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2 e8 y0 W# {% P) a2 Y# P% f) g5 P大量更新,详见列表:- ?( u" ?% e% H* w9 j! [! J
?% C, p6 ~" O K6 N$ K- a! Q
1 x4 h# Y7 e9 u0 W! ?Change History:8 }& s r8 C/ y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 R5 A6 Z; e0 R1. Seventh Update – This release is a comprehensive release updating all previous3 X( x/ x/ u( }6 l0 O( e. f
versions to v1.01.17 beta
4 i+ J# ]- e" V, M" Z. c2. Code Changes' B6 t, \2 S( O2 y6 e u" ^
Fixed
4 H0 a! z7 Y4 H- e# A6 P7 N1. Display of AF/Port icon between player saves based on player's intel
2 ?/ ~6 i" }0 ^ K% j2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when+ D0 G8 F3 o/ b, x5 t
weapon list updated" K. N7 i( I0 |, o& k
3. Reported cargo/troop safety values incorrect when no cargo/troop space
, y5 S X" N$ q+ e- @4. Allow smaller 'reserve' space for small groups on ships7 ^. A' R/ m# ?
5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 E6 l/ H# Y7 D6 E
6. Correct attacking plane count before final post-air combat$ ]& I( n8 s' Q6 O% w3 O& W/ ^8 m
7. Pilot promotion may have occured in error sometimes
8 N7 B& R. D" V: l. t$ B8. Raid detect message sometimes dropped of the combat report+ ^- E( s0 i: a
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 P% s3 X8 J! O2 [; X# }/ cgenerally! [/ U; c. r% {
10. Some pilot-leader connections were being corrupted
$ }! z8 @( b) I3 e) f: d; \11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 Z" c) X' d' b4 u) |, [( dother move issues due to the incorrect indicator# y8 |& `: }% b0 E) b4 M) i. ]
12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 \; ?( a8 ?: U6 l
damage ~# T' L) X) _% H6 x# E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" m- T' B- D( H) c* d14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the1 o- Y3 r; x& h
date sort
) _+ e9 g* K: z( B9 O15. ASW groups not allowed to attack sometimes& X& i, d% L, M8 a3 L
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% d& ~+ B7 I/ }' sHQ/LCU to jump to reinforcement queue
$ R+ }5 n- e1 b- a+ `17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& r# B, P7 A; K1 D& t1 m% B& c18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& Q0 d0 _2 D; ]% G1 @; z- q: p jat start of AE but crept back in sometime during updates
$ Q+ u1 l8 y- [) u# c19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ V9 b, n* L4 Y/ t# T, lfragment.
! R. o6 a( w. z1 k, s: n: l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
# P/ ?4 U* s" {# G; o& C4 F21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& i" D" c- D' U( E2 L% P% q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 F& y7 X% Q% F
set+ J* X, i4 ? }
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" W2 ]* \' T: D6 T. v+ V7 T$ N
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) g" [0 t1 a* E5 r24. Bug caused F/FB to sometimes bomb at low altitude
' }7 P e+ R& ]6 V' q; E2 Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* y' R# ~7 T: M9 p( X; J X( poccurring properly.6 [ t. e% Y/ K% [
26. Bug in Industry 'failed' indication not showing properly sometimes
`. s6 N$ Y6 w& j$ D3 l. z: r. d27. Location check at scenario load to include small map sceanrios3 J; Z3 \( o2 |
28. Bug in air supply to fragments in a non-friendly base hex* l/ c' o- X* a& n3 j- |6 c
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ n/ p% L3 t. D* j! @7 ^
being set to homebase before execution of the mission – ie was returning to base1 `( y6 \9 b! y3 S c! b- i
immediately+ R$ D$ _. h! r# s3 t
30. Error in Strategic map display
1 n8 l, P/ d$ A& k4 u31. Additional and stockpile options were not turned off when base was captured! y* o; _' D- q3 z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 O, v8 _9 F, h$ K1 Z- P( R7 R
mouse over
3 m1 X5 |2 m4 L; |3 x3 [33. Army experience being gained when not 100% prepared as per manual; changed to allow! H( ` b, B7 H
chance to gain experience if >75% prepare and < 50% national exp level
: `+ N5 t9 {% a1 z( U+ l34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to( }% V9 c$ ^9 N2 e
alleviate the incorrect experience gaining happening while in reinforcement queue& W' g; t6 a8 M6 O
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 u3 T/ V& Z4 X' @- r+ Bcaused unit to jump “off-rail” and move overland4 o: l) ]; l& j0 x! \! ^/ y
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' H' g2 g/ L2 C0 a# v
37. Excessive accident messages on unload from TF reported! V- W9 g, G9 Z7 C0 g. s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when( p( f3 {1 W6 q. q- z: a8 _, B' D
merged causing smaller size unit than expected7 n. o9 r& O% V4 k1 A! Q+ c
39. Corrected possible TOE error in scenario data load for inactive units8 ~! m$ D' Q3 U
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can- W9 p e& f7 _! Y
however be allowed to do this.. h& W1 H, \' _, y! b- h
41. Possible CTD if sinking ship's load was a group& o% k5 W" n5 b. ]/ a/ k4 O
42. Limit the number of devices built from resources per unit during LCU replacements; this
9 V/ ?/ a" f1 I( Nwas causing an over production for that turn
; v# `4 H9 W+ P9 `/ F* V0 ~43. Retain day/night setting when creating group fragments
* M0 \! |/ T% h) {* Z7 H7 q44. Adjusted supply and fuel values in base list not to overrun the space' |2 v8 U. |6 j6 s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 e0 b) H2 l$ w0 T' h' k
added YMS to Sweep TF in line with manual and code
5 ` T4 P0 m( u7 W6 b46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' }$ B7 r& U& q$ z2 ~1 s) I8 z: hrule relates to the abundance of manpower and is not covered by replacement pool. Normal6 C, v% V. o0 D& [8 W8 j1 R
rebuilding of destroyed units is not affected by this./ ~$ P& N/ \) K" c+ [. Z; `% C
47. Carrier capable and trained text not showing together on Group screen& F( H9 p# E8 C4 g5 d/ ]# o
48. Handle any blank re-name changes by ignoring them
0 o0 Q2 _: P" s. a+ F+ o. J- O49. Possible CTD when air fragments combine% s, P/ P9 V1 c) T
50. Unloading TF can freeze a LCU onto a ship under some conditions
' T V# d, {4 |! }' \51. AI not behaving if main HQs missing (affects small map mainly)4 A4 m N% q3 _+ e6 g* @! r
52. AI using AGC for normal land units – removed from TF if not needed
7 M, A8 \5 N0 X3 ^0 M8 m; Y/ k: Y53. Soviet activation message not in Ops report8 L* _( t8 x, o" \6 E( C# d3 j
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 Q- n% b9 f) H( R
55. Clear Soviet air balance if not activated. Possible incorrect base switching( a0 H; S5 L% y. F. e
56. Sub attack against docked TF not happening for port size <3
3 z- i1 O# `: ~) f57. Unit type changing unexpectantly
1 p) r! l0 P1 s! z+ D58. Torpedo replacement on plane sometimes is missed# R: G9 g1 F! D: r
59. Double handling of overstacked supply requirements
& d/ |( b! A' O2 O0 q3 U60. Fixed alternate weapons for port attacks
) D4 o$ p6 B5 v1 E# @+ a7 B6 i61. Corrected weapon system damage to show after combat on ships in port rather than wait till. X2 x) d# h* q) A6 C! {
sometimer in the ship repair cycle.
. H1 h2 u8 h6 a2 k; B0 J; l& k62. Ship tonnage over 32K could cause repairs to fail( }& y& a8 g9 z
New
9 d: V9 ]5 G |! M _" e J4 K1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 d4 r+ d7 H& c% Uport8 Y$ l* o6 S* _; }: X! o; g
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 k* I+ ?4 E/ H0 C- [. O- T6 k
Tenders not counted
& c2 x& l3 F z2 W/ X( p3. When showing mine device on ship, show '!' next to mine ammo if can reload at base5 A: I" b" P6 N
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 y4 v8 N5 g; v& v, ]9 x& \; y p
to remove damaged ships from TF
( Z4 [1 e5 C; L% ?/ W. r5. New filter for “non-building” devices in Industry pool screen
+ b$ W, X: ~- Z6. New filter for “non-building” aircraft in Air Replacement pool screen+ P- {! B ?- ?% K' s. B5 N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! g: [$ s. \: d5 ]1 `mines (^) detected6 L J7 V E) _ X/ ]! @+ Q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ F4 d+ b7 }/ u/ i$ F6 G! \
‘button6..’ image files, then these will be shown. If not, by default there are shown as
% u* f3 T/ C4 \/ s' x" ~5 U( Tstandard parachute unit icons( H6 f1 ]! a/ O3 R0 O& }5 a) l4 H
9. Air/port damage and building is shown in base mouse over% Q4 Q3 e) s' o+ n" i; H
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, R1 m: a2 J" _5 j) L& ]3 ^% X. m
11. TF can be routed to stay within coastal hexes as much as possible
+ Y. @; z& x/ j' e2 O( w12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ w2 }/ Y6 Z& Y0 p4 |3 S
13. Added option on group and LCU reinforcement screen to turn off replacements
+ _# I# u8 m+ m) D. K9 N% W$ `14. Current base can get supply returned to it when reserve planes returned which were& K4 U/ M% g' O$ u" _! V
originally supplied from another base
2 L2 z' w. h( d15. Unit type filter on Troop Loading screen
# ]6 a, x5 ^$ i8 g t+ r16. Report killed ground units if not in combat report
# h5 u8 G" m5 R" AChanged
& y. C4 P0 [% K1 U' S# r% k1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ V1 R5 G6 n0 I( j f/ V1 J
(complements fix 18 above)" N$ T3 X* U2 D# u. t: {0 R
2. Permanently increased pilot array to 70K
8 o& Q2 u) g1 ^5 m7 G+ r% [3. Increased number of air combat rounds are a factor of total aircraft involved
" n4 t& x3 y0 ?+ |4. Allowed submap to submap movement if land connected for land units. Should have been
C* S( j4 n% K% ?* y- A6 G1 q( ?so as per Andrew Brown
+ |6 `; @, q% ?4 Q) d( S0 l5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, g: A: S0 F: Z8 e( z& L
delay toggle instead
% y4 }/ P# W$ ?+ z# h. J% _- }: a/ H2 _) A6. Aircraft being grounded for maintenance factors in durability also. This will spread out the! }: R7 U% G# a/ ?4 h
maintenace a bit more
7 ?0 G* i$ o! ]% V! o7. Support device replacements won't decrease the overall experience of LCU units. This does
$ R/ S; g! V' w( Z; dnot alter the overall EXP change due when any replacements are received.. \9 o! r: x- Y
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; a* H% A& M3 `, X6 gbetween the two but could break current games.) z4 J' E7 C3 s' Z" p: a" z7 }' r
9. Some LCU Prep points may be retained if unit is experienced
4 t8 }" E& p) H0 N$ ?Notes, f) T) P9 `2 V9 W
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- @) B/ }# J$ c% b. o( I8 M) e
should not change player or HQ, even if not in play. These original HQs are used by the AI" c$ B# Q( o9 c6 t+ ?2 ]' V8 z9 e
routines so changing or deleting them can put the AI off. Changing other elements should
$ B+ M2 D" B: n( F5 [$ u+ Obe okay. V, i, z5 l+ K% y: ]# u8 B' S
2. Clarification to weapon filters for aircraft:
( _+ s$ _% H3 i" B. n! LPM_NAVAL_ATTACK 2 // used for naval attacks
9 M" s, D0 H; h& S0 CPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
9 C- A( ]6 V1 lPM_LAND_ATTACK 8 // used for land (ground) attack$ }7 O% k* V# v0 S
PM_PORT_ATTACK 16 // used for port attack- e5 t I# I6 h& r) l y
PM_AF_ATTACK 32 // used for AF attack
, x4 A( t* h; ^! G& |Dropped any reference to secondary values for land and AF as they served no special use.
, E0 Q G b/ H* G& iClarification changes; B2 E; W1 }* P. u0 S
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 d" W" j- W2 H( }
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. U% ?( U' x* S
MONGOLIA(91) or TANNU_TUVA(92).
* e0 w/ e) F x% l- da. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 B+ d% A' c% ~$ P: N
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ f: ^7 a0 I* S& X2 I
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 }9 z" t0 p* Safter Soviets are activated, but can’t move9 d+ q5 |, |& a. W
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
6 J- O8 T! z# d4 d4 }* G9 Hdisbanded in port.# i8 k& ]: V% i. O2 g) i+ m9 E
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% E6 F' i9 A2 t; c8 u3 R9 n/ pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |