具体见
8 c2 P$ Q" Y% J; V* U& k* P& z/ I1 H2 h: u* E8 w# Y% ]% C
http://www.matrixgames.com/forums/tm.asp?m=3185062
4 @: E2 |7 B7 j1 F* y. y% V# \# H5 H9 L- X9 Y
已经共享到岛群QQ和本论坛置顶资源帖
: v' p7 u3 R; P3 v; |/ U/ s% Z& f0 W. P
大量更新,详见列表:
N# q! K( ]& w
6 T8 v1 m% r4 |! ^% N: E6 Z' y3 W8 P! t& v5 y+ ]/ G; T
Change History:' N* W1 Y+ J+ |4 H. N% B( l
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 w+ w7 R* Q1 ^" w1. Seventh Update – This release is a comprehensive release updating all previous
2 F" [5 r0 n* B. _! {6 V0 w' \versions to v1.01.17 beta
' c& S p) X7 U' d* q2. Code Changes& R! o- K" R. ]1 Q3 C
Fixed3 ^1 w/ d# z1 ?; l" M% i& P4 v7 F+ f
1. Display of AF/Port icon between player saves based on player's intel) P2 e/ }: r( o8 `+ W' z' T
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when, h5 ?, V0 }) f* ^2 \" Z
weapon list updated
z$ a5 S% F& j0 ^6 F3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 l D8 T8 `0 O4. Allow smaller 'reserve' space for small groups on ships
0 }6 o" p& c* Q: k0 v% F5. Preserve some more data when swapping fragment and parent to prevent lost of parent; p! I! O7 D* J* k- K( H, A
6. Correct attacking plane count before final post-air combat
6 ? w0 s& R( \7 H, a) I& ]9 @+ X. a7. Pilot promotion may have occured in error sometimes
: S- B9 A+ n( Y: c+ W8. Raid detect message sometimes dropped of the combat report7 U4 I# s4 h1 D- j- v( _7 P/ r# R" A
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) b; z' @ o; B+ u
generally+ N( P0 v, @! c4 @( \0 V |
10. Some pilot-leader connections were being corrupted
2 N4 x! g, B% N( G- x$ w8 r: c- a11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 ~* W, M4 H3 L3 C
other move issues due to the incorrect indicator
1 J8 A. k4 u. E( {6 y( J12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" m e H3 D7 m; n1 `) H& Z! g9 s. a8 Wdamage
: j r7 E2 T1 M, |3 T1 d* A3 T* [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ ] ]. Z, c. Y6 P) N: I6 j# b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. z* \. ]2 N; t
date sort
( p1 V5 Y5 k3 I5 _15. ASW groups not allowed to attack sometimes6 n/ t4 u! L+ Q9 e) ~; c9 K9 u
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing/ y4 U' n( l( h7 E/ s2 T5 M }
HQ/LCU to jump to reinforcement queue
' W7 x# |8 s2 w17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" Y# f, {, h! E2 }0 n18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" C' Z8 R1 K# s1 k' S& Bat start of AE but crept back in sometime during updates
' |( D; C/ ]# G2 Z# R' U2 u19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 N; ?0 H' ^9 V2 O
fragment.1 S; c5 V2 m# c- f2 @9 Q* G
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. p1 Q: K' ?, i8 H/ G$ N! y2 Q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 Q/ }# ^) k/ g0 S0 _- s
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 i4 A9 o& E1 P4 s; \1 v" Vset
5 p7 x. {; Y) T* k9 c22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 Y0 x( f3 ^/ @ @
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% f5 r% O) e2 N$ Q( o- x; e. f Z0 _0 Z
24. Bug caused F/FB to sometimes bomb at low altitude: x, }$ |2 ^$ ?5 |7 L$ Q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; |: v6 v) |" F6 i* e$ q1 o1 I% Noccurring properly.
7 c# G- G- B) L( k- u' t1 a26. Bug in Industry 'failed' indication not showing properly sometimes
3 y" x7 v1 F/ q# E( t9 A7 O27. Location check at scenario load to include small map sceanrios
$ z+ S0 }8 Z* w7 v28. Bug in air supply to fragments in a non-friendly base hex# H7 B. C( H7 {0 l" Z1 r. q0 G6 G
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 ~5 G" C3 K. y
being set to homebase before execution of the mission – ie was returning to base+ W& T/ h- q s2 J+ y/ }$ i+ K1 ^
immediately6 E# W. L' [9 g1 j
30. Error in Strategic map display; _* ^# g/ e+ S' T
31. Additional and stockpile options were not turned off when base was captured
6 P) U3 T; n4 s( s32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" g* w9 M- A8 m# t
mouse over! m6 w5 D& T% w7 s9 A: C
33. Army experience being gained when not 100% prepared as per manual; changed to allow% Q/ d: l: [' W+ c! [
chance to gain experience if >75% prepare and < 50% national exp level
5 c% z3 m5 v0 J0 T1 t34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 p+ n! c8 j& ]5 Q
alleviate the incorrect experience gaining happening while in reinforcement queue9 j/ s7 l7 u. u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ a w2 k. _' {' {caused unit to jump “off-rail” and move overland# N1 ]% e7 K; h1 b5 b5 S
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 M0 o# B* v5 S K. S& N
37. Excessive accident messages on unload from TF reported" d0 @* N; z/ f
38. Reworked editor sub-unit merging as some devices could drop off the unit list when% G$ \4 I3 S. |# e7 V
merged causing smaller size unit than expected
7 a3 b- {9 E* z( o0 S1 ^2 N7 H39. Corrected possible TOE error in scenario data load for inactive units7 M. e" B) h- l3 R! Y7 c0 \
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# G* X) n/ D% N' rhowever be allowed to do this.
+ S1 h0 |4 R5 \6 Z. ~% w# c) @41. Possible CTD if sinking ship's load was a group
Z) s1 |0 G5 p% M+ M @42. Limit the number of devices built from resources per unit during LCU replacements; this
; S, \' Y; @! K9 j5 z+ awas causing an over production for that turn/ E5 V% d# z9 ?9 {$ z; d0 T
43. Retain day/night setting when creating group fragments
5 C+ X# H& [2 l/ j) T7 p9 H44. Adjusted supply and fuel values in base list not to overrun the space
/ d# T' F! R0 B2 p: ]45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 P4 z$ |1 s+ N2 _
added YMS to Sweep TF in line with manual and code/ A+ P% i0 i0 u6 z3 Q+ S
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; e- A9 n: I( w5 m7 H, }
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* }7 ?' `; u/ N% trebuilding of destroyed units is not affected by this.* c6 S! v* w- Q/ ?# K; I5 L7 I' W V
47. Carrier capable and trained text not showing together on Group screen
- l! B$ r6 F1 Z# g; ~( i u48. Handle any blank re-name changes by ignoring them
* i' O6 V w% C; D( A49. Possible CTD when air fragments combine
: s6 Y" x) v) ]4 p& ~; i50. Unloading TF can freeze a LCU onto a ship under some conditions' o9 X8 Q$ e. y j$ g8 ~9 y8 f8 v
51. AI not behaving if main HQs missing (affects small map mainly)
1 S; R8 Q7 A8 z' K/ |4 U3 e3 ]52. AI using AGC for normal land units – removed from TF if not needed
$ P( K; L8 C' u. M/ f53. Soviet activation message not in Ops report
0 u( Q. q; g. ^$ N1 r54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
' A; S) q( Y3 |7 {: X' F# {55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 b4 `; m0 [) o56. Sub attack against docked TF not happening for port size <3& T! u. f% i2 |; p" j! @! ?
57. Unit type changing unexpectantly2 b, ?+ Z4 R" B& A2 E! B) X l& P
58. Torpedo replacement on plane sometimes is missed
4 o4 h( h0 o* K59. Double handling of overstacked supply requirements
5 \- m! q8 Q( O0 V% o$ b; K" a60. Fixed alternate weapons for port attacks
6 |7 S' H. I$ l6 }61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ n+ y9 _9 {! f
sometimer in the ship repair cycle.
1 Y* h$ H: ?6 [; r" h1 E/ C: u: W: x62. Ship tonnage over 32K could cause repairs to fail
7 u# S# m( }8 m V- @4 p# eNew
" {# ^3 ~! @7 C& ]4 p! h1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. Z6 I8 E5 ]+ \$ s. _3 H( ?+ F. L
port& @2 ]0 s2 W( b8 |" g# ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& F3 Z" R7 s% i5 R9 D
Tenders not counted B3 u& r: J$ D- P& _! e
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) K n! l5 H6 Y5 g. P( a% d. K( B, E
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method# }5 h- V# [5 Z$ C1 |1 T6 ^
to remove damaged ships from TF
/ k# R1 ~# C) Y* X/ a2 S2 i5. New filter for “non-building” devices in Industry pool screen
5 g& S: S! w" w3 K1 z6. New filter for “non-building” aircraft in Air Replacement pool screen. Z% B* W5 k9 M' S0 c% {+ f8 \
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
( e$ g+ A U/ ~6 b( A& A9 @% |mines (^) detected# S7 |$ q4 L( c$ c6 H6 x+ I/ t
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; C9 U. C/ J( H) S _4 I2 U( j
‘button6..’ image files, then these will be shown. If not, by default there are shown as
& ]5 d& D+ y5 [3 ~standard parachute unit icons
# T( N3 z6 i( q9 |9. Air/port damage and building is shown in base mouse over
* X$ G: S; Q8 C) m, k, a1 |3 a; E10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& p0 L$ G5 X- [4 X: O11. TF can be routed to stay within coastal hexes as much as possible' W& r/ H$ C; ?: E% v% c" F' Y
12. On Top Pilot screen show the 'ace' cut-off value if more than 12 W t7 x- `9 r% N3 ?4 ?
13. Added option on group and LCU reinforcement screen to turn off replacements
2 n" {7 X- ^* [- h- x* M14. Current base can get supply returned to it when reserve planes returned which were/ j/ E- \6 o# n x5 [
originally supplied from another base# j" }3 ], E$ r
15. Unit type filter on Troop Loading screen& P, v1 [8 B e: |4 r1 D
16. Report killed ground units if not in combat report; T- X% E; I6 t% {7 L/ R! O
Changed
4 O8 I; P% ]; L; l, p l1. AF of 8+ have AV support doubled for purposes of determing support for air operations& ^6 W# O! g; m6 G. a0 m! Y
(complements fix 18 above)
, u% I0 n, J- ?/ E! v# P- |2. Permanently increased pilot array to 70K. t3 T; H% a. N% y& Q7 k
3. Increased number of air combat rounds are a factor of total aircraft involved
' K- b# |+ }( W6 G4. Allowed submap to submap movement if land connected for land units. Should have been) l/ w7 P& J, M, _
so as per Andrew Brown4 p, q4 z& c8 z2 i% H. ]
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. E4 C- T/ O) n: y( e* a; M8 ~delay toggle instead
, ]6 K+ `+ m b* m/ o9 T) @: d! |6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 @ S! m9 ?$ d5 j
maintenace a bit more# \1 m" C0 \- N7 y
7. Support device replacements won't decrease the overall experience of LCU units. This does1 B) k) H! L' w8 A5 C; X
not alter the overall EXP change due when any replacements are received., c% ?+ O+ c' L4 d- b4 H& F
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 H T! X5 u$ y5 G8 Vbetween the two but could break current games.
3 Z4 ~2 n* x$ T9. Some LCU Prep points may be retained if unit is experienced+ \0 J( J% W* ~$ ~' l) o+ d; N4 m
Notes1 K" D6 V) v7 t6 p" ?- [' d; j
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 n: f, z e, ?, z' T9 |# |# U
should not change player or HQ, even if not in play. These original HQs are used by the AI
, B+ C/ c% q. F1 }" jroutines so changing or deleting them can put the AI off. Changing other elements should0 r3 L( n% e7 q
be okay.7 j( N4 }' s8 d) G0 D2 A
2. Clarification to weapon filters for aircraft:! I! F, m6 s! N, {% w" x2 }& `
PM_NAVAL_ATTACK 2 // used for naval attacks. Q7 P$ }2 k! D& C2 M6 r
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)5 Z+ Z/ g' @3 E& Z; X
PM_LAND_ATTACK 8 // used for land (ground) attack1 ~$ D R! j* w6 v1 G; N# f; ~3 Y. }
PM_PORT_ATTACK 16 // used for port attack1 o, D% g2 S& a" R; f# l' C
PM_AF_ATTACK 32 // used for AF attack6 K$ q6 T1 Z1 y# B9 {* d
Dropped any reference to secondary values for land and AF as they served no special use.
% f P3 H& b: n% h5 y4 kClarification changes
' g8 v- ]/ R% }1. Some clarification and changes in regard to use of the Soviet Motherland bases. These$ }: b! y5 a, l" v7 J
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), h, T. L0 H. Y, h- a% h
MONGOLIA(91) or TANNU_TUVA(92).
: G* e5 H8 R4 }' d- U( ?) ]7 ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! h- i. H2 w- k' X H! q/ mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* R* a. O. \2 nc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 ]: e! C1 i, J8 f8 X! ]
after Soviets are activated, but can’t move2 n/ {8 Z! h# F: y. ~8 W
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, O- I; i: O! {- ?3 ldisbanded in port.3 f8 h7 n7 Y3 `
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently y& T6 T# t+ o# F$ ~, \1 |
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |