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http://www.matrixgames.com/forums/tm.asp?m=3185062 Q& D8 x+ Q" `/ S
) T! _0 O$ _+ V已经共享到岛群QQ和本论坛置顶资源帖
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4 O, E' f. e3 d- A1 F& W大量更新,详见列表:# x6 m* W' Z/ Q
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, |8 j! w9 h7 |; C; e OChange History:# }3 `2 T* W# c, y* a9 X' t$ ~
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 R8 u* |5 @; g1 C1. Seventh Update – This release is a comprehensive release updating all previous& z! ]9 s$ U; j1 F/ v
versions to v1.01.17 beta
1 _- k7 k# {5 f6 A3 m8 S2 R' A4 d$ f2. Code Changes
$ N! B1 {, M1 a' Y1 m* ?/ PFixed) p- u) Z; H! x- P: a5 S( w
1. Display of AF/Port icon between player saves based on player's intel
& Y& C$ d* }+ \6 k2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- b+ D- k1 B: y( ~. B2 P( N5 a
weapon list updated6 A8 y+ [/ c+ v$ e
3. Reported cargo/troop safety values incorrect when no cargo/troop space% L* d, o% ~- j
4. Allow smaller 'reserve' space for small groups on ships
% w* p# s+ C, B5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 {: c8 G- X7 n0 G8 e6. Correct attacking plane count before final post-air combat
8 [; k* M% T6 [; z/ E& i' ^: ?7. Pilot promotion may have occured in error sometimes
! l- | D3 a, N6 \8. Raid detect message sometimes dropped of the combat report% S& }! E& ^$ G( U; {
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) y$ i3 H: C X/ @8 d( X2 ^
generally( W( x7 s' F$ l1 T+ }
10. Some pilot-leader connections were being corrupted
, Q! J# `. G4 t' H11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' u2 j4 _5 I# B. C. u8 N0 M1 S* Jother move issues due to the incorrect indicator
1 _/ D$ s1 A$ [# q5 P j12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ s X7 }3 ^) S0 n* Y7 G1 [6 S! @
damage; U* j* J: m" @
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 z: m* d" m, C. T `" Y$ y h
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; ~' @2 M! E" K0 U- i. Ldate sort, \/ d2 I; v/ h+ T, U- H5 K) ~- [
15. ASW groups not allowed to attack sometimes
6 {/ \' }' v! l( |" t& [: o16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
1 {, q2 q9 T' F: Q( s! NHQ/LCU to jump to reinforcement queue
8 ~; D9 o, M4 n* B4 T1 I4 @% Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat
2 o: n# q: q+ D18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
. F8 w5 W9 b* p$ \( D3 r% cat start of AE but crept back in sometime during updates
/ K& h! Q8 g5 o& ~% e6 ~19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. o+ y* m8 X; n# X* i, u, kfragment.
+ Q- F7 Y; Z' R5 o& N5 Q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* b* Q7 v) Z1 ]; {3 G4 j# U21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ M; e# M* l6 [" Q/ c2 a6 Q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' E' x4 _/ q6 {8 @+ }) R( k5 {
set
) w7 i2 O) P- O( Y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% p( \" m- ~$ A/ J9 i
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# @8 d2 G. e; C7 D0 g, s24. Bug caused F/FB to sometimes bomb at low altitude
5 ?/ T( A: Q0 k$ w o/ o% s5 F25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% r+ e9 H8 {% O: `% g5 woccurring properly.
/ j" ?' Y" a& H4 L5 `$ H6 \26. Bug in Industry 'failed' indication not showing properly sometimes3 |* j' n* `8 i. M7 J, }+ P' F
27. Location check at scenario load to include small map sceanrios
* y3 @: w b3 Z) v28. Bug in air supply to fragments in a non-friendly base hex
1 {" x5 ?3 b+ n. u# b) B1 {/ _; a: g8 A29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 x/ @( V) S/ h5 Z
being set to homebase before execution of the mission – ie was returning to base( L3 s8 q, x1 I! ~" X9 G
immediately j; J4 |$ x% h8 a: j" y1 ^
30. Error in Strategic map display
- Z; Z) i7 E7 e1 j2 y31. Additional and stockpile options were not turned off when base was captured
, N: h- _+ d- [- Z3 {32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" G) q' A! G1 H ]2 O
mouse over
9 Y5 J$ b/ u; a/ _! O5 T33. Army experience being gained when not 100% prepared as per manual; changed to allow
% B: l6 P' m" y, Vchance to gain experience if >75% prepare and < 50% national exp level' e6 z, |: m' H( y; H
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# l: ~5 m+ h9 {: w9 Calleviate the incorrect experience gaining happening while in reinforcement queue3 H s- B- D+ P7 D1 Y$ @6 z4 ?
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –( W' P+ n, F# @5 [" n/ B# q* t
caused unit to jump “off-rail” and move overland
# f/ ]) ^6 E8 T36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 u S8 P4 J7 [$ l0 I8 c
37. Excessive accident messages on unload from TF reported2 a6 G6 ]0 ]. o' s* X/ i" E
38. Reworked editor sub-unit merging as some devices could drop off the unit list when- F+ n& M$ O1 f2 J; r" `; P$ ?
merged causing smaller size unit than expected
* [/ n" J0 \% F: b: w5 K39. Corrected possible TOE error in scenario data load for inactive units! S( M$ G" N G' a# Z4 G1 M% l8 U: \4 c" Z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 h' {- T% l6 {$ X0 p5 J! V
however be allowed to do this.4 ^+ n0 q% r% N* C
41. Possible CTD if sinking ship's load was a group0 j; ?3 k( w+ f4 N3 a5 g" h4 S
42. Limit the number of devices built from resources per unit during LCU replacements; this
; J8 C) @/ Z4 e' G$ uwas causing an over production for that turn5 N& a; T( X* i/ q/ B9 X
43. Retain day/night setting when creating group fragments
9 W, ?7 Y- D& l. F) X44. Adjusted supply and fuel values in base list not to overrun the space
7 I- X1 e4 M5 E7 w& g6 s$ n* G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% J3 ^4 ]3 C; N- w$ G9 Q
added YMS to Sweep TF in line with manual and code
2 ~- F1 _6 B2 c2 f46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. J7 \: i! ?; ^6 F: q
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- O$ s' z4 ]" j$ i+ b- T
rebuilding of destroyed units is not affected by this./ B. ?+ K4 W* a& y6 d8 w& ~0 o
47. Carrier capable and trained text not showing together on Group screen
( I3 B8 |, [2 l4 X$ B48. Handle any blank re-name changes by ignoring them
6 N0 H- Q8 h8 u0 s7 C( e' W49. Possible CTD when air fragments combine0 ~. l: g" P' e2 }' W9 m2 B
50. Unloading TF can freeze a LCU onto a ship under some conditions
. V) [- k6 S% G$ D4 }51. AI not behaving if main HQs missing (affects small map mainly)4 i0 @% C" X* t5 d) N
52. AI using AGC for normal land units – removed from TF if not needed
' g8 ]$ N4 P- c8 v: X/ a4 B53. Soviet activation message not in Ops report
/ l+ Y2 W9 n: g2 o0 i3 A54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% T5 U2 B0 a) V. _55. Clear Soviet air balance if not activated. Possible incorrect base switching
( d/ l# R( x7 p: T; Z56. Sub attack against docked TF not happening for port size <3
8 O0 L6 u$ s3 I/ ~% s9 m T) J5 H57. Unit type changing unexpectantly6 ~& m1 @ a j' V3 R# y
58. Torpedo replacement on plane sometimes is missed
7 U) X& h" X: V6 z59. Double handling of overstacked supply requirements% \3 j/ D( ^# R. I
60. Fixed alternate weapons for port attacks
- W1 K/ Z) M" Q K61. Corrected weapon system damage to show after combat on ships in port rather than wait till4 }0 i# x6 l7 k* [
sometimer in the ship repair cycle.2 g) F# M0 i2 W3 H' i% e
62. Ship tonnage over 32K could cause repairs to fail
9 f- m! e$ q5 Q7 ^New% ]# L! \) ?5 W4 _) E
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 r# |4 J! M& G! K8 v1 ~4 ^port4 H" s9 ^9 Q- C; @& R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 J: @4 ~0 X% q
Tenders not counted
- F% U' |* q2 t0 m j8 t( N2 [3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 W& v7 S& i' a T4 s) }4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* @/ z# Z1 \/ }# ?2 J
to remove damaged ships from TF6 P+ C$ N" k' ~. k0 W5 e% y7 I' W( c
5. New filter for “non-building” devices in Industry pool screen4 F2 K/ f% D) u1 D/ h0 D
6. New filter for “non-building” aircraft in Air Replacement pool screen
/ v$ v9 K5 j4 q# ?$ A' D9 t" V7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 d. g( P, j! ?. F" [! D
mines (^) detected( I8 k. E, w! k6 i
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- e- q- Z! R! \9 [‘button6..’ image files, then these will be shown. If not, by default there are shown as$ L) ?! e' i9 H7 T4 S! W
standard parachute unit icons
6 Z" _1 T% i( r( z" b7 p7 k# U9. Air/port damage and building is shown in base mouse over, B, Z0 {2 e d( e6 Q/ Z
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. b' ^# }, ]4 m G
11. TF can be routed to stay within coastal hexes as much as possible9 C4 D- ?$ d7 Q l; z6 ?
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( b1 @5 w" K+ A* R' n, n13. Added option on group and LCU reinforcement screen to turn off replacements+ y' X: u7 _ P7 m" f6 B
14. Current base can get supply returned to it when reserve planes returned which were
}* c! K4 u5 i9 P9 \0 Eoriginally supplied from another base
. |, s; E f$ P3 v4 X15. Unit type filter on Troop Loading screen; w1 v# K4 Y- v
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
7 M2 \( g: M" M0 E! V2 L(complements fix 18 above)/ x; ~& u& I% |9 e' v
2. Permanently increased pilot array to 70K
. T# D( N% C- r/ W* M3. Increased number of air combat rounds are a factor of total aircraft involved
( J0 M3 c5 r9 U: w' ~( F4. Allowed submap to submap movement if land connected for land units. Should have been
" ~3 p7 m2 C3 N+ ^0 D! v( O$ hso as per Andrew Brown4 q/ ~& E; O$ S
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 N4 |1 u; g: x8 R Q& Pdelay toggle instead
3 @" I5 P c1 x8 I% ]. ]6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& V5 `+ h6 Q: N" x
maintenace a bit more
4 a, O$ | q W7 R. r! m7. Support device replacements won't decrease the overall experience of LCU units. This does& Q7 g4 x9 L! x2 @
not alter the overall EXP change due when any replacements are received.
: F4 o4 r( H3 _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! H& @+ L9 i0 [* w
between the two but could break current games.
. W9 ?1 U; {$ D! Z! A& L+ y) g( K9. Some LCU Prep points may be retained if unit is experienced+ T) W5 Y0 x% T* x i+ w
Notes% E& g. B. m" U( t. d: x
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario0 H4 Q$ ~# K4 f
should not change player or HQ, even if not in play. These original HQs are used by the AI
: l0 ~' z+ T7 m! wroutines so changing or deleting them can put the AI off. Changing other elements should) U& W2 d. F0 w6 Y6 T; u
be okay.
! m6 v2 q' {5 q3 ]; M2. Clarification to weapon filters for aircraft:! k2 T( l/ z( I$ Q) S9 u; F
PM_NAVAL_ATTACK 2 // used for naval attacks
* }' n' [& D2 N* i5 ?& k' U! v0 \* uPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# |+ w: N& O9 [) x6 r. M5 q, v# S, u. ]PM_LAND_ATTACK 8 // used for land (ground) attack$ }* n- w4 F; _& |' Q5 x; a8 w, @
PM_PORT_ATTACK 16 // used for port attack, p, W* ^: @7 a* T2 p/ a
PM_AF_ATTACK 32 // used for AF attack; M, a( C* {! p* {$ W: J$ E% h
Dropped any reference to secondary values for land and AF as they served no special use. P! y9 q; X4 W7 H/ \
Clarification changes
* g" h7 U4 H3 S7 |$ j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 \- ~5 G- V* r/ c: [( tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 q+ j3 X: X" Y eMONGOLIA(91) or TANNU_TUVA(92).* @+ \4 h; L! b2 i" T
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; @) F( A# L4 v, L! a3 z% zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ j: W# ?% r" e
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ ]# v2 X6 T9 i( lafter Soviets are activated, but can’t move% g" A% G2 Y' U8 j2 @" ^9 \( i
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( w. k8 d' b; f; I4 G) D) W/ N5 @
disbanded in port." f0 T' y6 T: K
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" }) I: b, t4 W& @& c" _) Xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |