具体见
: N( U9 ~8 h1 D1 Q- `0 L0 [- z# W: E( ]
http://www.matrixgames.com/forums/tm.asp?m=3185062$ r% `1 k" k/ w6 u# _9 M# M
; G: l; h* P, N& p8 @- {) E1 b已经共享到岛群QQ和本论坛置顶资源帖: ?$ z: f( `. K# e) u
7 U* Z) m. x7 u8 q$ X' m9 D2 V4 A
大量更新,详见列表:) g. u7 C$ M3 ?8 q- V' W7 Z1 O
3 x( K u8 E [1 j& |$ Q& L
$ @) j0 U- _$ {4 \0 @ ^4 [Change History:2 A- Q0 K+ F" e1 ?4 x1 o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 V; B5 t8 i" [8 H4 E" R
1. Seventh Update – This release is a comprehensive release updating all previous
& p' a1 k0 ^2 R! c, e' n: Nversions to v1.01.17 beta7 I! T8 Y/ S, z& M% {8 Y; k4 y
2. Code Changes& A; y, d8 J' ^0 @4 S) c6 O, n
Fixed8 ?4 |8 Y. T* T
1. Display of AF/Port icon between player saves based on player's intel- R: `+ a8 j4 ~' V2 Y" S& \
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 B. @% i6 z' C% T7 r
weapon list updated7 S/ I) ~0 Q; t( H" N6 X R
3. Reported cargo/troop safety values incorrect when no cargo/troop space- @9 p/ V! }7 g0 e+ u/ a
4. Allow smaller 'reserve' space for small groups on ships, \% }6 L5 ?1 H6 ]5 V( `
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ k. B8 g; m& h; D6. Correct attacking plane count before final post-air combat
+ H, V$ y2 {' M6 t7. Pilot promotion may have occured in error sometimes' m) F! U# d: }3 Z2 \
8. Raid detect message sometimes dropped of the combat report
# d' ~5 h4 @- A8 B8 }4 A9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 F: X: P3 z- G8 T$ l1 y& R& `
generally' }9 L) x. O6 V1 T5 s& _
10. Some pilot-leader connections were being corrupted
: ]" {6 u; C( T% x) Z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: K6 K6 r. [6 s; }other move issues due to the incorrect indicator
4 q! N" m& j+ Z! V1 L$ t% Y! x12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: c; {4 }+ r6 sdamage# R9 h+ L P. h. P2 ^1 X
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ Z# ?+ s, {5 R" f
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the9 Z# a, K6 y- T7 y& ?
date sort
4 g6 ]7 F$ \6 a15. ASW groups not allowed to attack sometimes
/ [5 C3 ~) S1 T+ C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( r4 G8 R% P6 A: O' M" H* t) PHQ/LCU to jump to reinforcement queue
0 p9 H1 V) P* `) ^4 u' b$ `# L' M17. Bug in bomber intercept if too many rounds of fighter v fighter combat' j6 i) k% C9 O2 ^. I. ]% H8 V3 H$ M
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 F* P8 @6 I" r2 F6 R4 h
at start of AE but crept back in sometime during updates$ w3 i; M( s$ Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 y9 ?- {( E7 n2 H
fragment.% K0 X4 E Y, i% `6 ?: Z
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 G3 V/ m8 s5 x+ A# U# E1 k21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
1 a2 l* A8 t- R6 b* xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ L! o1 ]+ s3 H6 l. a0 D' h
set
+ I, U A. Z1 e# N3 x22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base. g. e+ b9 G! T: x7 i6 j
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
7 Q! l- J) T* g {- K24. Bug caused F/FB to sometimes bomb at low altitude* T1 c; s2 v0 X4 b% N' p6 q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ F+ b0 K+ F j- M1 f# ^occurring properly.
# `6 V2 n& {( t* L26. Bug in Industry 'failed' indication not showing properly sometimes
u, Q9 ]) f( G: k. B27. Location check at scenario load to include small map sceanrios- O2 H$ K1 N* o- L
28. Bug in air supply to fragments in a non-friendly base hex
9 g V1 V% c0 d, V29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 Q. a L$ {6 W! I/ W
being set to homebase before execution of the mission – ie was returning to base
2 w. x, q @8 K! t4 r( F9 ximmediately# d/ _: Y A) M/ Z0 m" @% A( w% [
30. Error in Strategic map display
/ o1 T6 p% Z5 I3 K( q2 R/ L0 Z31. Additional and stockpile options were not turned off when base was captured7 h, I; B7 ?" F+ _
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 e1 c: g! Z5 u( w
mouse over. K4 ~$ s7 M$ V8 D
33. Army experience being gained when not 100% prepared as per manual; changed to allow& p0 b, a2 }! O! K
chance to gain experience if >75% prepare and < 50% national exp level: G# B$ R7 J" @
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 y' t0 T# d. H7 H o
alleviate the incorrect experience gaining happening while in reinforcement queue
2 w6 q+ v. }3 D1 ]( X# \- ~( z# A35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 S7 K+ I( p( M' |* icaused unit to jump “off-rail” and move overland& ~9 K( O6 {+ \' @
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: \3 p( |# \( O% W0 i; q/ t37. Excessive accident messages on unload from TF reported* m/ E- e% M$ X7 H# f' }( `2 f
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
2 p, N8 _6 d/ t4 Q: Xmerged causing smaller size unit than expected
, ~+ m" ]4 H+ P# g39. Corrected possible TOE error in scenario data load for inactive units
) b7 I* O8 _) j0 N, o9 s3 V. ?. j+ }0 ?3 |40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) c# `6 \ C5 ~
however be allowed to do this.
, X( D9 D6 p1 t9 c2 h3 ^41. Possible CTD if sinking ship's load was a group
% o$ Z$ O" N _! K42. Limit the number of devices built from resources per unit during LCU replacements; this
. c* f+ H2 k) |; L8 D \was causing an over production for that turn
' ?& R# S3 Y/ P7 [% \" ]3 p/ k43. Retain day/night setting when creating group fragments% t4 w+ C% c+ Y) @8 B$ H
44. Adjusted supply and fuel values in base list not to overrun the space
( `- n1 i: `- a0 ~45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 q# z4 |$ L0 _! ?4 M3 Zadded YMS to Sweep TF in line with manual and code3 F6 R1 d$ |) p$ s! N% ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the' \/ f9 Q% o) L( ]: W# I# p
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 H) V0 x0 M7 |7 p! orebuilding of destroyed units is not affected by this.$ E% w2 A2 }1 L# V# f
47. Carrier capable and trained text not showing together on Group screen: _& J" i1 D9 K( a' R% B% ?
48. Handle any blank re-name changes by ignoring them
U2 U# x, Z- f# |49. Possible CTD when air fragments combine# b( Q& @5 p7 m& N
50. Unloading TF can freeze a LCU onto a ship under some conditions% e$ g6 d9 J7 x
51. AI not behaving if main HQs missing (affects small map mainly)
4 R! n0 u4 D8 k0 y% Z- C52. AI using AGC for normal land units – removed from TF if not needed
5 P2 z* f5 K6 h0 c53. Soviet activation message not in Ops report9 t: h6 ?) T* `9 b0 Z$ J
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; F: L, q7 H3 ]55. Clear Soviet air balance if not activated. Possible incorrect base switching& c+ ?2 t: q/ U4 V, {' r
56. Sub attack against docked TF not happening for port size <3
@! O d& w/ n/ {1 }57. Unit type changing unexpectantly
% I% [/ ?# n9 @2 }58. Torpedo replacement on plane sometimes is missed, p% J# f! s; y( O& G* N
59. Double handling of overstacked supply requirements- b$ p9 ]# T) S
60. Fixed alternate weapons for port attacks
0 m, |. ]7 y& ^' u e61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 u. t9 q. a+ p1 qsometimer in the ship repair cycle.
: x6 K: I2 r, ]/ Y# X62. Ship tonnage over 32K could cause repairs to fail
! K1 }" ~8 v- p* K5 b l+ wNew) I/ S5 B& ]; h% |
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" I( M# }" ^, Iport
2 V) {' w$ n/ Y9 U ?, l6 X; T2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.) q% P+ D4 c2 Q
Tenders not counted3 v. H/ O) W O
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 f5 x. ?: n/ F6 E6 Q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 B9 A( D+ O. r2 f3 h
to remove damaged ships from TF
* h# }( {; I0 E- A u5. New filter for “non-building” devices in Industry pool screen
; J+ x+ _# c& ]$ q; g* S: N6. New filter for “non-building” aircraft in Air Replacement pool screen* n+ G8 c2 X: h$ l0 L
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 {) q/ w5 v$ u3 r3 n" n$ V; x
mines (^) detected
9 z9 _ G4 y3 C, w8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 f- h( J1 V. J5 c9 |‘button6..’ image files, then these will be shown. If not, by default there are shown as
$ X6 G* e: p2 j5 w+ U& O# O/ }" F# A! |standard parachute unit icons
8 `# O0 ^0 ~7 V$ Q" s" k# b9. Air/port damage and building is shown in base mouse over
, i/ Q8 u; Q' Q10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 U; k+ |8 P) V$ |11. TF can be routed to stay within coastal hexes as much as possible1 ~; J% L$ j4 \5 L( N B+ A; ~ t
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* z1 U$ l% O4 x4 t
13. Added option on group and LCU reinforcement screen to turn off replacements
$ @3 ~) }! A1 H3 C" E" `/ ~2 ]14. Current base can get supply returned to it when reserve planes returned which were
* u7 n! t" Q4 d) [" ?" I7 Yoriginally supplied from another base
2 k% {$ z2 ?4 d/ J: q, W. |15. Unit type filter on Troop Loading screen
: z8 v! c" A3 z8 W4 e- B6 r5 X16. Report killed ground units if not in combat report
q7 c3 b s7 GChanged1 ^' a) g2 k$ o/ A* V X
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" j: @/ V7 y9 |6 {( V(complements fix 18 above)( g) e3 M3 `- V! i( T2 G) A# ~
2. Permanently increased pilot array to 70K. A( D( D i; q, B$ B/ K+ Z5 K+ ?
3. Increased number of air combat rounds are a factor of total aircraft involved
! G( E) z; f8 U: Z! U! T$ S% S/ X4. Allowed submap to submap movement if land connected for land units. Should have been- Y& z1 M% J3 b: w# u0 o6 [! D
so as per Andrew Brown, G) N1 @" v4 R( u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: n3 Y1 M0 |' D; ]( ?, X: k: |
delay toggle instead
+ u: O! }) w' j+ ^" ?6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, z( Y7 L+ ]+ ]* | v7 B
maintenace a bit more
2 `1 M: ~$ \6 x& N7. Support device replacements won't decrease the overall experience of LCU units. This does
3 p8 R3 W2 S" I$ ^not alter the overall EXP change due when any replacements are received.0 q% x' f1 C% {% K% A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" j$ e N. r" |/ R( l
between the two but could break current games.
$ K- ]5 u8 R. y4 I/ S7 s$ p9. Some LCU Prep points may be retained if unit is experienced
) ~$ k, w$ b' R9 s2 BNotes
$ P# T( O) L# _) F8 Z" _# }1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- Y/ _% R1 Z; ~0 K
should not change player or HQ, even if not in play. These original HQs are used by the AI
% c9 |5 r7 i) v# ?2 Y- C3 O/ aroutines so changing or deleting them can put the AI off. Changing other elements should6 u1 w- I' r! G$ o/ Z
be okay.
7 ]6 F G1 G W. x) e! j2. Clarification to weapon filters for aircraft:/ e2 i( w: g7 ^% o
PM_NAVAL_ATTACK 2 // used for naval attacks2 ^. z+ V4 }9 R/ S) @
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
8 G1 F M1 ?! _PM_LAND_ATTACK 8 // used for land (ground) attack
2 K. q3 }" H sPM_PORT_ATTACK 16 // used for port attack
8 p$ y6 K, C- S: M6 V# }0 Q% T% G1 ZPM_AF_ATTACK 32 // used for AF attack
* c& h+ C+ R' X7 }Dropped any reference to secondary values for land and AF as they served no special use.
2 s0 Z! B3 L2 _5 j: F8 Q. WClarification changes' g' A. i: t" e% w0 @
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- @/ M# n5 S$ |$ z7 f% v
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) j* X% P9 a5 E
MONGOLIA(91) or TANNU_TUVA(92).
' X) z% i% `8 k) aa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ q# r6 B/ j5 I5 i [" t4 xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 f- I7 l& d: G; zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# O7 T& B/ z, ^1 q' O$ V) M1 mafter Soviets are activated, but can’t move$ K- k2 s& w. K/ y* c$ P4 r
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ |3 _4 ^4 o' B7 a
disbanded in port.- ]/ [& x% F: e7 V$ x
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 K( P G( L2 T1 _4 O+ ff. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |