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http://www.matrixgames.com/forums/tm.asp?m=31850622 |& N$ a5 r( p: R4 F: z
( k' V; p) o: R+ f已经共享到岛群QQ和本论坛置顶资源帖
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, I2 d7 N% w1 [9 R8 \2 ?大量更新,详见列表:# H* H. O, V: {' g/ r
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Change History:$ H5 T- M4 C& V0 ~' K; v
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
. I) P' e( e' J* @1. Seventh Update – This release is a comprehensive release updating all previous% Y7 D2 d9 z( ^7 N, N
versions to v1.01.17 beta1 R& n3 r; y* Q% a9 {
2. Code Changes
. A! C: x; O( T/ u. T/ i3 KFixed! J( ^' P5 W- e0 t7 b9 g, h; o2 C
1. Display of AF/Port icon between player saves based on player's intel
. F2 _7 Y+ y% g9 W2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ f& |/ ]' M4 n; Uweapon list updated ^4 ]. T5 e; E
3. Reported cargo/troop safety values incorrect when no cargo/troop space9 |" {4 O y1 d$ J, b
4. Allow smaller 'reserve' space for small groups on ships
/ w" F3 G# [) K. T" X5. Preserve some more data when swapping fragment and parent to prevent lost of parent
. M, d# a, Z% r5 q9 ^7 p6. Correct attacking plane count before final post-air combat
# U* }$ K& U( p8 p" R7. Pilot promotion may have occured in error sometimes
{- d* S& H: N$ n! y! m8. Raid detect message sometimes dropped of the combat report
- Y. a$ o6 i5 N2 Y3 n6 Q' T9 `9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
% |; |+ `7 y" @' j. Z( Jgenerally
3 S/ Z4 f" G: [# j10. Some pilot-leader connections were being corrupted" _, p: ?: P! ~" s4 a; J; J
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 x/ s% `' T4 a1 d0 M! v. I
other move issues due to the incorrect indicator3 c' ?% m, Z7 x9 j; k- o Z5 F
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- }$ B1 D% |9 w8 f& `6 c ]. Vdamage4 k; y- C6 p( |, c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ b! u* W2 t1 m) x0 C14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
u3 @ V) {1 y, ?( o5 s L) Z3 Bdate sort
/ Q/ b. v$ A3 M! |7 ?' V4 w15. ASW groups not allowed to attack sometimes
7 `. \2 }3 r: I: g9 j+ B3 C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 H* I$ k" q' ?7 R9 S1 rHQ/LCU to jump to reinforcement queue
$ h( l* d/ B; z% o5 w! {8 k17. Bug in bomber intercept if too many rounds of fighter v fighter combat, h2 G- P& c S6 e) P) j! ^
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& e5 M+ Q/ d8 s) Z- K/ O2 H! ^0 k
at start of AE but crept back in sometime during updates6 O& r) d# Y0 ?" @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% @+ ~( j# N. L8 {2 lfragment.0 j9 T# B3 ^7 I% {) K! w
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 r! X5 K4 p& Y21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
% r# d! q7 W: g9 t: Jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: d' E5 m. s, ]8 Tset
* E% r, [0 \; r( m+ [22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 g# H% W2 Q+ C$ ?- n( c# p1 Z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ u3 X* q8 \: j5 b3 y3 W4 e; M) Q24. Bug caused F/FB to sometimes bomb at low altitude
; O5 a. W# X% x6 U25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- Q y; z- d7 I5 d0 Woccurring properly.. B4 |( X. V _( a- M D0 I
26. Bug in Industry 'failed' indication not showing properly sometimes* C ^' u, {: Z
27. Location check at scenario load to include small map sceanrios
' m4 M6 h; [. t5 M! n28. Bug in air supply to fragments in a non-friendly base hex
, I$ J. F7 B+ _1 R8 |' ?2 Z2 k, z5 G29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
M+ F, ?, W% ]) S* N4 @1 ^7 [being set to homebase before execution of the mission – ie was returning to base
0 v: E; v. z: }) w; ximmediately
3 @" N$ O0 ~& F30. Error in Strategic map display
) r$ p, i+ S$ O' f2 |! ]% `31. Additional and stockpile options were not turned off when base was captured
! t8 V+ x5 w( {8 m32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) ~7 v) Z5 ?; `; f* q# p/ {# v! Umouse over/ j" A, b, k0 \) S' N7 u
33. Army experience being gained when not 100% prepared as per manual; changed to allow q0 l" ^& u# m& v
chance to gain experience if >75% prepare and < 50% national exp level
' G' M* u l4 h0 q2 f; U4 b9 g% l6 `34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( @0 p& O! n L |, s! p% S+ {# l# v
alleviate the incorrect experience gaining happening while in reinforcement queue" r3 L$ K! v0 ~3 Q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' I F9 Y1 F, H; b& ^6 Pcaused unit to jump “off-rail” and move overland
$ `- o/ K( L- T+ U. E& ~; F36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* P3 P2 m; S, S4 B |. L, @37. Excessive accident messages on unload from TF reported, w) ~% m5 j, {/ @ d
38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 G, Q) Z2 a$ H- X/ o/ U
merged causing smaller size unit than expected3 P5 p* _1 A8 {( r; O) u
39. Corrected possible TOE error in scenario data load for inactive units2 _1 ~, S9 |1 h+ ~
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: v8 I6 ?- G" p4 i& k0 U
however be allowed to do this.2 T) J$ i7 W& ~: N! a4 u
41. Possible CTD if sinking ship's load was a group. e2 G$ ^* a" R
42. Limit the number of devices built from resources per unit during LCU replacements; this$ J% {/ S z6 u) D; y- t
was causing an over production for that turn
; D1 g5 ]; J5 R& C, m; G. a+ O5 S43. Retain day/night setting when creating group fragments
5 w3 S; c# P Q& s o* P; n/ W44. Adjusted supply and fuel values in base list not to overrun the space
, _# J; [7 c2 E( |& Y. Y* x1 F45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 p, j/ l2 s# @8 H$ Z1 I+ C8 Kadded YMS to Sweep TF in line with manual and code7 s3 \" |8 Q( K' z8 O
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 T: S3 g$ W# `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
" q, p; p" {2 Y, i5 _4 t/ Lrebuilding of destroyed units is not affected by this.& L0 q4 P, H6 W" h9 _
47. Carrier capable and trained text not showing together on Group screen
5 z( K5 i# Z. d2 A48. Handle any blank re-name changes by ignoring them
+ }1 T& c5 r x# \0 F" R49. Possible CTD when air fragments combine
]. g( l% d* a$ c t8 o# i9 j, R50. Unloading TF can freeze a LCU onto a ship under some conditions
3 e. j# s% b, c0 F H' a51. AI not behaving if main HQs missing (affects small map mainly)
( ~8 q# ~# J+ E+ b2 H) a52. AI using AGC for normal land units – removed from TF if not needed2 q: O/ I0 p* ^, g) f* P t" ~
53. Soviet activation message not in Ops report
* N1 w% m7 N( H+ e54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# i6 T6 R! ~5 L+ E# K/ \55. Clear Soviet air balance if not activated. Possible incorrect base switching
: N9 v( D9 p! m9 T0 p! H. W" M56. Sub attack against docked TF not happening for port size <3
- @& b. `" p' A/ D57. Unit type changing unexpectantly
1 X- n7 p, P& `0 f5 t: }% f58. Torpedo replacement on plane sometimes is missed9 O) l' Q3 i6 n: T
59. Double handling of overstacked supply requirements e! @6 e+ ]5 o- k+ }, ?7 J' T
60. Fixed alternate weapons for port attacks
& [, V' _7 ^2 `2 L( F61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 L) ~# a& ]) l; U( T* d H
sometimer in the ship repair cycle.
, y) [, Y( Q3 m) c0 n" D7 I62. Ship tonnage over 32K could cause repairs to fail4 l9 n f% `: W. `& l
New, g: m& C2 P' S( n; H) A
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 {/ o: m: g" L# h+ [port
9 M) \; Z/ k0 w0 n+ q2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 o0 X/ ^0 W1 v3 c+ RTenders not counted
% x. A! g4 c' H5 o* t: O3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! |, K, v" }" B- n3 K. o! U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 K3 ^# Z& r( q! `- ^, {/ S+ [4 mto remove damaged ships from TF( L: t9 J7 V* K, h
5. New filter for “non-building” devices in Industry pool screen
; n- r% D: Z% ?4 Z# N1 p6. New filter for “non-building” aircraft in Air Replacement pool screen
0 o7 O2 G2 Z) @1 q0 @7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy& Z6 D& K2 U$ `+ a2 U! e# f% T" T
mines (^) detected4 E0 {3 r7 O' _( F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
) P. w, `& A n, G/ E‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 |# N( k/ k: \" Z: { _! Wstandard parachute unit icons
2 r7 D" X) S" J' @$ T# t9. Air/port damage and building is shown in base mouse over- u: i+ l& T2 j1 t+ l" v; b
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
K$ @9 D& Q( L0 ]/ E3 E0 y11. TF can be routed to stay within coastal hexes as much as possible8 B! t6 {9 a/ e/ c4 X
12. On Top Pilot screen show the 'ace' cut-off value if more than 12 C. S' w4 X* l/ m1 e
13. Added option on group and LCU reinforcement screen to turn off replacements/ |6 [. w1 e. I# @
14. Current base can get supply returned to it when reserve planes returned which were
6 R& o$ n, Z1 d; moriginally supplied from another base. e) x1 z/ Z# k$ w
15. Unit type filter on Troop Loading screen
& _0 x$ i% F- _3 l16. Report killed ground units if not in combat report$ w1 Q, a# O, K5 f7 ]: {% `# p
Changed
8 R) {: r5 B8 ~, Y% w1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 Y+ S& H# b1 v- P2 ~6 ]( I
(complements fix 18 above)+ V0 e ] ^8 b+ d3 C4 y
2. Permanently increased pilot array to 70K
2 r) g X$ d% g5 I3. Increased number of air combat rounds are a factor of total aircraft involved1 R3 k8 @, ?0 ^/ N0 ]4 Z$ n
4. Allowed submap to submap movement if land connected for land units. Should have been
# z) [ H1 H4 M5 z4 lso as per Andrew Brown( [9 G# l4 P, g, m
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. x$ o4 ^! u$ M; ~3 k" M
delay toggle instead, }: O8 N+ R, l* m/ J5 x. n- h
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 C0 D$ Y- Z) gmaintenace a bit more
& O* d# f0 j8 P8 z6 `7. Support device replacements won't decrease the overall experience of LCU units. This does, W% L+ ?6 b/ |( S
not alter the overall EXP change due when any replacements are received.' i& {9 c, y( ^2 x6 i- z* _
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
3 g# V F, ~$ i/ f l3 Kbetween the two but could break current games." E5 `, E, i1 a
9. Some LCU Prep points may be retained if unit is experienced! U) u) D$ D2 X
Notes
6 U# S- ]; {9 ^$ p; G1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 c+ H7 L2 e7 s/ d- E0 z
should not change player or HQ, even if not in play. These original HQs are used by the AI( E5 u7 f% _, y4 H9 \. I. m
routines so changing or deleting them can put the AI off. Changing other elements should
/ ~- g+ s- z7 O! F& C! M; cbe okay.
# D6 a! r& q: R; x/ D; n J, H2. Clarification to weapon filters for aircraft:
7 G0 I, I2 d/ m* }PM_NAVAL_ATTACK 2 // used for naval attacks* r6 G* L( f; b3 s5 t0 V$ ]6 t
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ b7 w7 p. `0 \7 \( tPM_LAND_ATTACK 8 // used for land (ground) attack
8 ?6 ]6 {. D, O, uPM_PORT_ATTACK 16 // used for port attack
+ B3 h% u* N: ]: D) F: CPM_AF_ATTACK 32 // used for AF attack
0 b: P5 v& b- Q# v- F$ YDropped any reference to secondary values for land and AF as they served no special use.
], S" z8 Q- P6 ?5 rClarification changes
8 ^) }+ {, s b! Z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 Z& S/ P' g5 S9 l" _( d
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! P2 z* N3 |, I9 q7 R
MONGOLIA(91) or TANNU_TUVA(92).+ T" @8 M0 ]6 q% }
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 C& J4 Q; V5 [b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( Q+ d) ]9 r' ]7 \: b! |& M+ q+ Pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 ?, \( n0 d6 p4 e' k# x$ {
after Soviets are activated, but can’t move9 R1 w$ ?2 d) Q3 k
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 A( Y3 y) q% q; }/ x% R* R8 f
disbanded in port.
( ~' }7 t* g$ F- @( ue. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
8 _" X; C( j/ @( B5 O$ xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |