具体见
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4 s7 K+ H: r) }! a3 nhttp://www.matrixgames.com/forums/tm.asp?m=3185062
9 ~: }' E: {" }/ V
- r \7 _9 a9 x* q4 A$ T已经共享到岛群QQ和本论坛置顶资源帖3 q4 c' M% w& [) U
2 u- u$ d% @2 [" \& H大量更新,详见列表:0 x" k4 r F W8 E$ }
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. m G& O6 x% q% ]/ j7 i; v5 A( I1 LChange History:( P3 z1 d$ C! }8 N) D5 s
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( G" L8 T5 U" B
1. Seventh Update – This release is a comprehensive release updating all previous4 m) M: W0 N" c6 V/ U; {
versions to v1.01.17 beta9 p2 B$ ^5 [% n
2. Code Changes
# K- h1 h( K/ c! C) Y4 r0 L4 YFixed
7 w+ S" D/ z! v% y; w$ ~( }: S! l1. Display of AF/Port icon between player saves based on player's intel
7 M& a% b, v0 i1 d* R6 s2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ |% A' ^3 D- L+ |/ K/ r3 [; h
weapon list updated
. A/ @4 Q6 B$ ^1 |, s; M; u3. Reported cargo/troop safety values incorrect when no cargo/troop space
) k6 s; I" s7 E7 h1 g9 B" n* _4 n4. Allow smaller 'reserve' space for small groups on ships: P P6 S4 u/ n0 H1 I. S8 e
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( S8 _# G* v5 v( o" }. ]
6. Correct attacking plane count before final post-air combat/ z! S8 B: k) g7 }
7. Pilot promotion may have occured in error sometimes3 _8 g% {" X# q6 M
8. Raid detect message sometimes dropped of the combat report. Q$ D8 H+ K9 q- p' h( G
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 N: j. c8 f& [, w7 a
generally
8 r7 x( T6 I' L9 b- ^0 E N7 f8 o10. Some pilot-leader connections were being corrupted
. ?( V% o; ~- \/ V( N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( r; N; ^: ?7 V* d) J4 lother move issues due to the incorrect indicator
$ L4 v" A+ K0 Y3 A12. Wrong ship sometimes reported in Ops report for TF movement which causes some
* r; r9 ~9 G' B/ [2 jdamage' E+ \1 `7 p9 c' N. I
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 F5 K7 r- l+ `* g
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
' d3 q ^* B/ x' \: L; S. g9 Pdate sort# Z4 q% m H5 m& j8 ^ X$ ~; J8 P
15. ASW groups not allowed to attack sometimes
& a( a6 `, p4 u; p- | ]" n16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ v7 ~9 w: `" E9 m
HQ/LCU to jump to reinforcement queue
. ] B! V* u2 r6 G) ]17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 T1 l: |4 p) h1 \4 ~! r18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 F; @% h* ^ x& e2 J
at start of AE but crept back in sometime during updates
4 c7 f% L V- X; S19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) l5 z1 } E* r# J+ X: C; w2 ufragment.0 e7 c# m* Q* i9 p. L! P b
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade% V; K- W& Y6 X* B, s1 G+ S1 v- `: g) n' L
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. d; W. _- v; Y& C
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full% l3 F; U' F9 Z1 s& e9 [
set
$ W! Y4 v- u( f+ p0 |0 i/ w22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" x; J3 j0 R& I0 j9 |23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
0 G- L6 H% ?# m4 G% q+ ?24. Bug caused F/FB to sometimes bomb at low altitude
' `- B- Z- p) f25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 ?0 i; E' n+ e) R4 Q0 n% koccurring properly.
) R f# R0 d ` y3 v) Y26. Bug in Industry 'failed' indication not showing properly sometimes
9 Q! s9 H" M3 [ C; o1 q27. Location check at scenario load to include small map sceanrios2 `: S2 v+ f" O( d
28. Bug in air supply to fragments in a non-friendly base hex
, A" R( j7 I$ a2 K Q; T29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was B9 U" r- N! D$ L( S0 S5 L; M; U w
being set to homebase before execution of the mission – ie was returning to base
/ F! \: u/ p' n! ]6 Nimmediately
. h/ c3 G* Z5 y! m' K* a# N! E30. Error in Strategic map display
! A$ d# d0 Q4 t31. Additional and stockpile options were not turned off when base was captured9 n1 M% Z9 t; z$ R- L2 h. L6 I
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" t! W9 O' {0 \3 [; w* ?mouse over0 P2 L. q0 y$ I4 A+ A1 ]1 E3 n( m
33. Army experience being gained when not 100% prepared as per manual; changed to allow" H8 @, I$ V" q8 q5 C
chance to gain experience if >75% prepare and < 50% national exp level
( ^/ K+ ?/ N$ N6 O- v& _8 l. c34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
1 P' m7 m5 {3 i! R) ialleviate the incorrect experience gaining happening while in reinforcement queue6 }! L+ d" Z* l5 D, O
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& `3 W* _4 |( G& qcaused unit to jump “off-rail” and move overland; Q- X6 I6 @( M, K( b) X; U3 k
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ E- s0 p5 b8 ?' x l" P: H37. Excessive accident messages on unload from TF reported; L0 w/ m* N1 W# N# Z2 S
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- B/ D! `% G5 L5 E) Nmerged causing smaller size unit than expected/ B! ^1 S) w, p% P' d1 j, n
39. Corrected possible TOE error in scenario data load for inactive units) P% Q' Y% s9 z e$ U. h5 K
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( e$ V! J: U( h
however be allowed to do this.
% b9 x8 {. ]8 }9 o# M41. Possible CTD if sinking ship's load was a group1 B6 o1 R- n# O# [
42. Limit the number of devices built from resources per unit during LCU replacements; this
0 Q& V" g8 N9 c+ s7 `; I1 ywas causing an over production for that turn0 Z7 F2 l/ l }% x! y5 b7 L
43. Retain day/night setting when creating group fragments9 ^' t1 X8 X0 ]3 ?
44. Adjusted supply and fuel values in base list not to overrun the space
+ X- h: J1 G5 k5 f2 Z6 W* ~45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- J) u' Q! Z+ V7 p/ Y E. ^" U
added YMS to Sweep TF in line with manual and code* Q( J' T) a1 g3 _; ~, u
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 R) K' w+ \: l2 v4 ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 }7 ]9 K% o5 A9 w% O6 T( e% m) x
rebuilding of destroyed units is not affected by this.
8 E0 g+ C `! I47. Carrier capable and trained text not showing together on Group screen
: B7 u6 w2 a8 Q4 H' q6 C) c( F: ]9 q" K48. Handle any blank re-name changes by ignoring them
i$ x- Y* Z% D& g+ p% e8 D49. Possible CTD when air fragments combine
( T% `, p7 q! j1 ?50. Unloading TF can freeze a LCU onto a ship under some conditions3 P3 A. D: k! K
51. AI not behaving if main HQs missing (affects small map mainly)' E. f# @/ y5 h. L& J! W2 \0 }
52. AI using AGC for normal land units – removed from TF if not needed8 h! v( B$ |7 ?( J; k% l
53. Soviet activation message not in Ops report& o/ b; G8 H/ R% h; R- }
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# f* O. l! }3 Y( E* i55. Clear Soviet air balance if not activated. Possible incorrect base switching
( d, ? S( h8 V# I56. Sub attack against docked TF not happening for port size <3
: I1 W* v) H4 `% h; @ p57. Unit type changing unexpectantly
9 Q% ~, `5 f; i5 h" B$ i% b58. Torpedo replacement on plane sometimes is missed! f) b9 V8 I- G* k- N7 }. z
59. Double handling of overstacked supply requirements
+ p1 |( p/ Z% N z$ \1 e& L60. Fixed alternate weapons for port attacks
, B& q1 b& D8 k0 ]+ y61. Corrected weapon system damage to show after combat on ships in port rather than wait till, v7 N% L1 \# J$ C! l* w
sometimer in the ship repair cycle.
" e1 X9 H0 ~- t8 M5 o8 x, q62. Ship tonnage over 32K could cause repairs to fail
! u$ C8 ^" V8 Z' a# UNew
& ~ z/ \- [" z0 q) E1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 }6 |3 `, V5 z4 j/ Oport
* C6 Z9 J0 k; F# |! T6 F& J5 j2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 y* v, q0 s# I0 B% `Tenders not counted \+ J/ h! b/ l, x
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
0 z& w; z$ j; G l8 c3 W1 |3 g/ r4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& x' P% d8 b- y. k8 R- A- x. @to remove damaged ships from TF2 h. Q9 D8 L! a. h8 }; |
5. New filter for “non-building” devices in Industry pool screen
o0 s/ @1 C2 J3 Q3 e7 U1 n) b, ^6. New filter for “non-building” aircraft in Air Replacement pool screen$ P" e4 S' O. X, G
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy# @. D* S4 I: H N
mines (^) detected) `) x# l- i4 M+ ] r V6 ^
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
* c( V5 E0 ^0 U! j0 `& A2 T8 [7 [‘button6..’ image files, then these will be shown. If not, by default there are shown as$ r6 k( ]& f) [& y* \: X8 m& [
standard parachute unit icons/ M1 n6 B0 A' k" e% P7 s& H
9. Air/port damage and building is shown in base mouse over
. Z/ e' ^) V: ^3 t' M10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% t! y% B: T) c
11. TF can be routed to stay within coastal hexes as much as possible
8 U+ N- S% ]* \; e% Q8 W12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ U; n: |: j# E" U1 ~$ A13. Added option on group and LCU reinforcement screen to turn off replacements
- a6 D& R1 @+ f( O14. Current base can get supply returned to it when reserve planes returned which were' A; ]9 O1 `- p! Z
originally supplied from another base
2 |! e& o- }" }, M' i- D) l; j7 [15. Unit type filter on Troop Loading screen
+ |: E% ~2 i6 q. K& }' o% ]- r# x16. Report killed ground units if not in combat report
0 c" T7 ]$ J$ M% y$ ~/ F \4 AChanged
8 F Z6 f1 @! M1 |1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 f0 }0 z% U- D& \7 s! r
(complements fix 18 above)
{( r9 u+ P- u' }6 I2. Permanently increased pilot array to 70K
. a( I# ~% n0 \# A& G. a/ U9 x9 |* f3. Increased number of air combat rounds are a factor of total aircraft involved! ?. K& J0 Z2 I
4. Allowed submap to submap movement if land connected for land units. Should have been9 R W6 W4 D6 y% ~
so as per Andrew Brown
( Z2 s" M1 U* y4 `5 d" ~" Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ s& j9 u0 Y: z6 A x
delay toggle instead9 Q3 r4 e4 W9 ?# |8 x
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the m; \) E9 R8 L% G" x7 N1 h
maintenace a bit more5 b* [$ ?, L3 {6 m+ B1 W1 Y
7. Support device replacements won't decrease the overall experience of LCU units. This does
% l n' N) T t/ T" Lnot alter the overall EXP change due when any replacements are received.8 \) j. P: ]' ~" |$ d
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction0 _. m( B. b! H9 ] Q
between the two but could break current games.; f7 N8 ~: k' q( W5 B# o2 h: d+ u: X
9. Some LCU Prep points may be retained if unit is experienced
- K: e5 q4 i, f7 ~# }" v& RNotes
& c) b$ t- |0 X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% f( p8 e9 j. E$ Z: S/ p: {should not change player or HQ, even if not in play. These original HQs are used by the AI
8 Z1 A- Z3 U K! X3 l- T" b5 L% Froutines so changing or deleting them can put the AI off. Changing other elements should( {4 g6 A" K A7 _0 y* _
be okay.
2 K" ^" j( b8 x( g2. Clarification to weapon filters for aircraft:7 s+ H" J- C* R w
PM_NAVAL_ATTACK 2 // used for naval attacks
; m4 s7 t% f. u$ {9 e9 E+ v8 nPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ B7 g6 D. |! ?2 s2 `. Y3 }7 |3 e5 PPM_LAND_ATTACK 8 // used for land (ground) attack2 P" i6 @0 W/ ~' O, i4 u2 b% ?
PM_PORT_ATTACK 16 // used for port attack
& @, l9 H9 ]& K# ~6 J* D! o4 Z; mPM_AF_ATTACK 32 // used for AF attack
+ o5 b1 v; {, H' sDropped any reference to secondary values for land and AF as they served no special use.+ g: W6 p Z o D+ ~+ n
Clarification changes; K5 r9 P3 N# d& ~ D8 u8 j- N+ W
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
% f6 r& G) o( g+ zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),+ q* C4 C7 ~0 J V$ h
MONGOLIA(91) or TANNU_TUVA(92).
- n! h% W" s La. Allied non-Soviet groups can't transfer to Soviet Motherland bases. p- g2 K, N! k- e. ^
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ M c, z. s" c- X. d/ ~
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 d& o3 m3 D: q7 u' x
after Soviets are activated, but can’t move8 |6 e5 a1 W, Y' \8 j
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if$ l) J* R3 L1 `& N: Y9 Q# U
disbanded in port.
, P) o9 W- d2 ?0 e! u/ We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently5 p% d ]& ~: `( v
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |