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- O. h6 [2 \" B! Q7 i5 s9 d已经共享到岛群QQ和本论坛置顶资源帖
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% Z. U& d1 R3 k+ N大量更新,详见列表:
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: `# G8 l, z/ ^9 ?# s% pChange History:) c% T. Q1 C& Y6 U! g6 n9 U: Z
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17), x8 G, @7 m2 m# X2 H- k# L1 U
1. Seventh Update – This release is a comprehensive release updating all previous/ E1 L9 c8 C7 [2 S
versions to v1.01.17 beta" `& _; L" M# D$ v, C* ^4 S( Q# M
2. Code Changes
- L7 v6 T5 [+ u) |$ v. Y7 SFixed# s2 C; y$ R' r
1. Display of AF/Port icon between player saves based on player's intel; Y- c0 p6 |6 g" Z. m. j
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ `3 `4 M. V' N3 I3 M |$ Aweapon list updated
( Z, u6 e2 x9 `$ m5 l4 m3. Reported cargo/troop safety values incorrect when no cargo/troop space' h6 A3 s8 l) f, w
4. Allow smaller 'reserve' space for small groups on ships
9 v( Z; |; w+ n5 y# \& U5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 W0 R6 I/ ]6 z/ d4 ~7 o: E" Q
6. Correct attacking plane count before final post-air combat# C, s$ ~ g; K! J3 Q
7. Pilot promotion may have occured in error sometimes8 E& q$ C- Y! a: G( `7 h
8. Raid detect message sometimes dropped of the combat report4 I; |0 v' S8 j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 H8 B/ g8 X; Y" K1 ngenerally
4 F5 G5 r, `/ v10. Some pilot-leader connections were being corrupted
1 i9 L- y7 C. t: p' s11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- s$ ]: X9 M' U4 `9 p& g
other move issues due to the incorrect indicator
1 N+ x5 i7 u& j5 O: I2 ?12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 N. o; r* Y8 ?) u( Odamage$ i0 D2 b4 F; [% H: ?" A
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool" @. v8 g5 `8 Z" V
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% b( v! J# H! |; H0 ?
date sort
* I) g0 V0 ~. J; k" U1 ~' t, K15. ASW groups not allowed to attack sometimes: i1 B. M R9 R$ I7 f
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: q) ^: {1 L+ U1 d/ @% o+ T M1 @HQ/LCU to jump to reinforcement queue' o& f0 Q8 V2 u6 C" K% l
17. Bug in bomber intercept if too many rounds of fighter v fighter combat& y3 M4 G" m' n$ e1 |
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
. ^) }# C3 U; ~& o7 e7 dat start of AE but crept back in sometime during updates
; o' k! l" [# d" C6 }) X19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( K5 W, `) h9 e9 T* hfragment.
! S, C& V3 S" r) j20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* o8 W; V6 p& Z2 o4 y8 Z21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not+ z' |6 r# a) N$ c I+ c* l
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
8 L: A; a: I2 z. G- V0 eset
: ?# |2 y% s+ K- y% G* E22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- A, B) C9 y B5 B/ Z% A23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
4 R; o% c7 ~, n. T- t, |24. Bug caused F/FB to sometimes bomb at low altitude
8 Z( I5 W/ e1 P# r25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 ?; W+ |# ]& E3 [5 q3 Q6 x! q% B# Moccurring properly.3 f, K2 q, Q) v& w" _6 P8 w
26. Bug in Industry 'failed' indication not showing properly sometimes% J7 p d; }% o
27. Location check at scenario load to include small map sceanrios9 N2 x3 N' j8 K5 R
28. Bug in air supply to fragments in a non-friendly base hex2 Z* i( b, @+ ^: n$ O# k8 \
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, F8 l: Q9 e1 q, O1 U: T
being set to homebase before execution of the mission – ie was returning to base5 s5 G5 [: W, v g4 B2 _
immediately
! Z; R! X5 s- n/ N( h30. Error in Strategic map display* p: L: O' |7 w5 V; @2 f9 M
31. Additional and stockpile options were not turned off when base was captured |2 ?- `6 I2 m: m# N( }5 Z1 ?" o7 D
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
- z4 M6 h& e/ y: t- [mouse over4 q7 n* h( p1 R! D5 t& c5 @
33. Army experience being gained when not 100% prepared as per manual; changed to allow& ^+ V2 L( A$ x( r: M
chance to gain experience if >75% prepare and < 50% national exp level+ ~+ [% U. \1 Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to+ @( X+ a, Y3 L9 i' z6 {; o
alleviate the incorrect experience gaining happening while in reinforcement queue
. Q* [3 o! p3 M3 z R0 L# F35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' {: M. }% G/ c$ X/ Z: O8 D" [
caused unit to jump “off-rail” and move overland( b7 \! \& ^5 p8 h4 X- u
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- C& f/ j) N: Y5 v
37. Excessive accident messages on unload from TF reported
( V" K( k6 k) E1 f38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( ?2 A" c, T8 _5 p& m& Y ], [merged causing smaller size unit than expected- D' Q/ w7 {0 h, [
39. Corrected possible TOE error in scenario data load for inactive units3 o7 W2 F2 H5 q9 z4 Y u
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! j9 S4 O* f- D. t7 F; ^1 I, K
however be allowed to do this.
0 ]; N: `, p8 F41. Possible CTD if sinking ship's load was a group
& f. Y% V; I: o1 ^1 h42. Limit the number of devices built from resources per unit during LCU replacements; this
3 v0 u" W k2 E1 v3 T# lwas causing an over production for that turn/ c' L2 g4 W0 d( `, g4 }$ O( i Q
43. Retain day/night setting when creating group fragments' ^' K0 o ^6 Y: G# J5 I1 q
44. Adjusted supply and fuel values in base list not to overrun the space* m, t# {& K5 u6 T$ d6 a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& f" b& i2 r# I5 @5 Kadded YMS to Sweep TF in line with manual and code! F) J; ~( D- u) F. Y3 V
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 q8 C3 ^2 u4 l" A; \5 R9 j! ^9 }rule relates to the abundance of manpower and is not covered by replacement pool. Normal; }6 ]- K& ^6 u# w
rebuilding of destroyed units is not affected by this.
( @, X# r3 N8 J% x% m! d" O47. Carrier capable and trained text not showing together on Group screen* x8 v- m8 b4 q" O+ K* d
48. Handle any blank re-name changes by ignoring them
1 m& ^. e u; W7 L49. Possible CTD when air fragments combine4 ~( d# v- W% o7 w& H5 f
50. Unloading TF can freeze a LCU onto a ship under some conditions+ w# m( b& K# H* E
51. AI not behaving if main HQs missing (affects small map mainly)
/ x8 e. v3 {# q( _7 g1 V, ^/ i52. AI using AGC for normal land units – removed from TF if not needed
) ~* H/ O% y3 Q3 k6 T53. Soviet activation message not in Ops report q& x9 A, ?' V
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# m& E/ ^6 S$ S# ~, J
55. Clear Soviet air balance if not activated. Possible incorrect base switching9 b( I8 s) i: R' ]
56. Sub attack against docked TF not happening for port size <3
7 A, |7 f$ i/ ?4 G$ t57. Unit type changing unexpectantly M) D6 l% J7 M* [
58. Torpedo replacement on plane sometimes is missed
0 t: B' Z/ a6 }5 Q! N59. Double handling of overstacked supply requirements
* U$ O7 d% N: y) Z, B60. Fixed alternate weapons for port attacks1 Z! U5 u9 i9 B+ Y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; A" A3 J% V2 a, z7 @9 \# ysometimer in the ship repair cycle.
- `$ t# W Z1 W/ P6 s' M6 C62. Ship tonnage over 32K could cause repairs to fail
* p9 y- O" ]9 j) [New' U* w! \1 O4 H' s4 P6 a
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& g5 l) v: i! Q" y) r# `/ \1 ]5 `
port$ }( O, s$ c; B: _
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) N6 B' `9 v+ x. QTenders not counted! w# _( e: l! V# s0 @
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 Z. p" j, a1 I- @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% @" [ ~! r$ x- A
to remove damaged ships from TF
h3 _4 x! _; s$ ]0 N3 ]3 J/ u5. New filter for “non-building” devices in Industry pool screen
" W- M( R2 j0 H. \6 V# o; I6. New filter for “non-building” aircraft in Air Replacement pool screen
! @; b+ S, A$ k5 N) k9 w7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy1 l* i4 T& D0 \5 N8 c
mines (^) detected
4 u+ Z" ~/ m/ o- c. s) w8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the+ O3 u6 g( s% H. l! ~; D+ f' ~
‘button6..’ image files, then these will be shown. If not, by default there are shown as
" t3 R, q' F3 h! O% j( R5 cstandard parachute unit icons* \! v8 k( K* }2 h( h$ h% F% `
9. Air/port damage and building is shown in base mouse over6 w6 X1 L7 N& ~4 ~/ \" \
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, G; g. @7 E, G7 O( Z
11. TF can be routed to stay within coastal hexes as much as possible
- r' R5 i! T: V% `( u* q2 u6 u12. On Top Pilot screen show the 'ace' cut-off value if more than 1- ~5 T3 `& {, f) o$ v. D/ f# n
13. Added option on group and LCU reinforcement screen to turn off replacements
) s0 Z+ q# Y2 T0 X14. Current base can get supply returned to it when reserve planes returned which were l. I; ^* l; Y- m
originally supplied from another base$ f* z$ [% L) V$ r5 z0 \$ j4 x- x
15. Unit type filter on Troop Loading screen" p8 G5 a" u- P' u- ~" l, H1 c
16. Report killed ground units if not in combat report
! h: c% x) `7 }+ D- H: uChanged
( v8 X1 }2 F. W0 G1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ x+ Y9 l) n7 F/ y7 v6 J(complements fix 18 above)/ t+ n s* P; ^3 B
2. Permanently increased pilot array to 70K
5 N0 j! U9 b3 `/ \1 M3. Increased number of air combat rounds are a factor of total aircraft involved
5 U% C: [, z; [5 j4. Allowed submap to submap movement if land connected for land units. Should have been
! T, q" J+ B) r5 nso as per Andrew Brown% v1 f5 {# v, c5 h
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 b3 {3 B! x2 {) K$ Z
delay toggle instead
! E: Y- r/ g+ y$ V6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 U: x1 K+ ?9 Q) D6 Jmaintenace a bit more
6 T3 K/ Y! j2 s1 d! V7. Support device replacements won't decrease the overall experience of LCU units. This does+ C5 @ H& ?( u$ @
not alter the overall EXP change due when any replacements are received.% o' j. S% [2 O; v. V
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; j$ c/ @& I" K/ {- Obetween the two but could break current games.
_9 `% T! m" t) k& G4 C' j3 v( _9. Some LCU Prep points may be retained if unit is experienced$ G/ ^& c+ J# i1 n4 }5 o
Notes
V" X/ G% f5 A' Y$ q; ]1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* J2 h1 ^- t) @8 k4 p% N5 n
should not change player or HQ, even if not in play. These original HQs are used by the AI
; }7 Q' I6 {' Z8 t- f1 froutines so changing or deleting them can put the AI off. Changing other elements should
% B, i2 m6 |" g, [/ Z7 n2 s! Fbe okay.1 ?4 y" G5 m% |, m
2. Clarification to weapon filters for aircraft:: U% ?! o+ x w( h* I+ ^, T% b
PM_NAVAL_ATTACK 2 // used for naval attacks
/ Q) `3 H' W8 [' ^+ jPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). l4 w! D& h" s
PM_LAND_ATTACK 8 // used for land (ground) attack: K. u3 |6 V0 C1 a( {
PM_PORT_ATTACK 16 // used for port attack
' u/ R" A b5 W$ zPM_AF_ATTACK 32 // used for AF attack
# `2 P% g% s; d, E' ZDropped any reference to secondary values for land and AF as they served no special use.: \ e, j/ e5 Q$ N$ N) H, W
Clarification changes5 E/ ]& `4 D- M' O
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: B4 O- N$ j7 u3 Y; a) o
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 w3 [! Z6 _2 J% Y5 _% EMONGOLIA(91) or TANNU_TUVA(92).
1 M- {+ g3 I! o* ]+ I. Ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases" G! v) n- X; Z9 V8 a3 q# }; t! S
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 v6 _# Y& d3 Nc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases+ L- N! W, j( n" Q& @ E% U; \# Z
after Soviets are activated, but can’t move; ~ J) V" z! i; V% [* G) R. q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 l1 J. j6 P4 t) t4 k4 ~# H: `$ Xdisbanded in port.
6 S9 w: n* @; A6 l7 I p; re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" [# m# J" y# s8 w) Q6 c! x
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |