具体见! @. |* k9 J0 q8 n( w
3 D9 O* f/ h, j3 m/ Shttp://www.matrixgames.com/forums/tm.asp?m=3185062
8 z# C/ X0 G" I! C" C2 Q
+ z& J6 p( b3 i' B) [已经共享到岛群QQ和本论坛置顶资源帖; V; U/ j4 f5 _
/ K, a7 s: K: T1 o+ q5 y% D大量更新,详见列表:9 R: y! w- h/ o9 e* b4 n
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Change History:7 y% ~7 i( d% R. M
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& x z8 j) r/ f U- T1. Seventh Update – This release is a comprehensive release updating all previous8 L# {" {+ r8 X4 l4 b; I
versions to v1.01.17 beta# N' ~+ I- J+ t' C
2. Code Changes
8 |7 H* R2 I6 F6 U2 l' f% o% [& M( VFixed+ \5 q' d3 \8 u% Q+ E! s; v
1. Display of AF/Port icon between player saves based on player's intel! @+ y$ y0 g c/ q S7 N+ h+ Y, h9 Z
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. W* y( P2 j* q% _8 I, Oweapon list updated
8 ~- }* N' u/ X' |+ ~* _9 |; t" U3. Reported cargo/troop safety values incorrect when no cargo/troop space% W. T! g" y( s* J% I9 {6 q, ]
4. Allow smaller 'reserve' space for small groups on ships
& e8 I) V& b q: r+ Y7 M+ P( M0 ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent* s* F$ g- c" z7 l; v
6. Correct attacking plane count before final post-air combat
0 N9 e( u7 ]; q* I+ O7. Pilot promotion may have occured in error sometimes( N; x( f2 c# f3 {
8. Raid detect message sometimes dropped of the combat report- r O# W9 A |- ]1 B) M% h
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 |& ^5 A/ B6 ~2 C: T0 e% b& A7 Hgenerally
1 h1 {( F- i7 t7 T10. Some pilot-leader connections were being corrupted
6 C1 ^3 I9 F; ?, y$ \" D11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" _9 B9 U; e2 P* ^( c$ rother move issues due to the incorrect indicator+ K1 k( Y% C# s( A9 \- _
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; D) t' [; W) Hdamage1 ?6 `4 y' s. h# `( R" D% }9 t
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 d! H: D. ^( h6 E
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 |+ j j! v) I; i9 ?8 F
date sort& y" {- s% @+ j3 t3 ]6 U4 B
15. ASW groups not allowed to attack sometimes M/ b: v }) p9 Y# P( q
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" n2 X7 N0 j& ?# a
HQ/LCU to jump to reinforcement queue/ Z4 H! D; D" U5 d) S+ Y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat% Q' X8 \7 n4 Z- f, \
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( d: l9 W& k. d" i" {2 N8 P
at start of AE but crept back in sometime during updates2 M+ N1 B: D0 ?' l7 o$ Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 y9 \+ `) F2 N- n. F5 U* d7 c
fragment." [8 D$ l% k- a* c1 z5 A8 f
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. V, t, g' `" ?9 o
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. }) J! ^0 U( d6 Lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full! T/ f) U8 T9 x6 {# X
set
& ^9 a; R1 L1 ^& G" d3 _' Y8 ?/ J22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 q; Y- c' o" y1 g23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: n1 E" x) O" C; T! a% \" o24. Bug caused F/FB to sometimes bomb at low altitude( W% e# _; L6 A0 Y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ w f5 l6 r/ g) @! F# B5 ]$ w3 ?occurring properly.4 u3 ]- E( l4 o8 V5 Z3 G
26. Bug in Industry 'failed' indication not showing properly sometimes0 ~( P4 U# Q" Y9 |; b, O2 k0 o
27. Location check at scenario load to include small map sceanrios( l; Y& U5 J7 m- Z5 T
28. Bug in air supply to fragments in a non-friendly base hex4 H/ h$ q, Q( T% F
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 G6 H% t8 {( |1 x8 o* c5 f' q' cbeing set to homebase before execution of the mission – ie was returning to base
3 b j$ B I' @+ B+ Iimmediately( _3 H- K8 P% b# O) C
30. Error in Strategic map display
' K; f# K ~) g- Y: h+ H3 B; s31. Additional and stockpile options were not turned off when base was captured
! e& L. X, }. d0 `* m32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 r4 U4 B4 P2 k! @6 Xmouse over7 p% v1 }( \6 p( c
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' F& O. L. F5 R* b/ i9 cchance to gain experience if >75% prepare and < 50% national exp level
6 i1 {+ Y/ r3 u0 }34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
T9 C, ?2 d7 _6 i( Xalleviate the incorrect experience gaining happening while in reinforcement queue8 Z$ `( l- Z$ X! W
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% O3 p$ g8 Z$ s; a* H2 d1 x8 m( _
caused unit to jump “off-rail” and move overland" ]; [4 U- [( P8 J
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ K( T; F6 q1 Y* k9 C' a
37. Excessive accident messages on unload from TF reported
2 Z: E% e$ M4 K) Q: g0 _38. Reworked editor sub-unit merging as some devices could drop off the unit list when- m& j9 j* w$ P2 w! |! u O
merged causing smaller size unit than expected
3 z+ K) S9 _! s( C39. Corrected possible TOE error in scenario data load for inactive units1 f9 T! a/ g ^. o1 ]$ l; l
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: r; g. h3 [3 g. Fhowever be allowed to do this.
0 F; R% T" [% N `41. Possible CTD if sinking ship's load was a group
+ _2 N- C4 b8 i42. Limit the number of devices built from resources per unit during LCU replacements; this
9 M! j l# ]& r, i- Z% mwas causing an over production for that turn2 \7 \$ Z. X( W) z J3 C/ @( H/ K" ]
43. Retain day/night setting when creating group fragments: D5 K" \: ~7 ?. p1 t! O; ^
44. Adjusted supply and fuel values in base list not to overrun the space
! Q# d( o U0 E0 W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' \8 R6 F9 M1 Q( T2 t: g! S" g
added YMS to Sweep TF in line with manual and code% o% D7 D3 O7 h. i
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- V' d9 i5 c. p9 w) E
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 r6 t7 E5 P7 M m8 Nrebuilding of destroyed units is not affected by this.7 N+ D: T7 E+ u4 n
47. Carrier capable and trained text not showing together on Group screen* s+ o# s, s' K- p/ x Q% Q; e
48. Handle any blank re-name changes by ignoring them
8 o7 s2 @* J x4 R1 G49. Possible CTD when air fragments combine
5 m4 o/ {8 b9 t; {9 d; d50. Unloading TF can freeze a LCU onto a ship under some conditions8 b) `) x8 { T1 i
51. AI not behaving if main HQs missing (affects small map mainly)
4 q; `" x* \. m' Y" j" A0 f$ h52. AI using AGC for normal land units – removed from TF if not needed: @; V) ^( e' L1 ?9 S) y
53. Soviet activation message not in Ops report
! W/ a/ W( \! B; y& D. n" j* a+ ~54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, C; c7 }/ Q; x ]) S: i+ _3 h55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 Z' D) `( v# u* s* {: H56. Sub attack against docked TF not happening for port size <3, \. d) v' \6 o" ?! L
57. Unit type changing unexpectantly+ M9 r) b; P' N L0 q- R3 p! |& {
58. Torpedo replacement on plane sometimes is missed
) W. [0 y5 I$ o- a* }# F, z" i3 v59. Double handling of overstacked supply requirements4 Z* U: e1 l0 @0 O7 o
60. Fixed alternate weapons for port attacks
. X7 ^. }3 r/ m# k# v; n61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' p' @/ |$ G7 Z1 n' _) k3 rsometimer in the ship repair cycle.6 t! q3 O& r2 p z0 h# i! A
62. Ship tonnage over 32K could cause repairs to fail- c4 ?6 k) y3 L8 L+ @) S
New9 F5 \7 E+ d% b5 h3 V1 p
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: _# H/ J: `4 Q; iport. @! [" L: C. A( H% h4 N& G
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ T. i# n+ _, ?" B5 ^2 J) s; TTenders not counted! a/ [# u* H" D! M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 A0 b! Q# f) M F$ O+ c5 V4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& [* V z% g3 c) O3 Y
to remove damaged ships from TF! B0 @9 L& U* d6 ?
5. New filter for “non-building” devices in Industry pool screen0 v- s4 y. c r- M: F& W. E4 m
6. New filter for “non-building” aircraft in Air Replacement pool screen
$ l* j! M2 A6 _1 h: m* E) a7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 }! e3 H; b1 }, q/ N( Xmines (^) detected
' \2 B) a, G m/ m$ T( S; I; B8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 E6 k8 g" s+ r2 ]% {8 Y‘button6..’ image files, then these will be shown. If not, by default there are shown as i8 K8 v) N- L, Q9 ~) n4 d
standard parachute unit icons5 y' U; k% M3 L2 g z8 z U
9. Air/port damage and building is shown in base mouse over
5 ]& M4 p1 E! h8 q5 x" L, X$ a1 {10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 i: t, _1 `+ z/ o; w11. TF can be routed to stay within coastal hexes as much as possible
1 l8 w+ }4 _9 j5 [+ a$ V8 K/ j12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( U& P+ }' n# e& o9 n13. Added option on group and LCU reinforcement screen to turn off replacements
" T1 x( f' I( Z+ g3 h- w14. Current base can get supply returned to it when reserve planes returned which were6 x& t% t1 C2 I* @/ n' N6 _
originally supplied from another base1 P' Z9 A, K( i9 x. E4 s2 }! T
15. Unit type filter on Troop Loading screen. A& @. y- j, [! A
16. Report killed ground units if not in combat report' t* k8 l [1 z5 s
Changed: B" x; p8 ~9 z: y) ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
, s0 Z- P) j' k, U(complements fix 18 above)
- n: x% K' w* r; E2. Permanently increased pilot array to 70K
! Q7 H3 i q2 d3. Increased number of air combat rounds are a factor of total aircraft involved; |6 C0 @( Y4 Q7 r4 r
4. Allowed submap to submap movement if land connected for land units. Should have been7 O+ A9 ^$ D% s+ ~8 E6 \* G
so as per Andrew Brown5 M5 }4 ~. Q, u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 X1 _ N! \+ t) }; S: A0 ]
delay toggle instead
$ g) i) `1 Y6 n1 y$ Z/ G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
) y( N' v0 ^: o- ^1 B- Q# O" bmaintenace a bit more
) W0 k9 i, J q6 p$ k7. Support device replacements won't decrease the overall experience of LCU units. This does3 ~ L3 l/ k+ `, c" _1 ?" \+ U
not alter the overall EXP change due when any replacements are received.% r* P9 h9 }' O- H9 }) N
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- Z$ | n: A4 ~$ [( `between the two but could break current games.7 _& F9 f! M* R8 o p9 o
9. Some LCU Prep points may be retained if unit is experienced
: Y9 L& ^/ _( W0 _1 RNotes* m8 K; `; A) r' q% w: Y
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario% l, B( v8 Q( r: B% C
should not change player or HQ, even if not in play. These original HQs are used by the AI
$ K# x" p% N; T- \3 J' `routines so changing or deleting them can put the AI off. Changing other elements should
9 }0 Z! ~) t0 Fbe okay.+ B z" z2 \) j# C" @' S; d/ D
2. Clarification to weapon filters for aircraft:
* _$ E5 \+ @/ ?: k0 tPM_NAVAL_ATTACK 2 // used for naval attacks9 C5 ^8 `! s: R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 h! N$ [# `1 B5 _5 y& j5 K0 A1 P
PM_LAND_ATTACK 8 // used for land (ground) attack
; C [- c1 M% JPM_PORT_ATTACK 16 // used for port attack4 d8 `0 F6 W, [! J
PM_AF_ATTACK 32 // used for AF attack/ Y4 {5 }4 M2 E
Dropped any reference to secondary values for land and AF as they served no special use.
" l* C; R y1 d' Y! H" eClarification changes; _- n% V+ q4 ~* g) e, Y- r. y7 ?
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These x+ v3 N% i+ v! `! M
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* K0 w3 u/ |: \$ G uMONGOLIA(91) or TANNU_TUVA(92).
1 F0 n5 ^3 I; V6 K& Fa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
9 N) [ J ~6 c$ ~3 d% Wb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. x/ }$ H _' g3 O4 b" d: t- b2 `c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases' I' L" l- M' i! o% S0 S7 f" w1 h
after Soviets are activated, but can’t move" I6 V2 t- z" I Q: y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
3 c! ^0 H+ t6 p% {! `- K& R1 Udisbanded in port.
$ y7 V" X; w0 Z. f6 b8 je. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 Z; ?" ~4 m+ d
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |