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6 r) i+ Z" x- { L0 h: m" bhttp://www.matrixgames.com/forums/tm.asp?m=31850628 w% d; _) I w# I5 u4 k: d9 b' f
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已经共享到岛群QQ和本论坛置顶资源帖% J- s1 X& ~8 e' b; J! J
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大量更新,详见列表:
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/ A. a9 s& ^# w9 r4 sChange History:
! m* _6 ^# Y) u1 Z4 [: uV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
7 V9 d" @! G+ j# C2 ~& ?1. Seventh Update – This release is a comprehensive release updating all previous/ D2 _1 b$ ^7 K- i1 B
versions to v1.01.17 beta: c1 S1 j `4 j, v+ ~
2. Code Changes; V8 d, {# _# |4 h
Fixed
7 n; |, H2 R; z% k* A; M1. Display of AF/Port icon between player saves based on player's intel
$ W. w) P% p) e2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; ]9 J! \2 c4 `, g4 X2 `0 o( B* p6 Vweapon list updated, u/ t0 ?0 _% p9 s/ K+ \8 R/ n2 f
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 _* ^( |& l$ F! s3 R4. Allow smaller 'reserve' space for small groups on ships
5 d9 i& C& s* r2 u6 i5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 a4 I Z$ M' c6. Correct attacking plane count before final post-air combat
1 ^+ R$ c/ I5 a( @; Q% d, z/ v7. Pilot promotion may have occured in error sometimes* W4 c% T* ?0 ]% H/ u- |
8. Raid detect message sometimes dropped of the combat report5 i% p; J3 U; s
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( C# f/ j* f( Z' A' v1 _generally" [$ P, T; f, t3 e
10. Some pilot-leader connections were being corrupted
$ x7 m3 x+ d$ g6 `11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) u8 ^; b! t" k% c
other move issues due to the incorrect indicator4 q4 w0 }: i6 H4 T
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- ^0 n4 B8 _6 I0 I5 n) Xdamage' c# H% S$ {0 h9 q4 _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool+ H& D5 X: [# o7 I
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ K0 s; U( L" e1 E/ w1 w
date sort
8 t1 p8 w# r. S3 T; u9 V15. ASW groups not allowed to attack sometimes$ o. W3 P- z( n3 q+ U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 F# t4 S6 [. q4 }
HQ/LCU to jump to reinforcement queue
- T+ K( r& L2 `/ t17. Bug in bomber intercept if too many rounds of fighter v fighter combat, Q6 k* n4 P Q& u+ a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 [; n& K: B5 w1 j1 cat start of AE but crept back in sometime during updates
2 C) b( X1 L2 t( C; g+ e+ P19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 a+ [9 _* X0 `+ y6 B+ ~: E- H
fragment.
/ {8 W0 W& n+ P4 {+ \20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 B. i' X6 o8 M- S21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( V- [% Z; _8 d, V+ j/ s M. B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 U8 `1 F& W# B4 o4 x+ X+ jset' I5 v$ H. P( }- \% s" |
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 ^- {# O% ?: s9 E/ f, l6 ]
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, S3 ]( |& P7 x7 `. _, r( T! ]24. Bug caused F/FB to sometimes bomb at low altitude& D3 S! s+ l3 P" W3 M2 y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* m' h/ j* ~$ B! E' E! J
occurring properly.
; B. w1 }& D- n" b- [26. Bug in Industry 'failed' indication not showing properly sometimes
* w2 \6 M& I6 P27. Location check at scenario load to include small map sceanrios. p: S) L0 w! a1 S0 N
28. Bug in air supply to fragments in a non-friendly base hex
8 c1 K! {! c$ S9 i: P29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& l9 e# X+ l% f# Gbeing set to homebase before execution of the mission – ie was returning to base' c. J7 p) R5 N7 w
immediately
% U* M* K+ o" V8 O& a6 \30. Error in Strategic map display! q3 \# a7 K2 p
31. Additional and stockpile options were not turned off when base was captured2 e# x& S/ @8 S* n8 Q' j; `
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
. l2 B+ p% O0 tmouse over
- a' T( f' E4 t6 u( ~$ i2 x33. Army experience being gained when not 100% prepared as per manual; changed to allow
- ~6 B" C( R0 k& _6 T9 j* z; cchance to gain experience if >75% prepare and < 50% national exp level
! k* [) D- U7 o6 f7 z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 ?1 S1 o- B5 {* j, j& \alleviate the incorrect experience gaining happening while in reinforcement queue
1 l& @/ ~5 n4 o/ d+ B35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" a0 `8 R z% [2 a1 }" ]2 h/ S
caused unit to jump “off-rail” and move overland! C F ?, p# `$ Y( l( ~
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 [) ^2 t( l! `' B0 W0 ]! ~
37. Excessive accident messages on unload from TF reported" `& B4 j0 `( e/ k7 l$ T
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' A2 Q5 [. U" O1 | j2 @7 K8 Xmerged causing smaller size unit than expected
/ d7 a) F+ Y. r4 H# k6 `39. Corrected possible TOE error in scenario data load for inactive units
8 s# c3 |/ P! J6 b" e9 ^40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
' S% T! w! e1 N' ehowever be allowed to do this., ?+ |) H! V7 w' f+ s0 H! ]/ m3 E& u
41. Possible CTD if sinking ship's load was a group& S2 R- A$ j( V" y# w. l+ b$ }
42. Limit the number of devices built from resources per unit during LCU replacements; this
- q* Z( L) Y5 \, W' _7 _/ Nwas causing an over production for that turn
/ K+ b8 }& t2 d0 i! G43. Retain day/night setting when creating group fragments
) P% D: T* C$ a" Y44. Adjusted supply and fuel values in base list not to overrun the space% T: {0 M7 k0 g! Z3 Q% v: b/ g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 k) F( G3 r+ t! W
added YMS to Sweep TF in line with manual and code! X1 N# I4 s: o5 M5 k" f
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 D" `" y* d$ T
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
{) U) H3 b- ]rebuilding of destroyed units is not affected by this.* s$ Q% q1 W' {! R9 S( m& z
47. Carrier capable and trained text not showing together on Group screen: j0 z p# n( H
48. Handle any blank re-name changes by ignoring them" M: u I. Q" B6 e
49. Possible CTD when air fragments combine
; F8 ^3 M/ |5 z8 |$ Y' m8 Y50. Unloading TF can freeze a LCU onto a ship under some conditions
# n" M- E! c* n8 R* c( Q51. AI not behaving if main HQs missing (affects small map mainly)
5 ]( ^. o7 }8 {5 v1 r52. AI using AGC for normal land units – removed from TF if not needed
0 F& @0 i0 P& e/ h53. Soviet activation message not in Ops report
4 |6 {" t& C( G54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. j; ?, C5 V1 h1 {55. Clear Soviet air balance if not activated. Possible incorrect base switching
( r& q5 N7 \# A# e! ~. @4 U8 ]56. Sub attack against docked TF not happening for port size <3
0 M8 [* a+ L1 |3 O4 R2 O" u7 [57. Unit type changing unexpectantly3 B6 i9 T! R! Z- N: M
58. Torpedo replacement on plane sometimes is missed
: A6 W6 O+ k, g/ A: n59. Double handling of overstacked supply requirements
- I; v. K1 o1 f8 Q9 z5 c60. Fixed alternate weapons for port attacks6 S; P' C8 y* ]& `
61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 T7 [. H- f3 N
sometimer in the ship repair cycle.6 S2 c8 d. _0 M: O' D k4 j$ L
62. 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 the9 t$ f* M" r0 o9 E+ u
port* U2 C& }. M& a: X
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.- k% o: D) m. w# _! v; T
Tenders not counted$ T) U: P' K2 ]5 \9 M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* B9 d! @# m6 o! o! k8 }+ W4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 n+ N* ]. K* \# |; ?to remove damaged ships from TF
* I4 I, ^" ~5 ~2 P& B2 H [5. New filter for “non-building” devices in Industry pool screen
a' z6 l9 E/ W! m6. New filter for “non-building” aircraft in Air Replacement pool screen
2 `; V0 c$ Y( h' j }! W7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
$ I) U2 E6 e5 |" g( `9 dmines (^) detected
0 z% d" {+ c" b2 P) q- y& c8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 P' ?& A+ t2 B$ S: \. y u! b
‘button6..’ image files, then these will be shown. If not, by default there are shown as9 s! Q1 e" e7 }6 S$ B# ]9 F
standard parachute unit icons
4 H) `3 i/ W( D$ `9. Air/port damage and building is shown in base mouse over
! |4 f. S( o1 G5 B3 ]6 G10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 n' i! \8 l- m6 Y; _11. TF can be routed to stay within coastal hexes as much as possible! F |8 T5 r/ n1 M
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 }: w. x5 r7 p- e! u13. Added option on group and LCU reinforcement screen to turn off replacements; O( y% M+ @7 t/ K
14. Current base can get supply returned to it when reserve planes returned which were
$ G4 L" b) |& ?1 B6 h9 G5 Noriginally supplied from another base! E, t s- [" f* t5 x: `* c" r" n
15. Unit type filter on Troop Loading screen# L4 x- X. a* N. w
16. Report killed ground units if not in combat report8 {5 s1 L. v9 M+ r# L$ r0 O5 U* j
Changed
$ i' n% }5 p$ H- i* N k6 t. h1. AF of 8+ have AV support doubled for purposes of determing support for air operations) _$ {! n7 S( }3 d0 ^6 A9 N
(complements fix 18 above)
: G: x$ j7 n! [) z* p8 p" R2. Permanently increased pilot array to 70K% B+ h3 G0 M' V. O( L
3. Increased number of air combat rounds are a factor of total aircraft involved( V8 V1 c9 a0 c& N6 t7 C, ?* N
4. Allowed submap to submap movement if land connected for land units. Should have been
2 _! o9 d6 S! _2 s( X- Jso as per Andrew Brown
3 r5 z& t& N( _' j. c9 X5 w8 Z1 ? j5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 x, n3 y& ~. S2 a+ `# b
delay toggle instead
9 c4 D. K) F6 ~6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ X; S* d3 h9 s% k, T. i6 Jmaintenace a bit more
. d0 q! }8 v/ E+ V- B& U; Y7. Support device replacements won't decrease the overall experience of LCU units. This does+ N. ?; A9 w5 B- U; c
not alter the overall EXP change due when any replacements are received.
' u0 ^1 @' u0 S+ w2 T0 e( |! i; N8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction; |3 ^4 T; l# i) W
between the two but could break current games.
4 _) U- c8 w0 Y) G/ T/ x9 \' e9. Some LCU Prep points may be retained if unit is experienced0 i9 _$ T# t" A$ w* W
Notes# ^+ K8 v$ f. L) i( C% k* F9 t+ Z
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- A. z0 o# ?# h) u3 `
should not change player or HQ, even if not in play. These original HQs are used by the AI) @; {+ Q5 B. V/ e; l1 M
routines so changing or deleting them can put the AI off. Changing other elements should
! ~2 n/ a5 R+ ^* f N2 Y: q+ \8 C4 Hbe okay.5 E! p( r+ L G( p3 Q0 O+ E
2. Clarification to weapon filters for aircraft:
5 E+ I% y0 R. i2 XPM_NAVAL_ATTACK 2 // used for naval attacks
. D0 i9 T: x: }% S& h; l$ ePM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" X, }) C1 y4 {; P! B
PM_LAND_ATTACK 8 // used for land (ground) attack& }" k9 p6 V7 N5 @
PM_PORT_ATTACK 16 // used for port attack
" E' ^0 Q6 a; t6 L' zPM_AF_ATTACK 32 // used for AF attack! _0 r3 P* E5 j5 m1 o
Dropped any reference to secondary values for land and AF as they served no special use.% k- s$ _8 H3 {
Clarification changes
% ?: G. P8 }" B! I9 H1 e* R+ l5 E6 _1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 \+ _; T! h/ |; V; e* Ubases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 s) W8 A+ f7 J5 s. M' ]MONGOLIA(91) or TANNU_TUVA(92).
7 S) ^) ~$ c/ j8 ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases! _# j/ a( `1 T/ ^
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes$ ^0 O4 `. N, D2 c1 X6 K
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' k, [1 y$ h% g8 B3 j% `8 g/ \after Soviets are activated, but can’t move: t: m/ \& \. j$ X, l$ X
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 p0 ~$ y* U# L( S+ O9 V, ddisbanded in port.2 K0 q# @- p* J
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% k8 [: o3 d- G) Yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |