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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
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大量更新,详见列表:
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2 P: o8 C/ q, P# w1 V6 W+ U3 G$ r- dChange History:
+ ?5 b! E. b- @; V4 Q/ y# C# \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 f0 a& i, m& ]4 u6 m4 L
1. Seventh Update – This release is a comprehensive release updating all previous
/ m% V+ w- t4 S; B* P8 Q. @versions to v1.01.17 beta3 ^6 }7 u3 f; v8 f; l
2. Code Changes( T. j6 a' b+ q9 d4 j; C9 k! ^
Fixed$ z3 r" V2 }- J
1. Display of AF/Port icon between player saves based on player's intel
) e ~& N& W+ j2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) L' ?3 C- o# u; W3 i q
weapon list updated
/ d& R" d5 m% p" A3. Reported cargo/troop safety values incorrect when no cargo/troop space
9 i3 W, v8 F. _7 p4. Allow smaller 'reserve' space for small groups on ships
6 Y4 i9 U9 E1 E" F5. Preserve some more data when swapping fragment and parent to prevent lost of parent: U: ^% L6 b* T, x( x' G; b
6. Correct attacking plane count before final post-air combat( S; \( v9 f! z$ {' I3 c
7. Pilot promotion may have occured in error sometimes
6 G$ _& p' X7 Q7 F3 {% P5 e/ X: j8. Raid detect message sometimes dropped of the combat report
e0 f2 {, m0 i) H( ?2 I- Y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
% L# i! r( B) h. K& Fgenerally
2 U0 B6 o" `1 N/ l& f10. Some pilot-leader connections were being corrupted8 p w2 @5 P$ }" V6 F* y0 t
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% e! w' E9 r8 B9 ]9 V+ I8 f9 |other move issues due to the incorrect indicator
" N( N7 l5 A0 N E' H: d6 U- Z% \12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ r3 ?/ X* A- ]% G: w, [; E. X
damage" R z/ h# @ V. f% l
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( U; l; u8 E4 Y
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 a& Q2 H! H5 c1 h2 k* F8 ldate sort
' C) B! t" `- A7 E7 E, j15. ASW groups not allowed to attack sometimes( C0 I9 o* I( o% `0 @7 F
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 F% x S- o8 R3 V7 q, BHQ/LCU to jump to reinforcement queue
0 M/ M# Y8 l. [0 d6 h3 |& O3 }17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! ]( F. V# }' N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ }$ W. u5 i2 _+ ^8 E* Iat start of AE but crept back in sometime during updates
3 ^9 @$ F1 f. A9 [19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ j3 P' \# U. E8 Y. _/ Ifragment.
! A) I6 j7 b% L+ ~& ~! v- ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade L: q. m- g( W' o* e2 O
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 l9 v% g# B, m1 q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& |" y* r7 R( J- B0 B4 M% @
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 A) Q! G0 N3 a) f3 a! W. T
24. Bug caused F/FB to sometimes bomb at low altitude
& j- B' K6 K0 C/ o- F25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not" E' S5 z" j. M& S( S: x! Y
occurring properly.! @) l/ Q4 M- ^" V! A- @
26. Bug in Industry 'failed' indication not showing properly sometimes4 n7 C6 S, X0 V& t) W! Q
27. Location check at scenario load to include small map sceanrios# I2 n$ A/ u1 i6 I: u& ]
28. Bug in air supply to fragments in a non-friendly base hex
( K0 A9 |" | v2 K7 S- |. Q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ s* k) b# T7 P1 F* F) pbeing set to homebase before execution of the mission – ie was returning to base( _- X( p. J* u+ D: G# s
immediately
) q% X9 y* ]0 X. l0 G5 i- o* ?( R( k6 S30. Error in Strategic map display
7 o1 U7 }$ X3 ?: A3 r31. Additional and stockpile options were not turned off when base was captured1 i1 E; w$ y- l6 q; [% a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 f: `% Y) E; n. ~$ T+ A9 Wmouse over2 o) ^1 s2 T) G! B
33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ q& C- r9 X `7 `& J- schance to gain experience if >75% prepare and < 50% national exp level& B8 l6 z2 |$ h" a4 X. @2 V
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 ]( Q) t7 N2 y6 f9 a& G1 palleviate the incorrect experience gaining happening while in reinforcement queue
* q% Z* h8 p: u* N% W35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' A$ i( E6 y7 u0 K( Jcaused unit to jump “off-rail” and move overland
7 W: n) V$ B4 r8 ^) y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
8 T1 B' F( x' }0 ~$ x37. Excessive accident messages on unload from TF reported. c4 O# c$ G3 S" ^6 a! l9 h% B
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( w' r! c8 r/ @merged causing smaller size unit than expected0 ~% m' x7 v0 Z9 X
39. Corrected possible TOE error in scenario data load for inactive units
) n+ w5 G! d' G% N/ P4 z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 B& u1 |% Y6 R, {7 Q6 G. L8 ]however be allowed to do this.
' T/ @6 X, R# G+ K0 q41. Possible CTD if sinking ship's load was a group
! m; x) G4 K8 [: l42. Limit the number of devices built from resources per unit during LCU replacements; this! `! s% y9 X, v1 ]- m6 l
was causing an over production for that turn. w: f7 I2 N, s4 r" B2 ?
43. Retain day/night setting when creating group fragments
u; {) t2 c; E$ d4 M% ^( L44. Adjusted supply and fuel values in base list not to overrun the space
! i- h+ Z( Y2 o45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ M- N/ c0 _' t5 o; N# Q- vadded YMS to Sweep TF in line with manual and code
5 u D% `7 Z# k2 g46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the" D: i9 _2 t4 H; T2 i
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
_5 T$ S* {8 f; W) ?7 `rebuilding of destroyed units is not affected by this.0 l% e4 o& s5 W$ {7 v- z' m
47. Carrier capable and trained text not showing together on Group screen5 F2 V) S6 Z& q
48. Handle any blank re-name changes by ignoring them
' D1 m D: ]5 R5 Q t0 y2 B# y49. Possible CTD when air fragments combine* I+ L& b$ F# {2 v! i0 P, E3 E' V
50. Unloading TF can freeze a LCU onto a ship under some conditions
( V$ w' [+ P+ ]51. AI not behaving if main HQs missing (affects small map mainly)& \. X' I( }$ H% t1 d: H, X/ n1 }6 B+ q
52. AI using AGC for normal land units – removed from TF if not needed' j; A5 u `8 w/ e+ c
53. Soviet activation message not in Ops report
! v e: M# f4 E+ x. H: U* e! S7 g54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) F7 c& ?* \, E# D! r
55. Clear Soviet air balance if not activated. Possible incorrect base switching/ ?$ u. c2 r& S+ M
56. Sub attack against docked TF not happening for port size <3" s* \1 ?% `+ k/ v( R, s
57. Unit type changing unexpectantly7 N- p" l3 n5 H$ f+ L+ m
58. Torpedo replacement on plane sometimes is missed
$ k: g) B" I7 P0 [# U% y59. Double handling of overstacked supply requirements
% F3 i7 _) V- M4 @60. Fixed alternate weapons for port attacks
) u+ A+ F8 E4 A$ i61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 c# \" v& c& J2 z2 l5 R3 X+ r
sometimer in the ship repair cycle.
* @" } K) } Q2 d) n0 t G& U9 s) x62. Ship tonnage over 32K could cause repairs to fail# ~8 N# d/ f( U8 Z6 Q# ]; \! z8 [
New
! b0 _8 U! q/ |; M; i1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
+ u6 i4 W' o+ F& [7 Q$ M* _port
1 C5 C# @/ m( C# h7 J( P2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- E2 Q. T6 ~% dTenders not counted
/ } Y/ d n& r6 }% ^" \# {$ v) [3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
! q5 `" r% f9 m. E' F8 l4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 s2 N- a) o( @1 u, Uto remove damaged ships from TF
1 C2 u6 o; q1 J7 Z- l5. New filter for “non-building” devices in Industry pool screen
7 A, X m- S8 l/ j" |8 H3 v9 ?6. New filter for “non-building” aircraft in Air Replacement pool screen4 I) x1 v8 ^5 c& C6 z% m
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" i/ U0 i" Y! E4 qmines (^) detected5 c1 d" Y" G8 e. y% P' m
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 h& q _9 `! }# p‘button6..’ image files, then these will be shown. If not, by default there are shown as
7 J, o0 I! k5 ]2 ]. e. p/ y; Sstandard parachute unit icons
8 y# b, \3 Y! q k/ s9. Air/port damage and building is shown in base mouse over+ D2 u0 w9 Y u9 y9 l
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( a; ~+ H& {8 K; w3 n n/ [11. TF can be routed to stay within coastal hexes as much as possible: a* F' f: A8 R- i7 K' r
12. On Top Pilot screen show the 'ace' cut-off value if more than 1- I" ?+ ]2 v7 x q0 f
13. Added option on group and LCU reinforcement screen to turn off replacements# q; K: X" r! Q7 d0 A, ~3 w# v% O/ C
14. Current base can get supply returned to it when reserve planes returned which were: i7 f& l) @* x4 h6 L0 F1 D' A
originally supplied from another base
* e: A e, I8 J) ^% Q* N. I15. Unit type filter on Troop Loading screen
4 ?3 C9 Z$ ^' h3 {6 @) q% m16. Report killed ground units if not in combat report
+ u( B3 b! U& e) a0 M- EChanged
% x# }6 ^9 y9 _% h. w1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) E2 O3 w$ G! v/ i, @6 x(complements fix 18 above)+ {# r K4 o( @+ u
2. Permanently increased pilot array to 70K+ B k* P2 j4 \$ E" j+ r; x# D
3. Increased number of air combat rounds are a factor of total aircraft involved# t! R8 m8 h9 G' t/ z. ^
4. Allowed submap to submap movement if land connected for land units. Should have been
+ d4 Z, V( ~/ _' o5 ^so as per Andrew Brown
+ }: _* P8 R/ j/ m- d X4 M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% b, r6 l" O: a" z3 R/ k/ }: d
delay toggle instead6 S) K( {9 q- C' l J
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& l& |1 u& ~5 i
maintenace a bit more
, W8 l. `& t5 s1 E) O2 f8 G7. Support device replacements won't decrease the overall experience of LCU units. This does0 N: Z) N5 l7 m( m2 v" `! m" @3 X
not alter the overall EXP change due when any replacements are received.
/ A) o# Q; G& F: u w8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' B8 b. T$ n. J5 b- |' }( ?" ?
between the two but could break current games.; j" l+ k: z& C3 h0 R- N9 y- L$ \" w
9. Some LCU Prep points may be retained if unit is experienced) ~# E: j* U) f5 R7 s+ y
Notes
@& R4 a& ]; G; x3 b' z9 f. ^! s. B# G1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& A* U) x0 ^. A7 W0 Q* X; Ashould not change player or HQ, even if not in play. These original HQs are used by the AI: K6 I- _2 w- y9 F' G h
routines so changing or deleting them can put the AI off. Changing other elements should0 b. p; h- b" t
be okay.- B; d* i. g( J" R2 P! i9 x
2. Clarification to weapon filters for aircraft:
$ @3 H3 y. q! c" o" S. O) f3 CPM_NAVAL_ATTACK 2 // used for naval attacks
9 W5 D6 _+ X, A( b9 t0 uPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% c# Y/ t( ^. a& r, b, z
PM_LAND_ATTACK 8 // used for land (ground) attack- G `9 E7 X: ]9 b% _. E# Y
PM_PORT_ATTACK 16 // used for port attack
) i, y0 l* J# sPM_AF_ATTACK 32 // used for AF attack
u" ]5 C' K5 K+ m2 w/ N8 g& ]Dropped any reference to secondary values for land and AF as they served no special use.; N; j/ \( Y& u* O# {) Y
Clarification changes, {/ d, L) S3 t& v# d( v
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ U f2 ?6 v7 B% Rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( O, c, t; e" k
MONGOLIA(91) or TANNU_TUVA(92).( ]* X8 l, F& k8 `" o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& @! B) F/ [1 V, Qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
# k: l/ g1 f. U. x3 l$ ?& D+ wc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& l3 v7 C1 l1 L; _1 k
after Soviets are activated, but can’t move5 i- z3 K8 X5 L3 q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! V% q& e6 [; G. N. W% ?9 X; u
disbanded in port.
0 [3 q3 H: ?, p9 W3 v6 s4 |4 ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 L$ s& c3 w1 \f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |