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) p9 `7 d9 P/ zhttp://www.matrixgames.com/forums/tm.asp?m=31850629 B8 m' T8 i5 F, E0 h/ T4 c
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, f+ R# s0 \3 f1 B/ z6 R! i2 p) V大量更新,详见列表:
. ~% T- g; q3 n. l( d, t; O9 ^( ~4 X& Q; P' ^
, A) z# n% H4 {Change History:
F+ Y& g( z' UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)/ C9 i( q# B, H/ L; U
1. Seventh Update – This release is a comprehensive release updating all previous& k2 ~7 Y( s8 s% _6 I* t
versions to v1.01.17 beta7 x: t+ |" `( v4 @1 q0 l) ?8 j" ^
2. Code Changes7 M" ^( L; U, b' O2 M, S
Fixed, N) d' q6 f; v% L6 R
1. Display of AF/Port icon between player saves based on player's intel8 z9 a, Q" Z+ L( e( ~
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- L: y- g7 u4 O1 |' f
weapon list updated
- y9 W3 E4 q" [* X3. Reported cargo/troop safety values incorrect when no cargo/troop space' q7 m% P0 f+ D# J3 }! n; v, U
4. Allow smaller 'reserve' space for small groups on ships
4 C) [7 s* d6 v5. Preserve some more data when swapping fragment and parent to prevent lost of parent# N1 h* [1 ?" x- c
6. Correct attacking plane count before final post-air combat
5 P; k" _( z5 l0 z a7. Pilot promotion may have occured in error sometimes
( h2 U$ X% K8 t+ R) I1 X n8. Raid detect message sometimes dropped of the combat report
- ]& E/ W/ h M9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ W8 J6 Q e+ `5 P/ A; N% n( dgenerally$ t( m% }" S0 ~9 d9 l
10. Some pilot-leader connections were being corrupted
9 O' {) a m/ O7 Z. F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 ^+ g5 _' f1 T; q- D/ t' ~
other move issues due to the incorrect indicator
5 K# @6 y! F# x3 K$ Y+ _* R7 s12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 A* r. w: T! ~ o8 ]
damage' O$ N0 R$ Q. \( q, A, d1 r& Y0 ^
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, r3 ~" o. a5 r8 z% t! m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
% u( b: `! A- r3 P( B, t4 S' Jdate sort
4 ^4 ^1 b! l$ t2 r$ [15. ASW groups not allowed to attack sometimes3 |* p8 h) \* k) F! a
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( m- e8 T; c' p; Y. JHQ/LCU to jump to reinforcement queue
0 H: w7 ?4 r( l7 k+ ]7 s K17. Bug in bomber intercept if too many rounds of fighter v fighter combat5 i, t7 L/ ~# r/ B0 [# u
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( i! b: k. E2 w3 v' k0 _" w- r
at start of AE but crept back in sometime during updates: T5 H: ^ h0 D- s
19. Removed the fragment/parent swap during a TF unload as it could often orphan the( x6 {1 H' r ~4 B
fragment.- ~6 u8 G0 U1 I9 N( P9 _
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! u+ v8 F7 q# Q; x6 k$ O21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not% T! W; B/ Z' h& Z F" A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full, f% I1 X) x7 c9 A2 v; Z
set
4 ?, o' a- k) s22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
( U+ @* q+ G1 ]8 f23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
, {/ E3 D/ }7 ~. p. C5 t24. Bug caused F/FB to sometimes bomb at low altitude( g+ b$ L" r# w2 [
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 M; W$ N) B; b0 x) t& H
occurring properly.5 W0 @# v% Y9 S7 ^) C
26. Bug in Industry 'failed' indication not showing properly sometimes" }$ u/ v3 W6 Q5 p0 B ~$ Y
27. Location check at scenario load to include small map sceanrios5 @6 c7 v: A, e5 c. H! `7 Q
28. Bug in air supply to fragments in a non-friendly base hex
4 a) J+ ]( h7 P7 @29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
; k0 U! _ d* t8 |6 bbeing set to homebase before execution of the mission – ie was returning to base4 @1 j% O9 Y0 E. }8 m. {& G9 M
immediately
! R2 L" |. q1 J1 D) {4 f0 D0 P30. Error in Strategic map display
/ L0 \8 E9 l* h31. Additional and stockpile options were not turned off when base was captured
, y3 v F( S- D; N7 S32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ E5 M9 P5 S1 y Ymouse over
. M8 @5 o* ]; m% O. A- I33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 \4 X/ n$ Z& z' F, x, N7 E; L1 ]chance to gain experience if >75% prepare and < 50% national exp level
# e( s7 G2 T8 f8 y34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
U+ Y) d1 j* k) B) ~: c5 Salleviate the incorrect experience gaining happening while in reinforcement queue
# w7 O1 p) I7 K# z" U35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
k9 c/ V7 R# w; l) j8 P5 b+ V3 Fcaused unit to jump “off-rail” and move overland
/ T& {- t1 Q3 J9 k, @36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 U9 K: L- }; i# W37. Excessive accident messages on unload from TF reported7 ~5 x4 t0 ~* x
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
3 j( |- A) \5 K% T* ~5 s( u# smerged causing smaller size unit than expected
- F, C$ D* G. \2 s+ Z2 Q39. Corrected possible TOE error in scenario data load for inactive units
$ x0 s$ L: S: k* i2 G3 W40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 v0 t$ q1 N: Z0 b, z
however be allowed to do this.; `6 w& @" N# h- w( q: F9 i
41. Possible CTD if sinking ship's load was a group& c* N/ b" @5 r. E! y# l8 K
42. Limit the number of devices built from resources per unit during LCU replacements; this
2 T6 H% v# d/ ~9 Zwas causing an over production for that turn# m c8 ^' V7 F: {% y; s
43. Retain day/night setting when creating group fragments4 i) W/ e6 |" l
44. Adjusted supply and fuel values in base list not to overrun the space% F3 K. H/ d' B/ Y+ Z- p
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ ~8 |( @2 Z% }8 G' T( r
added YMS to Sweep TF in line with manual and code
N" p3 K* m) I$ k$ Q. a; a46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; _, \2 c1 m4 z4 C* _
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' {1 D. l7 I2 V" ~+ ]( erebuilding of destroyed units is not affected by this.2 h/ w& c" J; y! Z) o
47. Carrier capable and trained text not showing together on Group screen
6 e S: L& v7 {48. Handle any blank re-name changes by ignoring them
, u0 i4 r# w6 M2 Z) a49. Possible CTD when air fragments combine" h" N. i" M' Y/ A: `5 L
50. Unloading TF can freeze a LCU onto a ship under some conditions9 w% z$ W5 C }: v+ m8 i
51. AI not behaving if main HQs missing (affects small map mainly)- ~& J7 c$ p6 S8 C
52. AI using AGC for normal land units – removed from TF if not needed
' P# L# A/ w" u* Y53. Soviet activation message not in Ops report- {9 Q* R& e9 B- |1 _8 q
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 `! W: q; w! v; N7 @7 V
55. Clear Soviet air balance if not activated. Possible incorrect base switching* Q+ n n5 G5 s8 n, y! E: Q) v
56. Sub attack against docked TF not happening for port size <3
9 S% [" a; y4 T8 d, X8 U- \7 t* m57. Unit type changing unexpectantly$ A0 c8 a2 b( O% c. h0 E" H
58. Torpedo replacement on plane sometimes is missed
) h: R* h) Y( t2 R: T9 g# U7 i3 l59. Double handling of overstacked supply requirements0 H" w, D0 ?6 A9 _8 l# z
60. Fixed alternate weapons for port attacks$ M* [+ Y i, \) _) _6 V7 [
61. Corrected weapon system damage to show after combat on ships in port rather than wait till& G& z' ~7 r e3 l+ x- n, Q1 P
sometimer in the ship repair cycle.+ z& C5 b! `9 Y; `
62. Ship tonnage over 32K could cause repairs to fail
7 z& h% \3 I) \, C( @: BNew
$ D; p) o# `* e1 K1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! |9 U3 N5 h" R
port& m. q" o8 ?+ u( M. \0 G! X2 H
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 d L( f2 ~) D$ D1 F1 [% S" @7 H
Tenders not counted
4 a1 ]6 S& _7 M# I4 G4 ?8 u3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 s/ T# X" y. v% w' K% `7 O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ n3 |1 I" C5 ?9 V5 ]
to remove damaged ships from TF
2 }$ Y$ w( p" m- A3 D$ H( `% _5. New filter for “non-building” devices in Industry pool screen0 ?1 [/ I" ^: Z( ?
6. New filter for “non-building” aircraft in Air Replacement pool screen% }& f8 E; N- R
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 [+ U' F2 k4 i, s. g4 I4 vmines (^) detected
! T' n; \( D' C* X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 j: o/ L% g" f2 r0 b‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 h( a; r8 j7 }8 h5 X6 Vstandard parachute unit icons. D* a/ g( W7 m0 D" E3 c8 S
9. Air/port damage and building is shown in base mouse over
5 j% `) a" n. Z1 D% a! C# L( k10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
G. t n$ `$ q6 M. D' P7 C2 G, l11. TF can be routed to stay within coastal hexes as much as possible6 t9 g2 k6 C( a; Q* M$ G
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 t- B' }- v8 U" {7 e: ~
13. Added option on group and LCU reinforcement screen to turn off replacements
0 A5 o* Y$ ^8 a+ Q0 y2 E3 r( q5 x14. Current base can get supply returned to it when reserve planes returned which were, j* o, P, V" e! g
originally supplied from another base. v/ \7 b* r2 J) x( ]& g6 {
15. Unit type filter on Troop Loading screen
/ K+ B+ g. Q& {( S8 U3 `. _* v16. Report killed ground units if not in combat report7 l1 W$ @5 u6 y1 U1 R2 ?$ x
Changed+ a* s- j* I; w+ d5 H5 b3 X4 ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 ]6 C& ^# q! M' I
(complements fix 18 above)
* E! x+ e5 K% ^8 M# g* D2. Permanently increased pilot array to 70K
" ^! s; C/ J" M- Z8 G1 r5 B O3. Increased number of air combat rounds are a factor of total aircraft involved
& s9 Q6 W" _+ M" _& U' q: J) V4. Allowed submap to submap movement if land connected for land units. Should have been2 l) Q- G; @& e. n+ x, S* v
so as per Andrew Brown1 C- l) H5 v, {4 ]2 o9 ~, i; ]1 o$ ~
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* k- B) o9 O8 [delay toggle instead
# t, l0 p, _& E& y1 `/ w" s, A" r6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( C2 Z! q8 X1 s- c& m3 \! O
maintenace a bit more/ ^0 e- W# b, y: N {8 l; Q
7. Support device replacements won't decrease the overall experience of LCU units. This does
Z* }( z: a- B, ~- F3 S: _not alter the overall EXP change due when any replacements are received.
( @) T X' s1 Z& E) y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 T7 _; b4 t1 n9 L( Q
between the two but could break current games.2 V: X; B7 u9 G( \, x; u4 ^4 q+ s
9. Some LCU Prep points may be retained if unit is experienced3 i3 D" W" |; u6 G$ a0 P
Notes
& z! [1 ^* ^, Y1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' `" \: z; s. ?; M- hshould not change player or HQ, even if not in play. These original HQs are used by the AI: ], t& S" `- F
routines so changing or deleting them can put the AI off. Changing other elements should5 S2 s' h- Q5 x$ Y! K/ _
be okay.% |& f! G J8 a. B
2. Clarification to weapon filters for aircraft:
! V0 s8 ]( F% Z( JPM_NAVAL_ATTACK 2 // used for naval attacks. M+ R2 {0 O z! p' @% a. `) K
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* ?' r5 N- Q: \
PM_LAND_ATTACK 8 // used for land (ground) attack
$ [ a" Q$ i0 H7 @9 b5 B. vPM_PORT_ATTACK 16 // used for port attack
/ ~+ w9 Q" H2 R, ]8 I( X! QPM_AF_ATTACK 32 // used for AF attack8 j% f. e9 M; t
Dropped any reference to secondary values for land and AF as they served no special use.
7 ^1 @& Q# ?# o$ {% BClarification changes
" T5 h, U1 W, {" I8 A( _1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ J7 s' `# \; o$ d8 k+ e. Pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),, D% U% C3 q$ g1 }( x8 n: X
MONGOLIA(91) or TANNU_TUVA(92).
* V O+ b8 t; na. Allied non-Soviet groups can't transfer to Soviet Motherland bases- d, \5 X j/ T
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 |5 R/ B { F$ i& |, ec. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 U$ _$ O, e% L& g0 i4 e1 O5 P0 x" E
after Soviets are activated, but can’t move
) v/ o6 F k3 S) Bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* z/ H& x* s* `3 D' odisbanded in port.' Y I. e. f2 N# q& q1 f: T
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
( W& x9 N0 a0 |& i; gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |