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& e& b F( i. I% E( Uhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:# g8 M; K2 Q4 J4 \8 A9 m' \
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8 h2 H. N r8 dChange History:
2 N8 R n+ {' ?. |V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
1 U* [- N0 X/ l5 g( N' x& L1. Seventh Update – This release is a comprehensive release updating all previous- i( q+ R; `# T
versions to v1.01.17 beta
* M$ ~/ b/ p" N0 z2. Code Changes
$ r$ n2 H! e7 u$ NFixed
$ \" F7 v7 I( Z2 ?; z) c7 _% g1. Display of AF/Port icon between player saves based on player's intel& ?! k- H7 ]1 |1 f
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# w8 t' j$ P4 d* zweapon list updated
+ V7 V2 h) V4 @+ _. F0 y. M3. Reported cargo/troop safety values incorrect when no cargo/troop space
, i' c0 \ |3 `. Z2 o4. Allow smaller 'reserve' space for small groups on ships
, ?* x- O8 v8 R8 Y5. Preserve some more data when swapping fragment and parent to prevent lost of parent& d9 R4 u/ M$ n8 j
6. Correct attacking plane count before final post-air combat& N) F- N. b( g# y* M4 l
7. Pilot promotion may have occured in error sometimes
$ h5 c7 w. L8 n0 C8. Raid detect message sometimes dropped of the combat report
/ ^6 T1 l* F% K. {9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% Y/ v. [" V6 ?( b0 Y
generally* L& ]& a- }4 A0 K
10. Some pilot-leader connections were being corrupted' k- f$ H- _# U6 V; `
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# g& @2 H% c/ f2 Lother move issues due to the incorrect indicator
; Z2 V3 `; m, T; q6 m7 G, F12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 z+ d; h7 ]! S+ w
damage
. I, ]& Y, L4 f9 G) D& Y13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ B" `& O2 `& x' H
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
9 N7 F) k* Z5 w4 t$ n+ J% Z; J- idate sort
6 T0 a/ O, |2 D+ [3 K: {15. ASW groups not allowed to attack sometimes
0 f) |/ \! X- b16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
l |! r) F0 @5 ]1 WHQ/LCU to jump to reinforcement queue
4 l8 i% J4 G& P2 x17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 |$ U7 Q) V t18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 ]: N) u" A6 Bat start of AE but crept back in sometime during updates1 P# M0 Z$ W7 u& `) v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! V! k4 f: z6 G: m! i s8 X
fragment.
$ O3 t/ l8 u0 ^) M3 p2 J20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
6 F; \8 ?; r+ E4 y1 X. w21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
x+ }) ]' i8 b6 y0 Y5 Eshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 w8 i# h7 S: n. w, o# Q
set: ^5 u3 R0 D* g% E6 }4 D1 i
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! J9 N. \0 B0 b J$ V: P
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 _* \7 ^3 R+ }9 N9 L24. Bug caused F/FB to sometimes bomb at low altitude" u$ D7 m/ l$ i0 O) C* B! c U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% o) n: x( S; M' c0 H7 T3 Coccurring properly.
7 i. x j4 G$ {: L; ^26. Bug in Industry 'failed' indication not showing properly sometimes
/ w, E: G" V$ x* ^4 L/ y1 q: Y27. Location check at scenario load to include small map sceanrios1 z' s$ p" V: p; v2 X+ v3 J
28. Bug in air supply to fragments in a non-friendly base hex* C* q! J# W( ]! e; Y" i
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was; @- N8 ]- A4 z9 ?' \% q2 q% ]) h
being set to homebase before execution of the mission – ie was returning to base' v6 m3 [+ N! _6 H" R
immediately
! ^$ Y6 d5 M" B30. Error in Strategic map display
% y0 E5 S1 r% f, \# D5 F31. Additional and stockpile options were not turned off when base was captured8 w i Y& f* ~9 i& L r
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on/ `* z" T( \: f' `$ A
mouse over
$ Z& T, e0 K0 E& m% ~2 `9 v- ^! i33. Army experience being gained when not 100% prepared as per manual; changed to allow+ e* T/ A X. c% q& z4 n
chance to gain experience if >75% prepare and < 50% national exp level7 d/ M/ O3 S+ f. ?; P' Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 g. A8 r. R* _+ k; x1 ?9 s4 J
alleviate the incorrect experience gaining happening while in reinforcement queue
/ F3 [% w$ f8 F/ B+ u35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' B8 d: d# I+ c, xcaused unit to jump “off-rail” and move overland# U2 P ~( C" k
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! v* W! X8 @ J' \8 q, L: y37. Excessive accident messages on unload from TF reported
' r. f' s% K# m9 v4 P7 R$ \ L38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% L3 A8 \' A0 I' I1 C& I9 \merged causing smaller size unit than expected
, K/ w; `9 p4 _; v4 n# n& S; w39. Corrected possible TOE error in scenario data load for inactive units
4 k' s! v, V; M' g) q$ }" H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
/ }5 i1 V6 T; i! w' z9 ehowever be allowed to do this.
6 ~% Y V) U% @* q$ A41. Possible CTD if sinking ship's load was a group) t6 N p6 `3 g# T% A/ F
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 ?1 v4 P$ f/ C0 Awas causing an over production for that turn9 u5 V9 R2 @5 a0 `$ D( y
43. Retain day/night setting when creating group fragments
/ l; r8 {' ^) I3 A& S9 n44. Adjusted supply and fuel values in base list not to overrun the space
" g" D5 ~2 G q" E6 x45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ |9 M8 o# i* H' y$ M; O r; v
added YMS to Sweep TF in line with manual and code' |/ W* n. F2 L2 B, o7 c. R
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, K. o& u0 r( h8 ~7 v( g: g0 C- crule relates to the abundance of manpower and is not covered by replacement pool. Normal% K* T. ?: ~! o6 _3 Z- L. T; Z
rebuilding of destroyed units is not affected by this.9 ]/ S/ f' N. T( ?
47. Carrier capable and trained text not showing together on Group screen1 ~* t5 w2 `9 c) n" W$ T9 W2 M
48. Handle any blank re-name changes by ignoring them
9 s) O+ x# L4 I) L- B& M49. Possible CTD when air fragments combine
/ Q4 A4 P: k/ M1 C( t8 O. [50. Unloading TF can freeze a LCU onto a ship under some conditions
7 n3 w" c6 i- z51. AI not behaving if main HQs missing (affects small map mainly)3 d0 y/ j, h0 b6 F
52. AI using AGC for normal land units – removed from TF if not needed, w( {( g" x% y; ^
53. Soviet activation message not in Ops report5 Q# c3 Z% g0 s4 ]6 o
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) G9 E/ [* ~8 q c55. Clear Soviet air balance if not activated. Possible incorrect base switching' L6 O6 x/ ]% X4 a4 F$ h) R
56. Sub attack against docked TF not happening for port size <3
1 x+ L, N. e, W1 ]57. Unit type changing unexpectantly. H$ E0 ]" D9 y# D
58. Torpedo replacement on plane sometimes is missed! m V8 S, D' v1 t5 e
59. Double handling of overstacked supply requirements
n, P2 P* ?) N1 X) x- _60. Fixed alternate weapons for port attacks
! k+ l N$ @* c( `' |1 ]61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! ]# T$ K3 x# zsometimer in the ship repair cycle.9 E3 U6 A. @2 P6 q" E
62. Ship tonnage over 32K could cause repairs to fail" i! D0 H: M: k3 ?1 @8 |) f2 g
New
+ B* N1 [9 ^0 r' S4 M1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' `" N7 U8 L% z2 w( Z* g/ nport+ I9 o4 K7 \9 i' T }) _; d% M
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 q* o9 h% S! G2 l; m
Tenders not counted/ v6 H* N6 c3 T# ~/ P" c
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% s7 C) ]% y/ V
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, b1 K3 l: m1 @. }# ~to remove damaged ships from TF$ C& k6 C- {+ N1 w- m$ B
5. New filter for “non-building” devices in Industry pool screen
) u( B" `! Q7 d# y& V# D- l6 O/ e6. New filter for “non-building” aircraft in Air Replacement pool screen
( E9 Z0 l$ o1 L+ {& {6 |- G, [ S7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy+ A( Y8 c) _- x4 p0 C0 V# W. N- E
mines (^) detected9 N# v& w! m! |
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, _% _/ E' d" _‘button6..’ image files, then these will be shown. If not, by default there are shown as$ r2 q& d4 C+ y( M
standard parachute unit icons
{& D( L a' I9 Y% }2 U9. Air/port damage and building is shown in base mouse over5 b9 | ]8 m; G3 O" q1 }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
+ H; {2 k; h1 O8 |( _6 e. r2 ~11. TF can be routed to stay within coastal hexes as much as possible
# ^7 x6 f2 f+ V6 Y! O- n12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 n/ K! n }' }7 b& v; k. P13. Added option on group and LCU reinforcement screen to turn off replacements+ |% u+ }# X( F2 e* ~- \
14. Current base can get supply returned to it when reserve planes returned which were
8 A9 X/ i, S2 e8 ?, poriginally supplied from another base/ p1 R6 b+ q T
15. Unit type filter on Troop Loading screen
! F! B; e; n- n6 J4 D- d16. Report killed ground units if not in combat report# K2 f6 I) @' K2 [8 X/ H) t% D8 A
Changed
1 m' x, S: q/ G) Q" r1. AF of 8+ have AV support doubled for purposes of determing support for air operations6 g4 L6 a1 ]6 n7 J+ C9 y# h& h+ [7 [
(complements fix 18 above)
" y, O3 s% n4 l2. Permanently increased pilot array to 70K$ u, C! G4 v F
3. Increased number of air combat rounds are a factor of total aircraft involved
5 F- E5 Y9 g: V" _7 Y) @ S4. Allowed submap to submap movement if land connected for land units. Should have been& ]/ q$ u% n! B+ \/ @
so as per Andrew Brown/ Y2 H5 b3 L8 S6 X8 q& b3 O* i0 X/ I
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) @9 V' G$ I1 t1 Z0 f7 `delay toggle instead9 ?1 A* _3 ?" c- `$ s. L5 ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 o1 B, V8 J+ N# {3 jmaintenace a bit more
. d! A8 B5 G# s& ]1 E: |4 S7. Support device replacements won't decrease the overall experience of LCU units. This does7 r' @7 d: S# `
not alter the overall EXP change due when any replacements are received.+ C; s2 @9 V8 P1 x) K" e( u! q
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& I& R& E- T5 h' h4 m% c
between the two but could break current games.1 F+ i- s+ k5 \
9. Some LCU Prep points may be retained if unit is experienced, B6 O a0 V, {& u
Notes& k/ j3 U( C, t3 l4 x2 T6 q2 G
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; o$ e, {9 ], ~5 Ishould not change player or HQ, even if not in play. These original HQs are used by the AI1 ~% A; i. n" o# S, B
routines so changing or deleting them can put the AI off. Changing other elements should
6 p6 N. n5 Y( E$ `+ v* obe okay." K" V5 Z e. I0 z5 ~
2. Clarification to weapon filters for aircraft:1 s4 V! b# V1 @7 S T& }. ?
PM_NAVAL_ATTACK 2 // used for naval attacks2 A4 f. \) D8 J5 L' @, c
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* r7 u% h, n3 v! b* }( c! u& T
PM_LAND_ATTACK 8 // used for land (ground) attack9 F! Q8 k2 t0 O3 p% h3 v' [7 c9 y- p3 m
PM_PORT_ATTACK 16 // used for port attack; ~# T, \) N; y( p: o- b- X: _
PM_AF_ATTACK 32 // used for AF attack& F' g. O2 A) B
Dropped any reference to secondary values for land and AF as they served no special use.
+ f" E E9 ?) J+ ` ~$ iClarification changes
" e) o- @% D( z- |/ a/ C; S! O1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& n2 D5 p9 S' O/ N: }$ d3 A
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 H5 k% n: t: J$ J$ g0 ~6 X k1 V
MONGOLIA(91) or TANNU_TUVA(92).' o3 o1 }* f& C9 j( q: y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- Q# I3 t& l' L
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 O+ E; H! H3 \. b
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 Z4 c- K, ]" M, |2 M& s4 k3 ^after Soviets are activated, but can’t move$ V, K Q+ F& I4 W, @+ ~1 f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 d' {3 l7 h# ]( D3 h. S/ t
disbanded in port.9 r. v1 W& q5 f# g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# _, h4 r4 a6 k! @+ F+ ~) M/ y3 n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |