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http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:6 S7 r/ i! F& c# `; v0 ?
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)# K3 x4 K& J8 a: K, B
1. Seventh Update – This release is a comprehensive release updating all previous+ i; h2 R9 W& h3 c* O. A# w
versions to v1.01.17 beta
/ g* h' D; l) n. d ] q: R' F2. Code Changes
: t7 v( c4 E1 |! v1 J' V( PFixed: s g& D$ F' H: D% o" q% V
1. Display of AF/Port icon between player saves based on player's intel
& V i. Z- h1 \& W2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 f/ d2 @8 _8 ^' ? r; S0 z$ Aweapon list updated! j6 |# }+ D! F% D, a1 x6 |$ ~) C4 u
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& t: l1 [' P1 r* u% B; V4. Allow smaller 'reserve' space for small groups on ships
) l1 G% S3 A8 u$ w8 n4 V% b5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 H6 K+ ]* Z6 L& e" _
6. Correct attacking plane count before final post-air combat
' [1 S( `7 l6 U6 u* i7. Pilot promotion may have occured in error sometimes
# l8 f, B: E4 L: n4 K L {' U( S8. Raid detect message sometimes dropped of the combat report
' L( o" Q. M- X9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply! i$ n" c4 j2 W) e
generally; _3 t9 s, K5 S) J; ]
10. Some pilot-leader connections were being corrupted
_- W6 \. o* l. U11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 I0 h$ X( l. y6 ^$ p7 _; n6 E7 N# _
other move issues due to the incorrect indicator! Z2 d* J1 S ?: B+ \* H" r
12. Wrong ship sometimes reported in Ops report for TF movement which causes some! t0 C9 B/ V7 J( N, e" O; l9 ]% c
damage4 {/ w- n$ M7 x" \6 b6 V5 R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! g) ?6 g& o" b9 s14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
+ c& J* i# s: U9 W; P: W* rdate sort
1 [; I4 }" {, ?3 ^' H% a15. ASW groups not allowed to attack sometimes1 u r. a6 m$ Y/ F0 g* t
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; L* t! j+ F! \2 u
HQ/LCU to jump to reinforcement queue( K* I" L: ? E4 ~, o8 O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 T% e: D' T, \% ^18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. p; J) ^7 C( }: ?* _
at start of AE but crept back in sometime during updates
" m3 T' ?4 X5 X$ \8 @6 x+ r19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 \! F* H4 v O) W9 Z
fragment.
) z4 I% }* x K20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: t$ _1 A# `6 t& ^* U# u21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& h, ^& ~: c5 R# G. R! Z
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# t v u* u! @# L# ^set$ n8 R3 m7 @) v' U" G0 I: g
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 ~- x3 f2 u8 P. E5 u2 N, a- e23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 c% e9 b; h4 y" e24. Bug caused F/FB to sometimes bomb at low altitude
- K, d ^- N4 L. G u25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 g: R; Z) J/ y+ |occurring properly.0 H' w% u/ `6 Y! k
26. Bug in Industry 'failed' indication not showing properly sometimes
- z5 q p! J' ~ j5 O W0 K, _0 Z27. Location check at scenario load to include small map sceanrios/ n5 V, P& _5 d
28. Bug in air supply to fragments in a non-friendly base hex
) G$ z( b9 l4 {3 Q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 p; j8 C. O6 M
being set to homebase before execution of the mission – ie was returning to base
7 c- D) P. C( K/ p( Kimmediately
' V7 a' P8 z* s( ~6 _( h6 @30. Error in Strategic map display
6 v/ V! _; r: l9 p+ F31. Additional and stockpile options were not turned off when base was captured
/ l& q+ F, _: V% }/ {32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, ^* M- U( L, Dmouse over! J" C( @; \7 f0 z! A- a
33. Army experience being gained when not 100% prepared as per manual; changed to allow
( h T; t9 Z. c Echance to gain experience if >75% prepare and < 50% national exp level
' K8 F( x* x0 T1 V* V0 }; B9 j34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ G# F; U$ R; I8 ualleviate the incorrect experience gaining happening while in reinforcement queue
& O( [1 U/ X9 d- x35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –# z) Q3 ^* V+ K' c
caused unit to jump “off-rail” and move overland) d* }3 q$ L' W+ m4 i5 k! y
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 e4 b# S9 F: n' c0 \
37. Excessive accident messages on unload from TF reported* r% x- U4 t" w6 u5 [7 x; V
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
! x1 A/ M7 e( c' Z0 s; hmerged causing smaller size unit than expected3 C" @ w" ^$ ^2 l- {& a* s; V1 z
39. Corrected possible TOE error in scenario data load for inactive units
! F5 A7 t; h% t+ k/ }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ t, Y p2 ?" Z8 D; U5 E2 H
however be allowed to do this.; B& b2 G2 u& N; X5 C
41. Possible CTD if sinking ship's load was a group1 d! K, C- {8 }; c6 |; Z( T5 K
42. Limit the number of devices built from resources per unit during LCU replacements; this$ ]! N9 ]+ g% T. |) I5 Z: n
was causing an over production for that turn
) \. \) B1 ?/ @1 h# E/ f( y43. Retain day/night setting when creating group fragments* Z. {3 y* e( C" y" x, O5 Y0 O
44. Adjusted supply and fuel values in base list not to overrun the space
; ?! \1 ]2 z/ ^1 B3 W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 u9 h E [) D' o! Z1 A6 _added YMS to Sweep TF in line with manual and code/ p$ L8 P" S, @- T0 ]. L: q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; f9 ^' t f8 D: P* ] brule relates to the abundance of manpower and is not covered by replacement pool. Normal7 `! x2 a% C& y3 r
rebuilding of destroyed units is not affected by this.
7 }- }7 l |! u0 @1 X1 @1 F8 O47. Carrier capable and trained text not showing together on Group screen4 Q4 y' `( \- b; x
48. Handle any blank re-name changes by ignoring them
# M& ]; S9 E" R) |49. Possible CTD when air fragments combine
- X, X( M. d- F50. Unloading TF can freeze a LCU onto a ship under some conditions
* U0 O1 I! l F+ k) }51. AI not behaving if main HQs missing (affects small map mainly)7 p: \% {0 a( W& e( u# g
52. AI using AGC for normal land units – removed from TF if not needed0 z3 S/ R8 Z* X% T0 h
53. Soviet activation message not in Ops report
9 o" F- S% g& E( b5 T54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! Z# g. b8 `, G; b
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. {( O. [! }7 H4 X) ?/ B/ n; n4 V56. Sub attack against docked TF not happening for port size <3
& Y+ ?! s* f1 y. D9 H# P; f0 g57. Unit type changing unexpectantly
' z8 Y4 O2 H, w( z, ^- p58. Torpedo replacement on plane sometimes is missed, T* K1 y ~4 G% g! \* T
59. Double handling of overstacked supply requirements
% ] j! s5 t; C- N9 b% i60. Fixed alternate weapons for port attacks
6 u5 B! n" q3 A) n2 G/ e" B+ _61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& a6 v, N, U8 @4 h- z0 v# wsometimer in the ship repair cycle.
1 B; Z2 M! ~0 Y! |6 e: d" N62. Ship tonnage over 32K could cause repairs to fail& @1 ~# `7 D" q; r
New
* l* v% p: r( x$ t9 C5 D! C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
, @' M7 ?4 M+ S; g" g& Uport: f% s. U" M$ i' Q' K+ Y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& P9 z: [" P9 ^8 o }# J& T( y! wTenders not counted4 ]% l6 ? M/ V+ t3 r* l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base% o+ |7 Z6 ?3 j. t$ c
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 {, b* I# S7 Y( s
to remove damaged ships from TF
$ x/ U2 P+ O8 l* f& t f! }5. New filter for “non-building” devices in Industry pool screen
' U, p- T1 F. F# J1 U( y& M6. New filter for “non-building” aircraft in Air Replacement pool screen# A' p& p( H$ F, ~2 q) _% ?1 M
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! ^. t. j! X( F
mines (^) detected: C/ Y* ~0 M' \% i- E2 E9 p
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 I' T+ ^. n2 p- }
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: j. o3 h9 L+ O8 _- ?, X8 h, Ustandard parachute unit icons. o* ?2 g7 h- y0 X7 D4 q5 V9 ]& M6 q
9. Air/port damage and building is shown in base mouse over
7 Z* Q& k1 [" x' n10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# d4 Y; X4 x& R4 _7 X$ q
11. TF can be routed to stay within coastal hexes as much as possible
: N4 Z: d# C2 o# e0 f( b12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: c# r4 P0 A4 V13. Added option on group and LCU reinforcement screen to turn off replacements
) Y; l0 i8 d3 a, w14. Current base can get supply returned to it when reserve planes returned which were
: P/ u& T! ^3 @" l+ E) koriginally supplied from another base
* B( Y6 X4 c& x$ F0 z# i9 h3 J- b15. Unit type filter on Troop Loading screen
7 K; t- t* q" Z1 V, z f16. Report killed ground units if not in combat report
# u' _2 }. r }$ G% |5 d- l) ~. nChanged/ |5 c: y$ ~8 [, s1 R5 l( k V8 ~5 Z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% T; o7 Q* O' x0 q(complements fix 18 above)
6 [1 G( C- m, P: X3 w6 a9 T- U2. Permanently increased pilot array to 70K
) s* Y# Y& J6 L0 n( H3 U3. Increased number of air combat rounds are a factor of total aircraft involved) Z7 y% x X! W+ x& Y
4. Allowed submap to submap movement if land connected for land units. Should have been
( Q1 f4 s% ]/ l8 I* x9 y# Z! Sso as per Andrew Brown& |3 ], w: o/ ~8 R; D: F' R
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message' C8 d& W; Q7 I% T3 t' r
delay toggle instead
/ V+ B5 S2 l* t8 m6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 A7 d9 l. F# R3 y$ U! zmaintenace a bit more
5 b6 ]$ w) l9 h& S7. Support device replacements won't decrease the overall experience of LCU units. This does6 U* Q6 h4 S% b* O' g% Q, Y# S( q
not alter the overall EXP change due when any replacements are received.
3 @. }, b; I$ s# l/ y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
! z4 v9 C& c. l4 x- J( Bbetween the two but could break current games.' N" r0 A- r6 a) ]
9. Some LCU Prep points may be retained if unit is experienced `# m" w: D6 L& I0 U
Notes
( X. r# R. p. u0 ~% l4 X1 l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
, f3 R( `/ f1 w9 }/ ]should not change player or HQ, even if not in play. These original HQs are used by the AI
; X1 I1 k2 C y' C* [$ L5 l L/ Wroutines so changing or deleting them can put the AI off. Changing other elements should* h4 z/ K5 a" B: N# B g; O
be okay.
]; d& Y( |8 @( g6 T# [2. Clarification to weapon filters for aircraft:- {2 r# B# U' l' p$ X
PM_NAVAL_ATTACK 2 // used for naval attacks, z7 @# H$ o& w# I& |7 {; H
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
3 T. h4 i0 |- H- _7 N+ SPM_LAND_ATTACK 8 // used for land (ground) attack b+ U5 v# e/ x8 C2 E
PM_PORT_ATTACK 16 // used for port attack: i+ M4 _# G1 |$ J6 ~
PM_AF_ATTACK 32 // used for AF attack2 l3 r/ p% r) H" ] r
Dropped any reference to secondary values for land and AF as they served no special use.0 A( b9 Q5 l/ u' @
Clarification changes9 Q' |4 o2 m4 c# I7 c
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' u, E% {/ G, f$ y: _- w! X! _
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; \" Y5 f+ T/ M+ ]MONGOLIA(91) or TANNU_TUVA(92).+ _; ^3 ~) K4 F6 g" K8 C
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- o$ m# y. r. \/ N. B( V+ ?# Y4 `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 E. f3 R% e# C) J" \% d3 |9 Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! g( C* j) P7 H8 C7 Y
after Soviets are activated, but can’t move/ S7 \0 @* ~ a5 B6 s
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if" c ?* l, r! x. q ~
disbanded in port.
2 ~9 [8 r" b& ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 B$ d5 c6 Y' R' o X; B& Ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |