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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖; [5 y. ]5 x6 L [4 c( t
# \3 P' l2 K7 `" g& v r大量更新,详见列表:
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' z D+ [. L4 aChange History:
; @5 ]4 m2 g! [V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 X K' f) U, Y; T( @* U: A1. Seventh Update – This release is a comprehensive release updating all previous
) N' W8 B# f, |versions to v1.01.17 beta
9 E& } h3 Y$ H" \/ E% G2. Code Changes
/ e- o" \+ ?- M; J9 b8 W: a1 |/ _) EFixed5 V- c8 D+ W4 k
1. Display of AF/Port icon between player saves based on player's intel
: I3 B C3 ^4 r) L/ t' J2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; G* X. A) k8 B/ @2 mweapon list updated
/ m: a/ ?, F# F' D/ A* M, |: L3. Reported cargo/troop safety values incorrect when no cargo/troop space9 x8 h2 n( o2 a/ p# q+ U9 U, b) `
4. Allow smaller 'reserve' space for small groups on ships
* z- F7 b( z a, B5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 ~# g1 u" P4 K& C- D) t6. Correct attacking plane count before final post-air combat/ j9 j# t6 u1 t( T% c) Y
7. Pilot promotion may have occured in error sometimes8 _4 R! Z" ^! M4 t3 \
8. Raid detect message sometimes dropped of the combat report8 I* W4 C5 {' d: v8 ^1 o: L+ Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 |/ S3 j4 x: g0 hgenerally
. [! {( M# d. d q/ U* A9 O: C: }* }10. Some pilot-leader connections were being corrupted9 E+ K1 R$ I4 M, K9 L' ]5 m
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 v2 J7 T! O1 U1 i4 o
other move issues due to the incorrect indicator" F/ m1 M$ l6 x
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 `2 \2 r6 z9 Gdamage5 w4 F% U8 f+ R$ @' \: a/ v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: d4 W7 i! n8 @5 Z) {: {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
& l9 v- I( A4 k& o4 s+ F+ udate sort4 ?, t) L/ H6 }/ C" q
15. ASW groups not allowed to attack sometimes
6 B9 y: a+ f; y' a" h3 Y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 a- ]9 G9 m" P/ A2 n9 q$ S& |HQ/LCU to jump to reinforcement queue
0 Y4 b* i, d# Y+ h! @4 P17. Bug in bomber intercept if too many rounds of fighter v fighter combat, v7 `7 h2 D. i5 w1 {5 S F B# ^
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 Z: R" x% q) X: k) `3 Z8 g- g
at start of AE but crept back in sometime during updates3 C! s8 V& i6 Y. I, q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 |# A2 R9 {8 f5 @( T. ]/ ~ k
fragment.
) v6 n$ ]4 k2 ~4 K20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 s4 Y/ q/ c. \+ |' H# K21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, C7 m* ~' p: H- k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
( _2 w6 x" M/ jset
2 X% y3 b Q- q$ E; C22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! ]/ s1 a" C# x+ `* @0 e% q& Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays! `5 _, H& S. h$ F, {
24. Bug caused F/FB to sometimes bomb at low altitude
: o' K+ l. g& O5 y: A25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. x6 Z2 `8 i( ?+ e6 R" K$ f" U
occurring properly./ ^6 w% X, W; T
26. Bug in Industry 'failed' indication not showing properly sometimes
0 s# _- J1 @5 G9 Q27. Location check at scenario load to include small map sceanrios
9 p. k2 X$ G& I U- J% a28. Bug in air supply to fragments in a non-friendly base hex
3 @9 c2 c& B6 W- O2 b' R5 G29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( Q: E$ F# i% |2 j! K
being set to homebase before execution of the mission – ie was returning to base
. @) _0 }: q# Y5 i3 E" simmediately4 ?, A, b1 @. P8 p- z$ \; A$ G
30. Error in Strategic map display
% G8 l7 G8 G& r( n8 Z31. Additional and stockpile options were not turned off when base was captured3 P" M4 m7 P7 C' W% b8 a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ W! G4 w% h' q6 z ~, smouse over9 V1 G- `* W& L
33. Army experience being gained when not 100% prepared as per manual; changed to allow4 k; |5 N/ G1 D/ n' _. j
chance to gain experience if >75% prepare and < 50% national exp level
8 a5 W2 r0 F. R( G4 o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 Y5 D" {# A) P' C
alleviate the incorrect experience gaining happening while in reinforcement queue7 U, G# ]! Q8 T; w
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – m' r9 d/ c# @( J# p
caused unit to jump “off-rail” and move overland
1 e3 I" @8 v4 N36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 a6 n' @* P8 ]0 y3 y4 L37. Excessive accident messages on unload from TF reported0 G4 y8 j& f3 Q1 z+ E F
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 w7 O! I' z! ^. l( t7 W
merged causing smaller size unit than expected2 t& m& N! ?7 N; T' H" v8 A3 o
39. Corrected possible TOE error in scenario data load for inactive units
. p1 d# x, ?8 S) Y& t0 l! y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! } d1 {9 L: z5 i
however be allowed to do this.
& ~7 i6 _+ _& f. D# f1 L" x4 z41. Possible CTD if sinking ship's load was a group4 z& L G' y" ^8 X; ]( M R5 ~& k9 ]
42. Limit the number of devices built from resources per unit during LCU replacements; this8 }" \. n- \7 D' B7 T# J
was causing an over production for that turn
+ X4 h3 D) N/ l o' S! ~+ E: o" w8 Q43. Retain day/night setting when creating group fragments
' Q5 l/ {; S6 X3 k% H; B O& @44. Adjusted supply and fuel values in base list not to overrun the space
! @6 K% o& H+ O45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 j0 k2 Z/ F+ x4 O |6 ^& h
added YMS to Sweep TF in line with manual and code
7 t9 X3 @% K( g5 m9 d3 Q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* a, t+ q* p2 b f3 d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
) P1 J3 V: a* G' z! @6 l& s- trebuilding of destroyed units is not affected by this.
- `$ G I4 {, Z7 f8 K; n" |47. Carrier capable and trained text not showing together on Group screen
, H$ \* S- t$ h& {* ?. T48. Handle any blank re-name changes by ignoring them7 ^* |9 e. {& o
49. Possible CTD when air fragments combine0 j& _. h& X% Q, ~# y
50. Unloading TF can freeze a LCU onto a ship under some conditions
- y0 g, K* h& u$ C51. AI not behaving if main HQs missing (affects small map mainly)
3 s9 `, B" R, |52. AI using AGC for normal land units – removed from TF if not needed
- p5 i: y6 z$ M) v: g53. Soviet activation message not in Ops report
E6 B: H3 o$ H$ g) o2 I( O54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- q% [( f2 s6 h+ O& p
55. Clear Soviet air balance if not activated. Possible incorrect base switching
* n2 z. `; V7 a! o" K6 q# V) ~% e7 o v6 X56. Sub attack against docked TF not happening for port size <3
9 Y7 E# ]% h1 `- h57. Unit type changing unexpectantly) W) Q; P; @! A' U v) x* `/ C9 U8 d
58. Torpedo replacement on plane sometimes is missed
& {: P( D' e S+ }) Q. P- R6 @3 |59. Double handling of overstacked supply requirements
; _9 \7 f/ N: v# ?! b; x60. Fixed alternate weapons for port attacks4 N# r; z1 x8 t8 p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* @' b, G9 ` e& p; ], u* S
sometimer in the ship repair cycle.- C f$ H* C3 B4 h& y
62. Ship tonnage over 32K could cause repairs to fail
# P" v7 l. [" c8 E7 F- jNew
; n! {! _8 @# A$ L$ v2 q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 l9 Q5 q% |% z8 x* K7 cport
$ X2 u0 b; L$ C$ n1 R" @7 v2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# I0 G) t' w' a1 j7 }Tenders not counted4 ~! p) U9 W- `9 E' ], ~
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 A3 P# g: y9 W4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
$ d3 A7 p9 l3 ?+ e9 Sto remove damaged ships from TF
0 c! ]) [: f$ I5. New filter for “non-building” devices in Industry pool screen) j1 e4 ]0 ^, Q% g7 {8 i' t
6. New filter for “non-building” aircraft in Air Replacement pool screen" A J& S. M' D- A! ^3 v2 l
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 ^. W7 S2 ^. {; y5 S! h6 lmines (^) detected+ c! u) f9 {5 q0 N2 r
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) I0 m) D) _1 Z) d( B' I2 _
‘button6..’ image files, then these will be shown. If not, by default there are shown as3 O) A' m% ~, z
standard parachute unit icons
* H+ m9 e0 k; _+ m6 ^" b9. Air/port damage and building is shown in base mouse over( _" t0 y6 c9 F. `, Y
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( q- x' x `# q4 m11. TF can be routed to stay within coastal hexes as much as possible
9 S0 s }; P5 U* p, H2 Z0 U7 q& E' w12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 Y( \$ u9 u4 S3 Y) _* R2 ?5 H13. Added option on group and LCU reinforcement screen to turn off replacements4 ]8 |9 J: w* E3 C7 S5 |
14. Current base can get supply returned to it when reserve planes returned which were
3 ]: M, v* X9 foriginally supplied from another base
3 d% W5 |. \: C- [15. Unit type filter on Troop Loading screen3 w2 K3 d6 T T) n, R9 e1 d% j% P
16. Report killed ground units if not in combat report
/ i# i1 J& {# }5 N/ Q' QChanged
9 q# U$ |; A, V; c4 d: W1. AF of 8+ have AV support doubled for purposes of determing support for air operations' z5 z3 N, x6 l( p
(complements fix 18 above)
4 M" K4 N% h9 Q7 S0 L- Q# X/ s2. Permanently increased pilot array to 70K
5 U# ]4 m4 w" v5 X8 F3. Increased number of air combat rounds are a factor of total aircraft involved
1 L% f- q R6 e' U4. Allowed submap to submap movement if land connected for land units. Should have been
3 X! S" v( y) U; P" ^9 b2 Eso as per Andrew Brown
& H. k2 H2 P" X, o; z4 \4 Q! c5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 U: k9 Z5 C0 P* O+ ^
delay toggle instead
' K* Z9 y+ g* b& U2 M. ~, B6 I/ u1 l6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. I5 p8 U, e+ i' g H2 G( q$ L
maintenace a bit more
; _9 V! ^" H* S! `3 K# C* I X7. Support device replacements won't decrease the overall experience of LCU units. This does- l/ v" a5 Q* z
not alter the overall EXP change due when any replacements are received.
3 ], K) F1 G4 S& q3 A8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# I; D9 d. z! Q: g$ ]
between the two but could break current games.
. O' j7 @4 Y% o+ Q9. Some LCU Prep points may be retained if unit is experienced
( T# K# L9 |( e$ INotes$ W5 `7 |& ^! ]6 S2 o g# j
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- `- `/ O; G! R# Nshould not change player or HQ, even if not in play. These original HQs are used by the AI
- [4 S/ Z5 }8 v9 B9 uroutines so changing or deleting them can put the AI off. Changing other elements should( ~: Y' c$ d) @# I$ ~7 D
be okay.4 u7 H6 z6 j6 \, \* b8 \
2. Clarification to weapon filters for aircraft:, z; @3 k. T1 e7 y- _9 g
PM_NAVAL_ATTACK 2 // used for naval attacks; V9 B% m! T3 Y* k) b0 h
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( A7 F- f/ N+ Y& PPM_LAND_ATTACK 8 // used for land (ground) attack" M$ ^5 z7 P/ {* j- `
PM_PORT_ATTACK 16 // used for port attack c* N7 X- ]0 e3 W! X
PM_AF_ATTACK 32 // used for AF attack2 I' \! k) O8 R5 z
Dropped any reference to secondary values for land and AF as they served no special use.* ?1 Q) q* o7 _
Clarification changes" U6 t Z, O* s# r+ o* `2 a
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; P7 ~! B9 a+ b t# O! u8 n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 ]* H( f, Q- F) ]MONGOLIA(91) or TANNU_TUVA(92).* {1 C+ E* ^, e, |) _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! v% k! p/ h0 G) eb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 w: ?' H, v! U2 R( s0 m5 W: sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases x% V: r5 r" N1 f
after Soviets are activated, but can’t move
8 b/ }1 V( v, k/ \1 ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ R: j- B; v' C% D6 i0 E) ?
disbanded in port.
9 B- R& ^# `3 O" Ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( l3 U$ D, Z, ?, C+ C7 `1 s8 U/ Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |