具体见* H( |+ R0 k/ ~ _# s* u
7 R, L& s7 J) y5 i1 e! j. Dhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖3 @0 y0 m9 N5 M6 k5 g) U
8 b; _0 A+ |- A# L' c& f% q7 ?大量更新,详见列表:
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Change History:4 h) U1 j) V+ `) r; H1 Y1 E+ F: `! e) S
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
; {2 u* ?2 d; b( ^* y' [6 W1. Seventh Update – This release is a comprehensive release updating all previous- L/ D; j+ D9 ~; A; p
versions to v1.01.17 beta& O+ W; }! @: @4 [. J7 c$ c- U [
2. Code Changes9 u& ?& w+ u3 `( G& ~! c
Fixed s4 s* j$ }: V4 I6 O
1. Display of AF/Port icon between player saves based on player's intel7 P4 z4 C3 {. K: w+ `5 M
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. y4 }9 R4 z R- N T/ z2 eweapon list updated
% a) P' d' `' {4 e3. Reported cargo/troop safety values incorrect when no cargo/troop space; Y, D( S% j9 ?9 v& z* {( o
4. Allow smaller 'reserve' space for small groups on ships
$ A* ^! ^ k D: n4 u& B2 P! S" f5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 W8 k4 M: R& u9 }( Y4 W! B6. Correct attacking plane count before final post-air combat3 W$ {) ^6 e2 F9 i6 A7 m. P5 O) i* m
7. Pilot promotion may have occured in error sometimes
, m- E$ o5 B! g1 p+ x! n8. Raid detect message sometimes dropped of the combat report
' t" ^6 @+ ~3 J' Z6 }4 N) K! t9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 I! G3 ]9 s a S8 }
generally
' {; ~& `/ K1 C4 W, g' a' X10. Some pilot-leader connections were being corrupted
x. c6 p+ g& |$ h1 W11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 [3 R: U7 d) N& d5 v6 J: m5 ]other move issues due to the incorrect indicator3 I- A2 L: \, X
12. Wrong ship sometimes reported in Ops report for TF movement which causes some2 g0 a, F3 k4 x" Z, N0 W( j
damage* i( b& Z: z$ o! F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ ~3 h, ?* P+ w0 f% \
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; H& c6 Q A: m6 sdate sort% o; m+ W5 d1 r' x
15. ASW groups not allowed to attack sometimes
/ K/ s, ]! \5 ]. x1 O: K16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 u& ?; I" M! ^( k! D4 z0 A
HQ/LCU to jump to reinforcement queue8 ^; E8 |) w' M. ~' ]: v8 X
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 R/ y" [* q+ d5 d' e1 x+ o1 {) ^2 n
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, R; B* d7 u }8 O) kat start of AE but crept back in sometime during updates) K% f" @( [/ K4 o; p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* p# V6 I" o% G9 f& f4 M- Pfragment.
* X- A* J1 k3 ?" }20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. e1 I5 K& J: K x& ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
Y) M9 b S; n. |" m% \short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
, i0 B7 i' D7 uset, C2 s: w/ B. k# ^! h1 E
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 X- S2 u+ H( a8 [23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* G; {% o+ p3 N2 Y; {9 b/ Z0 w, S
24. Bug caused F/FB to sometimes bomb at low altitude
" G3 Y& i. I L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' V ^$ j+ E) n2 }) boccurring properly.
& c9 W" v% H! h6 T# q26. Bug in Industry 'failed' indication not showing properly sometimes
) ^: v: @6 a% u' t: O7 `4 D27. Location check at scenario load to include small map sceanrios1 q9 b$ t3 E- S$ G6 E7 k/ O# w8 y
28. Bug in air supply to fragments in a non-friendly base hex
3 Y8 l! i4 J+ h. d t( R0 `( u7 B' w29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
- a7 S& I3 ~5 n$ fbeing set to homebase before execution of the mission – ie was returning to base; \- M( }5 f1 x& o2 v
immediately* m1 e }8 S- q
30. Error in Strategic map display
4 V) x$ T; O; B I0 [) E! ~* b D31. Additional and stockpile options were not turned off when base was captured4 u+ }+ B1 q. k- P* K9 {: \3 M
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ ]4 G$ f" r B7 W1 i$ A
mouse over" \- @6 p- ^" ^: `4 F7 M) n2 w
33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ o- ` `& h$ J& wchance to gain experience if >75% prepare and < 50% national exp level
, G: i) `' [- O8 E: C3 I! w34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 O" X- t/ \4 X
alleviate the incorrect experience gaining happening while in reinforcement queue1 C& |/ K8 p* Y$ _, Z3 j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, {5 x, [" `: G' T5 v$ N8 fcaused unit to jump “off-rail” and move overland
- `: R- z8 t3 x0 s d- |7 n2 U/ t36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 C1 M. y" u. ~
37. Excessive accident messages on unload from TF reported8 _5 \4 V: X, P" [
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
2 h/ L; ]7 ]* R; h. Zmerged causing smaller size unit than expected
3 w1 h) V4 U6 l% t! c% A39. Corrected possible TOE error in scenario data load for inactive units
6 ~+ U6 v! {* y, l+ D; k; e! d40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 `: w1 |( S; \+ c4 N0 I& Chowever be allowed to do this.
; j+ G! Q6 v1 @# f3 b41. Possible CTD if sinking ship's load was a group
+ }" K7 m9 I$ _7 f& Y9 i' d42. Limit the number of devices built from resources per unit during LCU replacements; this
2 C+ p4 R+ b, p: x, t) ywas causing an over production for that turn
+ Q4 W% F0 U* N) S5 }& f1 B43. Retain day/night setting when creating group fragments$ O9 D ~% x1 P
44. Adjusted supply and fuel values in base list not to overrun the space- E. g& S# O. [' w0 [
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
7 t. q+ f) l) J& J5 Jadded YMS to Sweep TF in line with manual and code9 e5 s Y9 ?) i% a
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' j; w2 h! s8 C" Wrule relates to the abundance of manpower and is not covered by replacement pool. Normal" l+ h) Z6 D! m+ r( ]/ J
rebuilding of destroyed units is not affected by this.
- n0 U6 B% R% C% B' N47. Carrier capable and trained text not showing together on Group screen$ ^% l+ i2 G: V
48. Handle any blank re-name changes by ignoring them
8 X; ^: r2 T0 K- m# \49. Possible CTD when air fragments combine
1 ?$ G) y" i8 a0 C# I9 E50. Unloading TF can freeze a LCU onto a ship under some conditions
4 E8 {+ H* c1 @ G; e51. AI not behaving if main HQs missing (affects small map mainly)+ {, z& U% |/ t6 a) ^8 B7 D
52. AI using AGC for normal land units – removed from TF if not needed3 G, n, |, O; Z' w% E& R' O( ^# v
53. Soviet activation message not in Ops report
/ E2 L: ~! j. n6 m0 V. R2 t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ G% P4 |7 N- U& S, m
55. Clear Soviet air balance if not activated. Possible incorrect base switching; {# c* R9 E, P& H/ C+ C7 U' P
56. Sub attack against docked TF not happening for port size <3" b0 ?( j4 Q8 s7 M, I, D' h+ z4 ?
57. Unit type changing unexpectantly' x( R( r( @5 Q( g, L% M
58. Torpedo replacement on plane sometimes is missed
' }- b! u* u1 O; K k59. Double handling of overstacked supply requirements
2 j* w# J( O4 m r* @$ L. J60. Fixed alternate weapons for port attacks
r' c5 k5 m; w: k61. Corrected weapon system damage to show after combat on ships in port rather than wait till
9 M \, ^' a4 T$ V$ W' c4 Bsometimer in the ship repair cycle.
2 k, @9 M) _3 ]5 D9 Q# {+ P+ j62. Ship tonnage over 32K could cause repairs to fail0 z& v4 _0 f! c/ x+ @
New& ?9 r! y+ ~. n% y5 t
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. x+ I. c5 y/ X2 d
port
& _) H' E* N! P2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! W& X# I+ s4 e0 V
Tenders not counted, B7 d9 ~/ x$ s
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
4 n4 o! N& I# {4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method, S% I/ ~$ j; N" o& w( V$ Y
to remove damaged ships from TF
0 _% \# x# p/ ?5. New filter for “non-building” devices in Industry pool screen' y+ |+ k V/ R6 z6 V9 |
6. New filter for “non-building” aircraft in Air Replacement pool screen; F* a7 E6 O4 `
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- f: {: h P z+ Vmines (^) detected0 f2 L- P' B" p2 x2 N, @
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, j/ u& s) E" x, C5 D, r1 C! M‘button6..’ image files, then these will be shown. If not, by default there are shown as( O1 e" X% Q& W/ W
standard parachute unit icons$ }7 m, I* @- C( D) h
9. Air/port damage and building is shown in base mouse over4 X7 Z8 a* ~. L( A$ T0 E
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on w9 s% w8 {# J6 H7 b4 I
11. TF can be routed to stay within coastal hexes as much as possible/ g7 z& p& y: d* n, b3 p+ v
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: N2 F9 k6 d: h
13. Added option on group and LCU reinforcement screen to turn off replacements
/ a1 O% {6 h7 T) h1 W14. Current base can get supply returned to it when reserve planes returned which were% x7 E! @' a) _, j& {3 }! b
originally supplied from another base6 ?/ Y3 X, s t# n
15. Unit type filter on Troop Loading screen: K6 b: r; C7 `* t8 @
16. Report killed ground units if not in combat report2 ~8 v0 E$ Y9 z
Changed
- e7 b4 p7 E g" A% c% E# q% i1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% s( g5 u: s4 _# X" }5 x& _(complements fix 18 above)5 a _4 Y3 h7 U0 b0 e2 _8 h- U
2. Permanently increased pilot array to 70K
. V" P( j" Q+ `9 B3. Increased number of air combat rounds are a factor of total aircraft involved
3 ~' W+ _7 \. I% m9 }6 D! G! k5 [4. Allowed submap to submap movement if land connected for land units. Should have been
; O( X. Y* `( H# H3 Dso as per Andrew Brown: s5 g" Y' g: S; u5 K
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message+ B" q/ M T4 v5 x3 O0 S
delay toggle instead
4 e. L2 y& L7 H2 ?6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( B* x8 T" A) D2 L/ t2 _0 [$ }maintenace a bit more
% E3 v2 Q8 d$ M+ b7. Support device replacements won't decrease the overall experience of LCU units. This does; I, Z- c( u2 O9 L1 r { d
not alter the overall EXP change due when any replacements are received.9 o- X% L0 @8 `
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 M8 `0 \* P8 @/ Q* ]between the two but could break current games.4 m! n4 p2 U7 ~/ K# x7 D
9. Some LCU Prep points may be retained if unit is experienced; W( `7 y, A1 D
Notes$ r5 M7 `+ W' y" t- t% ^& |1 ?8 b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ } ]( ?" t# ^
should not change player or HQ, even if not in play. These original HQs are used by the AI
% {7 D1 D! N) a* ~8 Jroutines so changing or deleting them can put the AI off. Changing other elements should
) f6 @4 F( A/ D4 n6 U$ T/ V& H, @be okay.
& H" O0 x9 f- v. v( Z2. Clarification to weapon filters for aircraft:
7 H3 \9 [$ e. R+ u" xPM_NAVAL_ATTACK 2 // used for naval attacks! ?2 z& n/ g( F. b3 @" G
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)2 T( S1 O; e6 C! b( |: z. t
PM_LAND_ATTACK 8 // used for land (ground) attack3 H# W8 y3 R2 q2 Z& ~. X
PM_PORT_ATTACK 16 // used for port attack7 e' I0 X( U/ G% P: P
PM_AF_ATTACK 32 // used for AF attack
8 n6 ]: {" }+ F+ _ lDropped any reference to secondary values for land and AF as they served no special use.
* L H% K/ Z7 T' U, ]4 n$ jClarification changes
( E5 `$ x A( c2 o# t9 v' D1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& X P9 ^# m( E$ M
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
0 S4 ^8 R2 b. D x. g6 vMONGOLIA(91) or TANNU_TUVA(92)." M- d, u; L# _0 W/ S
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
G, j, T1 R) s( |6 ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes n0 K( M& U, E, G
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 T( C _8 v, B
after Soviets are activated, but can’t move
3 y+ d: P8 E1 P! [7 }. J; a. c: Td. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 S7 \; `. ^: z, J0 p: p
disbanded in port.8 Q$ c& \) s/ C2 Q. M, G2 x4 c
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ m( j& I; f: R% n6 I, T% Yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |