具体见
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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:
4 e. Y4 ~. v/ r2 UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); i2 K7 N% R. m) ?. R4 M
1. Seventh Update – This release is a comprehensive release updating all previous) _6 y$ ]9 `/ Z, B8 r+ o' Z. d
versions to v1.01.17 beta
9 I7 \3 s, s1 C8 H8 O2. Code Changes) ^$ O! Y7 w+ ?' D+ u0 j. u
Fixed
% `9 u. w7 @7 W) w$ t1. Display of AF/Port icon between player saves based on player's intel8 I7 [4 X6 R, R u7 V
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) _3 ^( M- \% }, w, C- J$ F3 k6 h
weapon list updated1 L6 m; x3 J1 N$ k0 e1 E3 T
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! u- O0 I7 y9 B0 r" r- ^" F4. Allow smaller 'reserve' space for small groups on ships: D( g1 U, ]) }2 i. p- ?
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( D7 D% @- P% U+ X8 f3 b% X
6. Correct attacking plane count before final post-air combat3 e9 v2 E) v! v- {! z
7. Pilot promotion may have occured in error sometimes
9 @1 @* S# A. J5 `* J8 G1 b8. Raid detect message sometimes dropped of the combat report% r q3 ^% l2 L$ r) B8 N9 ~9 j( v. z) `+ _
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ W5 \7 {3 E s- Z) G( z/ Ngenerally
# f" O$ h- X% F; |* L! t3 p- w: c10. Some pilot-leader connections were being corrupted
" F8 M1 z1 R, X1 S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% ~: m! H/ u) B8 W
other move issues due to the incorrect indicator
; {% y. Z/ b- R4 k2 e12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 \! L' R. ~- ddamage+ q) z9 B3 U% i5 r& w6 x( R g& N
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ B. \* W$ P# O0 D
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ L8 @7 P; y0 idate sort# K1 d8 o, ^- o/ q1 {% w) M; Q
15. ASW groups not allowed to attack sometimes6 L! X7 G" I4 i* U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ O5 x5 e! D2 F r. MHQ/LCU to jump to reinforcement queue
* V+ `" \5 u6 o7 `5 L" A, y4 o17. Bug in bomber intercept if too many rounds of fighter v fighter combat' y/ m t$ n( i! C! _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ m' m# y6 `) V* [% y1 U9 y: eat start of AE but crept back in sometime during updates
0 D5 z( r+ G7 v/ m19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. R5 w6 w4 U9 U& Lfragment.4 x4 b; d4 a( ?! O8 G& y
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade; A6 \2 M5 |& t& s4 Z+ ^
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 i8 X; s I" E: o* k, V( c
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 X. B9 Y* l/ J! W9 K+ b0 B
set7 i M* A! t& Q& ?
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 T. M i& R6 n( Q; l
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* f' |0 {! l* q0 s& c4 y
24. Bug caused F/FB to sometimes bomb at low altitude
; ~. }% e) u- g8 f2 N1 Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 a2 Y6 K- u3 O9 l5 r% @occurring properly., I6 V" }: b: ]4 [
26. Bug in Industry 'failed' indication not showing properly sometimes
' ]# H# }& u& S# ?! x4 C, f8 Q27. Location check at scenario load to include small map sceanrios
/ u8 m! w9 Q: {: D7 x* ~& N28. Bug in air supply to fragments in a non-friendly base hex
$ T7 a4 _/ F; V# K' ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' n8 x9 R" P) k; F( Pbeing set to homebase before execution of the mission – ie was returning to base
" E1 y q$ |6 L) b% Y# v9 }2 @' uimmediately
/ d/ ~' f" w# T; r4 }. W30. Error in Strategic map display8 h4 s+ v( ^( p! J/ G! F
31. Additional and stockpile options were not turned off when base was captured
' \5 n4 n# W d& y; s7 n& ?0 w32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 O. r/ Z9 G& A' `0 [7 o4 i; `mouse over& `+ b, I- u+ r0 ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow
! E3 j. o& E- \4 D& ?1 F. w4 Uchance to gain experience if >75% prepare and < 50% national exp level/ T' k$ J; ?$ O+ D/ Z2 R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
3 y3 z# O1 f0 S1 Lalleviate the incorrect experience gaining happening while in reinforcement queue
' D- B" A4 Y8 i9 ] b/ h. Z35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ e$ z4 D8 O- E
caused unit to jump “off-rail” and move overland0 D7 x m6 C, P! c9 x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* X! j' D# I3 {, z) S37. Excessive accident messages on unload from TF reported# h2 V" A2 S U+ K3 L: ]
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 y( K9 ^7 w8 Y( L# `- mmerged causing smaller size unit than expected
/ Z3 |/ \# X& b& ^1 c9 N39. Corrected possible TOE error in scenario data load for inactive units
: J) N. |' W: H3 j6 r40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 i7 m/ }" Z# ihowever be allowed to do this.
" b6 {: r3 M* W& Z41. Possible CTD if sinking ship's load was a group
+ [$ l3 v: o0 @ m7 y' t$ ~. x42. Limit the number of devices built from resources per unit during LCU replacements; this
& S4 s/ K7 U# h& H5 D1 `- I; nwas causing an over production for that turn
) w5 D! N1 m1 ^9 v3 o0 V43. Retain day/night setting when creating group fragments% d9 Z, \# L" c& w' B7 T% E
44. Adjusted supply and fuel values in base list not to overrun the space
" ~: X- m* s$ u. V y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ G2 j3 N: i3 S0 x
added YMS to Sweep TF in line with manual and code
: L$ d% t) O% @( y; u* V0 ~2 E; W5 t46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' C2 w" u. T6 Nrule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ O7 Z+ Q: _' Erebuilding of destroyed units is not affected by this.: N C% y/ Z- d
47. Carrier capable and trained text not showing together on Group screen! K! ]* ]# ~ `! P7 v/ }
48. Handle any blank re-name changes by ignoring them
* \6 K- J L, r5 C7 S% p, [49. Possible CTD when air fragments combine" T0 i4 G7 e" S& x' |
50. Unloading TF can freeze a LCU onto a ship under some conditions! h! ^' X: o2 G& \1 ~
51. AI not behaving if main HQs missing (affects small map mainly)
) y; w: c# f6 K+ G, y1 }0 ]52. AI using AGC for normal land units – removed from TF if not needed! Q: S; Z& c1 L( t, C2 V+ Z) I
53. Soviet activation message not in Ops report+ x2 \) n8 I' j& i6 F( U
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: n) T7 @% m- {" e55. Clear Soviet air balance if not activated. Possible incorrect base switching [8 e6 f. T, Y6 b) h H: L
56. Sub attack against docked TF not happening for port size <3
8 e' @ }$ u+ q/ Y: p9 F% O57. Unit type changing unexpectantly7 ~, ~6 N' a7 b9 |
58. Torpedo replacement on plane sometimes is missed
* u* k- ~% c2 V j- |! g5 V59. Double handling of overstacked supply requirements9 F* C$ Q* V, Q: @
60. Fixed alternate weapons for port attacks
8 l; f/ G+ _6 i6 n61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 e6 ^$ O( m- U, t) `' _" v' n- x5 Z
sometimer in the ship repair cycle., m1 T0 z8 W/ G: r. y
62. Ship tonnage over 32K could cause repairs to fail7 K& ^8 V, y$ L2 A. W
New
! x4 b5 g% o- ^) W1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! O: [! I2 \. [( T/ R9 l" e
port8 S) V5 y6 l1 L6 m
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 \: l1 s' H3 I7 `Tenders not counted
) I9 G. D b, K; k, y$ x3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ m$ E5 Q3 J2 R0 B
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 A; x% H' q2 P* pto remove damaged ships from TF
; u' e: s4 q* M8 {; x f2 _5. New filter for “non-building” devices in Industry pool screen
# ?/ a3 f# }8 j3 l2 \+ V6. New filter for “non-building” aircraft in Air Replacement pool screen# s/ l- S% N6 A; u; f
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy' T. S" S1 v& w4 {( j! |8 f
mines (^) detected
# ?; @! y8 J# t/ c Q4 C8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the. Z; ?3 X W, i' q0 T) O) P
‘button6..’ image files, then these will be shown. If not, by default there are shown as4 Z( {; }# w8 `' v( X1 j
standard parachute unit icons; }4 g- N. ]) p7 s8 ~
9. Air/port damage and building is shown in base mouse over
( Y- Z$ S5 W" K6 Y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 X" C' k! C; S% V11. TF can be routed to stay within coastal hexes as much as possible
% t# Z8 A0 N i12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( Z0 u5 S" m9 A3 U13. Added option on group and LCU reinforcement screen to turn off replacements8 ]1 b; f2 I1 d5 K$ V! }
14. Current base can get supply returned to it when reserve planes returned which were- @5 o. \( b, @( ]
originally supplied from another base% C5 g# i0 F9 Z( o2 F, ?" p3 @0 Y7 ~
15. Unit type filter on Troop Loading screen
9 k/ ]: P+ E3 z/ `5 [9 |( P: _16. Report killed ground units if not in combat report; _3 O H0 }5 h8 H: t
Changed3 w8 a; R& _0 _' x7 U' q; ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 x! {6 H q* K7 l: f(complements fix 18 above); S' j2 C, S/ ~
2. Permanently increased pilot array to 70K$ p0 i- q+ O) v0 u% [' @% g6 s
3. Increased number of air combat rounds are a factor of total aircraft involved
) [7 U$ o! c% m; D, H4. Allowed submap to submap movement if land connected for land units. Should have been
. |5 V/ g4 o1 U0 e% pso as per Andrew Brown0 n5 Y! m/ X4 r$ ?) D6 d+ _: v% u) t
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 Q3 H" H' `* gdelay toggle instead
. H9 O5 Y2 p0 y6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( s' A8 {& A) f$ I- P) y+ Jmaintenace a bit more/ K$ z+ A1 u$ l- }
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 G7 N- X) l1 w7 Q' |not alter the overall EXP change due when any replacements are received.9 u2 b! n5 ]7 k2 Q. m
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 T, M g0 t; {: e5 A. J( zbetween the two but could break current games.* _! n4 P( ? b' a- q+ Y* H% n
9. Some LCU Prep points may be retained if unit is experienced
, N* {: M% J3 ]. N: tNotes
' ]/ F" D5 ?3 S" }" h" N1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 b/ C5 Y) E5 _ i& s8 D
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 J0 M1 k$ Q. {, sroutines so changing or deleting them can put the AI off. Changing other elements should- X1 D: t9 N' q1 i
be okay.0 |1 y2 {' k9 w# H
2. Clarification to weapon filters for aircraft:1 Q/ j6 K* f7 |
PM_NAVAL_ATTACK 2 // used for naval attacks: L7 q) q/ r8 z' {! b6 J
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
2 E0 m+ q# _9 i) t/ @1 |" tPM_LAND_ATTACK 8 // used for land (ground) attack1 ]! T+ U0 C7 d7 w! ^, i l
PM_PORT_ATTACK 16 // used for port attack4 q: i' u8 N: T# i: l* U
PM_AF_ATTACK 32 // used for AF attack0 o5 I ]1 X- N: X! J
Dropped any reference to secondary values for land and AF as they served no special use.0 @, M( ~9 o3 s9 l5 _
Clarification changes
$ s5 z/ s7 S) \" B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These* K$ v6 u0 E p) H
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 {. K5 H+ d& XMONGOLIA(91) or TANNU_TUVA(92).
/ x( Z) X: j- | Q/ D0 ra. Allied non-Soviet groups can't transfer to Soviet Motherland bases1 e; ~) \# k+ i7 S: a0 Y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' W" w) Q8 s, K/ Z( H+ X
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# a6 ^; ^: [, q" J
after Soviets are activated, but can’t move
% _: M6 h7 d3 P0 D$ {2 ^* P: Pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( O: v% R+ ]& L) e9 A/ rdisbanded in port.7 O* J2 G( I* B4 h" q+ k7 G
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 \6 o. Z1 K- ]. f5 G& df. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |