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) _' x: j2 [* w4 s- thttp://www.matrixgames.com/forums/tm.asp?m=3185062
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$ E4 m# [2 i9 e大量更新,详见列表:
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Change History:
. k0 A7 s7 K' AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 K' j4 E7 x/ e1 g1. Seventh Update – This release is a comprehensive release updating all previous
# U/ C1 g, p4 }- {6 P6 S. Zversions to v1.01.17 beta
5 |3 X' x8 }9 r: q2. Code Changes8 I, a7 {2 @0 _2 j, @" r
Fixed
$ B& y! n# @6 g( X9 a# {1. Display of AF/Port icon between player saves based on player's intel
% K1 }; I- G l- K7 j. }5 H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
! E# u9 @4 z" E- cweapon list updated) E) I- O6 N& i) O4 f
3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 H, P1 E# i2 g1 {' N4. Allow smaller 'reserve' space for small groups on ships
0 n1 y) t2 N5 u% C( V* H c+ l0 `5. Preserve some more data when swapping fragment and parent to prevent lost of parent. W# O% `3 f# Z5 @" K y$ y5 E& r2 H
6. Correct attacking plane count before final post-air combat3 a9 m: r, `* O- n7 O' Z% O) o' |
7. Pilot promotion may have occured in error sometimes
2 A# U& P0 `2 c3 g; g$ V8 T# C* y8. Raid detect message sometimes dropped of the combat report$ ?( ]) m8 a& r
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 X' `' t3 U \generally
" H9 {3 @* i0 a0 p: ^; T6 a10. Some pilot-leader connections were being corrupted
% u' s% R* w* y& T11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% X( b; L9 U. Cother move issues due to the incorrect indicator# y, w# v3 D- b- o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some! g% I; J+ k7 R
damage) M4 r& n) L% H
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* v J* u. x3 c; U% ]14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the* m3 L8 K. P9 |6 Q8 f
date sort- O; c# q8 e/ H2 J
15. ASW groups not allowed to attack sometimes
! R( R X- ^; j16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ ?# t$ U& z: T V: ]HQ/LCU to jump to reinforcement queue
0 M3 M o; Z1 W1 D: l17. Bug in bomber intercept if too many rounds of fighter v fighter combat
$ B4 l; N6 j9 t. I2 Z- |18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 y4 T" e: O# a4 e% o, Q! pat start of AE but crept back in sometime during updates7 d" Z1 Q% E3 u* Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 |9 `# g; E+ G/ r+ _5 i9 Ffragment.2 \; M R& ?( u* n$ N) H x. G
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. i& a, q0 D: P4 B5 [6 a21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; D) f! c1 h9 K; u- ?2 w
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; J/ a, V# Z' m' q0 a* X
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- ?& z8 Q9 n+ K1 M6 f24. Bug caused F/FB to sometimes bomb at low altitude
/ J9 j7 S* K$ l7 ?+ A5 _0 f$ v25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" r/ W4 x+ |# C' k0 k3 M1 U8 doccurring properly.7 Q. D, q- b+ O. W' k! k
26. Bug in Industry 'failed' indication not showing properly sometimes
* G& |" D% ]. {3 W1 F) J27. Location check at scenario load to include small map sceanrios
; X. r, ]' @% }28. Bug in air supply to fragments in a non-friendly base hex7 {5 O! f! m( `* m
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* A0 y, u$ m X r3 J# r2 Gbeing set to homebase before execution of the mission – ie was returning to base( g2 @5 ~5 t G: S
immediately, l& v& z+ M3 H% C0 {3 d( w- j7 v
30. Error in Strategic map display
3 y: c2 w1 T; Q5 d& H31. Additional and stockpile options were not turned off when base was captured% _0 ]5 k( e( v
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 F9 h1 D2 c: I- z( gmouse over
o4 w/ {3 e! ?1 C- C! g; C1 p33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 p) k* F$ L" n( Q6 U# Jchance to gain experience if >75% prepare and < 50% national exp level
! M/ d a" A7 r& Y) |/ X34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! L; E) C2 k0 N7 v# v. lalleviate the incorrect experience gaining happening while in reinforcement queue4 `! Q* E: R7 E# ]. @( C
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ w" r$ K8 z) gcaused unit to jump “off-rail” and move overland! [) j6 |9 \' H. N. `
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# x' t' F; f e9 B) X. m4 @
37. Excessive accident messages on unload from TF reported8 G e7 G$ F6 K/ e, s) t1 N) I
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 {5 i# W2 Z( W* V3 ~) B. G+ Umerged causing smaller size unit than expected' V' t4 B3 [& M, g4 n) N
39. Corrected possible TOE error in scenario data load for inactive units
1 R- P+ J4 F o. {3 [- [+ A6 _- M40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 L8 ~( |5 E. v6 Dhowever be allowed to do this.
# H7 M* n; V8 U0 t; b2 p41. Possible CTD if sinking ship's load was a group
' q8 P) g9 r" V& V6 j6 U* G( m42. Limit the number of devices built from resources per unit during LCU replacements; this
6 Q( f% [, k" ~4 G. \2 ] ^was causing an over production for that turn
. W+ w8 v" W5 O- y% S% {43. Retain day/night setting when creating group fragments
5 x- |7 l1 u) B! G6 Y+ y44. Adjusted supply and fuel values in base list not to overrun the space1 T* S$ s: j# I' w0 M
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
# ?$ L d4 E6 n! c0 ?added YMS to Sweep TF in line with manual and code
$ ] F- I2 j3 X1 r' Q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# K( C7 t! m7 ^" B3 Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal
' h% p$ c( @4 z$ N* ^% j7 y7 vrebuilding of destroyed units is not affected by this.
+ P5 {3 i# |0 }3 [. t' W9 t; E! B47. Carrier capable and trained text not showing together on Group screen. Z2 K' t8 F- n
48. Handle any blank re-name changes by ignoring them
8 [6 ]% c0 a* F9 `6 a49. Possible CTD when air fragments combine
# Y/ ]% }' y. Y# Z6 A+ m: k50. Unloading TF can freeze a LCU onto a ship under some conditions
% ]' ?# G4 a, H51. AI not behaving if main HQs missing (affects small map mainly)
. f1 S4 A0 e* U3 J52. AI using AGC for normal land units – removed from TF if not needed
0 e0 x: S0 d) g$ G5 Z53. Soviet activation message not in Ops report
* m! d0 L% _% i& s54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! ^5 x( i1 ?- r! }+ V55. Clear Soviet air balance if not activated. Possible incorrect base switching; ~, X3 h8 y; z% N
56. Sub attack against docked TF not happening for port size <31 c& H- H* G# a( t% y' u8 ?3 ^' X
57. Unit type changing unexpectantly
1 c: S I+ h7 r) w4 Y2 j0 z' Z58. Torpedo replacement on plane sometimes is missed! o. h2 B3 S" K! Q! o8 c+ R4 s+ Q+ f
59. Double handling of overstacked supply requirements; O% h/ ~1 d1 O
60. Fixed alternate weapons for port attacks8 q5 I1 ` Z$ w* U/ W; [
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; m! [( q! s0 O! D6 s: G/ R2 d/ {* osometimer in the ship repair cycle.+ }, p3 e: @7 S; x( B* D
62. Ship tonnage over 32K could cause repairs to fail. ]; M2 y ?. \0 ?1 V+ | M
New2 B" U& Q5 O( i* e( \. v
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 [: c9 d# c# h7 j& Fport
) d. s# j4 V2 z" I8 s! }* Q2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% a' v4 s: C) ^- K' R0 D$ b
Tenders not counted& y* ~ m: [; I% }! D7 l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base. e' Z/ X* F: B) u9 d: v, t9 b
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* w3 L( M" Y4 m2 x
to remove damaged ships from TF
8 o O1 W: o; [/ V' z" y# E2 D5. New filter for “non-building” devices in Industry pool screen
: M7 p$ X6 i1 f. s# C% H: I. ^6. New filter for “non-building” aircraft in Air Replacement pool screen3 q: r( I' f) [! D, U$ I$ g0 O
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 V) P2 B& l2 N8 G l; Dmines (^) detected: K7 v! y' W* J3 S+ j1 ]2 z* }8 D1 \) r
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 `( _3 _1 I( l; V1 w‘button6..’ image files, then these will be shown. If not, by default there are shown as. w9 D3 o- S7 A0 s) _* n$ j, ^
standard parachute unit icons) l1 q U' ^$ r$ x" h
9. Air/port damage and building is shown in base mouse over" h( o4 _5 d# t9 ]- H- |
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 [+ }: Z$ Z9 Z& S w& u A
11. TF can be routed to stay within coastal hexes as much as possible
- Z# f8 `9 a4 J- M12. On Top Pilot screen show the 'ace' cut-off value if more than 1: I) E; P, R" Y! a( D9 I
13. Added option on group and LCU reinforcement screen to turn off replacements4 }: G u+ K1 s) K
14. Current base can get supply returned to it when reserve planes returned which were( ]2 N/ F7 E8 Z4 f' V* F
originally supplied from another base
/ U0 V7 X/ L$ |15. Unit type filter on Troop Loading screen
- j9 A+ L/ y5 H7 T16. Report killed ground units if not in combat report
7 K& ~/ M5 d3 }: e( yChanged. S: i' `( C+ y' V( B8 p2 K
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 J9 Q3 j' Y. ?6 H2 R$ F
(complements fix 18 above)7 B+ u) A7 T; G3 f* e
2. Permanently increased pilot array to 70K$ b0 u; t- g, c! J k
3. Increased number of air combat rounds are a factor of total aircraft involved# k( C8 S/ L/ T' _
4. Allowed submap to submap movement if land connected for land units. Should have been; q5 t6 g3 Y3 @# P* @( O
so as per Andrew Brown
Z/ z" ~( }. g* }, M6 P5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 S, }: O B- Z8 C" b9 B$ Z0 x
delay toggle instead8 k# j' u# v! u* s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 ?' b' Z. H2 c. q' }maintenace a bit more, |& {: ]6 _" N3 X
7. Support device replacements won't decrease the overall experience of LCU units. This does
' D0 L2 f$ v2 z# i/ L/ I snot alter the overall EXP change due when any replacements are received. Z+ @# C! x5 D% k5 v; H% W
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* A n) d8 N- X7 p* Q" ~
between the two but could break current games.3 M4 o# M3 T( S% P- W {% [
9. Some LCU Prep points may be retained if unit is experienced
) g- G; ~: W |2 ^+ ^( Y+ g7 W/ jNotes$ U* x; ~2 R' I' p: @3 |/ x
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: o, H, t2 s5 z* [; n
should not change player or HQ, even if not in play. These original HQs are used by the AI
E. i* j" [- F/ Iroutines so changing or deleting them can put the AI off. Changing other elements should2 A) j( A* M; y. @- u3 u+ \
be okay.
) w9 ]8 [. @+ N- |) q# K2. Clarification to weapon filters for aircraft:
. }3 K# t8 Z7 T& G/ QPM_NAVAL_ATTACK 2 // used for naval attacks
$ U, y9 T# y* A* S" pPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), w& u8 \* R0 r: H3 R( a
PM_LAND_ATTACK 8 // used for land (ground) attack3 H2 q" p: A x
PM_PORT_ATTACK 16 // used for port attack
2 C/ M6 w( I. F9 d1 h3 Y& g/ q* hPM_AF_ATTACK 32 // used for AF attack4 ` _$ F3 e! p1 F+ }
Dropped any reference to secondary values for land and AF as they served no special use.) g; o' {3 F! Z7 [$ p* o" V! }
Clarification changes
- I& t. l; M( v7 z9 N1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 n/ z9 t5 H0 L0 ^8 j7 {7 P3 q$ w1 g" S& xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. Z J* h) a* b# wMONGOLIA(91) or TANNU_TUVA(92).
& J# D& Q' f% g1 z) ~/ C1 d+ M0 _a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 s2 j. V1 U8 m+ o$ w4 z2 db. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' k% o6 V- k' D9 C/ N5 Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 r$ c" P7 O% a% n3 i# \after Soviets are activated, but can’t move1 \% i8 y% j; I5 K
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
% r' O# O2 q/ r' v1 cdisbanded in port.2 ^) [% A/ w- G, {2 T5 c2 v7 r
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) C+ b) L5 f. c/ r, e: jf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |