具体见' ]7 t0 M! u9 S: d. R0 L! O: o, l
1 d6 i# f) r+ j Ehttp://www.matrixgames.com/forums/tm.asp?m=3185062* X; Q8 O$ i% J: U ?. G
1 _ ?+ R2 o( F已经共享到岛群QQ和本论坛置顶资源帖6 M1 e# h3 z* |# B
1 S( I* s: l: y- h& Q9 h大量更新,详见列表:
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; D3 x! B4 D6 K% I) [ F. r4 tChange History:0 G$ C1 |' C; p3 E% G
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% P9 }" ]; ^ _1 j }' }3 O2 [
1. Seventh Update – This release is a comprehensive release updating all previous
* _+ Q) j2 v6 D. |8 u7 i& J4 tversions to v1.01.17 beta
3 _% L5 V- W! j( ~8 `" \2. Code Changes) B" l) _' L: p1 E/ Y
Fixed
5 p6 b- @4 W5 u- k1. Display of AF/Port icon between player saves based on player's intel* s( O# p0 N3 g3 h: C) w q) X- [
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 j2 e4 u9 T6 s( t4 G% d! H3 L
weapon list updated
+ u- K" X( t5 t9 n: |3. Reported cargo/troop safety values incorrect when no cargo/troop space* O" K# [' g7 \1 J e4 A
4. Allow smaller 'reserve' space for small groups on ships
! S& L/ t; w- U% ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 Y! v9 m( B+ ?6. Correct attacking plane count before final post-air combat8 @( }0 J* M& i1 j
7. Pilot promotion may have occured in error sometimes
! A2 y# U1 |4 I& s* _! w% B8. Raid detect message sometimes dropped of the combat report
9 V% @& o* x8 s8 r7 F& w3 r9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( H: ?5 N- `9 A$ S0 `$ g7 \- Fgenerally9 m0 a1 F" Y! y6 `0 a
10. Some pilot-leader connections were being corrupted
! T% ?4 w+ P- f# O$ B/ x11. Movement bug with following units due to incorrect move indicator. Seems to fix a few" ], d4 a) f) @ l, V/ g1 b
other move issues due to the incorrect indicator
8 p7 K1 q# l+ E0 Z8 ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some
3 ]0 Y5 N. `/ ~( ~9 u3 Fdamage" W0 |) T# e0 d3 K
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 `* c5 C% \: X$ k9 Q9 [6 g
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 A6 x1 T. w* t1 O6 e: adate sort
- n9 {0 f9 ^2 u& n$ ?- e5 w0 M15. ASW groups not allowed to attack sometimes$ [) ^1 U, n# I% g; O; q
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& }- L' _# |" e% k' q3 P6 S
HQ/LCU to jump to reinforcement queue/ s% p/ x7 k% T) c
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! O4 n& I/ n5 ?. n; R+ }6 q" f18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% z0 V3 T# Q% h% R6 jat start of AE but crept back in sometime during updates6 ?! j7 H' b6 v# l' E. @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
- \' w& x$ [" o4 v x6 q/ R5 Ffragment.5 a0 @0 ?+ a1 W8 ^
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
9 M7 ]% @7 m1 J) V! a21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
* b0 a5 J% B( Y' `8 `% dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full y- e: O; w* i v' j) H/ W( D
set
! w+ ^) L- B$ y" Z# D, W5 U) C) T22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
$ `# o8 j) b! E+ g! d" }: }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays/ W7 c* B1 _, g5 L1 W5 G
24. Bug caused F/FB to sometimes bomb at low altitude
9 G0 i9 Z0 I2 y+ N6 K/ S6 i25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' j* A6 G2 o" P/ u k* m; x0 H
occurring properly./ [! s6 u: S3 G# d- e" e
26. Bug in Industry 'failed' indication not showing properly sometimes5 ]( i* r) J u2 W; H0 U! c
27. Location check at scenario load to include small map sceanrios
% F$ m# k( I. i$ |28. Bug in air supply to fragments in a non-friendly base hex; B E, p! p* R1 y4 T+ ]
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( J7 A8 H/ k1 h
being set to homebase before execution of the mission – ie was returning to base
, X% M1 r* Y! v8 U+ q+ \immediately4 n+ P7 G! A$ p1 r# c4 o3 y
30. Error in Strategic map display+ X$ P O( r# [; g* B3 w7 |
31. Additional and stockpile options were not turned off when base was captured
* Y: K9 Z/ G( j7 A9 t32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" O- Y) B" {9 q" ^; emouse over- K" t7 x# p5 a7 {4 f, L1 y7 H
33. Army experience being gained when not 100% prepared as per manual; changed to allow
( N! S/ a/ `" V) `- Z0 Pchance to gain experience if >75% prepare and < 50% national exp level
: u0 t0 {- n! a0 D& h6 G' e34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' v9 C* ^9 {+ a6 Kalleviate the incorrect experience gaining happening while in reinforcement queue R8 [1 F( l% Y H, M: ^
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 C9 G- ?, ^- W0 S) E& z+ a
caused unit to jump “off-rail” and move overland% o2 K0 H; T( s9 g4 r
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
. V& O2 p1 u9 Q1 O37. Excessive accident messages on unload from TF reported
8 R! ~1 ]+ U0 ~7 y38. Reworked editor sub-unit merging as some devices could drop off the unit list when
3 B! x( y( P cmerged causing smaller size unit than expected
2 [8 [. V. o% g* }' q39. Corrected possible TOE error in scenario data load for inactive units, C4 E0 c; E+ e( H* I+ U
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! d& w- g* t# w
however be allowed to do this.$ h% _+ k9 R+ N5 ^- E4 O
41. Possible CTD if sinking ship's load was a group0 @. {, R6 e3 B b5 M2 a4 Q# X, T
42. Limit the number of devices built from resources per unit during LCU replacements; this
5 q# o, c: m j2 }! e" t0 X) I: z0 cwas causing an over production for that turn
% K, ^6 u$ z& F43. Retain day/night setting when creating group fragments3 Q1 C, r# l9 u; y6 O; V
44. Adjusted supply and fuel values in base list not to overrun the space" a; N; j* O; |4 k) _' V* u
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 W: o% k& Z9 v# Y$ k" Oadded YMS to Sweep TF in line with manual and code
1 t9 e8 Y$ k% |46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 k4 p4 i' o! N' c3 `. C6 O6 V- w7 j9 i
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
) |4 q/ ~% t' t+ W! R; ?9 drebuilding of destroyed units is not affected by this.9 a1 ?! V3 W6 u( R" L+ t" D& \% d
47. Carrier capable and trained text not showing together on Group screen' Y `( T- U3 I4 T
48. Handle any blank re-name changes by ignoring them: i( C* q7 S3 z9 J
49. Possible CTD when air fragments combine
3 j, c' J0 m* s r2 L) j: C) o* P50. Unloading TF can freeze a LCU onto a ship under some conditions# w8 H7 k# _7 m& f" p" T
51. AI not behaving if main HQs missing (affects small map mainly). f9 Z! Z% r+ N0 ^# p3 ]# O
52. AI using AGC for normal land units – removed from TF if not needed
- z1 ?3 \/ U, I3 x53. Soviet activation message not in Ops report2 f) t- N3 A" u! l; ?
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 {. w& g6 u1 h6 [- }; j ?; n# e
55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 a# h1 J Y' `3 ?2 i ^56. Sub attack against docked TF not happening for port size <3
2 j& p+ I6 i1 |) g& j: I57. Unit type changing unexpectantly
& Y( A6 c; m* y1 M7 U58. Torpedo replacement on plane sometimes is missed
5 `3 G1 Z$ F1 a, p: p59. Double handling of overstacked supply requirements
! b5 s5 y! ?! ?60. Fixed alternate weapons for port attacks) Y" o2 W) o0 @! a' N8 y: W
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 i4 x3 I: U q' N6 |, qsometimer in the ship repair cycle.
! ~6 U; o' K9 x62. Ship tonnage over 32K could cause repairs to fail
' O B/ `8 k# t' l! _, G/ e: W4 q& ENew
% ?/ B0 Q+ q3 G7 \2 e1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the+ q0 f9 O+ \( o+ n* e/ N: }
port5 c" h. s; ~* C! R1 O% U
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
9 q! Q" f( {- n# ^8 XTenders not counted! V4 h; X, D$ ? h( i: m y" S1 ^
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 a/ p* i/ @9 `
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% {$ `0 A- U0 Q. J* D
to remove damaged ships from TF
# G7 h2 f- R* y" C# G3 T% `5. New filter for “non-building” devices in Industry pool screen4 _9 |4 R6 L7 s Q# I
6. New filter for “non-building” aircraft in Air Replacement pool screen- I2 V. R% E8 {5 J0 U
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
+ L a# [0 v( v$ S& n5 _mines (^) detected
: a* V5 g8 D8 h* F9 o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 f; L7 p6 y$ V
‘button6..’ image files, then these will be shown. If not, by default there are shown as3 r, W' K1 g6 }9 w
standard parachute unit icons) _2 a" S0 v8 i( a5 x3 T" u
9. Air/port damage and building is shown in base mouse over
4 Z: |# r' W( N7 K. e2 g10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. E4 o4 l( J. D1 q
11. TF can be routed to stay within coastal hexes as much as possible
, V+ h8 m2 i! W! R$ U12. On Top Pilot screen show the 'ace' cut-off value if more than 12 |. n) B* b5 e6 u1 F0 u5 @( Y
13. Added option on group and LCU reinforcement screen to turn off replacements
* f1 J) b4 y% a0 N8 _$ i$ S14. Current base can get supply returned to it when reserve planes returned which were
) x, s8 X3 f M4 ?( noriginally supplied from another base' \" f+ X* o# ?! H8 q$ c% [: w: p
15. Unit type filter on Troop Loading screen
. U" M6 }0 }+ d: n0 ~$ }# ?3 G16. Report killed ground units if not in combat report
! h7 m$ ^1 s3 Y$ p& j; iChanged
/ W# J' \, s; p6 [* I1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 j& e. o' G3 s4 E
(complements fix 18 above)
$ j: }( g) r: y3 {2. Permanently increased pilot array to 70K
$ R4 Q1 Y! ?9 k0 @$ p# U# k* O, a3. Increased number of air combat rounds are a factor of total aircraft involved) A+ |6 l" o$ ]% n8 O, G
4. Allowed submap to submap movement if land connected for land units. Should have been
8 w9 r; A9 f: I3 uso as per Andrew Brown; e9 L2 V3 O; f; j
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. ^ ]4 _# I8 Odelay toggle instead7 v! P9 V. m3 L: T: U
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 e9 L4 f% `, \
maintenace a bit more
" t; G. O- `/ m) X5 Q' y7. Support device replacements won't decrease the overall experience of LCU units. This does# }/ Z1 Z2 A& p v7 k, Z
not alter the overall EXP change due when any replacements are received.
1 O3 `4 e M. C. ^5 S. j' \8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* A [ `0 \5 F! E" _
between the two but could break current games.
1 N1 O, R; `" T+ Z3 l: T7 a9. Some LCU Prep points may be retained if unit is experienced4 O* w j+ e& E* N, f. g
Notes4 g+ ^5 ^) }. h: u& p& E5 g$ o
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" G5 F( f" Y2 @9 b$ oshould not change player or HQ, even if not in play. These original HQs are used by the AI" }, K7 m* t. V/ C0 K
routines so changing or deleting them can put the AI off. Changing other elements should
; @1 w9 Q4 [9 t7 A7 Y& Q" i1 Q: Mbe okay.0 C0 `& U: @( D4 Q6 {2 M% K! r' q
2. Clarification to weapon filters for aircraft:
9 @& H, r- U- ]7 L7 t% [% HPM_NAVAL_ATTACK 2 // used for naval attacks
3 N- j6 j" ~4 E7 {% Q% q% sPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
% e9 I, |1 \9 Y9 e2 z: X1 O- @3 G hPM_LAND_ATTACK 8 // used for land (ground) attack( w# D& h% d. E8 L% Q
PM_PORT_ATTACK 16 // used for port attack
0 |& A3 o! Q* t8 R- T% G9 x9 m. APM_AF_ATTACK 32 // used for AF attack1 H+ i$ Z" r6 M/ b' x" I6 v5 O3 D
Dropped any reference to secondary values for land and AF as they served no special use.
& U/ j' V' L4 c2 ?& F; gClarification changes8 \# A- c2 b" K( d7 k' w6 c
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 W6 u: N: J) i" \! w. j% ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( n. A% d5 q/ BMONGOLIA(91) or TANNU_TUVA(92).* r, X* U) W+ v' g6 E8 J/ I
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ T% Y8 f& n0 t: R1 b; H+ I
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( M2 M- L6 b/ u: ?1 Q9 I$ vc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ s) B9 r/ J+ k' Wafter Soviets are activated, but can’t move
U' k( x( S4 \, k7 Y8 ?5 Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if {* d% P( K A0 J3 |3 v
disbanded in port.
7 k! U/ I: L7 L9 C' B4 Q2 p' p# n% \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 X _* Z. b; Z9 ?3 Cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |