具体见2 H$ ]4 F, j' l) q% ?& D
9 Z. w% v3 D, r* E4 b; yhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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6 Q: s$ V6 X) p; R已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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3 j+ w2 I$ s- G7 dChange History:
7 P# N: B* A; G Q- T @V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): x6 _3 `5 _" U) c' Q
1. Seventh Update – This release is a comprehensive release updating all previous
+ T5 x& t& i# S: Iversions to v1.01.17 beta, P2 _ Q. [: w% @
2. Code Changes. W Y/ r% H* m( S: X! S
Fixed4 c( k5 L/ b# R
1. Display of AF/Port icon between player saves based on player's intel
# `& ?$ l+ |1 z$ w2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
$ f" s; v9 i: k( I. nweapon list updated
% D4 K. [/ V q5 v4 {! V3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 W5 I2 v- M- w, d7 K8 A% y4. Allow smaller 'reserve' space for small groups on ships
# T" c$ ^; n3 {3 q/ |' @5. Preserve some more data when swapping fragment and parent to prevent lost of parent" B& f0 z( F0 C5 _2 |
6. Correct attacking plane count before final post-air combat
( ^. ~8 B# P2 Q3 R' _) b B0 }4 b; j7. Pilot promotion may have occured in error sometimes
( ?1 Z0 I7 v: x' n2 N8. Raid detect message sometimes dropped of the combat report
% _! {4 i4 i& ]' y# m9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( }( M- j$ _: I R
generally
/ n! R4 q. L, I10. Some pilot-leader connections were being corrupted
$ V0 w7 I3 `, d* I& N# ~11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 }, ^1 S# q$ Q( w7 cother move issues due to the incorrect indicator- J; x/ H! }% {2 y
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) R; u, P) t5 z5 Adamage6 A3 w$ k! F# R6 y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
. ~3 L7 }# U1 |" q14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: ~# K& K$ B) S& X* x
date sort
g4 I7 z# b, F% |15. ASW groups not allowed to attack sometimes
) f( [/ \% ~, P% ~ N16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ J1 z( B' x) a" K- ]+ g4 ~) c
HQ/LCU to jump to reinforcement queue" J0 i$ |# P: L0 t2 ~% ?
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 }* _. O) L" \4 f: Q3 B3 x9 m18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 [" q" j& I) O! a5 C+ Z6 yat start of AE but crept back in sometime during updates
2 A8 H3 e- L! r& B. P19. Removed the fragment/parent swap during a TF unload as it could often orphan the* W6 L1 C( t9 _8 d& J ?
fragment.
* G1 q" i& p: J3 L20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade: v$ ] e) [/ u
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' f( i/ G6 ?3 r& f m& F
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full- D f) ]- U0 }1 b) F$ e N
set2 c3 X/ R% X: w, g+ Y$ p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# C$ q/ F. Q! |. N' p6 }% C
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% {. z5 f# o8 Y4 W! o( K$ u24. Bug caused F/FB to sometimes bomb at low altitude" f# b3 R4 ]6 v6 E
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, O0 i0 n4 S3 l: m u8 r
occurring properly.2 m+ r2 F$ D/ G/ E( {" k
26. Bug in Industry 'failed' indication not showing properly sometimes5 H) Y2 A; ` B/ e2 r8 V3 H8 F
27. Location check at scenario load to include small map sceanrios7 P6 ?: @3 o5 U+ _" s1 g
28. Bug in air supply to fragments in a non-friendly base hex
( F* ?. y- f' ~' k8 C" u# |29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 U3 f! x- G# n/ L- T6 i
being set to homebase before execution of the mission – ie was returning to base
8 C) Q' C# _. c3 [6 s( }* yimmediately# O' B6 x+ C( H( C$ d
30. Error in Strategic map display% d$ Q, n- J9 C+ h% h
31. Additional and stockpile options were not turned off when base was captured0 \4 J- V: I. t4 ?, Z7 q/ k+ B! x
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, c' U3 O+ l/ d9 ]mouse over
1 }# k1 R9 h; K6 n33. Army experience being gained when not 100% prepared as per manual; changed to allow
% n1 t6 ]8 m* K+ ]) l0 Ochance to gain experience if >75% prepare and < 50% national exp level
! }1 z. B, t$ o5 L1 u1 Y' U) @34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* K+ _9 W* \- @: W" x+ @
alleviate the incorrect experience gaining happening while in reinforcement queue% Y1 [; o2 Z8 x7 L2 \5 B# b
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –7 K8 G3 |# Z* D% [( K
caused unit to jump “off-rail” and move overland* l2 e9 A) [9 p& ?( B+ |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) q2 D/ y) D ^' K2 Y4 a \
37. Excessive accident messages on unload from TF reported
; b: O1 x) I) X4 W( n' R38. Reworked editor sub-unit merging as some devices could drop off the unit list when
@# |5 K: |5 {% G: Kmerged causing smaller size unit than expected
% K9 N5 K! l+ ~39. Corrected possible TOE error in scenario data load for inactive units2 [. P$ ~6 N" O4 A% o" F
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
8 s5 i8 o/ y6 R* m/ {however be allowed to do this.6 a9 ]4 a0 g3 f( b! [! p4 _ V6 X
41. Possible CTD if sinking ship's load was a group) {6 r/ d) T4 z
42. Limit the number of devices built from resources per unit during LCU replacements; this8 J% v0 B/ K! E5 |
was causing an over production for that turn/ i: O5 ^' A; g
43. Retain day/night setting when creating group fragments' e% A, Z. S( {& `
44. Adjusted supply and fuel values in base list not to overrun the space
0 L8 k; X, S" D$ \0 R7 B3 \+ B1 y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 Z$ V* T( ?# j0 O: Nadded YMS to Sweep TF in line with manual and code- n2 D" G# m6 Z- t) C4 Z7 o9 L
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 z3 `* L5 ^3 ?7 }
rule relates to the abundance of manpower and is not covered by replacement pool. Normal# V6 c( }) k* f9 @) u" C( S5 B9 p
rebuilding of destroyed units is not affected by this.
) Q0 n; o0 }" W. G9 }" j. S47. Carrier capable and trained text not showing together on Group screen" \5 M/ o, ~8 s" ~. E
48. Handle any blank re-name changes by ignoring them
* \4 g: E4 K( s49. Possible CTD when air fragments combine$ C3 e+ t4 v) j
50. Unloading TF can freeze a LCU onto a ship under some conditions
% \7 q0 ~1 ^, F8 R* P: a" g51. AI not behaving if main HQs missing (affects small map mainly)
4 W; Z2 H1 a. y6 V52. AI using AGC for normal land units – removed from TF if not needed, p- j- x+ L7 u" W6 O, C' V, V
53. Soviet activation message not in Ops report( J; Z/ Z8 J: e$ @& f, ?9 F( I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) L. I0 ^6 b( K+ Z55. Clear Soviet air balance if not activated. Possible incorrect base switching& a/ m+ G7 v# D5 a* p4 ~
56. Sub attack against docked TF not happening for port size <3* y$ {( B4 a. @7 n2 V" v2 o
57. Unit type changing unexpectantly! q, O3 Q7 R! y" C( H: c3 I# l. Q2 X" A
58. Torpedo replacement on plane sometimes is missed
; b! Y Z' S) d& w9 [59. Double handling of overstacked supply requirements# p7 t( |/ @- y7 f. i/ H9 `8 |: }
60. Fixed alternate weapons for port attacks
1 E$ C: k- M) `1 l8 \61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 u$ o. d! L/ |sometimer in the ship repair cycle.
" w9 Q5 C y: d; a8 X3 y0 O8 I62. Ship tonnage over 32K could cause repairs to fail" u! |9 ?6 w+ D+ u4 {+ I
New
+ v- d! S8 f5 p, F! s1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the- N8 V0 d+ B/ _4 j/ y7 x" f
port
# S' m! e4 ]$ f1 p9 O+ M9 Q# h2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ K$ M( A& Q8 [ b8 R4 C- J# M0 xTenders not counted
% f; @2 V/ D. b1 I0 x- y3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; K8 ^: R% p1 \4 @- x4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! Y6 x, E$ r2 g4 s
to remove damaged ships from TF
0 t$ T1 `3 G u/ X, H5. New filter for “non-building” devices in Industry pool screen
2 o/ C7 \% d1 m4 _* x8 Y6 W: ~: t6. New filter for “non-building” aircraft in Air Replacement pool screen
9 F1 H; c B" W8 m; _7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy+ S5 f& W. G3 @% y
mines (^) detected
# r7 \1 k& N! |( Z1 |: V8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 L n. v* n5 @! X& X+ C‘button6..’ image files, then these will be shown. If not, by default there are shown as
4 L# k. R2 \( C2 mstandard parachute unit icons* ~, a: s) y- ~% E
9. Air/port damage and building is shown in base mouse over
4 \. B0 y1 S& _7 {' t- ?10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ O, a6 C# o( \3 Z5 X' o9 H11. TF can be routed to stay within coastal hexes as much as possible0 e) z8 r- e! }# k4 _
12. On Top Pilot screen show the 'ace' cut-off value if more than 14 I" w8 l" S% m
13. Added option on group and LCU reinforcement screen to turn off replacements7 w7 G$ R4 L9 F; L0 Z
14. Current base can get supply returned to it when reserve planes returned which were
$ V, ~, ~3 \) i( l. |& loriginally supplied from another base& ~/ y0 r; \/ c7 c
15. Unit type filter on Troop Loading screen
- H' N, `# G& a1 t" b n; w16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations, H) b7 ?8 W) M
(complements fix 18 above)
0 i1 T9 n) ], S. q2. Permanently increased pilot array to 70K
b6 n2 q. S, z3. Increased number of air combat rounds are a factor of total aircraft involved
8 D3 E" x4 e3 F& g3 q( ?" S4. Allowed submap to submap movement if land connected for land units. Should have been
3 H5 j/ i" l/ L3 I; ]' ~0 Uso as per Andrew Brown
1 n) n5 _3 `8 x1 A5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( @# B( k8 {, bdelay toggle instead
( h( B1 ?2 u% e( w" c6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 Y' S* X; D: |' ~maintenace a bit more
( j; C5 B+ q$ K$ b7. Support device replacements won't decrease the overall experience of LCU units. This does
: H2 |" ~! k% D inot alter the overall EXP change due when any replacements are received.2 _5 r, q4 ?5 H; i% Y8 Q, {# x
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction% d0 {) S9 g' h- j
between the two but could break current games.& V% j7 a) ~$ h1 a! H1 f+ t! \9 p
9. Some LCU Prep points may be retained if unit is experienced
8 d$ A' \' o: b# e2 tNotes
' z9 P* R0 C! ~: A1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; K# Y3 g- m7 p9 Oshould not change player or HQ, even if not in play. These original HQs are used by the AI$ b- h( W5 \, P9 m7 [
routines so changing or deleting them can put the AI off. Changing other elements should. ~" o, V; h& E" x6 |* b
be okay.
. ?8 {. n/ b( }5 S7 ^8 Z2. Clarification to weapon filters for aircraft:2 M. e r9 d& D5 v' ?
PM_NAVAL_ATTACK 2 // used for naval attacks; Z' a# B8 H0 U& e9 h. j; L
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 |& g% [, [1 \/ r( w! EPM_LAND_ATTACK 8 // used for land (ground) attack" u& {) u. y! A/ M5 |# T* c+ v
PM_PORT_ATTACK 16 // used for port attack
/ x/ `7 B6 s3 D& Y+ _PM_AF_ATTACK 32 // used for AF attack
) d- n2 p7 h: o4 wDropped any reference to secondary values for land and AF as they served no special use.
# T$ g* M1 f/ v6 \! T/ ]Clarification changes- \# q$ P& {# `" f
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
. O) y* z5 `, obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: [4 B/ K' z% X7 \0 n
MONGOLIA(91) or TANNU_TUVA(92)." x4 Q8 {* G" ?# n* _! \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases- L( o& R' o! A. \- K: l
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
# K% Y# L# d, T/ L2 lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 H. o( x9 [6 D: s3 r# w9 q& _
after Soviets are activated, but can’t move7 k1 B% T( A+ q" h- p& B+ E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ o7 [ d' u9 sdisbanded in port.3 F$ V+ J% ?" z$ f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ p% D) I! O& P. N% d; nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |