具体见7 F! B" z# K+ _* c% J1 Y. s
9 i, h+ H* \: e+ n3 U& z. khttp://www.matrixgames.com/forums/tm.asp?m=3185062/ P/ y( u+ u5 t& g( \
; I/ K( K7 e' f" ]' A已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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! n9 H3 v5 G- ] WChange History:
2 }5 U% F2 R4 Y) `& eV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 Z' u: z! W0 f, C1. Seventh Update – This release is a comprehensive release updating all previous$ t7 H9 J7 E, {8 R1 O& T( v
versions to v1.01.17 beta6 z. L( Y8 m1 O1 n2 E2 K
2. Code Changes
' D# `+ D; c* _2 z' jFixed8 X" [/ I2 Z- q$ N2 D: W6 }
1. Display of AF/Port icon between player saves based on player's intel
& V- Y, ~* g2 P% Q( W" f7 {2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 C+ m% `+ C# w0 r* L( p' Yweapon list updated
$ ~: M6 K! q+ P3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 q& f2 F2 Q+ G; i, I4. Allow smaller 'reserve' space for small groups on ships) D4 V6 w- U) B3 a; r0 r, n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 Y% V( N' r. D+ `2 ]$ H
6. Correct attacking plane count before final post-air combat( X4 A5 [) U$ Y' U- f
7. Pilot promotion may have occured in error sometimes7 t! V- P& k2 t# |8 {% u% m
8. Raid detect message sometimes dropped of the combat report
' X, N3 b/ `* Z& T; R2 l9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; ^+ s/ X4 v; S0 N7 r' }( @5 Q
generally( s+ _9 _5 `) r$ k
10. Some pilot-leader connections were being corrupted
0 {( z. X( c8 w* m6 i11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 d& D* J& m- x7 N% A+ p+ F `3 f
other move issues due to the incorrect indicator
`# `6 i G6 e2 y: `2 c5 Y9 A' B4 f12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, m, ]) f3 q& f+ H$ Edamage
/ B0 W b; C. H( O13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
0 X4 W. Y% z+ O- q! ^ Q14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: b( I6 w, }. F. ]! J
date sort
+ E+ g& l$ l+ H/ p/ M/ H0 v. ?5 E15. ASW groups not allowed to attack sometimes& I7 v) ?; W% o
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ J/ J, B& L4 |! a1 U0 c% {9 WHQ/LCU to jump to reinforcement queue
: q8 {2 Y: r7 @; C+ F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- W8 w+ c; U& p/ A18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed+ R" `- T) o' V6 ~# Q+ s$ E
at start of AE but crept back in sometime during updates
" ]" F; m2 }1 p9 S, I; \19. Removed the fragment/parent swap during a TF unload as it could often orphan the
+ ?. j. E" o6 f* E0 Qfragment. E$ j4 _' B6 q- E, T/ Y) M7 M
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- `1 `' [) M6 O
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 z: Q+ B/ t& g$ N* y, i
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& O- ~: A8 ^6 p. K) L0 Z9 d
set
L4 F9 j7 ^+ Y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
5 d, C: ~" I$ q( Y, c1 j8 k23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 C5 D/ P: _' }
24. Bug caused F/FB to sometimes bomb at low altitude1 o' C/ e4 s6 ~) q2 W" P: u
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 p6 W ?7 n) p5 t) e$ x4 U% ]
occurring properly.
) _" \6 w) s' D7 v+ k* h4 X26. Bug in Industry 'failed' indication not showing properly sometimes
; U$ i% q4 @9 h' e4 m# Q7 \4 T9 T27. Location check at scenario load to include small map sceanrios
$ m8 z( ]3 e% O8 c: S28. Bug in air supply to fragments in a non-friendly base hex9 b, Y- P" G/ Y% k0 F
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
0 v: O( r& p! ~being set to homebase before execution of the mission – ie was returning to base! W: u1 g' i) t" e
immediately Z( S1 c$ @' J
30. Error in Strategic map display, V. L4 y( q8 z$ G# K
31. Additional and stockpile options were not turned off when base was captured/ r6 F% s2 {& N+ Z( t; v3 x8 D/ r
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
& }4 t- `2 r- e; D$ rmouse over
$ x0 N# Z+ F6 P# V9 H% r* v$ Q9 z33. Army experience being gained when not 100% prepared as per manual; changed to allow0 g# w+ E% j5 \2 A# z& M4 @. K) K
chance to gain experience if >75% prepare and < 50% national exp level2 \& F8 }+ v6 N
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, l8 M( D3 g/ Y: n' [
alleviate the incorrect experience gaining happening while in reinforcement queue9 D% y8 G( w/ ~ t6 x
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, s1 n0 T$ t6 l4 q: g
caused unit to jump “off-rail” and move overland6 J8 F! E$ o* }. q" |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ @7 V t1 ^3 e8 i
37. Excessive accident messages on unload from TF reported
0 l7 p- k e y4 J% [1 ]) u1 d38. Reworked editor sub-unit merging as some devices could drop off the unit list when" S2 _5 q# x/ Q. Y0 n) @: o
merged causing smaller size unit than expected
; U# _( k, Q- Z* d' l' s6 e39. Corrected possible TOE error in scenario data load for inactive units
2 X' s' w/ ~, ]( Z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
* D2 Z( t8 \& p. N$ uhowever be allowed to do this.
9 u2 a) ]/ v2 o, y# ]: w" Z41. Possible CTD if sinking ship's load was a group, I6 F4 G( C( a1 V, Y
42. Limit the number of devices built from resources per unit during LCU replacements; this* C( B: k O! j" C
was causing an over production for that turn4 E( d$ j1 L! _, h' m3 P
43. Retain day/night setting when creating group fragments# y( B! T- u5 n
44. Adjusted supply and fuel values in base list not to overrun the space# x7 ?0 W8 y5 A+ d+ W7 o7 E& C! c
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& Y; k7 s+ \/ Y' Kadded YMS to Sweep TF in line with manual and code
; |- ?: F4 [% {/ Z8 }46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 a( d# w3 L9 z- q( s% |3 Prule relates to the abundance of manpower and is not covered by replacement pool. Normal
* a: S6 L1 L5 z6 drebuilding of destroyed units is not affected by this.
* r' }9 P/ I5 b47. Carrier capable and trained text not showing together on Group screen9 O, O' c3 u! D( Q9 @" D* [
48. Handle any blank re-name changes by ignoring them
# {& S+ j3 i2 f( C; L7 }49. Possible CTD when air fragments combine
- { u& U; a; t4 l' _50. Unloading TF can freeze a LCU onto a ship under some conditions2 t8 G! f6 G6 X
51. AI not behaving if main HQs missing (affects small map mainly)1 ]9 p( r# ^$ Q2 ~% F G" m& p
52. AI using AGC for normal land units – removed from TF if not needed
J) o" k; h( }* F/ m1 s53. Soviet activation message not in Ops report1 f" a ~! B4 b6 N7 P( z: H( D/ g2 Z
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- M: J$ L9 k( `& ]9 {1 ]8 \% Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching
, x% t& ~0 G6 Q- _8 d$ p56. Sub attack against docked TF not happening for port size <3' C: v* I( l! V7 z. f$ M8 a6 D. }2 v
57. Unit type changing unexpectantly
) D0 Q" f m5 }( R) D6 Z58. Torpedo replacement on plane sometimes is missed8 X: J4 l' d. m! d8 P
59. Double handling of overstacked supply requirements/ F" {& J' `( U/ p! ~, W: f
60. Fixed alternate weapons for port attacks
. J, e% X6 w% t. v$ n, t/ }61. Corrected weapon system damage to show after combat on ships in port rather than wait till
Q3 \( ~3 h |: csometimer in the ship repair cycle.
2 l: a( s( m3 A- \6 J7 M" g( Z62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 r Q& p2 J6 Q! n8 w; B
port. s0 p8 U3 o1 H+ b1 G, R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; m: u9 y) u( t) s9 m$ h' j- YTenders not counted
' R) n1 b6 L f# V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base. D& X. K2 N8 a5 f; ?/ U$ w: i
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# ~. Z3 K9 `6 @/ @- k% X) M- ^
to remove damaged ships from TF: I/ |/ g$ D+ x7 ^0 C: l
5. New filter for “non-building” devices in Industry pool screen
6 _1 r' X c6 z" P' p2 i6. New filter for “non-building” aircraft in Air Replacement pool screen% g7 r: u8 o- s0 f) {
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ D. d) X3 u% V, U7 p5 R" }6 ] pmines (^) detected
' A& O$ I* ]* u( I5 K8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the3 W8 W/ z4 V- V3 B8 u
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 ^) m1 n5 D3 J! f U4 Hstandard parachute unit icons
! V& Z9 q$ r3 B0 R4 T9. Air/port damage and building is shown in base mouse over" L4 F# K3 x' g) j
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on1 `- E7 s8 \+ B
11. TF can be routed to stay within coastal hexes as much as possible
+ W Y; e# K4 {12. On Top Pilot screen show the 'ace' cut-off value if more than 11 G$ Z3 \7 E5 r) N: P+ |; R! K
13. Added option on group and LCU reinforcement screen to turn off replacements
: K$ i) L7 P. ?% L; A& ^14. Current base can get supply returned to it when reserve planes returned which were
4 ?2 I1 B( s; V3 e" w( zoriginally supplied from another base
+ X" X/ l. R1 j* c# G9 Z15. Unit type filter on Troop Loading screen
2 a) [# X' M+ ]16. Report killed ground units if not in combat report# w2 ^3 {# Q; x( i8 O
Changed
4 B. A$ ?8 E A: n, M0 \1. AF of 8+ have AV support doubled for purposes of determing support for air operations. h( g( V2 }" {
(complements fix 18 above)
9 v. J/ n; w- e$ {9 s. ^- P# i2. Permanently increased pilot array to 70K
, X# R4 o4 j3 I6 @$ U# x3. Increased number of air combat rounds are a factor of total aircraft involved
$ [' n6 `8 d7 B# I# ]3 f8 R9 Y4. Allowed submap to submap movement if land connected for land units. Should have been
5 X: O d; v0 H* Z; E- {so as per Andrew Brown
& b6 b) z l' `( o; q) M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- C5 M: ]+ U E% [# jdelay toggle instead
, J" E5 h j, J3 j4 i6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 l9 ~+ v/ q. P. q. @& O8 P- Qmaintenace a bit more
, n0 k3 h4 ?8 h/ m7. Support device replacements won't decrease the overall experience of LCU units. This does4 X) w5 X6 H4 r
not alter the overall EXP change due when any replacements are received.: t" W* s2 l& K' J9 B. N
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
6 W. \: r: R. z) j7 bbetween the two but could break current games.
& c' Q# Z; C* I. P* l9. Some LCU Prep points may be retained if unit is experienced7 U9 [' J6 V# x7 c; s
Notes0 W8 }3 o: ^2 u! K4 s; f. w$ |6 d
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ R7 V3 V1 F. h
should not change player or HQ, even if not in play. These original HQs are used by the AI* \$ ]! s8 c2 M$ B) ?/ e! O
routines so changing or deleting them can put the AI off. Changing other elements should1 ?- ^6 ^2 X5 q h, I% y8 E
be okay.
! [2 v% ]$ N) X p- c D: I6 E; `2. Clarification to weapon filters for aircraft:
A+ G& [6 C& rPM_NAVAL_ATTACK 2 // used for naval attacks. {& D" Y. a% ~2 m# N
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; g: J" M3 K5 }2 oPM_LAND_ATTACK 8 // used for land (ground) attack
q8 ^ A) C9 K+ A; QPM_PORT_ATTACK 16 // used for port attack( ]; M% s* z6 y3 a$ F. C! w
PM_AF_ATTACK 32 // used for AF attack2 W. d' r$ F4 j7 g2 L2 Y
Dropped any reference to secondary values for land and AF as they served no special use.
# e% _" [0 R( V- ^8 q# g" W5 bClarification changes
7 p- ?% {! a: r3 ]9 s1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& Z' D# y( m# `2 @ ~% kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90)," X# N) \% v! j# S: z1 X
MONGOLIA(91) or TANNU_TUVA(92).
( W/ o0 W/ J6 ]" |: i+ Ca. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 n: q1 W3 L2 Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 |5 G) Y- I& ]5 k I/ |, O
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 d1 a9 m& U) o- W
after Soviets are activated, but can’t move& |; T3 E7 v9 S/ y3 ?
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: X$ `/ Z L4 xdisbanded in port.
7 _9 i) z( X" `3 U' d6 x: Ke. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
9 B3 m3 l' F7 Af. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |