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http://www.matrixgames.com/forums/tm.asp?m=3185062" ? @- N% a, ]6 K/ z
- H& u5 {/ i) W) \# K已经共享到岛群QQ和本论坛置顶资源帖
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6 v2 W' B% M* r( y/ A! @3 m大量更新,详见列表:
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Change History:
" t6 ~/ h% K2 @$ \, ]6 C: _V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 {2 {4 B# r/ R9 }" d+ o7 y
1. Seventh Update – This release is a comprehensive release updating all previous
+ b* T2 d e3 ?versions to v1.01.17 beta8 t. y% _# k7 j# u
2. Code Changes. H; _8 Z, ~" A# U( Y" p
Fixed9 @& R: \) o* g/ T. p0 G
1. Display of AF/Port icon between player saves based on player's intel- W8 c R% k9 H: Z3 B: g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% p; j& c4 M: K* P6 X' o
weapon list updated+ O0 c3 s$ d) k
3. Reported cargo/troop safety values incorrect when no cargo/troop space
0 C9 j# ]( @' Y2 \+ Z6 ^- t, a. }4. Allow smaller 'reserve' space for small groups on ships
; j8 W. v* ?# n. T5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 j* F) y) Q& i; {& ^( o& }
6. Correct attacking plane count before final post-air combat; S: K8 s. ?1 L4 |5 u; Y) e, N
7. Pilot promotion may have occured in error sometimes
6 t9 r2 M6 [/ B a- i8. Raid detect message sometimes dropped of the combat report
1 U3 \6 X/ Z/ B# V8 ?; i9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
C1 Z; H# t! Q* u9 y, r# z' h' Bgenerally* d+ L( Y3 S: K6 a* b4 L0 E8 T
10. Some pilot-leader connections were being corrupted. _1 U( L e% a; E0 t" \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few9 V* d+ ?3 g+ i i; @2 o
other move issues due to the incorrect indicator
! @: \( {& R8 Q12. Wrong ship sometimes reported in Ops report for TF movement which causes some) [% ~* k7 f6 |$ w: U- e; s
damage* d- @9 Y9 Z5 ?+ R5 p9 o' P
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 X$ \! A8 V% ^$ a8 O1 z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 Q- V/ \4 Z) }2 vdate sort0 s8 P" @1 u" e" _: B
15. ASW groups not allowed to attack sometimes$ N! T1 b2 Y8 R3 K% }( c: M$ l0 m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) p* x( a! f! U; e7 AHQ/LCU to jump to reinforcement queue0 b4 ^' X# m9 R0 y; O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
8 @4 ]+ s/ x, x7 P18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed" h) z! b- n) Y/ h4 X
at start of AE but crept back in sometime during updates8 k1 E. \% ]7 x3 S$ V: Q. G) z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, U5 X2 D7 E. ^fragment./ }; L- U- e( `8 i7 l) [$ B9 b2 o
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade" }( | x" d" V8 [2 X+ M& @
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
5 ^; b% U4 s Z7 Fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 j }& j+ L# [9 ~) w5 W* W
set2 `* ^% W O7 H5 m! u, k- s
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% y8 @7 m* m9 a; y8 R5 t
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# @+ y( T( X; Q: ^6 g, V- t% R3 [24. Bug caused F/FB to sometimes bomb at low altitude
) }; x7 @1 {; d5 k25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 _& B' p8 x/ i! T- y- B x
occurring properly.
1 P) t9 q7 H8 t4 ?! `7 j) y: J3 z26. Bug in Industry 'failed' indication not showing properly sometimes8 G9 Q {: I; A" O2 J7 G, K2 ?
27. Location check at scenario load to include small map sceanrios+ C L) H- l8 n! _ W: n
28. Bug in air supply to fragments in a non-friendly base hex
' K: j1 c7 O7 w2 q- |6 V29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
5 P1 A3 L" s2 f) ^4 Wbeing set to homebase before execution of the mission – ie was returning to base7 b% `$ n; u/ v0 m4 h5 j
immediately
* `; x3 j1 f1 J( E c30. Error in Strategic map display; `# S! c1 z3 |# B' p2 e8 ]
31. Additional and stockpile options were not turned off when base was captured
$ o% z& D8 c k o7 y }3 E; V, C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ B7 a2 G$ d' S) {
mouse over
- s6 Z" g) C2 x33. Army experience being gained when not 100% prepared as per manual; changed to allow. d4 n0 V. N4 i" n
chance to gain experience if >75% prepare and < 50% national exp level
! k9 _7 j8 F6 o- N1 b34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; x2 J5 ?# d# t; ?. S; a
alleviate the incorrect experience gaining happening while in reinforcement queue- T7 G' }5 Z( K( m/ g' ^3 r/ y+ N
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
n. _: p) h9 ncaused unit to jump “off-rail” and move overland
: i- j' E% ]* R7 L' y* z. |36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" z: ~9 Z9 @" T; z- V37. Excessive accident messages on unload from TF reported
# k; M! S7 q9 d& R/ H, K9 K& ^, S: y* m2 E38. Reworked editor sub-unit merging as some devices could drop off the unit list when
g2 f( o, c: z% v$ O8 n% xmerged causing smaller size unit than expected
5 g9 `! Y9 \: |39. Corrected possible TOE error in scenario data load for inactive units
# k& q( `6 @6 I8 f, H; X* U40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; N* G; |: ~5 w/ U3 N( M
however be allowed to do this.0 ?/ Z* H9 u9 v( |% b
41. Possible CTD if sinking ship's load was a group
9 w2 s' B% y. I* [. x2 c0 d, q42. Limit the number of devices built from resources per unit during LCU replacements; this6 e" `4 h* e2 F5 _2 M. A
was causing an over production for that turn" \* v. _ S$ k0 `
43. Retain day/night setting when creating group fragments& A0 o' s1 ]: z4 E5 K
44. Adjusted supply and fuel values in base list not to overrun the space) ?! |9 g: X% N
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 E% |$ h" Z) n( x' ]8 Padded YMS to Sweep TF in line with manual and code, N+ |3 Q1 E' }, i
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; @! i$ Q( ^( J9 X8 Prule relates to the abundance of manpower and is not covered by replacement pool. Normal
( s- W) e0 Z v1 @# y) Brebuilding of destroyed units is not affected by this.- W9 ?! F% f- I% E+ J, T5 o
47. Carrier capable and trained text not showing together on Group screen
% N2 e2 P. ?, s( J48. Handle any blank re-name changes by ignoring them2 [$ T U4 u" Y4 B; J# ~- o
49. Possible CTD when air fragments combine, r5 j" G" i8 f# r6 C5 M
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 v4 e8 q* a# z. G, |51. AI not behaving if main HQs missing (affects small map mainly)* {% r( {9 a, t8 _+ T+ C& n
52. AI using AGC for normal land units – removed from TF if not needed- R0 B7 }- |" [/ f8 V
53. Soviet activation message not in Ops report' T4 A( w7 ]. Y2 o, v) Q4 H. _
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 S! L) X' u! o) c+ X$ n55. Clear Soviet air balance if not activated. Possible incorrect base switching$ U; z( ^! t: Y' \1 i
56. Sub attack against docked TF not happening for port size <37 a2 _& B3 C" `* D7 l/ |
57. Unit type changing unexpectantly5 I4 G. I$ G9 j9 E0 F" P1 K
58. Torpedo replacement on plane sometimes is missed; ]+ M- m% I6 g% p- }3 S6 F& |0 U
59. Double handling of overstacked supply requirements
@* W, t; y; k% s; c2 o60. Fixed alternate weapons for port attacks7 f$ p+ y0 y1 j. \$ h
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. W2 R& \. T! ^6 h9 G% E
sometimer in the ship repair cycle.
8 M( O- Q& y1 S$ @; n62. Ship tonnage over 32K could cause repairs to fail$ T7 W5 {9 N5 O$ {2 O2 D; V0 `
New/ I' l5 @7 `7 R S, Q: w% z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: r* Z& m6 i7 a+ ^: u
port
# {1 X& W+ `! Q. b5 O9 e% u2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, k% S. N9 Y- _8 ~7 _$ c! kTenders not counted9 u3 Q9 I- B4 k( |+ t8 g
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 ~4 E- d1 ?2 x" Y* @. f) ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, f2 `/ t& h% Yto remove damaged ships from TF
! C1 X8 M& J# }" w1 _, A- b: P5. New filter for “non-building” devices in Industry pool screen" y/ H9 C9 C; B8 [! `% v
6. New filter for “non-building” aircraft in Air Replacement pool screen
) e& Y- ?# S$ N: c; h4 j7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 Y7 j- o# D$ D) v# y. |
mines (^) detected6 k6 B+ p. @- \2 d! a. g
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 H& S8 h6 I. D2 i( a* s; F‘button6..’ image files, then these will be shown. If not, by default there are shown as
* C$ ^2 M9 N$ `* U! Y3 Fstandard parachute unit icons
% ], V# p) j' Q* p9. Air/port damage and building is shown in base mouse over
. b- N7 [& T+ q e8 O8 h10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: U" P& \* z& Q2 [7 P
11. TF can be routed to stay within coastal hexes as much as possible
9 c9 _# |, w" R* r: \, [6 F# o12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! P- L# c, \7 \$ H13. Added option on group and LCU reinforcement screen to turn off replacements
& p+ E7 Y2 L" c9 b( U2 b4 G& g14. Current base can get supply returned to it when reserve planes returned which were1 Y: V4 t/ u v$ T4 b1 }$ d4 C
originally supplied from another base' W( |3 y1 O9 S* W+ A2 Y% A
15. Unit type filter on Troop Loading screen8 X1 x& w& L7 f& N2 g1 l
16. Report killed ground units if not in combat report
8 z( U4 | m3 d7 n3 ^, W& M& o: ^$ SChanged7 G$ y. q& \* e: b
1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 x% y( {; {* f! q7 ?
(complements fix 18 above)6 |' r% M$ i. U; U& P
2. Permanently increased pilot array to 70K9 M8 W6 n/ j9 I8 {
3. Increased number of air combat rounds are a factor of total aircraft involved
) A; u- W3 y# m2 i; ]4. Allowed submap to submap movement if land connected for land units. Should have been* ?0 G- y) v) n3 X( O; z
so as per Andrew Brown
0 z, s8 D' a& y1 [5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. b3 Q, f( i2 M2 ldelay toggle instead" k1 p% k$ B6 i6 L; O7 h! j3 L
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 r8 x+ Q6 ~3 M1 Y9 L6 j
maintenace a bit more
; C( s- C, l+ v: V) s; ~' }7. Support device replacements won't decrease the overall experience of LCU units. This does! m' c' B+ b) P8 X$ m3 C! I0 j3 l: L# k7 J
not alter the overall EXP change due when any replacements are received.
8 c- \7 O( h! J+ }2 C5 a1 q: ~8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction- Q! b# W, [" g/ E7 D0 t
between the two but could break current games.
& C8 X. f6 v( f. b9. Some LCU Prep points may be retained if unit is experienced( z3 ]4 a& c' w/ L3 s
Notes6 h+ a% a" Z$ I. Y! A0 S
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 @- x- b' O$ @" ?9 T) Tshould not change player or HQ, even if not in play. These original HQs are used by the AI
. W2 b. } z c# vroutines so changing or deleting them can put the AI off. Changing other elements should% a) k4 ~* y* I) l& [
be okay.
* W1 ]2 L0 C! v% e3 t/ w2. Clarification to weapon filters for aircraft:
5 C$ R. d5 T% c/ k- P3 fPM_NAVAL_ATTACK 2 // used for naval attacks
# _3 H$ A; H5 d# }; r/ hPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( j2 h3 n' h. z
PM_LAND_ATTACK 8 // used for land (ground) attack2 F1 Z8 l6 A8 M7 b% Y% f% f2 ?
PM_PORT_ATTACK 16 // used for port attack( n4 `9 ~( M7 k! y h6 x* l4 }
PM_AF_ATTACK 32 // used for AF attack' u8 q$ L+ f2 ^( C5 Y
Dropped any reference to secondary values for land and AF as they served no special use.% {% t$ |6 u/ b) l) E! J
Clarification changes
: y0 S6 ^& ~: U) S% U3 j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: e2 U! \" a! Z! O
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),, \: _) z6 p% H" N
MONGOLIA(91) or TANNU_TUVA(92).
: B8 Y& [. d1 V0 r9 ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 O. t* N" g' L2 [8 \) gb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; l% ]% _3 Z& Z4 u8 Yc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" u9 g0 E$ Y/ V" Q( V/ e) l1 l% d- v
after Soviets are activated, but can’t move
2 B) w4 q/ L) T8 q3 j) Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- w+ U1 i* t" ]3 I8 e2 r8 a! ~& W3 {
disbanded in port.
& }7 J2 K# d! {7 ^3 N5 O Xe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 C5 d2 G s1 L0 I& Y
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |