具体见3 r! E$ F3 Q6 C, j, A
6 h" z; \0 s$ Z, G! x# @http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖% y2 K* ~1 v+ e- P; `( N8 j+ A
4 t' J2 l8 M! M1 b7 N4 i( N/ G' E1 Y大量更新,详见列表:/ B/ _7 V0 w3 f& i: w& s0 s3 ~
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Change History:
2 M* n7 t6 A# l8 I. gV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& b$ o% X8 m4 v% p1 ]" s1. Seventh Update – This release is a comprehensive release updating all previous
( o7 _$ W2 P$ v. i/ g7 s4 }versions to v1.01.17 beta
; O$ n7 x" N! U2 r2. Code Changes
' J; Z5 E% g( L+ `4 t% o0 Z# ~/ jFixed
, u1 o5 |4 d) A v1. Display of AF/Port icon between player saves based on player's intel
6 K" S& z, V6 x# H- a2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 U# Z$ @* T: Z/ K# `* t
weapon list updated, S6 u' D( @0 ^3 x
3. Reported cargo/troop safety values incorrect when no cargo/troop space; n( Q) Y# F6 Q* ] f# V
4. Allow smaller 'reserve' space for small groups on ships
* H3 X* ?' |1 C' ]5. Preserve some more data when swapping fragment and parent to prevent lost of parent
' x" O* }; } [* c& m" Z5 L6. Correct attacking plane count before final post-air combat1 r6 D- D( x0 N9 p u
7. Pilot promotion may have occured in error sometimes* E& w" _7 A- d- t6 w
8. Raid detect message sometimes dropped of the combat report3 K+ D* Z5 F0 A9 f, K4 K7 u
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
6 G! s% R/ H7 Vgenerally" C% d* y; v; O3 Z" x
10. Some pilot-leader connections were being corrupted2 t4 m8 [, C$ J# e6 ]5 i
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" v5 v$ [3 P; P& U- o0 Nother move issues due to the incorrect indicator
- \2 ^1 L I- I6 H2 K12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 |( X) j- w' i" X Q+ O8 K1 [damage8 A J6 n2 X3 ]0 z+ Q" E( q( F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% v; D, N; L# K* K4 t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 c3 t0 U/ W ~! s. S8 q/ [date sort
9 y! D( J6 I% E, x, _& J+ @- Y15. ASW groups not allowed to attack sometimes
4 L5 G) ^* Z9 j% t% y/ p. f16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( C$ y1 }8 U) }$ PHQ/LCU to jump to reinforcement queue L' K& u" U q* E: q" ^* ?; S: A% h
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" J$ A- Y9 X' Q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 O5 g/ m) e6 ?( K9 @
at start of AE but crept back in sometime during updates& _5 s0 C, m5 l# ?1 j; q0 S
19. Removed the fragment/parent swap during a TF unload as it could often orphan the: K7 |+ A6 q, m- N8 Y
fragment.: W& J" S8 z4 W7 Q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: N; ]: G- S+ }: g1 `. b$ l. z7 _6 A21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! T1 q+ b: g! E; {" P. hshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. a; _: R! v( k& K( q
set9 s! y) B/ b$ }8 N5 f& w d5 J6 T
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
6 _; K6 |0 y2 C9 H23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; a5 ~4 V0 `) A24. Bug caused F/FB to sometimes bomb at low altitude+ B( S. u# ~4 F# @. Q9 G( T
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 r+ f; a" ?; @% F
occurring properly.
% e: f8 w7 r' s, O; B" I. d26. Bug in Industry 'failed' indication not showing properly sometimes
. v+ n: |5 n, i! ^7 W& d27. Location check at scenario load to include small map sceanrios
) a4 U4 |: W1 k( m1 Z; J y( G$ ^28. Bug in air supply to fragments in a non-friendly base hex
u' v- H1 V# [4 T H* {. e$ f29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
+ q" v* h& z/ D& A# ?being set to homebase before execution of the mission – ie was returning to base; L! e; `7 ?6 @; e
immediately K! R" u! M5 Y3 D0 G
30. Error in Strategic map display
; z* f$ ~; {+ Z31. Additional and stockpile options were not turned off when base was captured
$ t8 _7 x; L5 N) O D' M; k32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
# A, W G2 g( U, w8 [6 x3 tmouse over# `3 e8 Q8 V7 t* C
33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ M E, W& _+ S& M4 y2 }chance to gain experience if >75% prepare and < 50% national exp level
* @- X2 ^' E: s2 d! \4 Q3 F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to+ E7 A, }# l2 |: C( p- ?7 w- v
alleviate the incorrect experience gaining happening while in reinforcement queue
" W2 m: d2 A2 B. U, t: q35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 K7 v7 B/ E; J% i8 Q5 Zcaused unit to jump “off-rail” and move overland1 ]# }1 O7 {, R, N0 f: R# R
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# J B5 G. M8 p) }. M' k/ S6 o& r
37. Excessive accident messages on unload from TF reported3 O0 U& j& M1 R& h2 {5 v( X
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 X# w" M- _; y& v8 P3 Dmerged causing smaller size unit than expected* M* b& L- _/ `2 \7 b& _. n
39. Corrected possible TOE error in scenario data load for inactive units
/ U5 b; `2 N. R8 O [40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; v4 i8 }4 |9 `8 D6 }$ p/ Uhowever be allowed to do this.
* r. U, G, o1 Y# |' a$ \- W; {4 F41. Possible CTD if sinking ship's load was a group
* o$ i' ]0 r- L% }% ~: X) \42. Limit the number of devices built from resources per unit during LCU replacements; this
. E9 {/ A" J! E7 F) q: ]was causing an over production for that turn9 q, k( v8 n! a" T9 S' Y$ m0 _+ g/ f
43. Retain day/night setting when creating group fragments% r$ m5 u" o, `1 R' q
44. Adjusted supply and fuel values in base list not to overrun the space+ h& j2 U4 V: x8 h2 J) @( \
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! d/ D9 h* L; R3 o5 Y% ^added YMS to Sweep TF in line with manual and code
; y/ @+ U8 E/ c1 }46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 j6 u1 w8 v" V% \5 J3 {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' H8 C5 u$ N, v3 t% z8 irebuilding of destroyed units is not affected by this.
k* ?! o: W6 ^* h4 }( s; A47. Carrier capable and trained text not showing together on Group screen/ z! ^7 K& I8 T- S
48. Handle any blank re-name changes by ignoring them
8 k; D3 {0 q" C1 v0 E49. Possible CTD when air fragments combine
* i" t0 [* ^# b* c4 Z2 _9 H: p# n5 h50. Unloading TF can freeze a LCU onto a ship under some conditions( U+ K e8 ^1 u; y: `0 A
51. AI not behaving if main HQs missing (affects small map mainly)6 O5 G [* ^3 C* W) M$ R j
52. AI using AGC for normal land units – removed from TF if not needed
8 w7 }( Y8 o, K/ ^) M53. Soviet activation message not in Ops report! T) S+ w8 E- A! P7 e5 U5 l/ {
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
7 d3 U/ n# t7 N55. Clear Soviet air balance if not activated. Possible incorrect base switching
% A7 Z2 \& \3 a7 F5 n1 v8 ~) C56. Sub attack against docked TF not happening for port size <39 I8 T0 j6 `0 G
57. Unit type changing unexpectantly
7 f" w' |. I M5 K- Y6 Q58. Torpedo replacement on plane sometimes is missed
4 r" x1 z5 v" W4 R6 S1 R/ ?/ S59. Double handling of overstacked supply requirements2 m [# }+ ?! g, J) s
60. Fixed alternate weapons for port attacks: M% }" Q Y# M& Y p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till) F9 l2 }6 R# L h7 m
sometimer in the ship repair cycle.
( L$ A- l& s" X6 h3 V& m62. Ship tonnage over 32K could cause repairs to fail+ H. Z6 A: c, q9 Z& h7 E
New6 o6 @! a6 g# e6 L& S' o
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 V, u- B$ ~& b% ?0 K! q3 }8 Tport
! o+ q R0 t5 |1 k2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
. ?( R, Y1 H4 s" ]Tenders not counted3 X" J/ l3 Z) Y7 G5 V- S( v4 D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. L/ @& t( F# T2 ]% e6 N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* y6 O; f# f$ O$ z# A `7 d
to remove damaged ships from TF7 ~1 M- @' o+ [8 m! M
5. New filter for “non-building” devices in Industry pool screen, D* a. K( u7 I" S- L" F
6. New filter for “non-building” aircraft in Air Replacement pool screen& \% I! w+ W( `) h) n1 V/ w
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy1 R1 b4 W& o. n; Q
mines (^) detected) ~5 `3 v6 x7 N, d% C2 [1 b& O
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 l( L# \" E. r' J
‘button6..’ image files, then these will be shown. If not, by default there are shown as6 ^3 ^; U* D% X8 C' E9 c# D$ F
standard parachute unit icons1 t" _2 m s8 w( }0 \( H. V0 t' d4 }
9. Air/port damage and building is shown in base mouse over
3 B6 t) ]2 a" E/ ?# F' f10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ _) ?/ ?( S, s: q! k11. TF can be routed to stay within coastal hexes as much as possible
* C- | p$ q" b7 X9 C1 M12. On Top Pilot screen show the 'ace' cut-off value if more than 1
. T2 `9 y/ A" C* M4 n5 Q13. Added option on group and LCU reinforcement screen to turn off replacements
, R, O$ W/ ^& p; Q14. Current base can get supply returned to it when reserve planes returned which were6 z# [! t) ^* m; R% l# b+ @* _
originally supplied from another base
& R0 p& @! y* E5 ~. h) }% n% l15. Unit type filter on Troop Loading screen
, A$ [% k4 l: i4 z16. Report killed ground units if not in combat report; x; `# s) ~! r, \ G% }4 O; @! w; x
Changed% ~( M! W% p' ?7 A
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& Y) P* o# B' p3 b2 I(complements fix 18 above)
5 ~( E3 p8 Y; y; ~0 I. w- W6 v2. Permanently increased pilot array to 70K
, f- C' i& t5 \6 @+ {) Y3. Increased number of air combat rounds are a factor of total aircraft involved
e8 Q. N/ W# \" v4. Allowed submap to submap movement if land connected for land units. Should have been) A; R5 C. f( O% E {
so as per Andrew Brown1 A# j, x2 t( U+ |! c4 g9 S+ u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ I! B. Q3 l- K* O( Z- h) n# m
delay toggle instead
8 x( F8 ~; s- h- e9 @! B6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: \; k& L7 |6 i4 X+ `
maintenace a bit more
1 [1 J8 O5 u5 _$ i+ o. E7. Support device replacements won't decrease the overall experience of LCU units. This does
0 f$ G1 q9 C2 A' d+ h& L0 knot alter the overall EXP change due when any replacements are received.
5 o7 @6 u$ A1 e8 E) J8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) U7 c/ Q% s( V6 a! e
between the two but could break current games.
' [. X% A }4 w7 i' A. s& y0 L3 ]9. Some LCU Prep points may be retained if unit is experienced
) N4 n( o. T5 x$ X5 h' pNotes
4 r# G3 ]! V! G! r% z+ ^+ ]1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ B$ N/ u( F: u' K0 Y) T: P/ _should not change player or HQ, even if not in play. These original HQs are used by the AI
/ u. }- i, Z0 ?( b/ X0 t5 q. Zroutines so changing or deleting them can put the AI off. Changing other elements should, o3 U4 p) {9 h5 t+ \" ?
be okay.- M; ^: ~! i0 X' R
2. Clarification to weapon filters for aircraft:" M# ?- w+ \) J' V( p" ^7 y. I
PM_NAVAL_ATTACK 2 // used for naval attacks
* C8 E i k: W* _+ APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 J; X! D2 B% n3 I5 a4 k( l/ t7 B
PM_LAND_ATTACK 8 // used for land (ground) attack
* Z# M$ J( B+ O1 Y: m8 HPM_PORT_ATTACK 16 // used for port attack; g$ F2 p2 X. Y& ?+ _: F+ M
PM_AF_ATTACK 32 // used for AF attack
! P O) h, Z% h/ A$ l JDropped any reference to secondary values for land and AF as they served no special use.8 y3 t! D4 c" |5 U$ h8 T$ h0 }
Clarification changes7 e; J; v, C1 W' H3 `- W
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These* v; l' I Q" v0 J1 Z0 n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 q: `5 T$ [. l* a; B
MONGOLIA(91) or TANNU_TUVA(92).
# w* j4 r8 A0 B2 p5 X% ~8 ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 I; K' k% T0 }: f; @/ n, D# h2 lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! k8 y, J$ T7 A+ Tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
# ^! E8 F- ?( o) y0 tafter Soviets are activated, but can’t move# J; g& E e* a, Q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 [& a8 L. o! D( P# O. [& I
disbanded in port." G: F$ X" E( L" Z4 C) Q: s$ Z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( v4 `/ m2 n5 f. x1 V+ c# @f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |