具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 E+ a0 ?1 M8 D7 G) t$ [ z已经共享到岛群QQ和本论坛置顶资源帖9 `$ {7 M& j3 @$ x3 x+ ]
3 k8 K, O% O$ d5 ?3 W2 Z& m T大量更新,详见列表:
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Change History:
% T `0 O8 Q: AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 l' K d# o8 j) |
1. Seventh Update – This release is a comprehensive release updating all previous5 @3 o, O, t/ m% i9 h9 ]' R
versions to v1.01.17 beta
, k: V6 L3 W3 Y4 A; y2. Code Changes
! f3 `: z9 Y9 B* Y8 [Fixed( r: b& T6 X* f) y' s
1. Display of AF/Port icon between player saves based on player's intel) i4 {$ o4 y2 y S) {. @
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when! { T5 B, g( v/ }" f8 ~
weapon list updated
7 ~" E9 r0 e3 d8 D7 O N3. Reported cargo/troop safety values incorrect when no cargo/troop space5 p7 d" i2 M1 Z8 _8 d( i
4. Allow smaller 'reserve' space for small groups on ships
5 a* T) b B% H% l7 c' b* x5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; r- Y5 A q3 B" g6 l& B6. Correct attacking plane count before final post-air combat7 `& C: ~: ~ b! k3 u
7. Pilot promotion may have occured in error sometimes& m \6 Q4 _7 S; R7 m+ K+ G3 |
8. Raid detect message sometimes dropped of the combat report
* R# M- ~9 A2 i6 I6 F9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) }+ e4 m+ k6 n3 u9 x
generally
# v' @4 @7 x) o' ^; K/ x+ U8 Q10. Some pilot-leader connections were being corrupted( j ] K0 w0 }, }, C5 N9 ]% p
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
j) A, \9 [) Q0 c0 Y8 iother move issues due to the incorrect indicator- M' c' p, \3 o' K- i6 P9 M
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, ?- g/ G, T8 C2 C9 _* s0 e' B# {
damage
' i# H/ ?6 b; r* O1 i: l: t4 t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool I/ q; ~% o; `: D- h
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 o' M; c% D% F5 bdate sort5 b$ ]: @2 L$ |& }
15. ASW groups not allowed to attack sometimes
' x1 r6 o3 s% E6 D% g7 k. G16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 ~& F6 L3 {9 U0 M# e$ t8 ^7 d5 P
HQ/LCU to jump to reinforcement queue) a" y S8 E' `( A$ J
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 ~! D) r% D" g5 V4 K/ k9 q% D18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 ^* \* b) \9 c$ k/ w, v9 Dat start of AE but crept back in sometime during updates. i7 \# Y* v" x& c: l
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( L5 u6 [" J3 h# p9 x4 tfragment.
4 H. H" Z) U8 a5 p* `5 T6 G20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ m0 L9 L- j1 F! |1 t. z$ v) P
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! M5 b g) o" X5 r; E* S2 K3 b7 w b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 C- z z% Q" q# d/ W3 Y7 A( G
set
- _/ X5 {: w) c2 _22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 ~ n0 }& r6 W5 ?( z, k; a23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' \6 k. @, R! O1 A! k
24. Bug caused F/FB to sometimes bomb at low altitude
& j: F! p5 X" O. k25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
: Y ]* E. E2 u5 ]occurring properly./ i8 J$ g0 V5 M; ?8 A
26. Bug in Industry 'failed' indication not showing properly sometimes1 o# D' Y: z! J; t& J6 }- Z- M; v; u
27. Location check at scenario load to include small map sceanrios5 O" e2 |* @ l( ]+ S. b# R6 b
28. Bug in air supply to fragments in a non-friendly base hex1 O A8 H5 }3 m9 x P; o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 h5 I/ [/ v5 A3 b& k3 E. Vbeing set to homebase before execution of the mission – ie was returning to base
* Z9 W. F2 j2 P7 S' e8 z9 T Kimmediately( ]; @( E9 {* E$ _' }3 @3 r
30. Error in Strategic map display
/ b2 Y8 L9 `( R+ I; A" ^# ~- z4 J31. Additional and stockpile options were not turned off when base was captured
/ d$ x2 |6 ?* ^0 ~( U4 o$ l$ |$ f32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 z8 b2 t0 y# J/ O+ k$ O% D
mouse over- E) Q2 j( c' t) h2 c' c* I
33. Army experience being gained when not 100% prepared as per manual; changed to allow
* Z3 O/ }6 g A- c+ R6 {1 g2 bchance to gain experience if >75% prepare and < 50% national exp level
" ?( L6 \/ K6 h2 w) t" U% n6 D34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
# f. X3 b& B! ]alleviate the incorrect experience gaining happening while in reinforcement queue6 O* A$ }; k/ r9 E
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" U9 N8 R( s/ F- N, ^/ i
caused unit to jump “off-rail” and move overland
) b+ i9 N: x7 K# |36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
, u3 {: z! }3 x& {0 b; Q37. Excessive accident messages on unload from TF reported
; Y( ?9 O. J8 v38. Reworked editor sub-unit merging as some devices could drop off the unit list when8 q. S+ ?/ R4 T3 G7 s. D( Q9 J
merged causing smaller size unit than expected
# ~0 p+ l% f2 v39. Corrected possible TOE error in scenario data load for inactive units3 b8 E+ f6 ?; m# O2 X7 N
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
R' a; v$ j- a( E& khowever be allowed to do this.
2 D1 ?$ n" F0 c# N4 D) Z41. Possible CTD if sinking ship's load was a group# z T3 J# T! Y7 d' D
42. Limit the number of devices built from resources per unit during LCU replacements; this$ e# N1 U. U& S9 P' v( a5 n
was causing an over production for that turn3 R$ } S# ~! e" l$ K5 l
43. Retain day/night setting when creating group fragments7 s, Y _3 N) ^& R6 c% V6 q) T, P
44. Adjusted supply and fuel values in base list not to overrun the space) y! m- L& R2 k( ~0 i0 n% [$ c
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ p: ^9 {1 v5 `) f% Z5 n" W( Y, [
added YMS to Sweep TF in line with manual and code2 B) O6 p8 i- W1 \' W* E
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 ]7 T8 J( @6 ^" [+ x+ W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, {1 l3 N6 L. \ s5 q Y! H
rebuilding of destroyed units is not affected by this.6 _0 T% C4 ?4 w
47. Carrier capable and trained text not showing together on Group screen
. Z3 ~ w% ^7 \. K( D9 i( F, \6 w48. Handle any blank re-name changes by ignoring them/ Z6 ~7 F. A; e& U9 O4 a, ^$ [
49. Possible CTD when air fragments combine
3 j0 A' i! p) [- S* w4 H% g50. Unloading TF can freeze a LCU onto a ship under some conditions
8 \2 i6 B! ?; z1 j' u+ F: Z3 e; p51. AI not behaving if main HQs missing (affects small map mainly)
, m/ V" q$ s) T( v) L9 m52. AI using AGC for normal land units – removed from TF if not needed
* D8 A4 e6 m0 T! W. N53. Soviet activation message not in Ops report4 Y: f0 S' X8 N' Y3 r% I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 g1 l" } r0 |+ t55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 j6 `1 Y/ s' T3 Q9 C J& b) |56. Sub attack against docked TF not happening for port size <3+ J4 q# e2 ?8 u, H( r! i
57. Unit type changing unexpectantly" h/ R8 y E- o
58. Torpedo replacement on plane sometimes is missed
! H2 w. O* P: Z2 E! H* X6 f% j59. Double handling of overstacked supply requirements, y+ `# k0 R9 X( I' \1 t4 Q0 C
60. Fixed alternate weapons for port attacks* s, u% ^$ M {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ A D! G. Y9 M5 {: L" ^+ z3 I
sometimer in the ship repair cycle.
9 ~" U6 p y2 P' i9 d6 ~' W62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
3 ~+ g4 h- s6 J1 C+ Q9 I* \# wport
! y1 w8 |8 y( J+ T7 ]2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 t; `% j: u8 @" z
Tenders not counted0 D V7 c: j- g" s8 m& m
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base& q C6 l1 }2 ]# C: P: G9 d/ Y( m
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 f# k$ o$ z& F( y- Lto remove damaged ships from TF
0 i% v. c$ ]1 J+ i5. New filter for “non-building” devices in Industry pool screen
6 w0 J: N$ M& G! \7 x6. New filter for “non-building” aircraft in Air Replacement pool screen5 {, B- E, W# P# x; \& T& o4 d' `
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 {) k( R& |2 q/ c. \4 l0 e' v6 _mines (^) detected0 J5 n, f1 Q7 P7 p
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# F+ Y$ s5 i/ W' k* G: ` `/ N
‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 l* W: |' k4 s* i* o: Gstandard parachute unit icons
0 v9 x- g% U4 O' Y1 ]& Z3 H) }, E9. Air/port damage and building is shown in base mouse over
7 D: P: ]$ k9 H% L- |10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
# e T- K. l* O$ _& q# p11. TF can be routed to stay within coastal hexes as much as possible }0 K4 Q: h+ {) i0 H6 `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, u% W# B# O ^, r! Z13. Added option on group and LCU reinforcement screen to turn off replacements8 f) p# G3 N1 X A( u( j" [0 J( P
14. Current base can get supply returned to it when reserve planes returned which were. P4 q ?. {3 R4 _/ m* H& Q6 l% u8 X
originally supplied from another base+ L( ~* i* N2 ?4 ?4 `
15. Unit type filter on Troop Loading screen
, j# ~( p) _$ @: L6 R16. Report killed ground units if not in combat report
9 t+ d# t+ k! l6 e: B/ u; E# QChanged
) }/ l* c c6 {6 c, s1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) o3 l0 [8 `4 O' g; M(complements fix 18 above)4 q t9 S ~' ?7 U5 W
2. Permanently increased pilot array to 70K
2 |2 d. v0 E8 D/ d" s3. Increased number of air combat rounds are a factor of total aircraft involved
4 p+ |- A, y. O0 r4. Allowed submap to submap movement if land connected for land units. Should have been
8 n/ Q+ o" \' _0 Cso as per Andrew Brown
7 t) d4 Q7 R! @7 u6 ^9 @# s& L; r5 x5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; I/ x+ M7 k- c, ]! fdelay toggle instead
9 `! x+ W6 ]( k. J! }6. Aircraft being grounded for maintenance factors in durability also. This will spread out the- e/ V& [3 T" I0 ]" z0 h
maintenace a bit more
5 g" V, o4 o7 G- }3 K7. Support device replacements won't decrease the overall experience of LCU units. This does2 E6 z5 y2 H; W: G
not alter the overall EXP change due when any replacements are received.+ V9 C* ^& h9 B& f. w0 d6 L) Q: t
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ l$ Q& i5 Z9 q7 e( ybetween the two but could break current games.9 M* }2 _. o* _# e( P- W7 q
9. Some LCU Prep points may be retained if unit is experienced- y5 N" q" v M3 Q
Notes& F! F5 y5 G+ `: c' X( ?9 ]& ~
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ w# \- Q% U. d/ _+ B& u L8 `
should not change player or HQ, even if not in play. These original HQs are used by the AI4 E, `/ Z6 P- D3 {9 S. Z( K. Z
routines so changing or deleting them can put the AI off. Changing other elements should; ~' B% m0 }* g% h
be okay.
7 J c/ `+ j' ^- S- ]' s2. Clarification to weapon filters for aircraft:, p4 ~. }6 }/ W9 @
PM_NAVAL_ATTACK 2 // used for naval attacks! b+ x5 p8 m- `( l( ]/ L& ]0 y) ^
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): n% }$ b3 q7 z l7 G
PM_LAND_ATTACK 8 // used for land (ground) attack$ `$ M+ b) Q! } n
PM_PORT_ATTACK 16 // used for port attack1 O; |( x7 h7 V
PM_AF_ATTACK 32 // used for AF attack
! X; C8 C( s% K( dDropped any reference to secondary values for land and AF as they served no special use.) C4 H, {% F. N2 ]3 z( f; f4 U
Clarification changes G# b5 J6 }- D1 r
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 {9 `9 F- v$ W& Z& t
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 b+ d$ E. Y4 t' j. Y8 U3 ~
MONGOLIA(91) or TANNU_TUVA(92).
& F5 g/ A1 ?5 |/ w7 f# na. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 l3 T9 K# }7 S( L
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ n; j& J/ ~7 |( @+ V
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ l' ?2 o8 X5 f6 Uafter Soviets are activated, but can’t move6 Q) a7 C1 P" U' n& q$ m' V
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if. q' G0 a% q2 R4 o V0 [! f# J
disbanded in port.9 r& A5 u1 w7 C
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 y: s4 B+ F) U: Qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |