具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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: X9 W2 r! J/ x! p已经共享到岛群QQ和本论坛置顶资源帖5 e0 B' y7 \' R ~' K$ H" X J
& f: S& I( [. T6 v6 ~. f) ?大量更新,详见列表:' U4 L5 n* t( J+ n
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Change History:
* G. f3 j, B( u. J$ _1 @V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 {. E% c7 Z2 Y
1. Seventh Update – This release is a comprehensive release updating all previous. J1 V+ D+ J4 a
versions to v1.01.17 beta
, r9 W% w5 e3 ?: G2. Code Changes
& ^2 e0 ~# W- {/ M3 X0 O3 eFixed2 e1 {. d7 L, U& h; L
1. Display of AF/Port icon between player saves based on player's intel/ m- Z8 I2 f, [+ x) G" C/ e& O5 m
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' n" k/ c$ l1 t7 {; h9 w+ O+ _weapon list updated8 {! ?$ g% u h# l7 l9 r
3. Reported cargo/troop safety values incorrect when no cargo/troop space4 n9 }' q5 v& X. ~$ \# u2 n
4. Allow smaller 'reserve' space for small groups on ships2 k8 s9 w4 Y. s! P- u6 N
5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 A0 t) o1 V$ c2 z9 N# y5 ?
6. Correct attacking plane count before final post-air combat
6 a; u+ w* ~& @9 b/ B5 c/ J7 m9 i7. Pilot promotion may have occured in error sometimes6 k2 I* z4 }/ S: \
8. Raid detect message sometimes dropped of the combat report
' Z6 d( \9 I0 h: Z6 u9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- t E$ q: a4 s/ Q% L
generally% T$ ?. l8 T- e+ _/ _) G& ?
10. Some pilot-leader connections were being corrupted
1 H& {* j/ m- B w- e11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 b# d& @# l2 w* r- Sother move issues due to the incorrect indicator
' ?7 n1 l# J5 ?+ L# v12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 ~9 V( k- d& l. Q( U m
damage
8 ?0 E- p1 ]9 d13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 @3 R. ?( r0 ~/ y" B
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) d, K6 k3 ?; r) B2 y
date sort4 s' d& t G1 K; Y
15. ASW groups not allowed to attack sometimes! l, h v% M+ }. g8 y+ U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 |' H) n* \8 m. O2 F2 a8 [; Q2 |
HQ/LCU to jump to reinforcement queue
) r" N" W8 q5 G/ ^& \' z" M- a17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; D; e) q! g/ V8 O# ?; x& Y18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& q4 M: w7 o. y: a
at start of AE but crept back in sometime during updates0 F) z5 e% ~" c8 T
19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 m% x1 W* d5 m+ g. z5 a, n
fragment.) u1 u. M8 g" @8 g+ I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade7 \! h4 `% k9 n% O" M; {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; M* }% s7 G+ w
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ l+ {& o9 M5 ^3 Y, A$ N9 K+ Gset9 J* A! z: g+ d! {7 _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- q6 U% R& U$ |3 D2 v
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
9 b+ `8 U/ c! p, E' {1 \$ D3 _. z9 B b24. Bug caused F/FB to sometimes bomb at low altitude
) P) W* I0 _# i$ E( y25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 i* [& o1 M0 Z9 {
occurring properly., ]3 d N8 v7 r+ N# Q* R
26. Bug in Industry 'failed' indication not showing properly sometimes
. \" H; z. D7 t1 a4 `9 @0 a27. Location check at scenario load to include small map sceanrios9 n* w- m1 u, P4 z7 E. A' `
28. Bug in air supply to fragments in a non-friendly base hex
5 t" @1 B* Z. Z& K/ ~ w0 r29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
) v$ I" C" l& P9 T* B; I X' Fbeing set to homebase before execution of the mission – ie was returning to base
; D' |7 N9 F( F2 l4 N1 x. w0 [immediately
5 [5 `2 @0 U' p' C. `1 Q4 R$ D' r30. Error in Strategic map display
& x# b# }' D) m8 G8 N0 A31. Additional and stockpile options were not turned off when base was captured) P. U* b( e5 q/ S
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on, j* f- H: G/ G6 E/ F
mouse over
^4 y" A9 G0 W- t8 B# @7 r* V; ^33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 t5 C' v* z5 A& Q: Hchance to gain experience if >75% prepare and < 50% national exp level
; K' G- S5 z, a: f) q) J" I+ W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: Y, m% g% i1 r: k- Nalleviate the incorrect experience gaining happening while in reinforcement queue5 `$ ?2 W, X" J6 ^( Z) S
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
; Y) \2 s" c7 Q# B' L* Zcaused unit to jump “off-rail” and move overland
! k' w6 P; l/ O& C8 O" w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ J e& ?1 o( E) K1 w' s) B
37. Excessive accident messages on unload from TF reported' v% H: K7 N, j/ ^
38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 }. [' J9 F. N1 c
merged causing smaller size unit than expected& X8 c2 }+ F' d: T! W+ G7 `! Z4 l
39. Corrected possible TOE error in scenario data load for inactive units
: F1 Z+ p/ @# S1 T40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can0 d, w1 l- ], n q; \3 t
however be allowed to do this.
" U# f8 Z9 a% [. x41. Possible CTD if sinking ship's load was a group
% P; a; \" x' F42. Limit the number of devices built from resources per unit during LCU replacements; this
% T6 {! s+ R$ T' o/ awas causing an over production for that turn
# s, J' t8 ^5 {7 N: ]43. Retain day/night setting when creating group fragments
6 N# Z' R2 \7 A( R* T44. Adjusted supply and fuel values in base list not to overrun the space d( T- l+ b; w( d" ]/ r& v" V* Q
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* y9 `: y- ~- X( J% m
added YMS to Sweep TF in line with manual and code
4 e! B& _( ?. ]; w, A46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 }0 P5 X% y$ r
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 G; r$ n! F8 g( q; i' h1 s: nrebuilding of destroyed units is not affected by this.. w/ @' S z) A2 j: Y" @7 C6 w
47. Carrier capable and trained text not showing together on Group screen
2 w% i2 L# \( A2 \48. Handle any blank re-name changes by ignoring them
2 j/ c9 i* `/ O* z8 q0 v49. Possible CTD when air fragments combine" J* d4 Q$ f) j9 o) V/ S
50. Unloading TF can freeze a LCU onto a ship under some conditions, q4 ~" Y' n8 F \* e
51. AI not behaving if main HQs missing (affects small map mainly)
+ u; D" `- v* r2 w$ `52. AI using AGC for normal land units – removed from TF if not needed8 `. t6 Y4 e+ X0 ^ t! ^4 l2 m, X
53. Soviet activation message not in Ops report
# T. p" q0 u' {6 c7 a& Z% w54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% p5 `+ E! t* V4 i* }8 J6 T1 a55. Clear Soviet air balance if not activated. Possible incorrect base switching' U. q5 S D$ |* R3 r
56. Sub attack against docked TF not happening for port size <3
3 M2 H) U$ {, M& R& s57. Unit type changing unexpectantly
; c5 D1 P0 Q- u h: _1 }58. Torpedo replacement on plane sometimes is missed/ i: k4 |; l1 }. t
59. Double handling of overstacked supply requirements% a Q! Q( Q/ Z0 i: ?; }. `
60. Fixed alternate weapons for port attacks2 O2 l6 h8 s* Y/ U/ D
61. Corrected weapon system damage to show after combat on ships in port rather than wait till# X( s9 N9 g2 N3 i' P
sometimer in the ship repair cycle.
" {& v- Y1 p9 q: T: s62. Ship tonnage over 32K could cause repairs to fail. ?$ `8 y# B4 Q. e. d& Q/ {
New
_" ?, f; w# Z. r) g1 o1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 L" B! }$ A: K/ b+ @& v% Jport/ V8 U# J* e0 W: l
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ I" ?" j" g" n" u8 ^0 M- @; V/ ?8 WTenders not counted
5 T0 f6 }" t5 q8 O* T3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ C, P* a' G' r Y4 l& Y! ~" B4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# x8 o7 Q. }& x' Kto remove damaged ships from TF
3 j$ U# h2 P3 |6 F5. New filter for “non-building” devices in Industry pool screen
% r5 @. g) H2 |6 K6. New filter for “non-building” aircraft in Air Replacement pool screen4 @. E" R' q/ R" _: ?$ j1 t
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) t7 Z# v3 T7 t( f2 @/ D i
mines (^) detected
& u6 e$ M4 s* ~8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 q/ F2 A# ~. _0 X- M: j; ^- U/ A‘button6..’ image files, then these will be shown. If not, by default there are shown as! ^& ~ j1 b$ a7 d7 k! L
standard parachute unit icons
1 @- T8 \+ t, B2 @' C5 e9. Air/port damage and building is shown in base mouse over' S9 S: L& K5 [3 T4 |( A) V
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
; P- D" t6 W, G' m0 v# z11. TF can be routed to stay within coastal hexes as much as possible
+ {$ C) B# G: P& e& p12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ u4 H# s4 Z7 {6 l/ F0 {" m$ m
13. Added option on group and LCU reinforcement screen to turn off replacements, n R0 B# K! f9 H' _1 C: U4 D
14. Current base can get supply returned to it when reserve planes returned which were) }4 `6 M7 s0 i. O+ h" Z
originally supplied from another base) `& G# R+ _1 B9 `, ]# m
15. Unit type filter on Troop Loading screen& I0 U- N7 v' K! A
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ }( H- \- C* S. S, M(complements fix 18 above)
8 t. M8 N" C7 l& ~, Y% v1 Z$ I2. Permanently increased pilot array to 70K
9 ?$ N# Y" U1 S$ E- O3. Increased number of air combat rounds are a factor of total aircraft involved2 \9 Q5 p X6 W. ]/ S ^
4. Allowed submap to submap movement if land connected for land units. Should have been# W% V) i2 g9 u$ o
so as per Andrew Brown
$ B- G7 ^$ D* A9 _5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 M4 M/ w1 `; N: }+ G5 \. s% Xdelay toggle instead
5 d5 ~# o* y) z( C0 h6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: O' a ] |: c& v' X. hmaintenace a bit more
5 C6 Y1 ]0 M, _3 A7. Support device replacements won't decrease the overall experience of LCU units. This does
; K! n! l/ U$ ^8 K( H5 p" {) Snot alter the overall EXP change due when any replacements are received.5 b$ m0 w8 e7 y9 b/ p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* X" W' c. Z9 R2 obetween the two but could break current games.
. e0 w0 L- k+ Q! u0 o9. Some LCU Prep points may be retained if unit is experienced
8 N q8 T4 L0 H2 KNotes
1 c2 D9 r f! H) D! N1 o1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 A8 e+ x: s- w% i: _# T$ @should not change player or HQ, even if not in play. These original HQs are used by the AI6 s& \6 ^+ A# y ] e& n h
routines so changing or deleting them can put the AI off. Changing other elements should
% T: {% E! {4 u4 J' a) i6 Ibe okay.
+ A* z1 ^, \. H0 ? D Y2. Clarification to weapon filters for aircraft:# u) r8 I4 ^$ R! J! p
PM_NAVAL_ATTACK 2 // used for naval attacks: D0 ]+ d, w, _$ b6 J5 y
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* V# P) P8 z8 A8 GPM_LAND_ATTACK 8 // used for land (ground) attack
O7 U c9 o8 ?1 ^# Y# G) [7 c# JPM_PORT_ATTACK 16 // used for port attack
, O) e2 }8 V3 MPM_AF_ATTACK 32 // used for AF attack
3 a4 ~7 u8 N- L, p8 FDropped any reference to secondary values for land and AF as they served no special use.) l2 q4 P. C( q, U
Clarification changes$ R. U0 w0 z9 S; q# W3 H0 T; l0 ]
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ y% u" @( q! ~- w5 J Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" ^: y8 s4 F, X/ PMONGOLIA(91) or TANNU_TUVA(92).$ I& o4 s- f, N$ ^4 x; J+ G5 V
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 E" T" ^& @- D# c1 j- O% T* _6 C- vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ p3 @ H3 y& s4 ~# @
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 P6 `0 R. l# J! k
after Soviets are activated, but can’t move! `1 o: h! b+ q2 v4 N- Z
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
- p6 s3 A7 `% P, R: ^8 _disbanded in port.& ?+ U' I/ M3 @8 m
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 s2 o, h2 G# g2 X! R8 kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |