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' c. H# i* d7 [4 O" \) l- chttp://www.matrixgames.com/forums/tm.asp?m=3185062- `+ v2 V# k- N) B" d1 ?
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! K) K! |3 h- O. v大量更新,详见列表:
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* I) n# h! _# [" [+ qChange History:& t6 L8 A9 `/ W1 J. I; p7 u% ~) }
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# I' p6 H6 N0 K) ?
1. Seventh Update – This release is a comprehensive release updating all previous
# O) O9 g' V. N5 f K5 Sversions to v1.01.17 beta6 S5 m2 l) E& n/ m3 c
2. Code Changes
8 C$ I7 ~2 A6 ] c' u! n# FFixed* c5 R+ I L7 A5 S* R' L
1. Display of AF/Port icon between player saves based on player's intel% F9 }7 t2 X" Y' Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; C6 h) w- i7 t+ E" Bweapon list updated
! v( o* _7 z# Y" P( w& l6 |3. Reported cargo/troop safety values incorrect when no cargo/troop space [+ g$ V1 `7 _$ d1 ?& o! g
4. Allow smaller 'reserve' space for small groups on ships
* l( }" X( D& Z7 `6 h3 J5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# T/ X8 Q% W1 P) O+ I1 a6. Correct attacking plane count before final post-air combat
) U( z o$ Z0 H* |7. Pilot promotion may have occured in error sometimes
1 Y R$ _1 w% i" A8. Raid detect message sometimes dropped of the combat report
' x7 ^2 A4 i$ [/ x0 s! i0 N9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 H6 }! @# d2 q4 w) w D- m3 _3 H
generally# }" I6 ]( d0 Z% N5 N
10. Some pilot-leader connections were being corrupted) e( V& a& E2 J! }/ b
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ `" s# x- x$ j$ M
other move issues due to the incorrect indicator
. X# `. ], n( k& k4 H12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: y ^( y$ ^. Tdamage
5 j3 I& ?) I: t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& c0 g5 S# D+ k5 _# O: X5 z& c# S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 V% M. v+ u O6 }; d; {! S( fdate sort
- s& ]! u2 Z& w7 E15. ASW groups not allowed to attack sometimes0 s) p5 V/ c0 f) G- y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
j8 W% P) v8 y8 o( xHQ/LCU to jump to reinforcement queue
' s9 Z$ O a! E9 L+ Q8 @& ?17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! O1 i2 z; K+ E! z9 {1 w0 ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
% y: N! g6 \$ B, j. W) Sat start of AE but crept back in sometime during updates8 t1 @% ~& a0 e1 G9 S
19. Removed the fragment/parent swap during a TF unload as it could often orphan the/ \# O) ^' {- ]) l8 s
fragment.
6 u, n0 E3 B7 y' v9 t20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
1 p+ P7 J- l; j& n0 a* K0 |0 L7 y21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not/ C7 F8 {' O. |4 m4 U0 g' ]
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ {8 `, i' o# |! v5 ]8 a
set' m& }0 {* K2 ^# _: I3 }; h0 A( V
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 @1 |; S4 j9 k+ x# F
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% m+ w1 u& L& V; i0 x" w7 x4 b9 P24. Bug caused F/FB to sometimes bomb at low altitude# R: I/ j$ l8 N. V5 `3 o
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 P( w: ?2 j+ \- h* P9 ?. l0 O$ foccurring properly.* H' F0 [3 F, D2 Y" H
26. Bug in Industry 'failed' indication not showing properly sometimes2 h) d. r0 P9 _
27. Location check at scenario load to include small map sceanrios; W2 ^+ x) o. p. v F9 R
28. Bug in air supply to fragments in a non-friendly base hex
: B; }. f3 W& G0 v) z29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, D/ c( L# g# {0 ]0 w5 K5 b/ Z* Dbeing set to homebase before execution of the mission – ie was returning to base0 r! y) U% H) F" n2 q. b2 R
immediately, c. A5 B ]* Y; u V9 z
30. Error in Strategic map display
& O9 t4 s- {' o% o31. Additional and stockpile options were not turned off when base was captured4 s- w/ e; g4 e1 k1 y( ]4 p; Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 m I+ L% f }6 t8 S; ^mouse over
0 ~0 Y9 q. I/ a: ?/ h: c33. Army experience being gained when not 100% prepared as per manual; changed to allow9 ] E2 u! U' J! P3 Q
chance to gain experience if >75% prepare and < 50% national exp level
8 w& x9 e9 h( u2 }1 e34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 n3 V. P" g: o K# f" }- X7 N9 y
alleviate the incorrect experience gaining happening while in reinforcement queue4 T( W* D% o1 D3 J& Q5 `
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" k: ?9 w' e6 u0 Y' `3 }) s
caused unit to jump “off-rail” and move overland8 @$ _: o, V5 _
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" \( T- ^ b2 G6 k$ r6 x, W3 F2 T
37. Excessive accident messages on unload from TF reported- x6 g) V0 o4 Q% s6 p+ Z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when' M! t+ i6 n5 F: g
merged causing smaller size unit than expected
. U0 E2 A% \, x) q39. Corrected possible TOE error in scenario data load for inactive units
6 @3 m6 S! S/ V d% Y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
* `0 x# j: m4 f! _9 `$ Fhowever be allowed to do this.' }& b0 m# V9 S/ L2 Y
41. Possible CTD if sinking ship's load was a group
: ?0 [, O' M; R5 X0 B* W: W42. Limit the number of devices built from resources per unit during LCU replacements; this& J9 N! g- }5 Z. ?. }: z& I* {
was causing an over production for that turn
+ T' \8 a& Q, R( V/ P1 Q- I43. Retain day/night setting when creating group fragments8 Y9 u% z: A& k+ Z+ N" L7 m, L
44. Adjusted supply and fuel values in base list not to overrun the space
! E. [5 C8 j' H' ]- ]" o# V/ R7 |% I% q45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( ?- v: y3 U( c% ~added YMS to Sweep TF in line with manual and code" r" ~5 ~# t- y7 ]0 @* _
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& f+ R1 ~7 y. C8 t! I" Irule relates to the abundance of manpower and is not covered by replacement pool. Normal! A3 T0 }+ F1 D* N5 ~
rebuilding of destroyed units is not affected by this.$ p$ d) x. m& A1 s! j
47. Carrier capable and trained text not showing together on Group screen
5 _4 G+ E( T- `/ h) U48. Handle any blank re-name changes by ignoring them
1 p& I1 f4 E/ j+ S9 j% `49. Possible CTD when air fragments combine- X3 A+ B% O, ]" u8 ?7 @
50. Unloading TF can freeze a LCU onto a ship under some conditions
& S' c- ^9 q: v. y0 q4 Z. l51. AI not behaving if main HQs missing (affects small map mainly)
& P7 y0 {: P" P6 x6 i6 F, G52. AI using AGC for normal land units – removed from TF if not needed
; F1 {4 a& w9 Y1 M% y53. Soviet activation message not in Ops report
% N7 A3 S4 ~# n% c! U2 V4 N54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ P4 Q' S! e0 m8 o/ t
55. Clear Soviet air balance if not activated. Possible incorrect base switching9 c* L* l( m- S# j: l
56. Sub attack against docked TF not happening for port size <3
, G- u' ?1 ^* i" Y: m" l57. Unit type changing unexpectantly7 D9 Z/ B( y: a* e/ u+ M$ u
58. Torpedo replacement on plane sometimes is missed( x+ ]9 |7 K& G% u9 V& n! s
59. Double handling of overstacked supply requirements
# q- x3 l5 s+ R3 t! W60. Fixed alternate weapons for port attacks
7 m1 Z( F, E% K# ?3 V% H0 `61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. K& }" W C2 v" T: H2 [/ z: ssometimer in the ship repair cycle.: ^. ]; D- ? i. L1 l g* U
62. Ship tonnage over 32K could cause repairs to fail
+ a$ r+ E5 D! P' v, j0 ANew+ H3 i& i/ e/ d; L$ f& R) c! O% u
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 @' W% G4 z N6 W( q8 k
port" k3 e0 w- U7 d* c; I1 f
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! K! `( U9 Z# w) TTenders not counted) F( p; i; g& h9 K
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% o1 f8 u$ l+ j: U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method" s9 H) T& s1 c: G2 M% y, ~" Y( b5 U
to remove damaged ships from TF) n' ?! w& \. N# e
5. New filter for “non-building” devices in Industry pool screen
. X& }$ k& q$ S$ K: D0 X4 b6. New filter for “non-building” aircraft in Air Replacement pool screen
* D2 v6 _0 O/ n7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- F! H- z1 j* R5 c* Vmines (^) detected! j, b( M4 f- J; z3 m0 t, y B4 }1 N u
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, T* Q# G5 y% E‘button6..’ image files, then these will be shown. If not, by default there are shown as; d; K$ |4 v0 W9 z
standard parachute unit icons- J" \1 Z$ l& Z' J8 M, s I
9. Air/port damage and building is shown in base mouse over! ~; F$ n: B: o+ l q0 q* J9 @- k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, H1 [( y. C$ i$ e
11. TF can be routed to stay within coastal hexes as much as possible
! \& z& _, r& _12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! \; O$ [$ \, U$ J- p13. Added option on group and LCU reinforcement screen to turn off replacements* ^/ m; l5 H9 I: u7 y: t2 r1 c/ C
14. Current base can get supply returned to it when reserve planes returned which were1 N! X( N9 {; d
originally supplied from another base+ @ `+ v2 W0 E, K
15. Unit type filter on Troop Loading screen2 S; Q) m# R9 b; e2 f! U
16. Report killed ground units if not in combat report
+ S( S- H$ u: l; F7 e/ JChanged
! u) e. n; _# H9 F1. AF of 8+ have AV support doubled for purposes of determing support for air operations' v+ S" f$ e$ o- f+ R% I5 ^- v. h
(complements fix 18 above)% h2 h' V' ^/ u4 |! b: q5 F) e
2. Permanently increased pilot array to 70K4 q1 M2 N5 Z2 ?" c8 S
3. Increased number of air combat rounds are a factor of total aircraft involved
& G. F' l( w& |' F# k7 F& h& B4. Allowed submap to submap movement if land connected for land units. Should have been! g3 n2 C5 z8 ~1 \5 Y% g
so as per Andrew Brown% D2 Q6 G: t/ u% s. C, \& d" n$ K
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ d) F0 B( y& p- g
delay toggle instead
+ O/ {4 V: ]# f, `* b+ s- P: F9 E$ G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
1 m+ k6 |- u+ Tmaintenace a bit more
# d. c, J3 u; ?, H* f, i7. Support device replacements won't decrease the overall experience of LCU units. This does
2 @- A: N: c/ E. i( O2 R- Tnot alter the overall EXP change due when any replacements are received.
: t( I/ c3 N" {8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, l+ p0 ~" M3 Qbetween the two but could break current games.+ ~1 k0 ~4 {* o; ^0 C
9. Some LCU Prep points may be retained if unit is experienced
- J! Z" X, Q5 X9 B$ z* GNotes
& `6 f6 C S# x4 s0 ]; {1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 u. g5 G7 V% H0 x6 z# ishould not change player or HQ, even if not in play. These original HQs are used by the AI* W5 X. z$ o2 Z% s w
routines so changing or deleting them can put the AI off. Changing other elements should) B% B# h8 j4 S! ~
be okay.
" g% u4 C1 c! u2 k7 C. {2. Clarification to weapon filters for aircraft:
9 N1 h* ]( q# h/ L5 m# \8 G5 k* CPM_NAVAL_ATTACK 2 // used for naval attacks
# N6 x& {9 R! u+ F5 F: O. jPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& l: H( W4 e, Z' Y7 U
PM_LAND_ATTACK 8 // used for land (ground) attack
3 n2 B2 _7 H1 G" a9 iPM_PORT_ATTACK 16 // used for port attack7 j8 V. o0 K8 s1 ^2 Z# S
PM_AF_ATTACK 32 // used for AF attack
% H: n; P& B1 x) i5 SDropped any reference to secondary values for land and AF as they served no special use.
. j( h$ }, `! W- v- [Clarification changes1 w7 {. t' ~6 X* L1 J0 [
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& G% k" J9 n3 ~bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* h# f, Z! K% C$ w! IMONGOLIA(91) or TANNU_TUVA(92).
5 L9 P( o% ?) s$ a7 Z9 S3 Ia. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; P* o/ Q% w5 @, A, l7 M5 ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
6 x/ M$ c0 U0 p9 B) ^* _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 Z% D/ r/ f5 zafter Soviets are activated, but can’t move
) p- V" e4 [6 O1 w; \: ~+ Rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 x, G! d( w! z L& j! u
disbanded in port.9 B) ~+ I( z( s( o
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" B, V. L* b- o6 P. L6 G* |f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |