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- x5 X. d Z) B1 F8 n" ^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, r+ h* _5 L1 }! @: G8 y( l' _
; I& V, I8 a% G) x. R2 |' W( y大量更新,详见列表:
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8 R$ z3 V: a" FChange History:
( K) d% r$ F6 m* B/ LV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, V# } V, I& I# m' m4 W1. Seventh Update – This release is a comprehensive release updating all previous
& t3 p) Y/ ]# y; v5 |8 [versions to v1.01.17 beta6 Y: k$ |# x; E( a) m
2. Code Changes, ^& ?& G7 f, n8 g, r
Fixed: J! j$ ]) A" w0 ]! L+ N/ T
1. Display of AF/Port icon between player saves based on player's intel
" a$ P1 j- l* o2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' V* U ~: f2 @2 c t" g
weapon list updated* u; L( S! k0 [) A5 Y. w$ }' r
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" ^$ U( S0 b) @ C0 D% t! a8 P4. Allow smaller 'reserve' space for small groups on ships6 @7 o2 l' i" W1 Z3 a1 O
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 Y# L$ I0 ?* d6. Correct attacking plane count before final post-air combat
S. H1 W D0 H6 ?1 v0 m" m7. Pilot promotion may have occured in error sometimes( O: N# f- x Y8 x, g+ ^7 n: S
8. Raid detect message sometimes dropped of the combat report
/ u' u4 e$ X* e: S; x9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 b0 p8 R8 H" X: R7 l5 H1 y
generally$ p7 \. {1 K+ K
10. Some pilot-leader connections were being corrupted& C: i' T! \% |6 U. r/ J* X
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 @5 J3 m" ^. N( M2 |
other move issues due to the incorrect indicator6 W4 ]! Z1 |7 a z4 Z( \
12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ W6 }$ A) r- h3 x( t5 w' v& t
damage
9 z9 E' \+ X5 l" D/ F% U13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, L9 C: U, j! ]14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the q+ N4 n0 H, Z$ D
date sort6 s0 X) K2 d8 t8 i! `2 h+ P' D
15. ASW groups not allowed to attack sometimes; V0 N5 x. l7 P- S0 D! f- r
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. h! e% { S" w$ Z: x
HQ/LCU to jump to reinforcement queue- @3 M7 p1 b! ~
17. Bug in bomber intercept if too many rounds of fighter v fighter combat! p+ H+ A; s5 g# ?
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 k) F7 ~2 D. Q: ?; @4 i xat start of AE but crept back in sometime during updates
# p; _0 {1 |; O8 X19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 i, E& x' m) j6 e: K! @fragment.
9 i9 P7 ?% G8 T+ i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, S1 D+ z0 q. ^# Z& v& V- N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ I9 d5 q0 L1 Q" _8 }8 F. |: ]
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 ]+ d2 S% n X; D2 G* t& Kset3 T' ?/ z( D5 i, L1 m* J
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
9 _! x! E6 ^7 f Y7 h" C23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: I8 o9 u9 f- K; \24. Bug caused F/FB to sometimes bomb at low altitude/ B! `0 c8 c2 ?+ E) h. O
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 a5 k$ S" J) Z
occurring properly.
& a7 ^' m/ }9 V: s* l; w, V7 }4 }26. Bug in Industry 'failed' indication not showing properly sometimes% V& l. Q9 X6 U
27. Location check at scenario load to include small map sceanrios, Z7 p0 J( u- s% p" G
28. Bug in air supply to fragments in a non-friendly base hex
/ b/ Q( S" x3 g; U! I3 `29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% a$ ]' D T8 V+ F: j5 Fbeing set to homebase before execution of the mission – ie was returning to base
, a& r& [* K: Zimmediately
2 f( ?% _. c% X# q& }30. Error in Strategic map display
" H! h3 J* G- S' `* p31. Additional and stockpile options were not turned off when base was captured G/ c/ D7 p F3 r c2 F8 n
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) W2 k* k3 f) s0 R" t2 F2 y
mouse over
, k' b' b' m5 G1 y$ T33. Army experience being gained when not 100% prepared as per manual; changed to allow/ g6 q) k7 D9 g+ T& ?/ g' k! R
chance to gain experience if >75% prepare and < 50% national exp level
& S- W4 S# x4 n9 F* |/ Q5 w4 _1 N* E34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! M5 n2 z5 f) F. talleviate the incorrect experience gaining happening while in reinforcement queue
, |/ @8 ~; I, V5 _) L' r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; S6 Y4 p$ I+ h+ R- ?
caused unit to jump “off-rail” and move overland) _& R1 [$ ^' [( _# J
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" j# E0 Q+ h7 d& K' _6 x- i i37. Excessive accident messages on unload from TF reported
3 @" D4 J3 l# U# D' U6 W8 `38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" F* _8 O; z* Y5 Kmerged causing smaller size unit than expected
4 i( n1 i- f; }; E, @( u39. Corrected possible TOE error in scenario data load for inactive units
4 |. S; x- Z$ Z7 _; U40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
1 ?/ f. V& T U, x4 l, B `however be allowed to do this.* T; x2 C: \& d) `7 @6 v, W* O
41. Possible CTD if sinking ship's load was a group
$ ?# e4 C* U5 j! H- q42. Limit the number of devices built from resources per unit during LCU replacements; this' p" s) h: G9 E2 T& O1 y% ~; [' X" ^1 F9 |
was causing an over production for that turn7 `4 u4 n$ n3 @: A
43. Retain day/night setting when creating group fragments
# \; L- g6 f: @4 L% O44. Adjusted supply and fuel values in base list not to overrun the space
' f3 N$ ?; t8 d5 w! a45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 v. a* K& O4 o7 \5 p- {7 z& I7 K2 j0 e$ }
added YMS to Sweep TF in line with manual and code( z1 W1 }8 z* o, c( _
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
L6 z. D6 _% R; \. C% j7 Hrule relates to the abundance of manpower and is not covered by replacement pool. Normal. g. o& Q2 w6 b1 b# B% J9 ^
rebuilding of destroyed units is not affected by this.
5 X0 Y0 r R6 P& H1 n" O; K47. Carrier capable and trained text not showing together on Group screen. v4 K$ \1 k" ?8 z5 m
48. Handle any blank re-name changes by ignoring them
9 H+ J C4 d- d5 P* X49. Possible CTD when air fragments combine
$ e5 f# l0 l5 e" L. w0 i50. Unloading TF can freeze a LCU onto a ship under some conditions! p/ i1 w+ _7 J! t f
51. AI not behaving if main HQs missing (affects small map mainly)# E3 s# \ f, H+ n0 x
52. AI using AGC for normal land units – removed from TF if not needed
9 p. n1 m4 Z9 J53. Soviet activation message not in Ops report
2 X/ H% q# v/ ?1 D54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 Y4 l0 k% c0 @! P$ ~7 D8 u; i55. Clear Soviet air balance if not activated. Possible incorrect base switching
. t' _6 L0 {* [56. Sub attack against docked TF not happening for port size <33 a0 P9 x C; c/ Q
57. Unit type changing unexpectantly
], u! p g! q4 R4 d58. Torpedo replacement on plane sometimes is missed
: r' d: {- Z3 u9 U4 ?59. Double handling of overstacked supply requirements4 L, z0 w- W( a4 B6 I
60. Fixed alternate weapons for port attacks* `& g: K7 U& ]8 @
61. Corrected weapon system damage to show after combat on ships in port rather than wait till) Q: N) d+ x2 g7 |* K3 W3 W% D' [$ H
sometimer in the ship repair cycle.; c& |' x' ~# f ~
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! B; g2 Q o3 t( m! q0 t }
port
# s0 ^% q. g8 T* h% d2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 X% U3 p* x) o- G0 H" e wTenders not counted
5 R( u) K7 X! Y$ @3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% F% z6 f; M! n7 \$ N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
u/ s' c5 Y; ~* }; Xto remove damaged ships from TF. r/ |9 H8 T+ p9 b1 Y
5. New filter for “non-building” devices in Industry pool screen5 Z, \ U9 o4 ] H2 l% j# c4 c8 S
6. New filter for “non-building” aircraft in Air Replacement pool screen
7 c6 _) N3 J, J$ N& J8 t0 C& e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
2 W/ h3 k9 q7 K2 D, G& g. fmines (^) detected
' Z* j& Z/ s! h& F$ S% X, h8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
k# r5 y9 z8 g‘button6..’ image files, then these will be shown. If not, by default there are shown as4 a4 \% `" ^( r3 F2 x- X
standard parachute unit icons
m i9 o H% ~, |- y9. Air/port damage and building is shown in base mouse over5 s" s# O) r" I6 C# W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 l5 Z6 O5 Y1 O4 v* W9 \4 J( `
11. TF can be routed to stay within coastal hexes as much as possible
- W, J/ B6 X& z7 B6 l12. On Top Pilot screen show the 'ace' cut-off value if more than 19 ?$ I& H, a/ C2 b/ ^
13. Added option on group and LCU reinforcement screen to turn off replacements0 V0 ~+ G4 c( V/ ^3 a; z
14. Current base can get supply returned to it when reserve planes returned which were* G4 U! P+ a# T) \7 e1 F' W6 S4 g# R
originally supplied from another base6 ~; N& p' n# a
15. Unit type filter on Troop Loading screen
' E4 _* O7 b1 M3 j5 j+ ^16. Report killed ground units if not in combat report
* U0 h9 X" z& _& V; AChanged
# ?6 F. `% B9 e5 e) g' O1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& T: _: y" ]6 l(complements fix 18 above)9 V0 x+ y B+ o8 L6 g
2. Permanently increased pilot array to 70K' ~6 p) p" d0 g$ f7 [
3. Increased number of air combat rounds are a factor of total aircraft involved
. @8 d8 D1 b$ ]3 c; g# g8 r2 C4. Allowed submap to submap movement if land connected for land units. Should have been% o, f5 o) m3 Q9 J" a; S' v$ Y
so as per Andrew Brown) j2 ^# x, _1 B/ b/ l+ e* ~5 M6 g0 ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 E5 s' W" E( z- \8 {3 k9 x
delay toggle instead! ]* ^" L) R- q& E6 W9 j# E
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 ~. I8 l) G* H
maintenace a bit more0 r# c; T5 X1 ~/ O+ _& c
7. Support device replacements won't decrease the overall experience of LCU units. This does
5 L) V0 H X9 K0 R! \; Enot alter the overall EXP change due when any replacements are received.
- p4 G5 n5 s1 i( \* r. q0 H& D( L8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" C0 Y7 E2 Z6 m) J" \between the two but could break current games.- n" Z7 i8 j& K D' k# h
9. Some LCU Prep points may be retained if unit is experienced1 X2 P$ @" l: b q% i
Notes
4 }* N6 H) u `' n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 d. w w+ ~0 y% n8 D7 ~should not change player or HQ, even if not in play. These original HQs are used by the AI
+ m( h7 W2 y* A8 a+ h2 q6 oroutines so changing or deleting them can put the AI off. Changing other elements should
b& T [/ M$ c& r tbe okay.3 M4 y) d; Z, q& Q4 P: C
2. Clarification to weapon filters for aircraft: P( f: p- y4 U; N# }
PM_NAVAL_ATTACK 2 // used for naval attacks
6 f8 @/ @; U. N( F l XPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! e) ^0 v1 ]# u$ EPM_LAND_ATTACK 8 // used for land (ground) attack
* ~3 f1 S& ~+ ]& a5 rPM_PORT_ATTACK 16 // used for port attack, `% M4 ~/ L, Q; ^
PM_AF_ATTACK 32 // used for AF attack
* c! B# Q, H, y+ p; b' C# [" U4 YDropped any reference to secondary values for land and AF as they served no special use." M% }6 K) o% B2 E0 O
Clarification changes
1 i2 Y. j; E( K1. Some clarification and changes in regard to use of the Soviet Motherland bases. These @2 E7 i' ^8 h; u8 e4 z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- ~2 U* [. z6 c8 [
MONGOLIA(91) or TANNU_TUVA(92).
2 v3 e! ^5 s( N, y M3 s. Ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& n s1 ~" X2 d; pb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes3 i" ^0 t* R" R5 L: R4 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- _/ y: @# Q. U; r J: a2 b7 G
after Soviets are activated, but can’t move5 y4 Z5 r9 |* f" ^4 G
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 m8 C% ~- z. C
disbanded in port.1 C0 g% m" u- M4 n) g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently U7 X6 s2 L6 G7 P8 R
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |