具体见
# j/ f0 Q5 v' \9 m7 y
5 \, a' {% V& z0 C9 f2 phttp://www.matrixgames.com/forums/tm.asp?m=3185062( f( V# d$ g7 ~
8 E1 X7 _. G" {4 N8 I2 G# r5 \
已经共享到岛群QQ和本论坛置顶资源帖, I5 _9 g9 {) r' l5 j0 i
9 u+ B6 F: q, T1 w6 g/ O+ s# L7 M. m' I大量更新,详见列表:
& ~; t# F9 J- @4 T: M( q& }0 t, W J, D6 o! Z
8 \+ Q7 q" |( l" SChange History:
: O8 s: [ m3 TV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)' G9 ]$ G9 ?2 k3 }8 U& h' o Q* ^( g
1. Seventh Update – This release is a comprehensive release updating all previous9 _# E6 b2 G5 M% P
versions to v1.01.17 beta
6 W4 _. h2 I9 i" {8 |: i2. Code Changes7 U, n N" F9 w [( |0 i0 ?/ y
Fixed# I' A$ y/ w7 c! }! T8 u/ g5 W
1. Display of AF/Port icon between player saves based on player's intel
( n) C3 L% y( ?- d- k/ O2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' M" a6 I5 A: i7 e3 Z" c5 V! V" lweapon list updated5 |0 r' e. }1 l7 m$ Y
3. Reported cargo/troop safety values incorrect when no cargo/troop space" C, E3 X9 [' i8 C1 h [( p
4. Allow smaller 'reserve' space for small groups on ships
+ h/ V5 v" D' y" v# U5. Preserve some more data when swapping fragment and parent to prevent lost of parent, \' ^2 x6 O# t& {; V4 o" H7 f
6. Correct attacking plane count before final post-air combat
& H, r/ \. V8 F* ^8 O9 a/ J7. Pilot promotion may have occured in error sometimes
9 i8 b6 P2 ~/ D' L% `4 X8. Raid detect message sometimes dropped of the combat report6 S( R# D: U9 n2 e+ N5 }) h1 D2 O
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 y& f8 b7 F; d! M+ r" H5 G8 Vgenerally
$ e4 F9 @8 F, G0 s! l10. Some pilot-leader connections were being corrupted! I2 F' g! c7 Q9 ~* `
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* n0 U, Q# U) X) ~2 S! a# `; ~other move issues due to the incorrect indicator; T# @* |2 U# ?( K
12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 [. E; d5 M( `- q% V! [
damage
; E% L1 C& T" X# @0 V5 [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 }. |. g R$ [- T& P9 Q3 b/ N
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the* d& P5 \, {/ G/ A. s, _ N9 o
date sort
1 |0 T" p( w, @15. ASW groups not allowed to attack sometimes7 X4 v' c, K: {3 R* h! R5 W; c9 N
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 D# R: q7 x) l, d; \$ [: d
HQ/LCU to jump to reinforcement queue# |+ T& ]6 G, v& ]( }9 k
17. Bug in bomber intercept if too many rounds of fighter v fighter combat; V+ z" p( ~2 z* l+ o/ \- \ I
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& A% E9 j- x" p0 i, ^
at start of AE but crept back in sometime during updates: i0 `0 p3 c3 o, `& y
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! h/ Q) B* S* Q( |) u
fragment.
0 J ?* D! a. G8 o8 F: V20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( t0 z( j! Y/ i1 d% s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. |2 ?7 c0 c% k1 xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full( P% y' |$ q& K" ^! X8 B
set$ f. T2 m' g' W/ d
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 p& O5 t, Y+ X* Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, i2 P: D: p, z& F* {4 _
24. Bug caused F/FB to sometimes bomb at low altitude$ J0 ]9 \- P v* P! u0 n
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* r- \. Q v" U. g& Poccurring properly.) B0 f) Z: C& T
26. Bug in Industry 'failed' indication not showing properly sometimes0 \% K' Q( I7 b" a8 G8 M8 C! M
27. Location check at scenario load to include small map sceanrios' g7 S0 ~! n8 V) T
28. Bug in air supply to fragments in a non-friendly base hex* r" w3 K# `% y* C2 y. @1 c& P
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" v1 y: L O! V: f
being set to homebase before execution of the mission – ie was returning to base
, e0 B+ d7 C$ }immediately
% F( O' w0 x6 Z3 T; E; `6 F30. Error in Strategic map display1 P+ j2 g* q4 Z$ |/ e
31. Additional and stockpile options were not turned off when base was captured5 O: C6 T3 q: Y4 p* h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% a/ G: {8 Q% }2 y6 }
mouse over
# W5 V! ?! @# l& ~$ @+ y; O( E. b33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 r/ T; R( {* N- q" x8 c$ ?chance to gain experience if >75% prepare and < 50% national exp level
0 u6 j3 T* [4 E P O34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
2 K3 M7 o3 V+ D& c2 [1 }, A0 |( kalleviate the incorrect experience gaining happening while in reinforcement queue
$ c7 g0 C. U# x/ H7 J35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 J: b4 P% S+ Q6 G6 l' V! scaused unit to jump “off-rail” and move overland R' E& N8 A! U/ t
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# i- j, i O9 h% W* B3 m) Q3 J
37. Excessive accident messages on unload from TF reported
; a" L- H& \/ o" k" u38. Reworked editor sub-unit merging as some devices could drop off the unit list when. N$ f7 t0 G( V
merged causing smaller size unit than expected
9 u2 N) `' N2 m3 ~( x7 s39. Corrected possible TOE error in scenario data load for inactive units$ @4 t6 q5 Y9 E' M
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ q/ N' j: y; Ahowever be allowed to do this.
z- D% |. |: c/ y' a) @41. Possible CTD if sinking ship's load was a group
5 n5 J' c& G1 j- d9 f" D42. Limit the number of devices built from resources per unit during LCU replacements; this
) x! H* G" N* C7 J- ^7 y) Pwas causing an over production for that turn% s$ {5 ?; Z% j: d6 o7 P d
43. Retain day/night setting when creating group fragments) }; U# I# X5 \2 |9 y
44. Adjusted supply and fuel values in base list not to overrun the space% g1 O. x' v7 x! B" b5 e. f2 A$ s4 }
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but) y; L- u1 d) l* Y. R
added YMS to Sweep TF in line with manual and code- |4 p& Z1 c( U6 p3 h
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* z- z3 z3 }" x! Frule relates to the abundance of manpower and is not covered by replacement pool. Normal- L+ B+ P Z% i: g' q6 |8 `: N
rebuilding of destroyed units is not affected by this.
9 B+ N! |2 K5 C* {9 N3 Y+ C47. Carrier capable and trained text not showing together on Group screen7 d T( t7 R3 _3 u
48. Handle any blank re-name changes by ignoring them' s5 t# y/ U: E2 ]4 d& P
49. Possible CTD when air fragments combine
( L, e' Q* I' K. ^4 j50. Unloading TF can freeze a LCU onto a ship under some conditions! E7 e: f4 C, @) x# a6 b, ^+ [
51. AI not behaving if main HQs missing (affects small map mainly)
5 I9 ~: H1 b. P& {: D+ _52. AI using AGC for normal land units – removed from TF if not needed
& s: M4 G5 w4 M, r }/ g53. Soviet activation message not in Ops report" v" q) U B! q
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ ^6 t, W1 E3 H55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ E$ Z% W. _* v1 E( i56. Sub attack against docked TF not happening for port size <33 n' u1 N9 {: s9 g* p" N, W9 _
57. Unit type changing unexpectantly
1 p! n0 X. ]1 [; Q6 j. L+ N58. Torpedo replacement on plane sometimes is missed
* h4 [5 R. u: \) D& x' @59. Double handling of overstacked supply requirements
* b9 m2 d/ t8 [! T1 c- N60. Fixed alternate weapons for port attacks6 C% k/ j5 u T" s7 \4 C. ~7 L( Q
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. D$ y: t0 q0 F% ?" Q. R* R& P5 L! y2 ?sometimer in the ship repair cycle.
# Q( |8 }! T9 U) h- }62. Ship tonnage over 32K could cause repairs to fail
7 @. w# ^3 g, r( K) f: b( O: ONew
1 q; t& R% Z/ n y) D) ?1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
9 W5 U! e6 X3 \3 W2 d: Y7 hport- G8 g! i8 D2 j
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.) N5 J" F5 P2 m X. a& m
Tenders not counted) Y' B' b! d# l; n" h! y
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 [/ ]' X9 J3 u8 x# M
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& Z4 x+ t- F; tto remove damaged ships from TF- d! t+ A4 g i7 j/ g
5. New filter for “non-building” devices in Industry pool screen
0 a8 ]4 O# o6 X/ D) I6. New filter for “non-building” aircraft in Air Replacement pool screen* E: u/ J$ {3 C3 }# z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 _0 E3 t" Y2 {9 i0 h! W; d
mines (^) detected
e- e0 L. y3 _ W9 r* y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# Y/ B; @, J, w
‘button6..’ image files, then these will be shown. If not, by default there are shown as j2 R% B, Q3 K B
standard parachute unit icons; K3 V/ d. R2 q; ~# n5 ~# S
9. Air/port damage and building is shown in base mouse over$ l5 K r* u, p& I1 [7 g, V
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 w" x8 H; D5 u2 `11. TF can be routed to stay within coastal hexes as much as possible }3 [$ @) T8 O4 z9 g
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) x7 z8 a) N3 J& Q13. Added option on group and LCU reinforcement screen to turn off replacements2 k: }2 K( J8 T
14. Current base can get supply returned to it when reserve planes returned which were
2 }' C3 o7 p+ |7 m+ k; joriginally supplied from another base
. M( V1 o7 n1 @! c1 a$ ]15. Unit type filter on Troop Loading screen# |& \( o+ O2 w; A
16. Report killed ground units if not in combat report
& ~6 G& ]6 s0 O; R5 }( F" XChanged: X- [; r% j: D% x& J
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! F; y8 v' l3 e(complements fix 18 above)" ?( @ D' ]6 F
2. Permanently increased pilot array to 70K
, y/ `* x O$ F3. Increased number of air combat rounds are a factor of total aircraft involved
( {- p+ B3 ^" @: `# z3 F4. Allowed submap to submap movement if land connected for land units. Should have been
, z1 a8 `' L8 Uso as per Andrew Brown) K$ w* c* C) }) j( z: k0 J
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 L N0 C) C4 P2 \
delay toggle instead* ^- U) f; P+ W3 x( T2 I
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: \! k) a8 f Y) smaintenace a bit more
/ E8 @+ k$ d+ W5 Q, L w; N7. Support device replacements won't decrease the overall experience of LCU units. This does
7 x5 @$ p% {$ n+ Pnot alter the overall EXP change due when any replacements are received.
) M9 _! o( C0 l2 l8 |$ F! W0 z8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( j" ^% g% A \4 Y4 I/ D3 D, `0 I
between the two but could break current games.' ]8 A) k$ M+ U8 c9 g7 M
9. Some LCU Prep points may be retained if unit is experienced. u0 `- C. y ^* l# n" x5 o
Notes
) \* }) Z9 h) N/ n" I, |4 m$ r1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario B+ R4 y2 k; M6 ?1 R$ g
should not change player or HQ, even if not in play. These original HQs are used by the AI
" p, ?& V# o2 r- U3 Lroutines so changing or deleting them can put the AI off. Changing other elements should
) X; K4 ~( I3 D) {/ @6 Kbe okay.
$ H1 R/ d$ x9 D2 j* Y( o# G2. Clarification to weapon filters for aircraft:
+ P& i: A: [+ G8 a- p y% _PM_NAVAL_ATTACK 2 // used for naval attacks1 P% E. h+ M0 o# H4 e' [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)+ A& d2 e. E& l+ ~
PM_LAND_ATTACK 8 // used for land (ground) attack
) `. Z: [( j, `4 A1 S( fPM_PORT_ATTACK 16 // used for port attack
6 v6 X6 z2 ]( |+ U/ PPM_AF_ATTACK 32 // used for AF attack6 C+ A! Q, U7 t
Dropped any reference to secondary values for land and AF as they served no special use.
. R& Y, {( a: Z# uClarification changes4 V" w/ x) n+ w/ m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These" v# ?- D# |: h
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),4 n0 P7 z( K" q9 e) z d: ]8 h$ V3 p
MONGOLIA(91) or TANNU_TUVA(92).
y* t5 A0 T* g4 Ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% Y) N2 ~, j) F+ s! h: ^6 xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
5 A- b. c/ Y1 A7 @9 v- G3 Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
" O% I1 H# [ T7 B7 R. ~after Soviets are activated, but can’t move+ P" A2 Y. o) @+ p/ |6 S1 G
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ Z7 W& m9 N7 l( |6 [, e1 Ydisbanded in port.
7 x6 b: c8 @& l7 u! Je. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- d2 z% `( K' W% j# U- ff. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |