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4 s( s4 h) n. | C' M) \" k5 Vhttp://www.matrixgames.com/forums/tm.asp?m=31850620 I w) B' U9 W
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已经共享到岛群QQ和本论坛置顶资源帖- c/ f8 @ \2 x0 F
; m- F. ~, b' k, a; ~3 c0 Y大量更新,详见列表:+ m4 t1 l- h/ _
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- }2 }7 ?$ a( V! S; hChange History:: Z9 D; k0 c6 m1 F1 L ~ h" @
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* a* G9 i# T2 L, A+ {- D8 t8 l$ h1. Seventh Update – This release is a comprehensive release updating all previous
. G" k8 _& i# a) ?% A6 w* U- Nversions to v1.01.17 beta
. D. I7 b# S! L6 x2 F/ K2. Code Changes
( E; Z# m B$ G* ~Fixed5 w; H5 c2 w7 w5 U7 e
1. Display of AF/Port icon between player saves based on player's intel
" m7 l0 [0 T" [2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: A3 s# o% e6 Q o7 z0 U2 ^5 gweapon list updated0 x# [9 ]7 _( e/ ]; p
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! s6 J* n9 h' O$ i% O# ~+ m4. Allow smaller 'reserve' space for small groups on ships0 w' G, n7 ~8 {4 t
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- [# G8 e4 e0 t6 Y6. Correct attacking plane count before final post-air combat- {+ w- v) K0 b: Y
7. Pilot promotion may have occured in error sometimes8 F$ v" y% Z/ }- U" F+ g$ \2 Q
8. Raid detect message sometimes dropped of the combat report* v9 }! C# y+ Z
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ h0 Z6 w p, w/ Xgenerally# L4 |7 {+ J9 b/ v9 Q, `) E# V
10. Some pilot-leader connections were being corrupted
/ h% `" s( B& V) K: I; q( k y/ u11. Movement bug with following units due to incorrect move indicator. Seems to fix a few9 ]* ]. i5 [* D
other move issues due to the incorrect indicator( N/ G0 b2 a0 A( C
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) e& G7 ~% R3 [3 X4 r! X; Hdamage, v8 t; T* q% O4 h9 _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
C# W$ q3 x& S14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the3 H: O/ ~& k3 |/ E; G5 q1 _
date sort
* y7 p U+ i& y' v15. ASW groups not allowed to attack sometimes
3 e# ~1 Z+ }. k, M4 W16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; G; {5 u3 h! cHQ/LCU to jump to reinforcement queue! f3 P8 ]& e9 w+ M4 r
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 I9 ]7 K# y+ j' p% c: I
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 n$ t' Z, X! K9 B: x) Z4 w( m
at start of AE but crept back in sometime during updates0 W' q8 Q2 B" N1 [0 T3 C
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" \ W4 h. x- X" Ofragment.5 ^3 J7 d$ s2 w
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 H' S5 G9 W6 o' k0 t1 K6 {: D" {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( v3 X# r* T: r6 [
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" i; l, F u! x W1 A) A. w; |set0 g, s. x' Q$ q, _4 _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# d" |( I( c+ Q6 m/ `3 D23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- a: R; W2 L3 x* l
24. Bug caused F/FB to sometimes bomb at low altitude; k) m4 F) c8 U) F' G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% d& e& o: d: l( B- D( I, `# Soccurring properly.
4 `7 }' L, V9 z3 L26. Bug in Industry 'failed' indication not showing properly sometimes+ p) Y* X8 X `' T
27. Location check at scenario load to include small map sceanrios
* F! h# |% n* X# E/ T# `28. Bug in air supply to fragments in a non-friendly base hex
; J5 f8 Z2 U6 K( p" x8 A, q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was7 B9 L2 Y( W+ |2 r6 n
being set to homebase before execution of the mission – ie was returning to base, ~+ n7 m5 Z8 U$ I9 g& B# p* P
immediately
3 q/ W6 ?2 L. A30. Error in Strategic map display5 V' H, {: D' t1 F7 U" N$ H2 j
31. Additional and stockpile options were not turned off when base was captured
& y/ ~4 b( ]% j3 T c32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 a) ?# |( f$ @mouse over
+ o' o, _2 J g33. Army experience being gained when not 100% prepared as per manual; changed to allow2 Z) n' C0 [/ d- |# b9 @
chance to gain experience if >75% prepare and < 50% national exp level
' P. P& K5 i5 D: T- P" j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 v9 ]0 T5 N, u* f! F+ y
alleviate the incorrect experience gaining happening while in reinforcement queue: a9 Y+ X3 E7 h5 i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 X. C# Q" p9 M/ o1 ~caused unit to jump “off-rail” and move overland
: h9 G2 y: h/ m: y) \; @ s* b; D* h36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" n2 `; t* M( A" t$ P8 w8 q
37. Excessive accident messages on unload from TF reported: p4 B h% s) b
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" S T% [0 ` E( i N) T2 t$ Zmerged causing smaller size unit than expected: }4 }9 x a) h7 P y: R3 l
39. Corrected possible TOE error in scenario data load for inactive units# W0 W/ }% N4 c; g* W
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can. V* k+ t6 L- O! `
however be allowed to do this.
/ A: d4 b i; W! j2 V0 B4 A2 s( i7 R41. Possible CTD if sinking ship's load was a group
: I! ~, ?9 C4 ~42. Limit the number of devices built from resources per unit during LCU replacements; this- R$ q: I' n- E) _+ i( v
was causing an over production for that turn0 B1 V" _: g8 v! m4 J, k- c' p( |
43. Retain day/night setting when creating group fragments
+ A; `/ t+ C) r% T0 o; q8 J- r44. Adjusted supply and fuel values in base list not to overrun the space! m) ^4 L! K7 y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' g# L, `! }4 o1 l$ C9 Q6 c* G
added YMS to Sweep TF in line with manual and code' C- S; {" @$ ?# @5 [) H# G
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! A7 ?/ n [( f l1 C) Y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
2 _5 B; X: i9 F# ^; R9 Erebuilding of destroyed units is not affected by this.
/ t8 G5 | ~( W47. Carrier capable and trained text not showing together on Group screen9 b/ A' _4 h- U% G* G
48. Handle any blank re-name changes by ignoring them
: r8 C2 D, A( W8 w; V+ p1 u49. Possible CTD when air fragments combine
/ |. |# G- _- p0 [/ `0 @50. Unloading TF can freeze a LCU onto a ship under some conditions
, K2 R: l9 b3 `) y) L1 I, F51. AI not behaving if main HQs missing (affects small map mainly)' D* O6 ]7 Z/ I/ u: L1 I2 c
52. AI using AGC for normal land units – removed from TF if not needed
' d" Z9 h- g4 c( a* M, k1 P! ]53. Soviet activation message not in Ops report5 A" r. y$ S$ M) U7 l( `' W
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 d# l+ A( K0 b) w* H55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 @/ C/ K" s) e, l56. Sub attack against docked TF not happening for port size <3
" ^: b1 y# U, Y8 |! ^1 H57. Unit type changing unexpectantly; v M% `; y- [! M+ g$ X8 V4 D
58. Torpedo replacement on plane sometimes is missed
4 I* \# G( @3 \! n6 f59. Double handling of overstacked supply requirements3 [" S- j } z/ j2 @
60. Fixed alternate weapons for port attacks
% M8 h0 E" M) _) g1 C3 L61. Corrected weapon system damage to show after combat on ships in port rather than wait till' k/ p3 }2 I- e' ]! D2 L. k2 P
sometimer in the ship repair cycle.1 Z0 I5 f/ S" N2 Q) g; X
62. Ship tonnage over 32K could cause repairs to fail
7 A( I; ?3 B. C7 `% \; A3 ONew
9 z" e4 Q, ^/ n1 w6 o8 e4 f1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
( u. i, A1 N+ w4 \port
6 \1 K9 q+ D2 |0 v( p; p& @' p2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- \! ~7 O1 j' E, H' MTenders not counted
- v3 ?! r* j9 \0 @# C, O4 y3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. j" l4 m) W- K1 V% B6 u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ J/ k0 u0 Y T1 E! A+ R7 V+ h
to remove damaged ships from TF. C5 T( b% S# I1 H4 `3 z
5. New filter for “non-building” devices in Industry pool screen
; R$ R5 ?" s+ V6. New filter for “non-building” aircraft in Air Replacement pool screen* h, D0 {7 p5 c# ~
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 j6 f' _) l" X! f [ omines (^) detected
5 g. ~" L5 c: `; P; }4 ~* H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 Z0 a0 w3 \& M( |% a! b7 G
‘button6..’ image files, then these will be shown. If not, by default there are shown as- f- T# N6 P I8 |+ Z
standard parachute unit icons- V7 r6 e' H9 O! x# x& i
9. Air/port damage and building is shown in base mouse over
( _' c( y5 O1 M$ U# h10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- l+ [) K6 h! y4 ?11. TF can be routed to stay within coastal hexes as much as possible
* Q* e v4 I9 M$ t& ]12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, T0 X6 R6 o5 [: Y- k. B13. Added option on group and LCU reinforcement screen to turn off replacements r4 f1 y9 t; v/ b; F& g+ i4 R+ @; N
14. Current base can get supply returned to it when reserve planes returned which were% `# B/ o2 s7 s$ q6 j' E
originally supplied from another base8 t. Y% w; o$ d$ q7 }
15. Unit type filter on Troop Loading screen8 {! Y1 _$ V/ e' i8 q" U
16. Report killed ground units if not in combat report$ v. P3 g& [- I
Changed
; f2 l: s) r7 J1 ?1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 m: e) O: h1 D' Q
(complements fix 18 above)
8 k0 B# l% C) @8 G5 ?2. Permanently increased pilot array to 70K
% w- }4 N* ]" b' _- P3. Increased number of air combat rounds are a factor of total aircraft involved
0 D" t1 x% X6 t; g4. Allowed submap to submap movement if land connected for land units. Should have been
- Z) `4 G, B) ~3 Q. A' wso as per Andrew Brown h% M# V1 Y9 n5 s% l
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& t9 V5 g) U+ J$ ?1 i. M
delay toggle instead
8 i5 j9 ?$ M/ y% r5 a6. Aircraft being grounded for maintenance factors in durability also. This will spread out the D2 n2 h* q* {2 v& w7 K0 i% W3 K
maintenace a bit more; Y A4 Z/ V3 |) T4 w1 }+ s4 M
7. Support device replacements won't decrease the overall experience of LCU units. This does
. {3 r. b# y1 R9 Q( anot alter the overall EXP change due when any replacements are received.7 g @" [7 ~- r! K
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
. T1 f. W- M2 n1 @; D7 H+ ibetween the two but could break current games.$ k/ A$ g Z6 o; p$ S# r+ {! h+ y4 b, R
9. Some LCU Prep points may be retained if unit is experienced8 X- S( Y* ?' A# S0 |
Notes: }8 |+ |2 f+ J3 ~( q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
: \1 Z) S8 Z5 G5 V: ]should not change player or HQ, even if not in play. These original HQs are used by the AI
- u* o8 W+ a6 g% i3 J7 }routines so changing or deleting them can put the AI off. Changing other elements should7 A4 ?9 w. P6 U2 M9 y0 o7 n
be okay.
0 m) Y, q3 G, b/ F& j( N. B: {+ _2. Clarification to weapon filters for aircraft:; e S+ o) X" }
PM_NAVAL_ATTACK 2 // used for naval attacks: G2 q# \' F3 B: F7 V; r T+ I9 E: ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
- B0 ?6 {. O O& W1 K; UPM_LAND_ATTACK 8 // used for land (ground) attack
) A9 H0 {0 K# Z: P4 n( f% Y8 vPM_PORT_ATTACK 16 // used for port attack
% ?, N' |% ~+ b% Z" F, }9 {PM_AF_ATTACK 32 // used for AF attack
7 M2 ?5 `- K3 `% M! LDropped any reference to secondary values for land and AF as they served no special use.
2 i& H* c' l: r. L) yClarification changes
& ]* \$ T* ?: ~ b( z& H. |" J1. Some clarification and changes in regard to use of the Soviet Motherland bases. These6 s; g: ]: x `( T7 e# w
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 }& L! c7 T, HMONGOLIA(91) or TANNU_TUVA(92).0 ~( C9 j( V ~# _* e7 q6 o. p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 h- k+ }* @% A1 Hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, D$ ~! c3 ?5 ?; t: Q/ X
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
p' ^# x6 W! Y6 Y. Zafter Soviets are activated, but can’t move
6 X( S* ]" o4 M- Id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- l7 K8 _! M8 v: L+ H5 o
disbanded in port.6 J, e6 p! k& B' ^* f7 s; Y
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
P3 K* T7 U. [f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |