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& h8 w3 S" |) ]- v: f- s# Y; Ohttp://www.matrixgames.com/forums/tm.asp?m=3185062
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$ ^6 e. s. w# ~( n已经共享到岛群QQ和本论坛置顶资源帖/ X! q/ j2 V4 E" T% H( u
; |! R- x* |: c* r$ |8 m, a9 ?6 R大量更新,详见列表:0 B) A8 o4 ? R- E: y6 W( w2 `
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Change History:# ^. Z: r5 Y. K% b9 L7 O5 V, o4 X
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, h- j2 j0 g0 g5 j1. Seventh Update – This release is a comprehensive release updating all previous
9 a/ V: R1 O, a- `3 Oversions to v1.01.17 beta2 d: y" [% L2 A3 P; \
2. Code Changes3 ~. V7 x3 ~) j& }& g
Fixed
4 t2 i1 q! ]2 U1. Display of AF/Port icon between player saves based on player's intel A& T" L( Q% C
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
7 |+ ?% h( f& m$ |1 R4 \weapon list updated% X6 o8 F3 j/ I. {$ K
3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 p/ Z4 W" M6 M7 ~5 ]4. Allow smaller 'reserve' space for small groups on ships
0 ^1 `. V O0 T( Q- t; z0 f( j5. Preserve some more data when swapping fragment and parent to prevent lost of parent
C* d+ `2 S' c1 A r6. Correct attacking plane count before final post-air combat! H+ U# @* G; L
7. Pilot promotion may have occured in error sometimes3 r' v3 Q u- }) c6 v. Q
8. Raid detect message sometimes dropped of the combat report
: N9 o( @& k: `9 ]9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( {! l6 y% z' T- }generally" Y/ g8 P& a1 R; r( G7 X
10. Some pilot-leader connections were being corrupted3 K5 R8 F/ K- U( @2 N1 P9 \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% r+ t" e i. v( y% c4 k8 n
other move issues due to the incorrect indicator; T1 J. Y. y0 r% K: u% J
12. Wrong ship sometimes reported in Ops report for TF movement which causes some& h' f* @& N t' k: R$ x' ~# D4 E4 v
damage& E6 Z7 B9 Q/ u% ~* {
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 R, L8 I4 M1 ]6 ~) _ o, C14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 v7 p+ D& X9 F; K& Y; hdate sort* l3 `9 A; }2 C1 V3 }. Y; i$ l# ~ d
15. ASW groups not allowed to attack sometimes) L' R) S5 }4 R w- d& L
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. }2 R4 n. `2 x% O4 ], d3 H
HQ/LCU to jump to reinforcement queue% X/ B. x) @* i3 V4 J4 s
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 g( V; _ |! Y5 }; O18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 |. K: c5 P+ O
at start of AE but crept back in sometime during updates' f* X5 h; H% e8 d: W. Q2 X
19. Removed the fragment/parent swap during a TF unload as it could often orphan the' b) u+ q4 u8 R( k) u3 G, ~
fragment.
' f# n! g/ r) Q& T4 S, e0 a20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
3 | G0 x$ X! Z! K& s; O5 Z% M/ b21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 Z$ S8 v! m$ o- n9 [
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' F' f# A4 V% h: I1 I7 Y8 `0 J _
set
) y' E6 t% b4 Z/ k+ I22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: G# b' w8 ]" K5 P0 R23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* C! `; ]2 t8 G8 ]! q2 @24. Bug caused F/FB to sometimes bomb at low altitude
( x/ N+ f9 I$ O8 y7 U! {% T' y" d3 q25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 |& t9 [( r& ]+ O" s2 f
occurring properly.
6 e7 g, z4 k W) M# R2 c26. Bug in Industry 'failed' indication not showing properly sometimes7 g" _; g; `0 Z+ j/ E( [
27. Location check at scenario load to include small map sceanrios' ~% E1 n+ V) @; g. l* y! r
28. Bug in air supply to fragments in a non-friendly base hex
& E. i5 J t1 `6 I4 g# m R29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ C! l" a& Q4 ]0 n, f9 Y. a% qbeing set to homebase before execution of the mission – ie was returning to base
* J) z- x! H. H7 ]: ?7 H% _5 ?immediately
8 ]+ y9 m) K4 l30. Error in Strategic map display A: g1 Q3 w, Y3 ] d6 s
31. Additional and stockpile options were not turned off when base was captured3 S: G) p! u* m2 [+ ~6 @3 z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) A- @2 {: A3 A6 N
mouse over
3 O& ?) A: ?" B33. Army experience being gained when not 100% prepared as per manual; changed to allow/ X* I! Z& v' }5 g! k# X
chance to gain experience if >75% prepare and < 50% national exp level
0 K% ^! \8 ^0 d2 m. f34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) {# Y, f& i5 T5 Y+ t- _9 R( Y
alleviate the incorrect experience gaining happening while in reinforcement queue' j! g; }5 f+ S) }8 `
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- U$ d* B- y6 b- K' p/ |
caused unit to jump “off-rail” and move overland$ O- ?5 K: {7 \7 V& J2 z; Y$ r! }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! L+ x1 N% B" O8 [# S4 e+ R* j
37. Excessive accident messages on unload from TF reported
- P* B$ b% l( p) f38. Reworked editor sub-unit merging as some devices could drop off the unit list when
$ h& r; W& ^. b# h( r- W m& _- Gmerged causing smaller size unit than expected7 |$ t0 _" m3 N/ {1 P4 i
39. Corrected possible TOE error in scenario data load for inactive units
# s- M" j/ `4 A8 c! j9 E40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 v$ {4 W+ b' `( whowever be allowed to do this.( t/ }+ F6 u3 O
41. Possible CTD if sinking ship's load was a group
# S: s" u& X0 j42. Limit the number of devices built from resources per unit during LCU replacements; this
0 M1 a; D' g* H# t4 f# }: ~was causing an over production for that turn0 _) ^# i& j8 u+ z- P4 ?
43. Retain day/night setting when creating group fragments
! J I! F. N8 B# c! D' `- [44. Adjusted supply and fuel values in base list not to overrun the space6 p- ~* M C; h
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 w. O! }- W$ }$ w1 j, sadded YMS to Sweep TF in line with manual and code
) S+ t) J7 f) i+ c46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
% k1 V) N! o" Z- b% H% l" g$ n8 lrule relates to the abundance of manpower and is not covered by replacement pool. Normal
+ d1 U1 V& M* c3 i2 Orebuilding of destroyed units is not affected by this.
3 `; x# o2 C% K& q! l47. Carrier capable and trained text not showing together on Group screen
4 Y6 l D* T& }2 s8 s$ L# p3 g48. Handle any blank re-name changes by ignoring them! ~- w6 O' N. @4 }5 B( ]) S
49. Possible CTD when air fragments combine
1 e( F, N; U/ e1 {9 `7 f50. Unloading TF can freeze a LCU onto a ship under some conditions, [" [5 e$ a; x3 U- K
51. AI not behaving if main HQs missing (affects small map mainly)! o# g2 J! d+ y+ r) n
52. AI using AGC for normal land units – removed from TF if not needed
6 l3 l: {0 J# ~* _7 O/ Z; P53. Soviet activation message not in Ops report2 k; \( a( Y) ~% e, U
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ k. f( r: T: J55. Clear Soviet air balance if not activated. Possible incorrect base switching
' P* }* N% t, z# Q0 x' g/ c9 h: Q56. Sub attack against docked TF not happening for port size <3
& Y$ F7 B& q* B9 S% j* C3 b57. Unit type changing unexpectantly
1 b8 Q( f1 f4 J! H4 O58. Torpedo replacement on plane sometimes is missed# W& X5 }4 h, [* u9 G
59. Double handling of overstacked supply requirements' V, ]* |- ?# Q3 S/ F
60. Fixed alternate weapons for port attacks
8 Q4 u7 m' L, k6 I8 B61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 V0 u0 x; `" v2 @
sometimer in the ship repair cycle.
5 A. ~: s: J6 s4 h0 |4 h62. 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 the5 f7 i8 Q) ~# F0 [
port. C4 s m3 d5 Y5 Q% \
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( k$ P. R7 b( b9 ^
Tenders not counted
# Z0 ]- m9 m# N) M' w3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ n* u% D( C) F% A% K) a9 U4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. T- n& i8 L; ]' h, E+ v: Pto remove damaged ships from TF# [: F$ s% [$ O3 Y$ Z0 q
5. New filter for “non-building” devices in Industry pool screen2 q& O4 c! h) u1 T+ P1 P" G; s, Z; T
6. New filter for “non-building” aircraft in Air Replacement pool screen% f# l: D( j0 x# U" E
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( W0 r, {* a3 [# \* a6 q, S8 R
mines (^) detected- W) o- R: l$ T0 L& R2 y# T
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& `: l/ S2 g7 C9 ~6 Q6 V
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 _0 x9 T: `0 g' w. T& Q# Wstandard parachute unit icons7 P% ~" c& B& M
9. Air/port damage and building is shown in base mouse over
+ w$ v2 i, g. G% k3 m6 z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. B% X% U4 j/ q& s. L! L4 V- m: f9 W W, P
11. TF can be routed to stay within coastal hexes as much as possible" R I" ]. F+ l T( X0 P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) S( ] W( P2 L$ j9 q13. Added option on group and LCU reinforcement screen to turn off replacements4 f2 {5 ^& ^% T9 d" B4 @8 L! v
14. Current base can get supply returned to it when reserve planes returned which were
4 \" K+ [8 Z. Y' i1 }, w" A$ Foriginally supplied from another base: |0 t/ H& z3 y
15. Unit type filter on Troop Loading screen7 h" P, F1 N* t' S2 v0 |7 v
16. Report killed ground units if not in combat report( S( A! o1 `/ q; M5 {! G0 O
Changed
: q: x3 Y& Z3 f" O$ h8 n8 C1 k1. AF of 8+ have AV support doubled for purposes of determing support for air operations" I; T! }; v2 z& ^6 G
(complements fix 18 above); b* N; p3 n' K/ T% Y- c$ T4 p! F/ a
2. Permanently increased pilot array to 70K6 u6 L' I; O! {- o& Y. a) t
3. Increased number of air combat rounds are a factor of total aircraft involved
' Z- Y. m3 e3 a+ k- ?8 n" a4. Allowed submap to submap movement if land connected for land units. Should have been
9 L* b# m" _! W$ c" L" Y. Jso as per Andrew Brown; N% j+ Y1 s/ C9 N' z' W
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: {# ?* e4 ]6 w) |5 Q \5 Vdelay toggle instead
4 {) ], d2 Y# \6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! _7 z# n8 q) z" ?maintenace a bit more
0 V4 X; F, p3 N/ j" c9 F% y' q$ G7. Support device replacements won't decrease the overall experience of LCU units. This does
$ ?5 | Q5 ^3 t. b( Y2 k9 b% ^not alter the overall EXP change due when any replacements are received.
9 Z z1 a: H7 q( Y, Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) [ w& |/ H' f1 E
between the two but could break current games.
0 a2 Q+ }) N/ M9. Some LCU Prep points may be retained if unit is experienced3 ?7 H1 g- \0 m% z' E' e+ V4 r
Notes* G) i. `8 t) Y. n
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 B2 m4 c7 E: w) V' w' l$ d9 cshould not change player or HQ, even if not in play. These original HQs are used by the AI
" n9 {6 b+ D/ j1 O1 I3 R8 a2 p$ z* ~routines so changing or deleting them can put the AI off. Changing other elements should
' _! g2 B# X- A( |be okay.
6 Z: r: C: B _2. Clarification to weapon filters for aircraft:
/ V4 S+ A& w5 r3 \) VPM_NAVAL_ATTACK 2 // used for naval attacks' W' R8 j; `9 q. G* E/ m
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! Z% ?5 `' D# _! v. Y5 t4 LPM_LAND_ATTACK 8 // used for land (ground) attack
/ d8 O% L: A& xPM_PORT_ATTACK 16 // used for port attack5 y5 X4 d; c, t! H u; }7 Z! K
PM_AF_ATTACK 32 // used for AF attack
3 n- }" Z8 ]- O7 V3 Y, M9 p: cDropped any reference to secondary values for land and AF as they served no special use.9 f V+ ~3 j/ H7 p9 H
Clarification changes2 s9 u# e/ ^" x/ j
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' ^* u. ^7 |" ?9 f. v' Tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
/ \( K5 y' ]6 Q& M+ A% _MONGOLIA(91) or TANNU_TUVA(92).
! B# b& H! Q+ X5 ?1 ~1 R: C0 Y9 ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% {" s. s- \$ ?9 ~- E# N1 eb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& V- J, o0 F4 W; r& F7 B; T- G( u Cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ |# O9 ~. C2 `4 B1 ^. Aafter Soviets are activated, but can’t move
Z0 z- {0 m- O4 Y7 k+ l9 a7 ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 ~3 R! ^- d3 l
disbanded in port.
0 q5 A. U& X- i0 [8 ?5 E3 d3 Q, j) S9 Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 j+ \# u: H: E. i" _f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |