具体见+ N) n5 r: r3 \7 |2 R* ^* s
& G$ O* {4 m7 O+ Hhttp://www.matrixgames.com/forums/tm.asp?m=3185062! f/ U" q9 O8 Z) s# |/ c# d, m
- p& [4 E6 G% E$ I1 {- ]* C O已经共享到岛群QQ和本论坛置顶资源帖' j& L0 L* a, L& `2 [1 M) j
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大量更新,详见列表:
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6 B( B! x. j# T5 D" t2 q6 @: oChange History:
1 s; {) }7 d- Z& qV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: ^6 ?: a- U% h2 E7 } R( f5 @1. Seventh Update – This release is a comprehensive release updating all previous
/ u! _& z4 q1 ~( J0 w% C7 x& K8 h! Fversions to v1.01.17 beta
- h* L" r! L( g0 W2. Code Changes
6 f. u9 m% o1 }8 p d# B+ ], ~; M( jFixed% P, X4 \3 {$ N& s. v$ g4 ~
1. Display of AF/Port icon between player saves based on player's intel
' L7 P+ Y7 y4 x/ ?; w3 _9 P3 H i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& ]8 A% ^( Q3 M) V8 gweapon list updated6 v( x, B* z1 O2 t! q
3. Reported cargo/troop safety values incorrect when no cargo/troop space" u9 c; s L1 K) j
4. Allow smaller 'reserve' space for small groups on ships. H1 p. S, q) b4 t/ H0 q, R
5. Preserve some more data when swapping fragment and parent to prevent lost of parent" F- l3 g4 R) K0 o% n# S6 G- N; X6 }
6. Correct attacking plane count before final post-air combat8 L3 J% p t0 h- M) L+ Q
7. Pilot promotion may have occured in error sometimes# L J7 G2 h8 C" C% I: Y
8. Raid detect message sometimes dropped of the combat report; S0 _" h- K, b) V& T4 i8 x9 A9 f
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. ^3 C1 U- ^. l: P$ m2 k4 i1 R
generally w& T& q) ~1 `( `" R
10. Some pilot-leader connections were being corrupted
" t7 S5 D) @3 N: U9 }/ ^11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
4 X2 B9 F0 \) y$ G& O! Bother move issues due to the incorrect indicator
3 E/ F* t* r1 f12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 [, s3 S) E, d6 L: s: p
damage
: ?1 J* d9 B7 U7 N' R3 j s13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ G/ n0 ?! i0 {3 r% ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the- }* F& U# q; C8 R
date sort
) w" n7 y: E" Z2 y8 B! O15. ASW groups not allowed to attack sometimes9 N2 q. o) M$ `; m# ~" U3 F
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- ?5 g2 ~: g) l6 X' x
HQ/LCU to jump to reinforcement queue6 U9 w! `& f! M, `1 n+ G
17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 ]+ d3 m" c- V+ x
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed: I5 t8 }1 r) g" o$ `& b
at start of AE but crept back in sometime during updates- n7 p# f( N: E' O' ^' h% Q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' N6 s. x/ L7 ]: {& T3 }fragment.- ]. ?' B& Q* r; S$ I: w
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: y1 G5 l7 @: l9 Q( a, C. ~' w21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; ^) U+ M- p" E; O1 ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 }# e) X* Z: |4 h- Q8 p/ f; f7 L
set, T0 s( f% ^9 L) B
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 E8 t0 b) m2 P, I' Y- M" _
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% F+ m( H0 _0 s( `! ^. A: ~* P, C24. Bug caused F/FB to sometimes bomb at low altitude
/ Z7 [0 k8 K# N, L, p* |8 _3 T8 x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not1 Q5 L- @2 ^, e; A5 c6 H G, p" S
occurring properly.
+ m! ^* F% @7 c3 Q4 @26. Bug in Industry 'failed' indication not showing properly sometimes
; I# _9 y' I& L0 M* I7 W27. Location check at scenario load to include small map sceanrios& M2 K" ?& q# ~/ H- Y
28. Bug in air supply to fragments in a non-friendly base hex8 M( y% G- f7 V/ w4 c1 w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! L) a( C& G9 s- E! Bbeing set to homebase before execution of the mission – ie was returning to base9 \4 y4 R6 _4 M% E& b J5 G
immediately
2 \8 A$ W: _% W; Q7 \ ?. [ Q$ b30. Error in Strategic map display! n0 h: e3 T7 w
31. Additional and stockpile options were not turned off when base was captured# |' D5 U0 A: v' G0 z8 k, i9 f9 C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 z3 g4 r- g4 ]: x
mouse over* h x* D7 ]: s3 o- X0 k7 K
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ u6 _( ?+ I% c8 A7 U" I( g) C4 G& n/ p
chance to gain experience if >75% prepare and < 50% national exp level
* X* n+ f6 k5 [$ T9 F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ k6 g/ I" k1 X5 nalleviate the incorrect experience gaining happening while in reinforcement queue
/ r" v b# P; D/ g. B. t35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- x( P9 x- R3 F p2 X! m3 g9 m
caused unit to jump “off-rail” and move overland' N g6 [1 y6 _+ W
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 g8 Q* O6 {; n/ m. ^6 ]2 w5 a7 c& L A7 F37. Excessive accident messages on unload from TF reported
& [6 [; r" k: D$ k6 k38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' @3 f3 F7 Y4 Y" n* l. s! Dmerged causing smaller size unit than expected* h) k, V. x# f
39. Corrected possible TOE error in scenario data load for inactive units& N( `6 J5 t. {) B6 @. a& V5 L! X
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% {+ I/ u7 \. A* Phowever be allowed to do this.* R2 x% a+ D* B& P1 U
41. Possible CTD if sinking ship's load was a group
$ j. [+ [4 D0 S: p. N) C42. Limit the number of devices built from resources per unit during LCU replacements; this* |. i2 v& |# O$ y1 f: A) [
was causing an over production for that turn4 G7 d3 e6 E( Z* E* }
43. Retain day/night setting when creating group fragments2 _5 t. G/ z+ r: |& u% {
44. Adjusted supply and fuel values in base list not to overrun the space
0 @$ q. u) Z8 ?& s) r45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- K! X$ R5 x" z* O
added YMS to Sweep TF in line with manual and code. _+ b- B6 K/ K
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% q7 \ D$ G+ P2 Y% v! P p6 X
rule relates to the abundance of manpower and is not covered by replacement pool. Normal/ q# R& E: Q0 `, W
rebuilding of destroyed units is not affected by this., G1 ?, @1 ?% j
47. Carrier capable and trained text not showing together on Group screen
' U0 q% t+ `* [6 l$ F48. Handle any blank re-name changes by ignoring them2 K2 U+ s9 r" G
49. Possible CTD when air fragments combine
* w5 ^5 g n* z( e50. Unloading TF can freeze a LCU onto a ship under some conditions! [1 y. n! m `% A! B+ ?# E# U, I2 H
51. AI not behaving if main HQs missing (affects small map mainly)
0 @6 e& ]6 ]" k) v, d. n& f52. AI using AGC for normal land units – removed from TF if not needed
" P1 |; c* ?! D4 w$ o; M) d: U% |53. Soviet activation message not in Ops report2 j1 Q0 J1 [5 M+ k+ T
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( L/ l1 O) e1 K6 l2 @! L7 B
55. Clear Soviet air balance if not activated. Possible incorrect base switching
9 J( [8 m3 {9 B' u+ c2 K56. Sub attack against docked TF not happening for port size <3
+ `; _7 B" C/ w R* w57. Unit type changing unexpectantly7 d$ B/ S1 x* Q
58. Torpedo replacement on plane sometimes is missed
; B( {: I1 M7 a1 u+ i' z59. Double handling of overstacked supply requirements. q8 x0 x$ @, _2 A# z' M3 c
60. Fixed alternate weapons for port attacks4 e. G& ~4 `8 X9 `* m& l3 d8 d( s- O
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! I3 }' I* d- f9 o; m( @! p2 @sometimer in the ship repair cycle.
) W8 [8 x! D: |/ r0 B+ z$ H62. Ship tonnage over 32K could cause repairs to fail
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' D; K( Q' p+ \' w' E1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, P" j7 m% }4 |5 _4 E4 B
port* r: E7 G& [9 ?+ N3 e2 V- E, F x
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ R$ h1 o' o! q3 x. A5 }$ W4 YTenders not counted
2 |/ [9 Z- t. p. P" a3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 a; U4 C+ |: J6 ~0 M- s3 ]
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( d. s, g; a6 A* o. j+ j
to remove damaged ships from TF1 k* N7 Y/ U5 ?6 ?3 b
5. New filter for “non-building” devices in Industry pool screen9 G5 d* C: I, v2 u
6. New filter for “non-building” aircraft in Air Replacement pool screen
' H/ o1 ?& v0 U7 N" A7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# N# c7 D$ x6 Smines (^) detected1 D" x9 L7 V$ Y/ W, {( h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 n8 \9 m! _# G! e- I
‘button6..’ image files, then these will be shown. If not, by default there are shown as
( I. O2 N! _, S O- ostandard parachute unit icons
% Z+ I9 h, y, |) _* A4 Y5 a9. Air/port damage and building is shown in base mouse over4 ^1 D8 j( a( h: L
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on$ }2 u: P4 Y6 Y! D8 a# m
11. TF can be routed to stay within coastal hexes as much as possible
5 d; m8 X) @5 C" |& p. [4 u12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( R" b! O3 X6 T0 ^& K13. Added option on group and LCU reinforcement screen to turn off replacements
2 [0 p7 |- a; K14. Current base can get supply returned to it when reserve planes returned which were
5 ?; ~7 S0 ]0 m; ~originally supplied from another base7 ~2 c! U# z9 f/ S5 Z0 R7 ^" r* S6 O0 o
15. Unit type filter on Troop Loading screen+ U- x: j4 D4 I) i A: {
16. Report killed ground units if not in combat report3 T8 q' R, x* V6 I0 z: @. Q1 Y/ u
Changed3 v4 A5 i8 N: k
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 a* q2 v9 ~# b(complements fix 18 above)
; ?* q& g# y5 P2. Permanently increased pilot array to 70K6 A, o9 ^4 R% _
3. Increased number of air combat rounds are a factor of total aircraft involved' @$ k+ L4 o9 j, N
4. Allowed submap to submap movement if land connected for land units. Should have been" \) N5 b# ?& P& E0 P n6 E. u6 p5 z
so as per Andrew Brown" E; m6 s/ P. X2 K9 Q% q
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 c, I8 j; V% I: s/ G$ w
delay toggle instead
' k3 D. {4 G& ?9 o' z4 s: C* @6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
/ x* E1 z& Q+ c! v9 Bmaintenace a bit more
- e9 D; q; g; L" ~# N5 \) f7. Support device replacements won't decrease the overall experience of LCU units. This does
! L. a0 p8 ~4 }: E7 S5 S4 a2 Nnot alter the overall EXP change due when any replacements are received.7 M/ A, P( |: E% R
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: P* V$ L1 {9 n( j" A
between the two but could break current games.: G$ Q. N2 g* S2 ]$ W
9. Some LCU Prep points may be retained if unit is experienced
% Y4 _* X0 a- b% H! bNotes
' B3 c" y( D6 N, g6 f1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 D1 S6 ^6 Z |; j* D
should not change player or HQ, even if not in play. These original HQs are used by the AI' o! `1 J% R) t* o
routines so changing or deleting them can put the AI off. Changing other elements should
- {- w- E" F7 S6 \) a- Gbe okay.
/ b" s& B. c {& }2. Clarification to weapon filters for aircraft:
& z, J2 Y" J& r0 B' M* sPM_NAVAL_ATTACK 2 // used for naval attacks
- y7 Z D- B/ g# k4 R1 c; Q; gPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 _( U B) A% V/ U9 L
PM_LAND_ATTACK 8 // used for land (ground) attack# L3 n5 L! x& O) Z1 l
PM_PORT_ATTACK 16 // used for port attack6 U6 o% O2 T) c( e9 k2 x. \
PM_AF_ATTACK 32 // used for AF attack
( ^9 a6 W! k. m! S8 WDropped any reference to secondary values for land and AF as they served no special use.
4 ~& u) Y+ t8 D2 ^) MClarification changes; E$ d0 V( @& N: B6 U2 |7 l
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These F7 F. x5 G& z% x( I- U) @
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- x1 [% B9 N% ]
MONGOLIA(91) or TANNU_TUVA(92).
( O! G0 O4 u2 f* pa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- F# v: q. ~$ R) ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes. K+ f0 l, k7 O; }
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
$ S( K! @+ a, E9 D$ G- B: {: Yafter Soviets are activated, but can’t move2 m4 O/ R6 ~/ e( } }* M
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if$ a5 v, \6 D d! s8 t& Y; k5 g
disbanded in port.2 ?- Q( L% }' u) ]! M) A8 K2 A! Q/ K
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently, W4 m) `" W/ ]# F8 x/ F$ K
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |