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) a- Q& L+ i" l! l% Mhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:) J+ x% o$ d! m% ^) {
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 `6 N# q3 Z* }: q
1. Seventh Update – This release is a comprehensive release updating all previous
: e; Z7 B L! Yversions to v1.01.17 beta" e8 B3 t! B5 ~7 F1 a4 @6 S7 ]9 X
2. Code Changes* o6 l1 M ^. ]; I
Fixed5 G: L9 y8 I9 N/ q* D1 W; X% _% v
1. Display of AF/Port icon between player saves based on player's intel4 |+ z+ ?/ Z8 A& m. [0 S
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 Z) m6 T0 L/ d0 t+ j3 mweapon list updated
( b& D7 ^( B4 ^0 {' U3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ t" R' Y1 j9 p/ N; q0 V4. Allow smaller 'reserve' space for small groups on ships& w# A$ Q& J9 h3 V3 A1 T
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# | z* M \. O6. Correct attacking plane count before final post-air combat
: v) L: |4 Q6 X, s! U7. Pilot promotion may have occured in error sometimes' y7 y* Q& I' {: J+ h* W
8. Raid detect message sometimes dropped of the combat report& O4 y/ }' i6 u, X. ~+ {
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 O7 B2 Q0 b4 A$ l0 F/ Ygenerally
! j% R" W4 _3 y; L+ w5 J10. Some pilot-leader connections were being corrupted
( x" g" j, S; m" u8 [* q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 `5 [' l6 U! {- rother move issues due to the incorrect indicator
/ Y" V% _: u7 j; c, a* b) K12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ l, W' r5 B( C9 Adamage
, A Z2 W1 T* E" G3 K4 M13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( l* q% @ h, W2 V9 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
+ v9 x/ h. J5 r4 p `date sort
% ]# n3 }9 R, L" d15. ASW groups not allowed to attack sometimes' s0 [/ D9 @0 a4 B4 q+ x* ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 Y& i5 h, @: L2 ~, [, D+ f% L% H+ W4 OHQ/LCU to jump to reinforcement queue7 T6 w7 {1 q0 A) V G O! i) S) ~
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 B z, o+ c0 E; Y# x4 _) F
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 h$ M5 C$ P$ O; c5 m& V, d
at start of AE but crept back in sometime during updates
* ]; X0 \9 S0 S3 _, @8 z; Z2 L19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 I5 m3 I5 e5 dfragment.
; I9 A; _. g: a# r20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade7 u7 A7 S2 e, a; R
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
2 B5 N+ l" W, b8 Y/ F. O! C) t1 Kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 f1 b. m' X6 _set7 W: w8 R2 P! ~& p' B1 d
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) O% s7 D4 O0 ]4 @, o* N# G8 a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& p# v9 ]0 M4 ?9 g* x
24. Bug caused F/FB to sometimes bomb at low altitude
/ m% l9 B) I. ]5 F- X" q' k25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ h" J" M z- X: h K3 l+ k
occurring properly.
! F# a9 Y6 ?" C; j* `( c. B26. Bug in Industry 'failed' indication not showing properly sometimes% d' T2 m/ `! N5 e* Q6 a
27. Location check at scenario load to include small map sceanrios
1 i6 g* N3 V" x! M* Y28. Bug in air supply to fragments in a non-friendly base hex
5 Y* F# i/ A) O0 ~4 n29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 B6 ]9 r: N1 ?+ o. E/ qbeing set to homebase before execution of the mission – ie was returning to base
6 J0 ~; e6 K( O& h( A( x% Yimmediately8 z( l1 S9 i# _, w/ M# p- y
30. Error in Strategic map display; x) w0 z8 R1 o
31. Additional and stockpile options were not turned off when base was captured. f& f( h- d' b' A( C$ C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 s0 {$ ~0 B9 U+ \% \
mouse over
+ u: G1 D0 [7 `1 V& C33. Army experience being gained when not 100% prepared as per manual; changed to allow
& M+ T8 g& x; [% wchance to gain experience if >75% prepare and < 50% national exp level, T$ F. Z. c7 _8 A. C4 M4 g
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to; L1 Z: l* c$ }% `! g
alleviate the incorrect experience gaining happening while in reinforcement queue- z9 f; k$ ~* m! q' `$ x6 _* f; I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
. V* |4 ]+ C3 B/ C/ I3 C3 A% lcaused unit to jump “off-rail” and move overland( N7 V8 P) {5 K2 A5 r- t
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" {0 }( V4 g8 z6 k37. Excessive accident messages on unload from TF reported% t) m/ I4 ^) w
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" ~3 r! o# I, H N' D( x3 ~merged causing smaller size unit than expected0 i# H9 i; L( n! t9 J( J
39. Corrected possible TOE error in scenario data load for inactive units' o2 @; ~/ e; N9 a+ V5 y
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( e5 B7 M" y. j7 V% v7 E5 J5 Bhowever be allowed to do this./ Q! c7 [3 t+ A+ V
41. Possible CTD if sinking ship's load was a group) v, x) M3 }& m2 l0 Y7 ~
42. Limit the number of devices built from resources per unit during LCU replacements; this
# r9 e+ e! g% I3 g1 e4 Dwas causing an over production for that turn2 Z) q% U2 }. w
43. Retain day/night setting when creating group fragments
0 N2 ?% `; J" x& J1 @44. Adjusted supply and fuel values in base list not to overrun the space
5 Z* `. S. F: ?45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 C, B7 P% f) y; T
added YMS to Sweep TF in line with manual and code
& j* R) r$ x2 W# k; a9 h/ g3 n& Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- n- l- L X- A" ^8 W* B- {& d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ }/ Q3 F- M) l2 Jrebuilding of destroyed units is not affected by this.2 L4 C' G E) x* R8 \
47. Carrier capable and trained text not showing together on Group screen( t- M9 A1 V+ T) V( q1 A* k: r0 n( ~
48. Handle any blank re-name changes by ignoring them
" I7 l7 k) q; q" Z$ ~49. Possible CTD when air fragments combine
# ?. e/ Q9 o N! S50. Unloading TF can freeze a LCU onto a ship under some conditions
. U N( R0 c0 W* j0 h8 E51. AI not behaving if main HQs missing (affects small map mainly)( B) ^" W. v& B3 W
52. AI using AGC for normal land units – removed from TF if not needed
$ v9 q( f5 @% h' E4 Z# s53. Soviet activation message not in Ops report
" C! |$ S, ]1 {" P: `6 l54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& v1 g, F% x) d, O& r
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 ?+ h" m5 R1 m. @2 s& E# Y
56. Sub attack against docked TF not happening for port size <3( v1 Q- o, ^) ]( d- r* C, m1 ]
57. Unit type changing unexpectantly5 m7 |# X; Z: V1 ^ I$ f& @
58. Torpedo replacement on plane sometimes is missed
( W9 l/ Q9 T6 A1 H59. Double handling of overstacked supply requirements' K/ l1 f: V9 ^
60. Fixed alternate weapons for port attacks7 ]- Y7 z0 C8 W/ `. E- ^5 W" B4 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 x6 _' q7 g( j' nsometimer in the ship repair cycle.$ {. q2 A3 l9 o5 I$ O
62. Ship tonnage over 32K could cause repairs to fail8 U8 g: F P3 ?- ?
New
. p3 p" g) }( ~9 E0 U6 v! \1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; C7 G7 q: }7 ^
port7 D7 _) a* A; F( A4 @2 v4 A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' h& h2 T9 A2 U! Z+ U3 D* P) p
Tenders not counted
# F5 U, J( Y9 h& N0 [7 g3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( ]4 O+ _2 q7 E( l1 m, q
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method t+ P, f, e/ _
to remove damaged ships from TF4 M) E. ?8 o# A6 T3 |
5. New filter for “non-building” devices in Industry pool screen
! U$ n7 f' F- ?# A x9 M5 W+ r: n- {6. New filter for “non-building” aircraft in Air Replacement pool screen0 R/ z2 S% X: L" G5 q
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 c8 l, ^4 f, h/ T' L6 h
mines (^) detected
# b% r) `4 j/ B+ p& W9 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' h) n# \, S& u/ M‘button6..’ image files, then these will be shown. If not, by default there are shown as
% _! j6 e- t" x+ y2 wstandard parachute unit icons: H/ ~9 t3 _. b$ t) s# U+ G
9. Air/port damage and building is shown in base mouse over8 y$ q" Z/ U* J5 J
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( G7 p9 n) [( Q) T3 }4 ?) W9 `) N11. TF can be routed to stay within coastal hexes as much as possible4 X& p/ k( U0 }3 g
12. On Top Pilot screen show the 'ace' cut-off value if more than 14 K8 c# I6 f& t6 |/ R: r" N
13. Added option on group and LCU reinforcement screen to turn off replacements0 m4 l' i4 `! i7 v* b6 B- N
14. Current base can get supply returned to it when reserve planes returned which were
; a/ ~. y. O0 W3 @# W/ roriginally supplied from another base
4 z. M9 _5 I# r. e8 E( n7 {0 W15. Unit type filter on Troop Loading screen
! n3 W. Y: l. s$ b( ~# a16. Report killed ground units if not in combat report4 k7 C( I; q: }
Changed
# u: k+ \: l4 ^2 Z7 x3 @; N, t1. AF of 8+ have AV support doubled for purposes of determing support for air operations/ W" T9 z6 B8 y8 V, P( j
(complements fix 18 above)5 k& Z& J5 u Y2 P
2. Permanently increased pilot array to 70K( ^5 a/ f9 h" q0 y
3. Increased number of air combat rounds are a factor of total aircraft involved
# z. d$ ?( F- f- [, |" s4. Allowed submap to submap movement if land connected for land units. Should have been& @' ?1 p/ X! P" L& ~' o
so as per Andrew Brown
, R1 H/ M: _* ^5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% g6 y9 d$ t* Y6 _" ?2 l/ ?) Z
delay toggle instead* i$ s& e1 G+ [* ^7 X; q" }4 b6 p
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% t S) f+ ~/ P i7 d" R5 p N
maintenace a bit more; T# d7 c* P* P$ V2 D
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 M. N* _& c) X4 inot alter the overall EXP change due when any replacements are received.2 R: ~. o+ f; D. k$ @
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( Z0 {+ o8 {) }9 T8 I' Z0 E
between the two but could break current games.+ `0 f$ ^, D! {' o9 P) [( G
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& X7 \1 j3 b( n, n5 C, ~
should not change player or HQ, even if not in play. These original HQs are used by the AI
# y# u3 S: _+ S3 ~7 Z# Xroutines so changing or deleting them can put the AI off. Changing other elements should2 a9 @* F) R! q9 k2 D+ g. |- X, W6 o
be okay.
: o4 }/ n. k; h$ K2. Clarification to weapon filters for aircraft:
9 b0 m" N3 o) Q) a5 J9 u6 k; sPM_NAVAL_ATTACK 2 // used for naval attacks
+ p+ F8 I" j7 O6 m3 DPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
2 p& N7 j7 G, ?; k. V* Q3 SPM_LAND_ATTACK 8 // used for land (ground) attack, t' A; A6 u! k3 ?/ V" \8 z
PM_PORT_ATTACK 16 // used for port attack
8 W5 b7 L/ E! H0 V) H3 XPM_AF_ATTACK 32 // used for AF attack
! {: |- C* Z& l/ m; Y! MDropped any reference to secondary values for land and AF as they served no special use.2 p: p/ l7 n2 |* {8 O
Clarification changes$ i: o. i. x* W; r8 i' ]
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 o4 Y: c$ U2 d3 R6 T: ]. fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. D9 b# Y: g" j% [, [3 d8 H1 sMONGOLIA(91) or TANNU_TUVA(92).( }/ u/ H" L+ I% \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: O8 h+ ?! f. F: {b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. D( s9 u% P Uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 A* c9 ~) N$ X6 e# oafter Soviets are activated, but can’t move& b5 S3 C) P1 t
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 G' D! B% `% i/ F7 p' |- Jdisbanded in port.# ^/ _5 O, t* i& ~( F
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
], ]' m a3 P; Q& s! Of. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |