具体见8 b7 Q5 R# G) T4 f% l$ }0 N; ~
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http://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
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大量更新,详见列表:
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Change History:
0 c- J8 s* K( cV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 T' `/ j% c9 l1 I4 a
1. Seventh Update – This release is a comprehensive release updating all previous
0 D* ^9 Y8 w! G9 E9 Gversions to v1.01.17 beta
8 |4 }6 a1 n2 w" y- J! o2. Code Changes
3 K' S( D! r5 y1 ^3 QFixed
. K( Z. O6 l, } G1. Display of AF/Port icon between player saves based on player's intel
1 s3 q" R2 ~" X/ s- E+ J. s2 c2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 ^! X$ u6 N* k+ n+ }weapon list updated
4 h9 {! ~- u- M, }4 m# X/ {2 e3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 ?. l5 C, `* l- E! _$ o4. Allow smaller 'reserve' space for small groups on ships
( R4 K7 O% r; Y+ t; d5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ r) P1 w6 k1 Y6 \6 K
6. Correct attacking plane count before final post-air combat
' d/ c! L2 T( c5 q( a% [7. Pilot promotion may have occured in error sometimes( B5 s2 H+ U. x( e
8. Raid detect message sometimes dropped of the combat report1 I( y* S0 w8 K* H6 j" @
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& p3 u# x. [- {* g% b! ^& g
generally
( n) \# ?2 X( r7 r/ k4 H0 j$ X10. Some pilot-leader connections were being corrupted* l/ J; A4 f+ G; y
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
% \( X Y# @. H7 V$ G5 Bother move issues due to the incorrect indicator
" b+ W) E0 Z/ Z4 R3 U12. Wrong ship sometimes reported in Ops report for TF movement which causes some1 _4 T6 o4 j" ?2 X2 P. X1 p
damage
2 R/ i+ Q5 U$ j! q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 P F: T$ ?- J" n14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! _) L8 o& E$ a/ T* ?: @& N
date sort
6 W. j4 U% o1 i9 U) P. k15. ASW groups not allowed to attack sometimes
5 J. a, n- z# Q& }$ u. f" N16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ f! N9 x+ C. B7 y/ e' o& WHQ/LCU to jump to reinforcement queue; c' e( V8 _: x& O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat" e+ k/ ?+ b) O4 X9 h( M
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed7 Y; |- G( p( N4 Z0 y+ Z
at start of AE but crept back in sometime during updates2 @5 ?; {9 \9 ^1 h
19. Removed the fragment/parent swap during a TF unload as it could often orphan the# u }/ _/ y4 T6 f/ U* ~/ o9 r
fragment.
" y- X+ I% \6 @. n20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' f7 E: J* u" w& S$ N' t21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 L0 w0 ?( b o9 W0 E+ h1 f/ [short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; |7 e0 w( q$ T' J, }0 j2 ^/ l6 X8 Iset
% A% i1 p; j3 n# a! W22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; j/ O" W- C4 `3 c; a: a' n& A23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 b G3 l& U9 v24. Bug caused F/FB to sometimes bomb at low altitude
' O7 K, J: F$ v0 w) q+ K25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 X) ^( m' C, \: Y9 Poccurring properly.3 u0 w" \8 S1 @
26. Bug in Industry 'failed' indication not showing properly sometimes4 N* k5 y2 X- l) U
27. Location check at scenario load to include small map sceanrios
0 E' n4 G, n# Y28. Bug in air supply to fragments in a non-friendly base hex3 I& G* c J# o# Y& V
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& g' ^7 X: w8 w4 G( U+ a1 ^being set to homebase before execution of the mission – ie was returning to base
/ d. W9 k: s( C) Z8 ^" Uimmediately
8 s$ O8 k4 N" ~6 }30. Error in Strategic map display
0 \6 }5 _8 a, E H+ N% |0 Z; R31. Additional and stockpile options were not turned off when base was captured
+ q9 [% Q$ N% K& C' G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; a; X% s' s. I V4 E8 ~9 Y* c
mouse over' l$ H3 [$ q" r9 B% F9 Z% k
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ c, L5 L) d0 n" ^5 n$ ^6 J, `/ L
chance to gain experience if >75% prepare and < 50% national exp level
/ u; C+ P, s4 }. y/ Z5 ~( P34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 H# T* E, p3 c4 Ealleviate the incorrect experience gaining happening while in reinforcement queue
" A; I/ d1 n5 |" F- `5 I5 g2 C35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
; C# Z5 @& ~, }5 \) R Jcaused unit to jump “off-rail” and move overland
1 l* ~. j, B0 n) K& Z36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' H/ X- B# o' u: d! R
37. Excessive accident messages on unload from TF reported
6 l- r- m4 p5 c# X. u. a8 r38. Reworked editor sub-unit merging as some devices could drop off the unit list when
: t/ F; B) u! x0 C; Qmerged causing smaller size unit than expected2 T# Z# D f9 B" F, b
39. Corrected possible TOE error in scenario data load for inactive units
m( p! C2 a& t: I$ \' a40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% S7 F. q" o- i$ ~3 g
however be allowed to do this.
# {/ K- H, m9 m- ?# z41. Possible CTD if sinking ship's load was a group
. c- r+ K5 K4 P# t1 w. G42. Limit the number of devices built from resources per unit during LCU replacements; this7 n7 z9 ~3 P; }; `" w# \; o
was causing an over production for that turn
! X: X8 h/ \4 |43. Retain day/night setting when creating group fragments3 ?' Z6 e! ^. ~
44. Adjusted supply and fuel values in base list not to overrun the space
& h! N' k) \4 N/ E1 i, J45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ j9 b4 u% l4 D/ w
added YMS to Sweep TF in line with manual and code* Q6 O; b" z) N( y6 E5 C. P/ d* |
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
6 {& n+ k. b/ I' L5 Z7 vrule relates to the abundance of manpower and is not covered by replacement pool. Normal
& s) f& @2 E# z% e" @( [, ^rebuilding of destroyed units is not affected by this.1 m1 ?; i- s8 }5 V0 m' Z
47. Carrier capable and trained text not showing together on Group screen1 q; u$ Z" }( x) i$ W
48. Handle any blank re-name changes by ignoring them
# ?+ ^* x# S( V/ U' S% K2 @9 ?49. Possible CTD when air fragments combine
) e7 a( }! C+ p50. Unloading TF can freeze a LCU onto a ship under some conditions
7 ~" e6 @/ `9 u51. AI not behaving if main HQs missing (affects small map mainly)
' y k8 D0 r* }( P4 ?0 p52. AI using AGC for normal land units – removed from TF if not needed5 O3 K% Z4 Z L- v
53. Soviet activation message not in Ops report8 z1 U7 I( C# r5 i
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# ]+ S& w" C, u( ^1 i! \
55. Clear Soviet air balance if not activated. Possible incorrect base switching+ ?4 p. r# M" ~! u7 q- { S
56. Sub attack against docked TF not happening for port size <3% A4 ?+ O2 c& C, W
57. Unit type changing unexpectantly
4 j6 \8 V# _9 |6 g7 T58. Torpedo replacement on plane sometimes is missed
7 v2 p) _" p8 Q: f- [/ ~: r5 |, Z59. Double handling of overstacked supply requirements
# P2 g- D. R1 t) c: I1 O. P60. Fixed alternate weapons for port attacks
, z# y: m1 W6 J8 E: k+ A% L61. Corrected weapon system damage to show after combat on ships in port rather than wait till, f$ y W* W% U! ~" S5 V
sometimer in the ship repair cycle.8 s6 p, \- w9 U5 x1 F, r; a7 n! ]
62. Ship tonnage over 32K could cause repairs to fail' n! ^) J6 F: B" k5 g) h8 I$ Y$ K
New
/ }! Y2 W7 j! w* ]( n, O1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# _# b' x5 _- n) K# ^3 B" |5 l# z
port
" V8 h6 t5 R0 _' T C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- t9 R L1 u$ F3 R9 o% h- UTenders not counted; a) P7 c9 Y5 o) {8 [) ]" ?) k
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
; W9 w% P, E9 m4 y# f q( \2 u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method4 L2 W5 R1 H' Z0 Q o2 f
to remove damaged ships from TF+ n; A8 M: i1 j5 ^9 v
5. New filter for “non-building” devices in Industry pool screen. Z4 t3 \$ `/ ~0 Y/ G
6. New filter for “non-building” aircraft in Air Replacement pool screen& b% L4 V/ t& u3 {7 c
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
+ D. F& D$ U# N$ q, G- gmines (^) detected) c R+ j1 r6 u6 B6 E2 v
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the9 ?9 t; V3 u9 `: y# t
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ ~$ X1 h! ?1 N4 q: u/ f5 `! L
standard parachute unit icons
$ k6 E8 i" c( h4 f# D% F0 P) O9. Air/port damage and building is shown in base mouse over) f0 y& [$ ^: v7 W( }; S
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on+ o0 a1 B$ j$ M0 ^
11. TF can be routed to stay within coastal hexes as much as possible: @! M. Q! l/ u6 t. _7 P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 }3 b0 ` r, ~/ B" Q) }13. Added option on group and LCU reinforcement screen to turn off replacements" V# K8 p8 ^$ o) c8 ?% w# Q% }
14. Current base can get supply returned to it when reserve planes returned which were2 J' u+ m- f- i2 _# y
originally supplied from another base+ v. j2 |: _1 U: ^
15. Unit type filter on Troop Loading screen7 ]8 }7 R3 M: c) P# Z
16. Report killed ground units if not in combat report
, c5 b- H" t) i9 Z2 Y" h% |, k) ^9 [; ?Changed
8 b; g, ~! ], h6 T( c( }5 e( x2 L/ x0 \1. AF of 8+ have AV support doubled for purposes of determing support for air operations3 ]: p8 O) Q$ M/ r k: w
(complements fix 18 above)/ \4 }9 f( P, H
2. Permanently increased pilot array to 70K1 Z, c7 b! M5 V9 x+ h, B, q
3. Increased number of air combat rounds are a factor of total aircraft involved
* G( Y) |7 ~0 L5 Z1 J1 O% U4 R! e2 Z4. Allowed submap to submap movement if land connected for land units. Should have been R2 b0 v# c0 V- G5 n8 r
so as per Andrew Brown+ l- U' v) b+ S+ S- w) U
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
. z6 Z2 ~5 a! m: ^2 z; m+ l0 Ddelay toggle instead% H% }8 p+ k4 N$ h$ ]4 J1 D! |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 e& M' \. n+ E; d; o0 G1 Xmaintenace a bit more
4 i2 `: Q5 W8 H V7 V2 k% _. O7. Support device replacements won't decrease the overall experience of LCU units. This does3 d* T, P; N: \- h, _1 W
not alter the overall EXP change due when any replacements are received.% u7 I% S! s. @8 I( e% k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; l2 `+ L9 x, Z3 B9 N' ybetween the two but could break current games.
) d% Y) G, P4 g) _0 K3 K) Q9. Some LCU Prep points may be retained if unit is experienced( k. C' z& V# p3 H B9 c x9 H
Notes
: v( v8 h0 i/ I1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. q4 y# O! }5 z: Z: F: [8 ]should not change player or HQ, even if not in play. These original HQs are used by the AI% b1 I! U6 i" t
routines so changing or deleting them can put the AI off. Changing other elements should7 ~8 H5 j% C& T3 o4 s# u+ }8 I& u
be okay.7 U$ e& Z* h& _. q
2. Clarification to weapon filters for aircraft:
3 ?2 w6 R/ |4 SPM_NAVAL_ATTACK 2 // used for naval attacks
. [4 \$ y' s( n# T* v& `% _( ]PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 n* }) P# L6 E; x4 i' k+ o6 c8 k: y
PM_LAND_ATTACK 8 // used for land (ground) attack
/ h0 z* c2 J/ c/ O* S3 x3 RPM_PORT_ATTACK 16 // used for port attack+ e6 H5 y0 j: i9 u/ `
PM_AF_ATTACK 32 // used for AF attack+ V0 @( _' q( |+ U! z( ?. P
Dropped any reference to secondary values for land and AF as they served no special use.
3 N4 N7 l% B' H$ TClarification changes3 M! W; T* i! ~9 F) S% ^- C: J) O
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; y9 L9 i. I+ s+ G% A" @2 ^" j
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- k/ X' h) m! G& |$ u
MONGOLIA(91) or TANNU_TUVA(92).; }, H* U3 [1 d$ s( f- g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases# `/ i Q* C$ h1 C; q8 H' S
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* c( u' P& B- u0 i% X; Z# B
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! L' k& N `! n, _
after Soviets are activated, but can’t move$ z9 @$ p( B9 d5 s% u8 K
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* i8 L' U3 A, O* p, {3 j% Zdisbanded in port.3 M9 u- V& a" O% e
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% A q6 h# {+ o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |