具体见
) M# U" V6 O6 V/ L/ Q( n
, f) _# e5 E1 L9 X4 x! khttp://www.matrixgames.com/forums/tm.asp?m=3185062) Y. Y" q. N; [% Q6 M
1 h9 Y3 r1 J! V4 Q) o
已经共享到岛群QQ和本论坛置顶资源帖7 B d! k* v9 \7 X% q
1 ^5 L! E! }; o }0 T4 @. U
大量更新,详见列表:
& F8 F+ f/ M3 _" Z+ W
6 ~% ~' K4 J7 x D" K* K% M
# `& e6 s* H* y) Y2 Y% v s% M% VChange History:
2 t9 I+ ^! b0 r# iV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% G9 _3 _7 \- s3 |+ Q
1. Seventh Update – This release is a comprehensive release updating all previous
" B( q" [% H5 H, lversions to v1.01.17 beta
7 B ~$ W& |2 F. s V1 Z2. Code Changes0 y6 V) w/ ?* G" e
Fixed F3 I3 D6 g8 f7 W% c) T( F7 K
1. Display of AF/Port icon between player saves based on player's intel
+ B! x) n4 |& K2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: e0 B. H+ C+ X2 N9 W% Oweapon list updated
& D) z* X1 t5 n; r) c9 p3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ E' p d7 i4 W2 S! X& z/ A* H- k4. Allow smaller 'reserve' space for small groups on ships; q2 R6 i8 l0 @8 D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 `! a3 E& J6 w4 R! T H$ L2 [
6. Correct attacking plane count before final post-air combat! R" e5 ` ]( O$ t. W2 `4 Y! M; v
7. Pilot promotion may have occured in error sometimes; X5 ?% c% N, c% Y
8. Raid detect message sometimes dropped of the combat report
5 ]! h0 W5 `5 X4 {& q" E+ }9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% F% ^7 X" A9 g
generally
* @; v/ u4 { g0 }9 x10. Some pilot-leader connections were being corrupted
- _3 ^( G# G8 `' a- ^( l; s11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 Y" {' g: |# g& n1 pother move issues due to the incorrect indicator9 r+ U. p T4 U: q) Z, |9 v
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
3 H2 ~" g, s* ], [% I& wdamage( w: t, D, [9 ~0 N: j) Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* p0 \, ]6 w2 o1 j14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( V! @, b9 _: a5 Fdate sort7 u# H6 T: u3 w0 O
15. ASW groups not allowed to attack sometimes& h6 |& j- p% l9 A5 z
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 T# _7 y- D& ]: X. xHQ/LCU to jump to reinforcement queue
7 _, G" S$ O: i" C17. Bug in bomber intercept if too many rounds of fighter v fighter combat/ @5 y) H( b2 U$ p/ }. b" T& n
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 g. D2 s* ]$ M% H
at start of AE but crept back in sometime during updates( y; }$ j9 C$ w6 }1 [5 X
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 j6 x5 l, r* N- k% O) j
fragment., H6 Z5 W! n2 y i
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. a+ _3 g% C' Q$ A# a; q3 F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; i" ?7 x8 N- mshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ X; t- C/ n7 }5 j4 D: y# @0 ]9 Pset& b$ j# W; k6 n* l _7 r; m
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: @$ K( L# Q3 G, C7 i' d* @23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* p) s4 X0 `. K$ Y2 A24. Bug caused F/FB to sometimes bomb at low altitude
/ v/ ^! o# o4 k5 ]- S6 V25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 m, o, S0 ] j5 m/ M0 woccurring properly.
$ Y- d* j8 T; N, B26. Bug in Industry 'failed' indication not showing properly sometimes
( X" e, n4 e' l W; G3 P5 K27. Location check at scenario load to include small map sceanrios
, c3 k$ }, {$ h7 b28. Bug in air supply to fragments in a non-friendly base hex3 I3 N# G% s+ y. x8 C. ^" Z
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& X& t f6 i$ e: mbeing set to homebase before execution of the mission – ie was returning to base$ X$ X3 ]% A" @, A: h, D
immediately$ s# O2 b: k2 k
30. Error in Strategic map display' c- h* p- n) _- L6 P$ _
31. Additional and stockpile options were not turned off when base was captured
) k8 D6 A' k0 J5 @5 L2 s7 n( o32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 w/ q% ~9 s* Q+ C' D Q8 g. L' S5 W, Hmouse over; b- Y5 b2 A2 z- u& j
33. Army experience being gained when not 100% prepared as per manual; changed to allow q1 I7 L, ^ Z! w8 [5 Q R7 Q1 j
chance to gain experience if >75% prepare and < 50% national exp level0 h2 b0 ^: n% H( ]4 z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! I- p$ D: u$ n& e
alleviate the incorrect experience gaining happening while in reinforcement queue" {" ?% o6 |& L1 i: Q. h7 }
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
6 T2 ]( D- e2 @7 O6 Y/ J6 S7 kcaused unit to jump “off-rail” and move overland
) @3 I ?! ` |0 H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# b9 l1 I7 {1 w9 F% h
37. Excessive accident messages on unload from TF reported
9 F% W6 @+ L! b3 F* O' |% |# k38. Reworked editor sub-unit merging as some devices could drop off the unit list when% t) Y6 n7 z0 u/ E) n
merged causing smaller size unit than expected
3 \& `! K" D: I/ N2 m3 u39. Corrected possible TOE error in scenario data load for inactive units
" r: ^. D5 e5 t7 D& E" X40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% U) Q+ `$ G! L2 H! e
however be allowed to do this.
! A u8 k, H. F1 u4 n7 P41. Possible CTD if sinking ship's load was a group
0 Y" F' ]- d, }7 M6 S: v+ w2 i42. Limit the number of devices built from resources per unit during LCU replacements; this
+ O) ^* b6 _ z, e) Q" S. k0 C5 ~( owas causing an over production for that turn
s% D$ i& h" ~$ u) ]6 v/ J+ @! i43. Retain day/night setting when creating group fragments
* \/ z% ]6 S1 B. }6 @44. Adjusted supply and fuel values in base list not to overrun the space \$ D3 T4 J$ V# y. k& v
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ D& s# E `, g$ a$ c# o
added YMS to Sweep TF in line with manual and code e! j" L4 e/ T7 j) ?" ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 \# \; f! F. }8 |9 nrule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 K5 t: A) V9 N- Z; Qrebuilding of destroyed units is not affected by this.
% ~" G. C* Y/ L7 L47. Carrier capable and trained text not showing together on Group screen
4 Y" k- }8 q& s; h48. Handle any blank re-name changes by ignoring them, ] @; _) z/ \) Q) }2 y
49. Possible CTD when air fragments combine
( v, F7 a, l; Y6 F6 S50. Unloading TF can freeze a LCU onto a ship under some conditions n! O, P- T, ^
51. AI not behaving if main HQs missing (affects small map mainly). y+ x: M: u- U
52. AI using AGC for normal land units – removed from TF if not needed
; Y/ B( D3 u$ b53. Soviet activation message not in Ops report% I( @+ T* T- r' e: ^' |: ]+ r1 k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, _% A5 Y; C/ h+ a55. Clear Soviet air balance if not activated. Possible incorrect base switching
- V# t9 q& ^, q56. Sub attack against docked TF not happening for port size <3
. Q* o' o3 A1 D5 T& J: ?57. Unit type changing unexpectantly6 Z0 F p# ]# c" ^
58. Torpedo replacement on plane sometimes is missed) o7 r) S/ M5 W6 I( w1 m
59. Double handling of overstacked supply requirements) _7 W( c5 G* c
60. Fixed alternate weapons for port attacks- ]! X+ s; s5 ?- N0 n% j, g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till( M2 v9 }) G% u) y; H+ h' Z
sometimer in the ship repair cycle.* [% k4 D. I8 H6 o+ ]
62. Ship tonnage over 32K could cause repairs to fail
$ b2 D; U2 k7 P5 K! p. E7 QNew
# T8 [9 G7 R$ v9 w7 \1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 P3 D! V# G4 Fport
5 l- r, i* Z: D( ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 m% i3 D; L7 L9 L, i8 a/ lTenders not counted
( _! a0 F0 z- Z' s: n( I3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; r) S! r( ~2 t# n5 L4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- t1 Z- `- g C& G
to remove damaged ships from TF/ y% ]( A' {7 e: A1 y! m$ e4 T
5. New filter for “non-building” devices in Industry pool screen; X" F3 F7 ?7 e9 ?
6. New filter for “non-building” aircraft in Air Replacement pool screen
+ t" n% d9 I% q2 X% p7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 I$ a6 E7 @! e/ _" F w# j" ]' rmines (^) detected
: w V; k+ X3 `1 S8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' \5 i- w/ E7 e5 s. J/ A4 ~3 j
‘button6..’ image files, then these will be shown. If not, by default there are shown as! R4 H# R; N% m2 ?0 A$ O' _
standard parachute unit icons7 r9 U+ N7 d! ~! J* N% v, G8 J
9. Air/port damage and building is shown in base mouse over& N3 K9 W" a3 A1 J6 {: I
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% x/ ]4 g6 m& @9 n" c7 a+ P( ^: ~11. TF can be routed to stay within coastal hexes as much as possible; c" o @+ r4 a+ r
12. On Top Pilot screen show the 'ace' cut-off value if more than 10 H" Q( A1 b4 S- l/ P
13. Added option on group and LCU reinforcement screen to turn off replacements! |+ y5 D5 F& |9 K
14. Current base can get supply returned to it when reserve planes returned which were
$ t& l3 c6 {5 e( j$ |originally supplied from another base
& \6 Q4 E4 X) r4 ~6 [; J0 ?; s% j15. Unit type filter on Troop Loading screen6 K3 Q) O! X6 v
16. Report killed ground units if not in combat report* W. g1 `* I( `9 b
Changed! `. o T- o# {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations! o2 H# ~ @ d) h. B+ @
(complements fix 18 above)
* W. [" ?, q* x- [& ]# F: R. U5 r% C2. Permanently increased pilot array to 70K; c$ F8 v' x$ h) B$ X( R& W
3. Increased number of air combat rounds are a factor of total aircraft involved
- d& V! Q* s8 V: H m4. Allowed submap to submap movement if land connected for land units. Should have been, V- ]; Z. `; I* d/ @3 ?
so as per Andrew Brown
2 r2 f. S' s# a4 F& B' `" s- i1 Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ i: w) `! T+ p Z; T
delay toggle instead2 W, \, P' Y: r
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 G2 F8 c r3 e+ P8 bmaintenace a bit more
: _) [" |# I. Q$ _; r7. Support device replacements won't decrease the overall experience of LCU units. This does
5 W+ K) m. ^ Z3 W" b; @not alter the overall EXP change due when any replacements are received.
: L, V% e, A- [8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ p; d! E& ^' B( T" ?+ R$ x
between the two but could break current games.: P' Q9 Y& \ ^) j: j3 Z5 Q, P h# c
9. Some LCU Prep points may be retained if unit is experienced+ ~' S; a2 i3 v- \
Notes/ _! X# G: k9 T" w4 V
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
: ^$ ?( H' l+ j9 b( kshould not change player or HQ, even if not in play. These original HQs are used by the AI
$ e2 _7 B# J, o6 M1 troutines so changing or deleting them can put the AI off. Changing other elements should
+ p5 s! n F3 ^$ t: J! i' k8 h) Bbe okay.
# M$ e. x `. y2. Clarification to weapon filters for aircraft:) Z8 a- y7 l# K4 @% B
PM_NAVAL_ATTACK 2 // used for naval attacks
& n3 T2 B q: oPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ L* M) w L7 [6 f
PM_LAND_ATTACK 8 // used for land (ground) attack
9 o: j' d. x9 ?PM_PORT_ATTACK 16 // used for port attack# g) n8 b' Y* Q2 S( U
PM_AF_ATTACK 32 // used for AF attack
9 q3 g" R Q& E" MDropped any reference to secondary values for land and AF as they served no special use.2 p% }% Y9 G4 c& a h
Clarification changes9 z U4 a3 F+ X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
( O# p# w$ [/ S1 R& w3 O I6 m% |bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( Y" O2 V5 Z3 M/ BMONGOLIA(91) or TANNU_TUVA(92).) x2 s- I; x5 @: M# x
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 O: i1 x4 @5 n5 V2 K, B) E
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- J3 K, N0 `. h* H% d9 c! Vc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% h0 X$ l8 G1 v0 ]& X. B
after Soviets are activated, but can’t move) ~. r: `( N; f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' b/ v+ I |9 v# O' M+ G" V# k2 c
disbanded in port.
1 i+ l' u! s( d+ C; ^; l i: w% m5 Oe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently1 j; d" r5 t: X5 p% O
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |