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1 f* P: R7 h) i/ c( d* t9 s5 {4 I- Mhttp://www.matrixgames.com/forums/tm.asp?m=31850625 O4 w0 {( I8 f7 E8 ~ E) D
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3 }6 I: y) `$ P2 y/ f大量更新,详见列表:" B! v7 M n+ {9 r# b5 G/ H$ I
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0 C, J' t. R, Z- o( }; tChange History:
4 N$ ^( k' [3 d7 h0 LV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# _6 X+ A9 V/ N7 a. d) X1. Seventh Update – This release is a comprehensive release updating all previous
7 L s" G( e8 Nversions to v1.01.17 beta; W# M# ]$ u5 I! o/ i3 ~) O
2. Code Changes2 V Q0 }$ C) I! _4 U0 n' c
Fixed
- H7 ^# O* Q ~. J, C# J# V1. Display of AF/Port icon between player saves based on player's intel
8 D9 z3 u9 h4 t: [& ~3 I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( v, z! o8 J5 Z4 q/ \/ B: I
weapon list updated
' S' w: t9 g, ^3 S |7 A6 S3. Reported cargo/troop safety values incorrect when no cargo/troop space0 Q, E+ q4 Y# M* k6 ?
4. Allow smaller 'reserve' space for small groups on ships
- T, ?7 Z/ p+ n/ _! X ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
! R1 X# z5 A2 _3 I7 C' w6. Correct attacking plane count before final post-air combat( u7 v' j; }, n( s6 j3 o0 k
7. Pilot promotion may have occured in error sometimes8 B9 K# Z( _8 r7 f" q$ R4 e
8. Raid detect message sometimes dropped of the combat report
5 h3 I2 ~+ @* V; A( u9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 O7 S5 ]+ ?& F7 `) g
generally# I; M! g) S3 n& S. x7 F* U
10. Some pilot-leader connections were being corrupted& Q+ _ V6 b# L
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ E% | b* n( N* @+ Pother move issues due to the incorrect indicator
3 G* K- W5 r9 u& m A2 w12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 g$ g9 A0 O8 b. a- J' z$ P* Ndamage$ Z8 Y8 z, j9 N0 K9 B/ K6 g# ~ q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool2 a) s. Y4 d: X- e
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: U; W0 H- a" B& R3 f* M* v
date sort
! w7 B/ h- j+ t5 n5 @+ ]' p15. ASW groups not allowed to attack sometimes
m1 f7 c. S3 H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing3 }: \7 p) L' h; B6 w2 x# ?
HQ/LCU to jump to reinforcement queue
( d# ^/ c. F* A/ i; [% h' W17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: ~4 W3 r9 J/ Y) a0 U18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
* r5 K- K' k) {* L5 \$ K9 Gat start of AE but crept back in sometime during updates
9 f1 F# ~$ U; t" O% P: e19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* H# J2 t6 _, Sfragment.( @5 T* @3 ?7 w. z
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ e7 x4 K) @/ v8 v* f
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ x9 N/ J9 _, n( H& M* T1 }3 h1 S
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( s7 O9 a+ @! g1 ^& Q8 D
set
. T# ?" c+ C* @8 z3 S/ _22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 l* {/ {* e2 x/ |; g8 j/ D
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: w' ^' p4 S/ o; z0 D! f1 N$ E
24. Bug caused F/FB to sometimes bomb at low altitude
# ?9 E4 m* Y; O3 x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
# \0 }2 k8 i2 ?. toccurring properly., b' _, |) @8 L0 \+ X F l
26. Bug in Industry 'failed' indication not showing properly sometimes
# h8 S: B/ c& l$ |27. Location check at scenario load to include small map sceanrios1 E- O! m q) N# `8 O, L+ m
28. Bug in air supply to fragments in a non-friendly base hex
/ y; O' `. \4 W2 V+ }29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% _) L! M! o2 a, M4 a2 y4 o
being set to homebase before execution of the mission – ie was returning to base: ?$ p9 a, ~ E# c0 |( R- B& r
immediately
& ]" X! t$ \6 T" L; h5 r: w30. Error in Strategic map display2 S, g8 J+ Z8 s$ P' w, ^% g2 r
31. Additional and stockpile options were not turned off when base was captured( G# ?3 l2 \5 A+ K
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! p t4 U) `- p) H
mouse over
8 k# k& ~' H- c7 h2 o33. Army experience being gained when not 100% prepared as per manual; changed to allow& A4 t1 j5 r/ \2 K- \/ t3 ~
chance to gain experience if >75% prepare and < 50% national exp level. ]! a5 s7 {1 {+ q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to& g0 }/ V( A2 J
alleviate the incorrect experience gaining happening while in reinforcement queue, @8 h% g1 E) Y/ Q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –* @" z o y' L% N/ z6 A
caused unit to jump “off-rail” and move overland0 }- m8 [9 n% I2 J r: B
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ H& l3 E+ u* Z4 M4 U37. Excessive accident messages on unload from TF reported
" F3 I: q6 \) a( b5 I38. Reworked editor sub-unit merging as some devices could drop off the unit list when- ?& q% U5 B* F$ L# K; e
merged causing smaller size unit than expected" z" I3 X& N/ U4 Z' m
39. Corrected possible TOE error in scenario data load for inactive units
4 p" K( U/ p4 P. }8 s0 {& D40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 ~' O# a) z6 o
however be allowed to do this.
$ G: u7 q& Y$ l9 E( S41. Possible CTD if sinking ship's load was a group
3 c& ~7 L& X# }# i8 X9 n* h& a42. Limit the number of devices built from resources per unit during LCU replacements; this2 p: i0 V! k7 P3 g: c9 S
was causing an over production for that turn% I0 R8 p% o) F6 e
43. Retain day/night setting when creating group fragments
- E2 h. u: g4 L44. Adjusted supply and fuel values in base list not to overrun the space
8 n; |4 A' ^( w5 _$ p45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& T: s2 o1 h' z' t Y
added YMS to Sweep TF in line with manual and code
' n6 F; C5 {+ l7 e% W46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- I8 d8 V5 w7 s- f
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- f3 c- y$ i& f
rebuilding of destroyed units is not affected by this.. x' x b5 Z8 B* T' r& ~
47. Carrier capable and trained text not showing together on Group screen
: e$ \6 j1 F2 g' Q/ ], s1 k$ M48. Handle any blank re-name changes by ignoring them
4 X1 _" q8 D; j W49. Possible CTD when air fragments combine# v9 m& T8 g/ B' Z- l& d
50. Unloading TF can freeze a LCU onto a ship under some conditions
7 g, k- A U$ p) n51. AI not behaving if main HQs missing (affects small map mainly)
1 t' x, o+ y4 B8 l4 `8 U52. AI using AGC for normal land units – removed from TF if not needed. v1 q: s* B! r! k
53. Soviet activation message not in Ops report4 k. U7 B' l+ c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 j+ h+ t5 R5 `" n Z% T55. Clear Soviet air balance if not activated. Possible incorrect base switching
* y" s- i' l2 f5 s! ^$ l56. Sub attack against docked TF not happening for port size <3
) r5 Z" L3 x* X57. Unit type changing unexpectantly
5 S# g3 W% P- v58. Torpedo replacement on plane sometimes is missed
0 F4 p/ B0 C6 z; w5 I5 p59. Double handling of overstacked supply requirements
8 r2 u. j4 o3 ~4 `; g1 ]60. Fixed alternate weapons for port attacks
4 T3 E0 ]3 \6 Y+ y/ r) g7 C" t1 ~61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 T' x4 ]6 v$ x( }# h. D
sometimer in the ship repair cycle.
3 k8 e4 A( V8 J5 ~- j+ x62. Ship tonnage over 32K could cause repairs to fail
( Q) I& v g# E/ S% F' `New
/ X) S' {" |4 D$ l) W! t2 u1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the" G# V% m) u9 d' {2 I' A$ z
port
7 @& p' g, {) B( N5 m% y. j5 b/ B2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 J$ w# M7 u1 G, jTenders not counted: z+ p4 k5 l3 n- J
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ `# v/ h' W; U' i4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 t* s* g! F# M/ g5 eto remove damaged ships from TF7 W! p& R* S# h0 H# A( p: A: A
5. New filter for “non-building” devices in Industry pool screen7 K- p; I& o, Y& s+ G4 W9 K
6. New filter for “non-building” aircraft in Air Replacement pool screen
% d" x. r5 H$ _6 D7 x- }7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! D- I8 ~3 T# @7 N2 R: Q- Q
mines (^) detected
! N2 ~+ M: u' Q n N8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
+ h' w6 v3 i" w) N! K: `‘button6..’ image files, then these will be shown. If not, by default there are shown as3 t: `0 y3 G3 c" u1 x1 U6 I
standard parachute unit icons+ u5 `2 ~" z: G- B- M
9. Air/port damage and building is shown in base mouse over
7 b: _" F+ B3 q' B& s9 p+ p3 u10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& m$ M4 Q0 a/ v3 U' J11. TF can be routed to stay within coastal hexes as much as possible& H0 e _2 e! ^) l( S0 A" ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 j$ K3 t/ S$ @13. Added option on group and LCU reinforcement screen to turn off replacements6 T; T- L2 G5 I) s/ |! Y$ s
14. Current base can get supply returned to it when reserve planes returned which were' A8 Q& v! s- e. P/ y
originally supplied from another base- E7 i" _# m. _3 n: z
15. Unit type filter on Troop Loading screen
5 j0 N# D" K/ T1 \3 D16. Report killed ground units if not in combat report9 P, [6 F" f- {, V- r2 \, w
Changed( g) V! N5 g, R+ Z) g/ I' T
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 R5 i6 x: z- {0 I$ V(complements fix 18 above)! N% f/ {0 I3 P
2. Permanently increased pilot array to 70K
- o7 C/ M8 R6 Y7 |2 E3 [3. Increased number of air combat rounds are a factor of total aircraft involved
; z. F) u4 R9 Q7 B8 C4. Allowed submap to submap movement if land connected for land units. Should have been
9 `% _9 ]& m1 ?8 N" oso as per Andrew Brown5 w: R' Q) C! b/ w6 j
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; {2 Z( d/ Y, b6 k- M0 d( Y
delay toggle instead5 K4 c3 u9 ?4 b- p
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# X5 G5 J7 P3 x0 f7 f" C* B5 _
maintenace a bit more* x, N1 p% ]! g4 ?- H
7. Support device replacements won't decrease the overall experience of LCU units. This does
6 Y# v5 X& c# ?5 `% T' h9 \+ X6 gnot alter the overall EXP change due when any replacements are received./ {( @$ J# F4 X5 c- d3 Z" u* ^$ z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" M) U4 @2 t# J( N6 @5 B. z
between the two but could break current games.
* U) n2 }5 d6 }7 i" I" y9. Some LCU Prep points may be retained if unit is experienced
' m( @( }1 z* ZNotes) H8 s% m E$ p' a
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 m) M9 O4 h. q0 H# f' L
should not change player or HQ, even if not in play. These original HQs are used by the AI9 m( n+ V# M6 P
routines so changing or deleting them can put the AI off. Changing other elements should
2 \6 y1 V# G8 d& G8 i4 c9 fbe okay.8 w- [& n) P+ ~, [$ s C T
2. Clarification to weapon filters for aircraft:
5 G L- B- |5 d: _: bPM_NAVAL_ATTACK 2 // used for naval attacks& ?/ C$ E$ {7 @- z$ U7 ]3 o- Q
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
& q5 F* h/ L5 p x: w% T/ C# P+ \) TPM_LAND_ATTACK 8 // used for land (ground) attack
+ j: ~- f/ b) i4 u. P- J' H3 lPM_PORT_ATTACK 16 // used for port attack/ d1 r1 }' Y6 Q, O$ n* D* v5 z
PM_AF_ATTACK 32 // used for AF attack9 V7 | c E8 i- }$ }* i
Dropped any reference to secondary values for land and AF as they served no special use.: P/ Z3 n6 Q* w0 F5 [- j7 i' d- n
Clarification changes# j5 e; D0 p: _6 A( B
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- K3 Q. W C8 j/ lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' o0 h4 o: J+ x# E* R" t
MONGOLIA(91) or TANNU_TUVA(92).
J8 l% d) ~9 ], Da. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 Z1 \ | U# @1 zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' @1 y/ j8 M( P0 {) `" wc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; o4 U) C5 b: q6 ]6 q N# Bafter Soviets are activated, but can’t move
) G9 f# J3 C% L. p2 Q& n1 L, Fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if' c: b& T2 W" y `4 P
disbanded in port./ |; ~9 A6 G, P+ W
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ i- {; B- ?: b$ [. k, ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |