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5 w4 q, Y! b% ]% G3 `# d W% C zhttp://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* P ?. z6 E# g% ^+ w0 p
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大量更新,详见列表:9 l. R% L/ h0 G$ w2 M
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$ i6 {) o! |% U5 ] d8 dChange History:
. X C: g& J2 o; X5 {) NV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 s# C6 o! n$ K; d$ ?1 c1 C& V: G- N2 k1. Seventh Update – This release is a comprehensive release updating all previous. t" d# V! v2 q: z8 q; E" }# U* G
versions to v1.01.17 beta
4 W1 F) s2 _, t( B% S% C2. Code Changes6 g& ]# V' [" d* L) {
Fixed
, V: ], g. C9 O' b j8 m; V0 R5 d1. Display of AF/Port icon between player saves based on player's intel' I, W& U3 S; ]: U, P
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 y( J( h- R; @1 M4 U9 _/ p
weapon list updated1 b o5 X, i4 B7 i) V
3. Reported cargo/troop safety values incorrect when no cargo/troop space( a6 J' n! ]2 E7 Z: _% l' R
4. Allow smaller 'reserve' space for small groups on ships) z7 ~1 l' x" _' C7 N
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- s; d7 ~; [+ j9 h1 P6. Correct attacking plane count before final post-air combat
! }, ^$ e( T$ a! g" A2 D# J9 Q7. Pilot promotion may have occured in error sometimes
! B& q# t( n- P" t- M- P8 t8. Raid detect message sometimes dropped of the combat report
( q {' t! H* g2 G9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
q+ U. i/ ^, t5 g! jgenerally
; K8 p4 P1 i$ k; l: f4 H10. Some pilot-leader connections were being corrupted; W5 I* G+ W; w( I% t& j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* g. L/ i' i( [/ h) }4 oother move issues due to the incorrect indicator" y2 Z6 i$ X4 N0 k) K" V1 `
12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 _: {1 m+ x5 |
damage" {$ q8 }" p! `. J
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% m9 J1 c7 I" X) Y p+ I9 a14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( M) e n% S0 D) D+ m0 ?; g; K' gdate sort! N7 H* P* H; M1 \( H% Z" y
15. ASW groups not allowed to attack sometimes
2 O) H, o* ]2 o( i3 ?5 ?& C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* ~" [% `5 |: `& \& s
HQ/LCU to jump to reinforcement queue
+ C* e! k. {: D c17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 [2 e8 @* ?3 k' X- W2 k
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed* r* E, G( `9 b" ?- H1 U
at start of AE but crept back in sometime during updates
* u* K( O& e* @$ u7 {! W! T19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, m" k3 k! t8 p9 pfragment.
: {2 f( [; ?2 y, S0 n ^. V6 q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
& ~7 |# P: b1 J# z2 t! i21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# {7 L" j% Q# k+ a& D7 m
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# w. ~7 H) H; k8 O0 ?0 @set
2 _1 W1 E) `5 Z6 D22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base* O% F$ D; x# |- ^5 o, S
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: ?8 A% Z, Q: ~# s$ k) B8 {. _3 S3 r24. Bug caused F/FB to sometimes bomb at low altitude
4 e- i' ] m; _- _& [8 y25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 u6 l2 Z0 N6 D- Y+ _+ _* ~
occurring properly.9 t) W4 |/ u: k( @7 |& J
26. Bug in Industry 'failed' indication not showing properly sometimes; X9 q4 V4 g0 R$ e" P
27. Location check at scenario load to include small map sceanrios
5 j4 R; ?8 {. |2 F" n9 i28. Bug in air supply to fragments in a non-friendly base hex
( w0 M3 [7 K" z/ R9 l7 t: c) T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ O6 @, G- C' Abeing set to homebase before execution of the mission – ie was returning to base1 V; d/ C: w9 F
immediately
2 c% @9 Y6 Z/ t/ r# z30. Error in Strategic map display' T. ^6 f) K2 [7 F/ Z2 O4 c6 w# w
31. Additional and stockpile options were not turned off when base was captured+ I6 D; t. h2 k4 X8 m# O! H
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( E% D9 H! H6 _3 t0 b* smouse over
) L* e6 u7 s( r) I) B33. Army experience being gained when not 100% prepared as per manual; changed to allow: H% r' B( s+ o1 M7 _) [& h& r
chance to gain experience if >75% prepare and < 50% national exp level# W X, O0 i- E1 z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) W( P! I5 X# Y! e
alleviate the incorrect experience gaining happening while in reinforcement queue
& ^$ H$ W; O, I8 I- q5 t35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) f6 \6 Q% }/ n" e4 gcaused unit to jump “off-rail” and move overland }, ]* A5 m! n' k H, [
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 a1 K9 W; ]" r& A
37. Excessive accident messages on unload from TF reported
% A4 S- _- Q. Q5 I4 U# K38. Reworked editor sub-unit merging as some devices could drop off the unit list when% j" D, z9 N, c! C. C3 z0 c
merged causing smaller size unit than expected! v+ s3 \4 B3 S& Y5 V3 _- S
39. Corrected possible TOE error in scenario data load for inactive units4 }9 a6 ^+ t1 i. v3 `7 Q+ u+ r
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
1 f. }8 Z$ o | t: ihowever be allowed to do this., B$ J% |; I6 _& Y% n5 L! o, y
41. Possible CTD if sinking ship's load was a group0 y8 p. Q. Q$ @4 W; s& K
42. Limit the number of devices built from resources per unit during LCU replacements; this
* p9 g0 o$ ]4 h- v5 O M4 owas causing an over production for that turn
5 ?5 I$ V) e* ~6 R# U V# n; N. d% J43. Retain day/night setting when creating group fragments
5 B0 x- ~! a/ c# r$ B44. Adjusted supply and fuel values in base list not to overrun the space L% t* E+ j1 M& O$ x1 g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& _" v, f! |# M( `+ aadded YMS to Sweep TF in line with manual and code
3 W& P3 E6 ]; y. v, J( o46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& ], R5 q# a- m* L3 Yrule relates to the abundance of manpower and is not covered by replacement pool. Normal4 p! C/ f( A& X+ f% `+ i/ k. Q9 j! |5 K
rebuilding of destroyed units is not affected by this.
/ f. h4 h% ?0 f' b$ {47. Carrier capable and trained text not showing together on Group screen
6 o- K( R) h8 \; u( j0 X6 V+ k4 |48. Handle any blank re-name changes by ignoring them
9 W+ H& R4 `& S) O49. Possible CTD when air fragments combine
) w4 @* C5 u* u* @( R4 T50. Unloading TF can freeze a LCU onto a ship under some conditions
# M; \. [$ d& r& T: d( _5 _51. AI not behaving if main HQs missing (affects small map mainly)
% [" G e# v$ @' h- I9 O. D( h52. AI using AGC for normal land units – removed from TF if not needed
* j; o* f5 o4 g2 h( Z- R/ I; t. U$ f53. Soviet activation message not in Ops report
& s- l. g% L) P% W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ w8 p; C" G1 e; e" ~55. Clear Soviet air balance if not activated. Possible incorrect base switching/ m9 l% X7 A' S( D: S
56. Sub attack against docked TF not happening for port size <3
6 r% _! Z; Z( ~) h$ Z57. Unit type changing unexpectantly
0 t- s' h) ]# T) m+ }58. Torpedo replacement on plane sometimes is missed
$ `" L0 Y5 r. p8 x. j59. Double handling of overstacked supply requirements- x8 ^$ J- D6 c% }5 Y
60. Fixed alternate weapons for port attacks
9 Z2 \" D8 B! ~9 m0 U% [2 t61. Corrected weapon system damage to show after combat on ships in port rather than wait till ^$ p$ s& F' J$ q" g0 r) d
sometimer in the ship repair cycle.6 V, C, h0 h- S# P9 _) O* ]. F
62. Ship tonnage over 32K could cause repairs to fail
- U2 I% ]7 }0 A" \2 O, cNew
! J- I) l# g2 n: K' i+ S! Q, T r5 o! C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
, r5 N* I/ m% `) Y8 \8 @port
. w1 [5 y8 _ Y' d2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& X- j4 K& `. u+ i: MTenders not counted
. ^8 h$ C4 E3 { k0 s( k+ ~$ Z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 S# g1 u5 E9 |) v
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method" i* p0 j& Q3 J3 n! V7 s
to remove damaged ships from TF
# I+ i* k& r- J/ X% N4 U5. New filter for “non-building” devices in Industry pool screen1 ~+ s! m- p( }; m+ Y4 Q+ F. S3 c6 L# u
6. New filter for “non-building” aircraft in Air Replacement pool screen& T- x5 K* P* {5 B) P/ W
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 T' w$ c7 n! u! }
mines (^) detected
- ?6 k' K, |% k5 H5 J2 d8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' s; p6 s o8 ?8 `* B3 I
‘button6..’ image files, then these will be shown. If not, by default there are shown as3 E+ i# P. P( `
standard parachute unit icons
( A. w2 S# l9 W9. Air/port damage and building is shown in base mouse over
% t6 A0 }' y; q! L5 R/ G% j10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 ]; v. o* o6 M" B4 s! [4 J9 Q11. TF can be routed to stay within coastal hexes as much as possible6 j$ B9 ]& ]# V% y$ C0 p6 ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 15 o# m7 H4 y3 J0 c
13. Added option on group and LCU reinforcement screen to turn off replacements0 |3 i% K" w1 O% |) H7 |4 l
14. Current base can get supply returned to it when reserve planes returned which were
- H. V) }4 T8 Poriginally supplied from another base: g# f! @6 Q, ?* E" N+ o
15. Unit type filter on Troop Loading screen5 V# e& b8 W* O6 j& a$ n
16. Report killed ground units if not in combat report% N1 }% _) Z/ c+ I: ?0 a3 E [( Y
Changed
% m$ _9 s# h/ l4 }: Q: B1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 W4 o& l( G' r3 M# P# e/ \* I' R
(complements fix 18 above)
8 a* s/ T* b3 C# p2. Permanently increased pilot array to 70K
" i5 X7 S# N# \5 b; ]' T0 r3. Increased number of air combat rounds are a factor of total aircraft involved
4 e* s& D, N' M n* x ?- ~' K4. Allowed submap to submap movement if land connected for land units. Should have been
$ A/ J/ ]. T5 Y$ Lso as per Andrew Brown
' ^ k1 ]: A! g0 ~8 m+ N, S5 D5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message' n9 u5 O0 h: d1 r* K- D z
delay toggle instead
' C1 h1 I7 ~* x5 _6 ^6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& X) j$ h' f) g) O9 \8 i2 Z4 f
maintenace a bit more) y/ O5 F9 L& l$ A1 F
7. Support device replacements won't decrease the overall experience of LCU units. This does2 a' m: t$ ~4 F" [( o
not alter the overall EXP change due when any replacements are received.
" j. {0 t" A- ^8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& p% A. z" z9 g! E3 ]* S
between the two but could break current games.5 B4 S/ \; s1 e1 z; ~
9. Some LCU Prep points may be retained if unit is experienced( Z6 Q# |) Y: U8 V
Notes! ~2 k" \: P- C8 H( d8 O
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario( ? E# G1 W, \3 M0 s' s
should not change player or HQ, even if not in play. These original HQs are used by the AI
; z4 ? j* P7 h& o) P% }routines so changing or deleting them can put the AI off. Changing other elements should, e6 F% D+ D" Q$ G" W
be okay. X0 c- Z. D6 W+ l% N: k# L
2. Clarification to weapon filters for aircraft: p/ n+ e: v2 j- ?* M2 i
PM_NAVAL_ATTACK 2 // used for naval attacks
* }7 F) k6 ?6 ]2 u4 X9 CPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" }- A5 N4 c4 o! s0 X, Y: p
PM_LAND_ATTACK 8 // used for land (ground) attack
: G; W6 j! D- Q' nPM_PORT_ATTACK 16 // used for port attack
4 ^) a# {( n; i# NPM_AF_ATTACK 32 // used for AF attack" \6 D- E; Z- }, g- ~
Dropped any reference to secondary values for land and AF as they served no special use.
( l8 T! V4 T1 K: ~6 P0 eClarification changes) ^9 r, h$ q b' W( [6 C
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 ~+ E( b# ~) W, q& v! t. \bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' p9 ^% Q: }6 @1 sMONGOLIA(91) or TANNU_TUVA(92).
3 N1 @' k; ?0 k/ x e# ^; L7 Ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. G5 }3 g+ m6 I- d fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 d# _( h* V; ]: Oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% g% B- f( e: a b6 C, gafter Soviets are activated, but can’t move- I- M5 s% [! H$ Z
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if: e2 g, E. V# S- D4 p4 A# u
disbanded in port.0 L9 Q5 P- g% C; M2 Q2 i: @
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ {' d# g1 o9 j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |