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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# u y( @; t5 l8 F8 w
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大量更新,详见列表:
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Change History:
9 b9 a2 I; U$ ~1 V C4 o* k% B8 Y+ rV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# s/ R# B( H3 E6 [1. Seventh Update – This release is a comprehensive release updating all previous* S* z( ^6 W/ f' W/ N4 [; a3 w7 x
versions to v1.01.17 beta
9 g5 t1 x( _- e& n& ]+ K2. Code Changes$ b1 S9 f0 f. D) ?& z- f7 r
Fixed9 ~0 N$ f3 _1 s) Q
1. Display of AF/Port icon between player saves based on player's intel
% s+ i8 \% f* `4 v7 Y3 J2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 y. |. T& y( _; ~' [% r A8 G" h. s
weapon list updated; U: c: o p& @) E
3. Reported cargo/troop safety values incorrect when no cargo/troop space: v: _' F3 ~* t) @
4. Allow smaller 'reserve' space for small groups on ships
% H# {+ Y# s( c* [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" y/ u6 Y0 h# u2 {$ ]+ i+ v! F6. Correct attacking plane count before final post-air combat
- T3 R" O' m/ L4 h& i; q7. Pilot promotion may have occured in error sometimes3 _1 G2 [# ~" S8 e0 B: r1 m" P/ P" J
8. Raid detect message sometimes dropped of the combat report9 B! W6 Z, Q; i
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- D2 K D6 W2 d& g) d1 E4 w
generally
5 y, }" P" M% V$ t* T1 Q) X10. Some pilot-leader connections were being corrupted
& F* L2 [; ~6 M& i+ M11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ h" E# ^/ ~' z0 D' t; ]/ ]
other move issues due to the incorrect indicator
2 R) ^- z+ }, X7 d; z12. Wrong ship sometimes reported in Ops report for TF movement which causes some
& Y6 f) {, O5 u1 L3 v. s* `damage
" ?. n9 M- l; l4 e6 t- J13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: y# c! W2 G$ u1 _8 j0 n14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: M4 \# L9 j7 B$ q9 M2 s0 A4 ~) |date sort
0 L3 o( x B, |- X8 C7 h8 D: R15. ASW groups not allowed to attack sometimes9 Z# R' f# y8 U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing8 _3 D4 g, f7 f) ]9 m8 Y- ^
HQ/LCU to jump to reinforcement queue
% F& h) `$ g0 q2 Z17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 G1 S' y$ C) P# Z1 S3 L! }; g4 |, c18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
- C$ ` O9 }4 b2 B L/ bat start of AE but crept back in sometime during updates
, e/ ~/ a" N$ K8 J1 q19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ W; w4 z# I1 H! b) S+ {4 ]fragment.# o' |6 E/ ^1 u
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# e6 k! @0 I1 v
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, `: t' G. f( ?' r8 E4 lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 N2 }, s( V( {7 y) Wset
( p9 T! Z; O( O- ~# r22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 r; g9 }' T+ [$ y' P4 {7 n
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 |7 D) n9 a3 D6 g& z24. Bug caused F/FB to sometimes bomb at low altitude
6 J: W1 _/ H/ l/ D, B* ?! n25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 m; N U5 @) }4 B2 O) U7 Y
occurring properly." B6 A' V7 H4 _/ G; j
26. Bug in Industry 'failed' indication not showing properly sometimes
6 I H7 Z* M0 w1 R3 t8 _( z/ ^# k27. Location check at scenario load to include small map sceanrios3 x; Z6 V- i; l) w5 f6 u2 _
28. Bug in air supply to fragments in a non-friendly base hex( S+ Z( d6 F4 g9 X
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ e* ]- T/ r( z# p0 y7 abeing set to homebase before execution of the mission – ie was returning to base
$ r2 e. A( i" O7 X1 L' {% Jimmediately5 R: b* d+ B* W
30. Error in Strategic map display
) B' f7 E ?7 Z* Z/ D31. Additional and stockpile options were not turned off when base was captured& m5 t7 h9 y) Y2 Y3 z ]6 d! h4 X
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 g# z- c* B8 y, e( V5 w
mouse over# G* q) e, `3 O" x/ S- H" w: w4 ~8 R
33. Army experience being gained when not 100% prepared as per manual; changed to allow
: N/ k2 O1 M3 b: S$ `chance to gain experience if >75% prepare and < 50% national exp level, x" X) c0 o: p$ n* q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to& i) Z! `/ m4 q
alleviate the incorrect experience gaining happening while in reinforcement queue
) j8 N \' y' s; I; I. P35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ I/ g; R1 K: k& I& S tcaused unit to jump “off-rail” and move overland/ X2 D1 N# J$ H% B' A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 p/ V3 m0 D+ C- T. M, z! D
37. Excessive accident messages on unload from TF reported* Y1 K4 a, c* T! \3 j/ J
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% E* z4 u: ]2 I# } { c( z5 Cmerged causing smaller size unit than expected
1 p2 H! E# J R0 Z/ x39. Corrected possible TOE error in scenario data load for inactive units
8 t3 g' v& E& p& ?8 U40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can- W) Y3 E7 U+ u% C5 i+ K r5 k
however be allowed to do this.7 m; F$ w# y$ i/ U- K/ n( @
41. Possible CTD if sinking ship's load was a group" a! H" u4 M" o# Y
42. Limit the number of devices built from resources per unit during LCU replacements; this
; d/ G4 g5 v+ Q1 l9 c( Z) Awas causing an over production for that turn
% p! K6 c0 R) K) [8 t* W43. Retain day/night setting when creating group fragments) r" R& z+ n( l% @
44. Adjusted supply and fuel values in base list not to overrun the space9 ^" i7 @7 g" M9 Q* V1 b+ e
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! m( D, N, \6 f2 D8 T
added YMS to Sweep TF in line with manual and code
! ^: a1 `- S6 I7 `. G' g46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' @$ _, ~/ t3 Y" x- r# Z" t" N& V% T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal. q G7 ~* w2 X* e
rebuilding of destroyed units is not affected by this.
* f- v0 ~* A9 A) ~- ]. L% w47. Carrier capable and trained text not showing together on Group screen
0 W, |. ~. h# v9 o" U# C0 b' v48. Handle any blank re-name changes by ignoring them
$ Y7 H# P* E7 Y! T5 R8 o: P49. Possible CTD when air fragments combine
3 E3 V; g0 I% s3 S% b50. Unloading TF can freeze a LCU onto a ship under some conditions
( ^3 H& l+ z8 ^1 r" g; m51. AI not behaving if main HQs missing (affects small map mainly)+ ^" T& E( \0 m7 |. I; \, ~
52. AI using AGC for normal land units – removed from TF if not needed4 {8 `. F% ], T& n0 V4 F
53. Soviet activation message not in Ops report! C* v& B6 j6 \6 F" ]6 ?
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) f0 ]+ S0 J M1 D' ?
55. Clear Soviet air balance if not activated. Possible incorrect base switching* Y Z+ U# @9 _$ ^# g6 l
56. Sub attack against docked TF not happening for port size <3
7 ~) L% S8 z5 }) Z% ]57. Unit type changing unexpectantly9 v4 p2 E" G( Z2 D5 X
58. Torpedo replacement on plane sometimes is missed' N* }) O) `. k* J$ N. B5 w
59. Double handling of overstacked supply requirements
1 ^2 N2 B: R O! n! g60. Fixed alternate weapons for port attacks7 \0 w/ b: V3 L; ]3 A9 k- D4 V
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 Z2 x. |* T- e7 Q5 Qsometimer in the ship repair cycle.
; T/ A/ P# F1 ?" M/ O$ O62. Ship tonnage over 32K could cause repairs to fail
O! A* a/ E" P K/ ^New
' k" p% b, O1 `" F8 }. n) J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# k( P$ v. n: U; H* N6 b- a
Tenders not counted: [& O; f7 z h) F
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" X) d% @) E" C. i
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 P) q" ]7 L8 ?0 H/ v) ]1 d
to remove damaged ships from TF
" Z/ [% U, p" C( T8 _7 ^5. New filter for “non-building” devices in Industry pool screen
+ W' z ]9 a2 z+ d6. New filter for “non-building” aircraft in Air Replacement pool screen. l3 r1 V; ~ P6 y; a) |
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy3 k0 F; d ]8 o' d" \, C
mines (^) detected
$ f0 h m3 O0 n, m, D2 G8 {8 H* Q8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# {1 a7 T( e8 @1 i, B' G‘button6..’ image files, then these will be shown. If not, by default there are shown as
. e2 ?0 ~, t$ ~; r* h* Fstandard parachute unit icons/ F/ d @2 d2 o" z0 M
9. Air/port damage and building is shown in base mouse over
, Q4 B/ l9 _' n3 p, O7 g" R8 G10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 v. g( d7 G4 b. H3 L O4 `- p3 I
11. TF can be routed to stay within coastal hexes as much as possible
6 @8 c6 V6 S# e12. On Top Pilot screen show the 'ace' cut-off value if more than 13 ?7 `9 b, z6 ^# b/ q* ^* }1 J' r
13. Added option on group and LCU reinforcement screen to turn off replacements$ v* Z5 {9 K3 Q
14. Current base can get supply returned to it when reserve planes returned which were! i {$ u2 N& T' u. `& \! m, F& L
originally supplied from another base$ x$ V7 p5 S# g) z) A
15. Unit type filter on Troop Loading screen& v( ?/ K/ p; w& F
16. Report killed ground units if not in combat report
- R; z6 J3 q0 N6 ~2 lChanged
: d, l; j; U _% H6 K9 J: {9 a; N1. AF of 8+ have AV support doubled for purposes of determing support for air operations& Z4 }7 `: Z# G: L5 c5 P' u
(complements fix 18 above)5 e; \ I0 E& ~' {' p) P
2. Permanently increased pilot array to 70K
% c8 p+ \6 C( g' \% f# K3. Increased number of air combat rounds are a factor of total aircraft involved
. m( o9 Z+ e( k# E" S& v) d4. Allowed submap to submap movement if land connected for land units. Should have been& z- _% R$ u7 A4 d! |% S8 m
so as per Andrew Brown
& G7 l% }) |1 g( A% i2 Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* B; I3 p! W* O' X! y$ F% W
delay toggle instead
$ H; |. t! D" v* }/ T6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' ]( G, v+ V& Tmaintenace a bit more' n# G* ~1 o: O& S& }
7. Support device replacements won't decrease the overall experience of LCU units. This does, ^& l, ^- A7 l% A% R* H7 l5 d2 p
not alter the overall EXP change due when any replacements are received.+ h& U1 v( i) A- n
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 x1 i; T% m0 t* M
between the two but could break current games.% T; T3 _# |6 o2 V$ @0 n
9. Some LCU Prep points may be retained if unit is experienced9 I; Y4 t2 z# G" K# [
Notes: s* c% E1 i* T; Q( L
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario! s0 m" _. D' [8 z2 S" W2 k
should not change player or HQ, even if not in play. These original HQs are used by the AI }) T$ @$ r2 @ @
routines so changing or deleting them can put the AI off. Changing other elements should
1 y6 Y" h- E w( C+ @be okay.
( M( f" T1 ~) Q, D4 L# E2. Clarification to weapon filters for aircraft:
: f ~, a8 i& `- {PM_NAVAL_ATTACK 2 // used for naval attacks8 ^& }# t; F4 t: }$ a" ]; a
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ F5 E& U0 b' |% d% WPM_LAND_ATTACK 8 // used for land (ground) attack2 c7 T" z7 `8 m& t% ~+ C
PM_PORT_ATTACK 16 // used for port attack; H$ ?5 y5 j) U4 ]# a7 Z `2 V4 x
PM_AF_ATTACK 32 // used for AF attack
$ j7 w* n* D5 h% B6 c4 ^; }Dropped any reference to secondary values for land and AF as they served no special use.
7 R4 c$ T" y( ~1 J$ z1 yClarification changes) j% D5 w& e _9 A7 J. }$ z8 W
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. q) a0 t2 J" n$ `! J. D! ]
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* b0 x% D. L5 u9 D' }; TMONGOLIA(91) or TANNU_TUVA(92).
( w3 p8 Q3 `' Y5 i! }* Aa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
) `' i( m. Z% R; Y* s" c* \! ~% vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes; `5 s3 ^" b1 r* T# D8 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases+ Y. H% y+ D5 o. c) ]! }
after Soviets are activated, but can’t move
" y T2 C; h0 p" E9 Rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! ~/ H9 O) Q* }% \$ G
disbanded in port.0 @) V; f Z* X
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. \) Y4 G, X9 t# N
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |