5 u5 y( f/ N; ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow
. c, e# B# f4 e' Ochance to gain experience if >75% prepare and < 50% national exp level, X& W- K& v3 V4 J5 |8 K
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 v3 C5 i5 E# J" O
alleviate the incorrect experience gaining happening while in reinforcement queue& l, a0 F% a; [' v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* ^2 u( l o% E2 A3 Pcaused unit to jump “off-rail” and move overland9 ~: V$ e/ Y7 k' x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ q) `; M" s6 F) F- G' B/ z
37. Excessive accident messages on unload from TF reported
0 x" X% |* Z1 X, X38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% M9 l3 z' Y- V' o# }4 M( rmerged causing smaller size unit than expected
; Q( H5 o1 k" B; t- i3 {39. Corrected possible TOE error in scenario data load for inactive units
5 p4 `& a% u& k8 p3 m8 v4 L40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% G5 K+ g+ c3 h* X: K* \( `; `! U
however be allowed to do this.
" ~5 s V. n ^& T8 E41. Possible CTD if sinking ship's load was a group: P+ J: g7 N7 X# c0 {- I7 | n# j2 @
42. Limit the number of devices built from resources per unit during LCU replacements; this- ]. e5 d. o+ A+ a( o
was causing an over production for that turn
^7 k/ M. j/ g( R43. Retain day/night setting when creating group fragments1 l# L! r, {; i- u+ g
44. Adjusted supply and fuel values in base list not to overrun the space8 I, z% M9 D7 a c
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: w9 M1 G1 `/ ^8 J/ \' L2 Dadded YMS to Sweep TF in line with manual and code- V: R9 h! ]3 c
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, ]9 R Q* _/ H8 C' M% j7 I3 o4 Qrule relates to the abundance of manpower and is not covered by replacement pool. Normal7 T5 P8 u8 G/ p2 G e& [2 G: R3 M
rebuilding of destroyed units is not affected by this.
3 A1 X2 O0 o( P' c47. Carrier capable and trained text not showing together on Group screen
/ }7 w1 @3 k4 s# N2 O6 u8 s# S# S48. Handle any blank re-name changes by ignoring them3 M$ O7 z& t( ^1 r
49. Possible CTD when air fragments combine9 W5 H' [1 A* `! M: {
50. Unloading TF can freeze a LCU onto a ship under some conditions7 D% \4 l& Z6 T5 W/ T! U# Z
51. AI not behaving if main HQs missing (affects small map mainly)
, d8 t6 s1 ~3 ]52. AI using AGC for normal land units – removed from TF if not needed
3 @! O8 d$ j/ M8 g7 f53. Soviet activation message not in Ops report
) K; T% V' h: Q! Y( v1 M9 K) x54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 l) o z0 k( K1 U% k/ D' J+ ], E
55. Clear Soviet air balance if not activated. Possible incorrect base switching& j. r6 y* ?7 a) C. u
56. Sub attack against docked TF not happening for port size <3) J, X3 {7 f$ }
57. Unit type changing unexpectantly
m3 b, v" R/ S7 n9 R3 F/ O2 s58. Torpedo replacement on plane sometimes is missed
) B3 Q" Y* k% m' B7 _8 S& ?( H59. Double handling of overstacked supply requirements
7 p9 z: k: L+ f! q2 k1 m60. Fixed alternate weapons for port attacks
3 @. A S; E; o& `& H `4 ?61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 X& B1 f4 w! _# P. ~. N# A
sometimer in the ship repair cycle.: S# w. w, V' r3 u9 z
62. Ship tonnage over 32K could cause repairs to fail; p- G ~ r' Y9 t$ z0 n _5 k
New- L8 J: m% S+ C# s/ R) G
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the B9 _: e7 X+ }9 K J+ s
port
" m" {$ A0 J- f% L% [* ?$ ]9 [2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 A5 F$ D% `) v0 {5 }4 ]7 N
Tenders not counted
6 n- \+ `, ]8 B. V; Z/ j, j3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' y' Q& n- V3 c) I/ b
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 [ {( f8 E" h! Sto remove damaged ships from TF9 R h' |( r |) G# a
5. New filter for “non-building” devices in Industry pool screen
7 k3 c$ S* g6 J0 w4 c3 Z8 u6. New filter for “non-building” aircraft in Air Replacement pool screen
" ]- n% [# ~7 ]( x# a7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" V- s2 ^# W# j8 Z0 b' B% b) q7 \mines (^) detected" K+ \" o) [; r/ {. d! [" v, G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- w% ?6 B, u2 F. t& P+ {. L. @‘button6..’ image files, then these will be shown. If not, by default there are shown as: f! j9 Z' p" k- M4 B
standard parachute unit icons6 h# w. ~6 m. r7 E+ G" V
9. Air/port damage and building is shown in base mouse over
/ o8 `, e3 L# w$ |: ]1 l5 ?10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 ^5 |% k- k. k( {- ~; \* k11. TF can be routed to stay within coastal hexes as much as possible7 ]4 S# t' x6 P- p. P: J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 |) X9 g* W( g5 o, _13. Added option on group and LCU reinforcement screen to turn off replacements
' I7 T) x, U ^3 g: ?+ r" a) C14. Current base can get supply returned to it when reserve planes returned which were6 U; g6 {. w( G3 _" W( q
originally supplied from another base
8 q7 k8 H |4 Y15. Unit type filter on Troop Loading screen/ ~" h: g9 ~; {/ P( w8 l
16. Report killed ground units if not in combat report
8 }3 _" ^! z% ^Changed
4 U0 m) ?( a, R, F* x. ~1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 u2 U) ]& V5 ~+ v
(complements fix 18 above)6 k0 @; R% v" {$ ~ @
2. Permanently increased pilot array to 70K
! x9 \; N4 v5 s6 U6 w3. Increased number of air combat rounds are a factor of total aircraft involved
5 l- s5 R# v$ D4. Allowed submap to submap movement if land connected for land units. Should have been
; K( @# j" ^2 E1 Z/ [, ^% B% Jso as per Andrew Brown
5 H8 R. Q J# ]( J- e% p0 h5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: }- q W6 G& ~. J9 Y- j- D) [) E
delay toggle instead
8 C" i& }5 w3 ?0 M) y& O6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% o5 U0 O/ v1 A' F' G
maintenace a bit more2 p1 E$ @ Z' m3 ~3 Y" s
7. Support device replacements won't decrease the overall experience of LCU units. This does* T0 p' b& K# o9 Q
not alter the overall EXP change due when any replacements are received.7 r" m, K/ m* y9 o! `/ e
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) d: m$ L0 {5 Z
between the two but could break current games./ w. s Q8 V# D4 k' N2 U" x+ [/ d
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 W8 O3 b4 { ?' tshould not change player or HQ, even if not in play. These original HQs are used by the AI
$ y$ {4 @. k1 N# o: oroutines so changing or deleting them can put the AI off. Changing other elements should- n4 O# O! q' ?. e9 x- R3 K
be okay.
, N9 T5 s, o1 M9 R" `: Z2. Clarification to weapon filters for aircraft:
3 v7 c# u( m+ E) U) }) ]; PPM_NAVAL_ATTACK 2 // used for naval attacks
* f+ M/ r4 L) Q8 H+ o% TPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& b7 w1 x0 o; v9 M8 \3 ?
PM_LAND_ATTACK 8 // used for land (ground) attack2 e! t$ O; O4 k; F
PM_PORT_ATTACK 16 // used for port attack
6 [& m, K: g, g& R; X# I1 mPM_AF_ATTACK 32 // used for AF attack
* x, F: e9 y( `; i# I7 R& q8 qDropped any reference to secondary values for land and AF as they served no special use./ \7 j% [" J5 X% `9 [
Clarification changes
5 ^1 Q b; C: \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 k+ |4 q2 l% G' [
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 w, D% P! n/ |; g8 DMONGOLIA(91) or TANNU_TUVA(92). i- V2 ?) F; @. ~ n" O" i( ^# _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: P. d% E* j' _/ a% m6 C; Z/ ^! ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( G) I4 v k$ P" xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 g t3 o( W p" M; N
after Soviets are activated, but can’t move
1 C! i! S1 M* pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) b9 d! H( K2 u: Sdisbanded in port.
3 H+ E- }" m) \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# z* e9 M. ?0 {2 P5 n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |