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http://www.matrixgames.com/forums/tm.asp?m=3185062+ Y' E( W( Y( k Z/ q! D* g4 J P
$ u* q& i2 [/ D" _# f! F* c/ V! I已经共享到岛群QQ和本论坛置顶资源帖
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. e. z4 `0 S+ m7 y大量更新,详见列表:* R1 C9 M; k2 Y- }6 ~2 T
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Change History:
; Z6 @# _/ S d" [1 W" b4 S/ ^V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- `- {* ~: H$ N) D: g S, {1. Seventh Update – This release is a comprehensive release updating all previous
! E: t$ [ U& k6 n N6 D) pversions to v1.01.17 beta
5 W, R. g* ]. U7 Y2 ^" a y2 R. N2. Code Changes
; ^! g+ B$ o* R; H. Q. {* VFixed3 l( }& T7 o* R+ ^' k
1. Display of AF/Port icon between player saves based on player's intel+ @1 I& @3 t% g; E
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 A1 e+ V9 }* G7 o
weapon list updated
" V m/ Q7 N8 }$ @3. Reported cargo/troop safety values incorrect when no cargo/troop space3 B& V+ e) H4 D$ H1 T# B" `
4. Allow smaller 'reserve' space for small groups on ships5 \. a- O3 L9 ?- b5 j
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% l9 d6 Q9 i; u4 H% x6. Correct attacking plane count before final post-air combat } k1 z- G7 U
7. Pilot promotion may have occured in error sometimes; Z6 X6 N! w0 t, h3 @. y0 t
8. Raid detect message sometimes dropped of the combat report
3 G+ Y7 R& p2 T" O4 h9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 A% O) |( O V0 M* i% Q
generally
! Z- \# U. k) p2 K9 g' Z+ f" Q10. Some pilot-leader connections were being corrupted$ D; s. {% f$ u+ D1 `& C; ]# u$ q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
R& |* o. @# Q, g2 ?: i4 M# Bother move issues due to the incorrect indicator' i/ A- L- Q2 Z; n4 ~( c
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ }# q0 N" D: j$ fdamage% ]0 N: |0 d1 z& V3 ?: E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 L# ~, J0 l1 C( _* L) J$ l, v6 T3 m
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
+ ]* X! h2 S" O' h. p% xdate sort& s+ W; A. v# O/ {: I! Z+ f
15. ASW groups not allowed to attack sometimes
2 [' W& J" F$ P. f# y3 Z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, k% O( z& V$ a
HQ/LCU to jump to reinforcement queue
2 [7 ?' u8 j: V# S17. Bug in bomber intercept if too many rounds of fighter v fighter combat0 S) |. p9 f. k: j
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
# S3 W/ p4 I2 Q" ]) }7 j* uat start of AE but crept back in sometime during updates z8 |, a) s& [; o# E
19. Removed the fragment/parent swap during a TF unload as it could often orphan the% @- J6 R- n# K$ J; {1 R
fragment.
+ Q$ L# Y2 w; F/ {0 h20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
3 G# Y( l8 f/ G6 k21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& E( p; N+ S3 ?. B8 y# A" W' [: [% ?
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full6 G0 n) x5 u3 T% r
set
2 E4 b3 z, w% _, |5 B; y% L& ~22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, N* R2 M; `5 A* u$ Z/ t
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
' I: V9 O" }. I" f* E0 J24. Bug caused F/FB to sometimes bomb at low altitude2 F( t9 a7 ^# s( w" x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 e7 v1 K2 C# H' R& a% z
occurring properly.% {, C% K; m4 U8 N L; z3 N
26. Bug in Industry 'failed' indication not showing properly sometimes
/ b+ ?5 ~, S( B( {/ ]3 Z" F2 A" v27. Location check at scenario load to include small map sceanrios
5 j/ g* Q) p7 @* u28. Bug in air supply to fragments in a non-friendly base hex7 D d7 G. y" U0 i( i( D
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, K8 W6 b: L, F9 Z$ H. Q/ B5 I* q9 x' nbeing set to homebase before execution of the mission – ie was returning to base
1 q! ]6 [6 V* q5 |) l5 kimmediately
& B! E9 E3 \# j! s) }0 e30. Error in Strategic map display6 J* M8 ] P+ }9 T5 i
31. Additional and stockpile options were not turned off when base was captured" I2 d4 p1 X h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* P' }6 e7 n0 i, U
mouse over1 {) i6 J* A3 P- m. M
33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 _; h f K9 A) |! Gchance to gain experience if >75% prepare and < 50% national exp level
, d1 {5 W: m* f) t% D34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to$ ] M( f% ^+ j: w8 W
alleviate the incorrect experience gaining happening while in reinforcement queue
4 L$ h" n$ z4 Q, l7 V5 X/ w! u ]35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
6 K, t' }9 w& e" Ncaused unit to jump “off-rail” and move overland
8 ?8 @$ u1 n. h5 V! P" Y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 | a6 e) o" G* A/ H5 j+ y37. Excessive accident messages on unload from TF reported
5 F; r8 J2 O6 x0 P! A38. Reworked editor sub-unit merging as some devices could drop off the unit list when
; d8 h% Q n0 u% bmerged causing smaller size unit than expected7 B( \% S2 f, D
39. Corrected possible TOE error in scenario data load for inactive units" v9 O; }) D. u8 j3 y# n! Y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& ]: u! J6 e: m6 ^$ |/ ahowever be allowed to do this.
& a! y6 p( R i6 l% g1 j" q1 d41. Possible CTD if sinking ship's load was a group
& M' O. _5 X9 b T) d. o4 {6 H1 t42. Limit the number of devices built from resources per unit during LCU replacements; this
% Q6 X9 [: q3 wwas causing an over production for that turn
_6 T+ ~3 N0 o& b9 Y43. Retain day/night setting when creating group fragments) m& b0 z! S' ?, b
44. Adjusted supply and fuel values in base list not to overrun the space0 f0 Q& D4 c' z: C0 ?
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ f4 [, W1 V' q0 P' `added YMS to Sweep TF in line with manual and code) K7 _' @+ @3 _8 w
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 F* ?! H' _: q$ t7 T u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal/ V: Y4 O7 I8 J9 Z
rebuilding of destroyed units is not affected by this.$ W; v8 d3 ], ?, a: ] ]2 m, D2 {5 C% T9 C
47. Carrier capable and trained text not showing together on Group screen
! M; d6 X: E1 W6 Q4 Z7 s48. Handle any blank re-name changes by ignoring them
1 M' A* ?. ?0 H# U+ u1 l7 G49. Possible CTD when air fragments combine5 l& n# G q: C7 N# h/ t& o
50. Unloading TF can freeze a LCU onto a ship under some conditions
# n2 |9 A- i; i9 \& J0 c51. AI not behaving if main HQs missing (affects small map mainly)3 c6 @" f9 X; o# p, R
52. AI using AGC for normal land units – removed from TF if not needed) K8 Y2 J- M) L& @- j' f, U, O
53. Soviet activation message not in Ops report# U* \# S8 W4 p9 a
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range8 L; r) v) l# s: }' J
55. Clear Soviet air balance if not activated. Possible incorrect base switching/ | `1 R+ N6 y+ }8 `
56. Sub attack against docked TF not happening for port size <3
1 h W$ u. F' i. h57. Unit type changing unexpectantly
) V2 N& F) n5 q58. Torpedo replacement on plane sometimes is missed
G7 x; L2 O6 `2 ~& G$ D A6 `59. Double handling of overstacked supply requirements
2 L- ~1 a/ _0 F' b C$ l c60. Fixed alternate weapons for port attacks+ {9 ?/ o; f; o. ` u
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. n$ B7 _/ K: u- p" t. c5 Q
sometimer in the ship repair cycle./ \; l, f, e' g3 H' _
62. Ship tonnage over 32K could cause repairs to fail
7 w8 ` w5 t0 WNew
$ u, W! y! A$ i& J u& l0 c1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 n; f* i. ~8 n! t5 {' @port* `# ^* O F( r+ l3 r4 k
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 i/ V p+ p2 c3 i$ G1 L
Tenders not counted
0 x+ W! D! B G3. When showing mine device on ship, show '!' next to mine ammo if can reload at base Z' s# E8 B6 @6 q8 ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ e# f& a Q- ?" `
to remove damaged ships from TF5 M i, m- z8 l0 r" n+ G
5. New filter for “non-building” devices in Industry pool screen w1 g" W) H. H2 }5 H$ j U9 O
6. New filter for “non-building” aircraft in Air Replacement pool screen/ d- c7 g8 }/ O: \4 g# G% H# U+ {
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 p! ?+ D, X# C- T1 e
mines (^) detected
' c7 V" R$ i4 ^2 x1 g% H% Z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
^0 `2 p3 c. t6 Y; v, `9 }‘button6..’ image files, then these will be shown. If not, by default there are shown as$ k- z) m" R; w! Q, a$ I1 q
standard parachute unit icons
`9 U# n% N& N, `9. Air/port damage and building is shown in base mouse over
" j% J2 y2 y3 B5 e10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
, R. J0 H; n4 w6 L; u11. TF can be routed to stay within coastal hexes as much as possible
8 i2 K0 T0 V4 m! y12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; @$ g# U: ~* s! o+ n1 J; b13. Added option on group and LCU reinforcement screen to turn off replacements* z* e# k; C0 [0 X0 W+ T. F
14. Current base can get supply returned to it when reserve planes returned which were
" H% Q- o$ h" M" I6 |1 A- Horiginally supplied from another base
' |6 ? e. X% f( a15. Unit type filter on Troop Loading screen
6 m! s7 }3 y6 C2 A16. Report killed ground units if not in combat report
* }5 r2 f o# P/ N( i( x5 y. zChanged
C4 V4 H v/ b/ y, b& l& @* u1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 p/ c1 w. Q$ [$ x! p& W(complements fix 18 above)
( G/ k/ `4 j; R5 A9 [. A/ y# C% Q2. Permanently increased pilot array to 70K9 d5 h7 e, ^$ \- `; d0 k
3. Increased number of air combat rounds are a factor of total aircraft involved* {) U( r6 ~$ c1 t9 `% ^+ }" ~
4. Allowed submap to submap movement if land connected for land units. Should have been. V6 X! C+ T8 T
so as per Andrew Brown2 o- ]2 g+ M6 w+ E t* }7 G; _" N% d
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 s% l2 g$ ]+ ~: u T" w3 Y6 ]delay toggle instead
# L$ S* P7 b" A! w: ?6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 F, J' o: ~6 l( D6 q4 e( c. \maintenace a bit more
& z7 b6 Z& i/ L8 E1 G' Y7. Support device replacements won't decrease the overall experience of LCU units. This does$ n2 T# ^9 m+ t v4 U- r0 {: G
not alter the overall EXP change due when any replacements are received.
% e8 ?1 o3 z0 s7 I8 x0 @, J8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction; C3 {! l, g: h4 O1 y5 N" O+ `' [! h) F
between the two but could break current games.0 I5 j# a! L3 O- F
9. Some LCU Prep points may be retained if unit is experienced2 V( t1 ?4 O5 ^! S+ s6 e
Notes3 l( }- x/ H5 x) N/ h
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
, W7 I" E9 @5 u5 Xshould not change player or HQ, even if not in play. These original HQs are used by the AI
5 V+ a! v' m$ G( W F, H3 Groutines so changing or deleting them can put the AI off. Changing other elements should
1 D/ E" }, Z& @9 }! ibe okay.
' E" s* w5 b$ g2. Clarification to weapon filters for aircraft:) {# o- f, w& z$ N4 N9 Y1 o
PM_NAVAL_ATTACK 2 // used for naval attacks
2 ?% x/ E! [6 K5 A( d) M3 `PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ j- ]; p+ @% }- x; {+ P0 T
PM_LAND_ATTACK 8 // used for land (ground) attack9 @( A6 s2 M6 G' p: a
PM_PORT_ATTACK 16 // used for port attack |2 E& R7 [, J" |. A2 r: U
PM_AF_ATTACK 32 // used for AF attack
- D! c4 t% i8 }% iDropped any reference to secondary values for land and AF as they served no special use.* p# M# k$ |2 i, V- U
Clarification changes' h8 a0 |3 T+ g0 C7 ^
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 I j- p$ _# ?3 E+ J0 k5 X3 ?# O% bbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 ~9 X% R8 m( n! ]) u' I
MONGOLIA(91) or TANNU_TUVA(92).4 l2 u7 v! r1 \+ T6 H+ X# J& W3 W; t
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, @5 z. N- x [( L: H9 d' [$ \. T
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; y5 j; I' H% ^c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
- G# b: g% F; Zafter Soviets are activated, but can’t move* k# Y& h* F7 z2 g: r
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 Z6 r5 s8 ^ R8 Ddisbanded in port.
5 K# r) u/ }( he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
g c! s! y8 S: M3 z1 X8 q4 |f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |