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http://www.matrixgames.com/forums/tm.asp?m=31850622 N1 |- f4 F0 h
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已经共享到岛群QQ和本论坛置顶资源帖# A, q! X' @. o( O; @
& V( |: b: |3 \2 r' u8 z大量更新,详见列表:$ L) X: C5 U/ H. T; ]! `- C
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Change History:
4 S, d& E2 `( M. c6 D# w DV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
+ W$ @" S3 `0 t, T" F5 D0 q1. Seventh Update – This release is a comprehensive release updating all previous5 B. Q2 y( N1 S, d9 |% R
versions to v1.01.17 beta# b3 i: f5 {: g" V, [
2. Code Changes; U3 p: V$ \6 _9 M5 L5 S" \$ z
Fixed
6 d+ _7 _5 k# X3 Z2 |1. Display of AF/Port icon between player saves based on player's intel
d% g: Q* Z" w P4 Z7 F/ q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 n3 L# b& C! h3 Y
weapon list updated
- E L$ C6 D# _. Z+ l. f3. Reported cargo/troop safety values incorrect when no cargo/troop space: N \1 i; }& V5 g
4. Allow smaller 'reserve' space for small groups on ships+ n7 O+ _( U' ^" O; T/ }
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
a' a; e5 P& M/ O3 N! o6. Correct attacking plane count before final post-air combat$ V% V" N& N- ^: W
7. Pilot promotion may have occured in error sometimes' ^: g- @* s( u/ r
8. Raid detect message sometimes dropped of the combat report' W D. `/ v# _! @! c
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 u) T4 b: `0 x) `) i
generally
6 ~2 S7 }" Y: e( p" X10. Some pilot-leader connections were being corrupted6 `0 Y' J9 z) ? H3 }+ O
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" S2 ?5 N R& Y# p7 Wother move issues due to the incorrect indicator2 Z. m$ W+ k3 Q, o& a' A* W7 o
12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 l) e" f' ~7 z4 s5 y; Y
damage7 W+ i$ \# z: O2 g; T9 K6 J
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 c4 z0 D3 l0 {+ T
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 m# z5 `5 k; F; h1 C
date sort
' [" V2 i, }) I4 @' I; X0 b15. ASW groups not allowed to attack sometimes; R2 G2 x+ S7 S3 @
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* R2 n7 R8 P) i& @! |( W- t9 ~
HQ/LCU to jump to reinforcement queue
7 i' }- i9 C* u7 f1 p# I; D& v17. Bug in bomber intercept if too many rounds of fighter v fighter combat
$ c8 [$ E. h; \+ v% @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" P, i" N' T5 Zat start of AE but crept back in sometime during updates
5 C; l" x1 B- v( r! M7 l19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% Y) W3 r) l2 f. S$ Ofragment.& U3 l1 N+ V, }2 [" o4 v( t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ ]: T2 r. H* K$ a' Q/ j9 J
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 a2 f% e9 U1 Q5 Yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. G$ `( J4 H& R; D$ q) L+ ^" W" `set. d+ i& r2 W+ X' p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 H) e( a7 x- y9 T% i( Z3 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
! K. t: ? X) E3 z" B" d24. Bug caused F/FB to sometimes bomb at low altitude
5 n9 R3 N' Y- Q1 [$ R25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 x, z5 O- N) I% A( z, O
occurring properly.
5 I4 X4 U+ }3 F: c" b8 V26. Bug in Industry 'failed' indication not showing properly sometimes5 J9 o5 y; j2 N3 X
27. Location check at scenario load to include small map sceanrios0 y& C. n# R8 X8 W( y& N
28. Bug in air supply to fragments in a non-friendly base hex3 R3 R- V) I9 e( ~2 j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! k. k: Y3 }1 i- ]
being set to homebase before execution of the mission – ie was returning to base# G q. ~) h, L; I1 k9 Y! }) o
immediately
1 I; i, X, M Q- v) \& E. ?30. Error in Strategic map display
0 p7 Z- ^1 ]) A. ]31. Additional and stockpile options were not turned off when base was captured/ \6 I H! B2 W5 [
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
/ o2 O& ~+ b# @! Pmouse over# n$ w' B- W3 b9 ]: h# {& X
33. Army experience being gained when not 100% prepared as per manual; changed to allow
: ^. W; \* [, E# c5 wchance to gain experience if >75% prepare and < 50% national exp level
8 G1 M) y8 f" w+ b34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 v2 c. h* Y9 X. k. ] `4 o! |+ j
alleviate the incorrect experience gaining happening while in reinforcement queue; Y; x5 H% e5 A" q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% p# L; s+ _9 Z) k, _% A0 W+ D% G
caused unit to jump “off-rail” and move overland
+ U: [/ r; I7 W4 e) M36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: V- [2 Q6 r m8 C" {# y# M7 F+ ?" k37. Excessive accident messages on unload from TF reported
9 N. U* S6 C$ ]0 j+ P+ d7 ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 J$ g0 ^3 O) M# \merged causing smaller size unit than expected
2 ~3 H8 p# I/ s- n( \39. Corrected possible TOE error in scenario data load for inactive units+ S% X6 e2 a3 W" W. q: X
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 M1 E* ]! U! i9 V1 s. R9 U( S; D& ~however be allowed to do this.: |( Y' {, p& h; @
41. Possible CTD if sinking ship's load was a group
: p% Z0 U$ X) e) k42. Limit the number of devices built from resources per unit during LCU replacements; this
! D Q5 M- N& s* l! l7 @& X! J6 R6 Kwas causing an over production for that turn7 p9 \1 T% U" m6 H# v' b$ N- T& W5 W
43. Retain day/night setting when creating group fragments
- Y. Q- q3 Q+ @/ T" [44. Adjusted supply and fuel values in base list not to overrun the space
9 B8 I* D, [5 a* b8 M% f9 s45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( B5 n. u( s2 D8 i( k2 W$ \
added YMS to Sweep TF in line with manual and code) E, X0 j" g8 @" m& ?1 {
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 G% D$ U( W- g& m: u& ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal+ Y* ^3 y5 g+ X- V( E
rebuilding of destroyed units is not affected by this.
3 V- \' l$ k" [4 b1 n0 j6 b( C, i47. Carrier capable and trained text not showing together on Group screen
0 L. P' b! D4 A. N' O" w48. Handle any blank re-name changes by ignoring them
( ` o* [, j8 u, q4 |& a" G49. Possible CTD when air fragments combine. z. k0 g2 w; A: |
50. Unloading TF can freeze a LCU onto a ship under some conditions
# v0 r$ j; J; B- I% n8 c2 i; `51. AI not behaving if main HQs missing (affects small map mainly); W# a7 [2 c% V1 n- x3 ~/ n
52. AI using AGC for normal land units – removed from TF if not needed
3 a) h o( S; |; y53. Soviet activation message not in Ops report
* u/ x5 D U% a54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. K/ d. L1 y5 Z55. Clear Soviet air balance if not activated. Possible incorrect base switching0 G. S& A3 y& Z h. T8 X
56. Sub attack against docked TF not happening for port size <3
1 s' A% Y* B+ H+ V2 C) k4 B57. Unit type changing unexpectantly& H- L+ e7 O( S0 j$ k6 a
58. Torpedo replacement on plane sometimes is missed
0 m3 ~& a1 f2 @+ |+ R9 m59. Double handling of overstacked supply requirements
3 y' j) H8 Q) k1 | m6 l60. Fixed alternate weapons for port attacks
* A0 n9 u! i1 K- A' W! j61. Corrected weapon system damage to show after combat on ships in port rather than wait till& F. h; K l5 J' v1 \9 L1 p4 D
sometimer in the ship repair cycle.
& \) i3 K# U& F2 U; s+ o3 Z! l62. Ship tonnage over 32K could cause repairs to fail! a7 N1 m1 E6 ^9 Z& p+ i% _
New4 m9 P6 b6 X# z4 O1 n! m% E# r
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
8 U3 \0 H _( h- q1 C# s$ Q+ u# Vport) X% p) V% @9 \" h `' b+ j7 D
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
% p6 U4 f' Z! z" ^$ V3 X# X v$ T8 ETenders not counted7 P! S/ L; p8 L2 g* V9 c0 {
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 l! C+ ` t+ Y+ C; ^+ w4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. d1 I+ S9 T1 @( r) f+ I
to remove damaged ships from TF, ~8 P* X [, L, r2 G8 u4 R% r
5. New filter for “non-building” devices in Industry pool screen/ x+ s, c0 H- R0 q
6. New filter for “non-building” aircraft in Air Replacement pool screen
8 a# G. L! a1 \9 g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( O# j8 i. o8 R- r# T$ O+ G$ o+ ]* jmines (^) detected* X' T% F1 M& \. N; @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. d! f8 c \) u( D‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 F& \! z! m. Mstandard parachute unit icons, p1 ]2 E8 ^% B& K6 b ?1 N8 R
9. Air/port damage and building is shown in base mouse over: s$ k- P& j) d- S. ?# n
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- l, }0 }4 y* ]! t11. TF can be routed to stay within coastal hexes as much as possible
$ i$ V' I& s4 u- V8 h7 {12. On Top Pilot screen show the 'ace' cut-off value if more than 1 g# l# {. K0 `( W7 p
13. Added option on group and LCU reinforcement screen to turn off replacements
6 G- Z& ?4 @9 \4 j14. Current base can get supply returned to it when reserve planes returned which were
! a& E: C. i$ D- D8 U% M0 ]originally supplied from another base
! C+ y+ M! v7 f0 l* r1 ?( _4 r15. Unit type filter on Troop Loading screen
, g6 Q$ E% @3 K. G16. Report killed ground units if not in combat report& Z5 J8 p3 R9 i: [
Changed1 ?9 a, J. E6 s' K" U5 J( I
1. AF of 8+ have AV support doubled for purposes of determing support for air operations. o {3 w- ^% y- ?( }
(complements fix 18 above)
9 I1 e" b0 }9 e( n- C: o8 R' t2. Permanently increased pilot array to 70K( G: D* s' M2 U4 H0 G4 g* W
3. Increased number of air combat rounds are a factor of total aircraft involved/ R% W& }4 K/ I0 H' `/ e* }* s4 ~( S
4. Allowed submap to submap movement if land connected for land units. Should have been
7 \; D- Z4 t" S y$ @$ W* Rso as per Andrew Brown
* s, \" u1 W* b* r% z; |& W5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 W* l0 ~( v7 p% ?7 `delay toggle instead: c/ I5 Z' c- `: Q7 E- K6 {, A# Z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 M5 U/ S9 C4 K: `
maintenace a bit more
- ^5 s6 k' c/ { q' Y- l7. Support device replacements won't decrease the overall experience of LCU units. This does8 v+ l# B/ w) ?# d5 C9 ?4 t1 t$ O- |6 Z
not alter the overall EXP change due when any replacements are received.3 w( o8 M9 z* y4 q9 W. p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# ^5 k- i# Y7 X0 x) `( E
between the two but could break current games./ V0 _' W7 w1 h# v* l
9. Some LCU Prep points may be retained if unit is experienced8 V/ N. Z: h. ]2 q" }
Notes& ^- }& ~* H8 N) m; c4 j! M
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( W' {% m$ j# K$ ]should not change player or HQ, even if not in play. These original HQs are used by the AI6 p5 R, V5 y6 {
routines so changing or deleting them can put the AI off. Changing other elements should6 I, J/ [% ]+ A9 x0 n8 w
be okay.
8 a+ a$ x; W$ v9 `$ A4 z2. Clarification to weapon filters for aircraft:
. R; g' w' q- c( E0 _PM_NAVAL_ATTACK 2 // used for naval attacks
2 z8 B- a# W" A7 y* \2 C6 sPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
2 \8 R( s0 m3 e7 c7 ?2 _PM_LAND_ATTACK 8 // used for land (ground) attack9 i& b4 x" y9 P' ?2 w0 U' m8 J
PM_PORT_ATTACK 16 // used for port attack% `. U+ R' G$ k: x3 b
PM_AF_ATTACK 32 // used for AF attack
$ T/ q- s% g3 O8 a7 x1 LDropped any reference to secondary values for land and AF as they served no special use.
. R6 H( A( v: |5 `5 q/ dClarification changes$ F# l% a$ _$ ~: Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 C; d3 e3 B: F S
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 I# n- u3 A% i% y6 [& w
MONGOLIA(91) or TANNU_TUVA(92).& k# s0 N! f! h4 k
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases) P( I$ H# ]4 b+ n; {/ ^% }
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ Z5 H( r0 v, i" L7 c$ j& q4 i
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
! X+ x1 A, ^: A; A5 R }after Soviets are activated, but can’t move4 V/ y3 S' M: G& d, V
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 K4 J! B: L! o* A1 Fdisbanded in port.- P: ]. Q' S/ o2 b) F8 y- {
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( s$ Q5 z1 d5 gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |