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3 v( z/ Y' H" u0 x, I7 A7 d, l! nhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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. |) R4 \* ?: q! }: D, Z% J9 V* k( }4 @大量更新,详见列表:
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: S8 t: J# e3 ?& c5 T7 AChange History:
8 I, O) B8 U/ k8 xV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). d* ?: Z; }% V' ~
1. Seventh Update – This release is a comprehensive release updating all previous
3 n/ |. Z2 X9 J2 v4 O! w. V( M" Nversions to v1.01.17 beta
- R g+ ], [4 a1 B# u; Z D* [2. Code Changes
7 h1 K5 g+ G( ?1 T6 ZFixed% C* i4 d% Y: }% H$ b
1. Display of AF/Port icon between player saves based on player's intel N& x9 i$ m$ v; x* X4 m! L; @. _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- l" t, K- M- P9 |7 R+ X. T
weapon list updated
4 P( i2 @5 H! l# o8 W3. Reported cargo/troop safety values incorrect when no cargo/troop space" c- v W. h3 `4 O1 J; `5 y0 C1 Q
4. Allow smaller 'reserve' space for small groups on ships
; X: i- R! @+ [4 O' q$ \6 F% T5. Preserve some more data when swapping fragment and parent to prevent lost of parent; K$ `4 u' D4 B: c, w9 I
6. Correct attacking plane count before final post-air combat9 [4 e# K( h% r5 H' \. q+ i9 \
7. Pilot promotion may have occured in error sometimes
* A6 e' ~: c' u, s0 s8. Raid detect message sometimes dropped of the combat report
5 n5 |( `+ _8 u ~- H* J6 A7 J5 Q9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply# C8 d) j0 f, h
generally$ F0 p& N7 n8 L
10. Some pilot-leader connections were being corrupted
; N' P# L. }+ L F V9 p11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- Z' }% e% H V8 [5 w* b3 ~8 N
other move issues due to the incorrect indicator
& ?' S \! C, o12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 A i$ q' z3 D" t- M
damage; ^+ |- b8 ~6 b
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
) [+ b$ I" x8 A1 @2 ?7 K14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the$ b( W O" w0 E
date sort
8 D* j: n8 ~9 ]7 y7 y15. ASW groups not allowed to attack sometimes
+ ~) R. a" k2 @16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 v7 V2 n$ [0 b" U8 cHQ/LCU to jump to reinforcement queue
# M& _. e5 I( Y6 w; [) m; Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 J: B; U+ ]$ N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
- u" W0 U9 w; [: n: C6 B( lat start of AE but crept back in sometime during updates
@0 h$ L2 M) g8 S19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ W" y7 n) M4 O" afragment.3 m: {9 ]- q4 u+ x- P
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, `+ ^' n8 O1 s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, o- h" f2 L5 v) H9 Y0 p, @# o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! |; |% `( ]5 |. l
set
. w1 \% g. L' m A* z* |* Q5 z, b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 U" [- X8 O; a# i* P* l23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: [/ Z% P1 x/ B8 o+ i2 b
24. Bug caused F/FB to sometimes bomb at low altitude
1 d* g8 `, ]0 Y6 {" J! _25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ M9 l' p D6 X/ L
occurring properly.2 x4 @' _5 V% ?8 G g* `& m) i
26. Bug in Industry 'failed' indication not showing properly sometimes
: E1 M& ?9 s5 p4 r; l; W27. Location check at scenario load to include small map sceanrios0 t c3 i: y9 q; @% X; L
28. Bug in air supply to fragments in a non-friendly base hex
; z' O- G# f6 q! L. x6 t29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 a' N8 i& B# gbeing set to homebase before execution of the mission – ie was returning to base \- z8 i, \3 {0 P" _5 O* a
immediately
( ]9 w' @: U, }: E. J30. Error in Strategic map display; k* ~/ ]9 f. `
31. Additional and stockpile options were not turned off when base was captured' B! b7 X4 |7 H W
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
* u- m7 ]" n7 u( ?4 \# Hmouse over; m4 ~/ F6 k2 h
33. Army experience being gained when not 100% prepared as per manual; changed to allow
+ h: A" r1 d7 ?4 U C2 w2 X7 Bchance to gain experience if >75% prepare and < 50% national exp level& ~! \" O1 e" N4 a9 |
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' Y; ~* I3 w3 e e
alleviate the incorrect experience gaining happening while in reinforcement queue& y* q# {3 B+ F& a3 ^" U0 Z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 V( q0 W( k; [# Gcaused unit to jump “off-rail” and move overland; L; K- a$ U. W( s1 B0 I
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ b$ Y( Q% D' P2 P7 l
37. Excessive accident messages on unload from TF reported
' V1 K8 C# v: L7 y( ]. R38. Reworked editor sub-unit merging as some devices could drop off the unit list when
. g) w) ~- v7 Z, p% hmerged causing smaller size unit than expected! V# \3 K% O% y$ O
39. Corrected possible TOE error in scenario data load for inactive units6 }( a8 n+ N4 w1 p5 }0 B# |
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, G' w* T6 P4 a2 P5 @5 S1 Y# M. |
however be allowed to do this.
! A+ m1 z' g9 Y" Z0 n6 ?41. Possible CTD if sinking ship's load was a group
* a1 o* M5 v3 A* X! m7 ~6 u2 e5 q42. Limit the number of devices built from resources per unit during LCU replacements; this
# g% V$ E' ]2 w1 u& V8 Wwas causing an over production for that turn
, c( t1 j& t, r( `1 Y% P43. Retain day/night setting when creating group fragments+ e% L$ P5 e! G; ?1 ?5 [2 T$ \: B. m
44. Adjusted supply and fuel values in base list not to overrun the space1 D1 n4 A d8 J" c2 W9 x+ \# E
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 p( a9 V! X+ c0 h8 E% e5 Radded YMS to Sweep TF in line with manual and code
, V# I3 ]/ b/ {/ N! c$ u% h( {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the$ d* R1 V; P# U$ s9 O: ~& Q/ ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
) v0 I% E6 f1 b3 frebuilding of destroyed units is not affected by this.
: Z( r* g t7 Z: z/ D47. Carrier capable and trained text not showing together on Group screen& `" C0 o; x; N! ~0 O! g) n2 V
48. Handle any blank re-name changes by ignoring them0 b& L) N6 K4 [! p% W& e* I# x# Z3 T
49. Possible CTD when air fragments combine
U. C5 o" y8 r' I3 Y. u1 i6 k50. Unloading TF can freeze a LCU onto a ship under some conditions+ W" _3 I. Q4 b% Z* j) f+ e
51. AI not behaving if main HQs missing (affects small map mainly)
0 F. a# d* _ v52. AI using AGC for normal land units – removed from TF if not needed
4 o" P3 T0 Z* ?; \ A53. Soviet activation message not in Ops report
& j" Y/ u0 I1 ~3 P54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range, ]4 W- M- c- i" A: C
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. V) @5 ~: S& r. u56. Sub attack against docked TF not happening for port size <3
% A. R/ M: V5 r# l57. Unit type changing unexpectantly2 e; f: v# \0 a) T9 e6 a8 n
58. Torpedo replacement on plane sometimes is missed
0 } j" N H4 h. x6 L59. Double handling of overstacked supply requirements
/ j9 L3 b$ x0 j. x# V5 c7 g# X6 K60. Fixed alternate weapons for port attacks* g1 m7 s9 S! j4 f* \
61. Corrected weapon system damage to show after combat on ships in port rather than wait till! [/ Y4 ?& {: A/ B
sometimer in the ship repair cycle.) c$ V$ _6 k+ L* S; G% q
62. Ship tonnage over 32K could cause repairs to fail7 a5 z( g) b/ K* q
New
: [; ]' r" u3 u' V% v1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 s5 R8 Y. ]8 @8 F6 K) _0 s: `port' {! ?1 P8 h! ?/ a1 g" Z; l4 M! w
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 Y) w7 k. z. I, U; Q7 n# Z( S, y
Tenders not counted
' o6 T) y. X$ e, M1 d6 B+ k3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
4 W8 j0 M8 I0 B1 f4 a. r4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method: f+ r& m" D. B1 \" ?
to remove damaged ships from TF
1 X# a, ^" ?/ @* S5. New filter for “non-building” devices in Industry pool screen3 ?; I$ k4 C& {* @
6. New filter for “non-building” aircraft in Air Replacement pool screen% W! Z/ p* [4 I4 ]# l
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 Q) e6 O/ t& D) x/ T5 b
mines (^) detected) C1 U2 \) _; h1 M: |
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 J" F" w- G! A" I: D
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 O6 }! u: A* r
standard parachute unit icons
' I% d5 h* a* J- A7 [; P) x9. Air/port damage and building is shown in base mouse over/ x! b5 @+ ]1 [% W. Y: h: W4 {
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on S; Z8 n' s) @7 \ m
11. TF can be routed to stay within coastal hexes as much as possible
5 G) O0 ^; G; a1 Y, X- T( X/ z( b12. On Top Pilot screen show the 'ace' cut-off value if more than 13 }3 q* l4 }; i4 k8 V w0 ~
13. Added option on group and LCU reinforcement screen to turn off replacements: L. R( P7 { `/ M4 K: x. Q6 c
14. Current base can get supply returned to it when reserve planes returned which were# @; q6 ~! l8 B* O7 o( A2 D! ~5 w" I
originally supplied from another base, F( _2 {! L! C3 D: o1 f
15. Unit type filter on Troop Loading screen* a/ ~2 P/ N3 W/ x) Q; C
16. Report killed ground units if not in combat report8 _- G# K, I$ u1 w P# U
Changed: R. K6 T: R7 X7 i2 h3 U
1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ n9 P, m7 ?, S# J; O
(complements fix 18 above)" r+ q6 d8 E9 o
2. Permanently increased pilot array to 70K
8 ?- h @' K, Q) H' K/ B3 G3. Increased number of air combat rounds are a factor of total aircraft involved' ]8 ?) v( W- N6 j
4. Allowed submap to submap movement if land connected for land units. Should have been
" y5 r r) S1 \3 E% X' Qso as per Andrew Brown+ g# \5 }; A7 N" K, m
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# D" F$ c+ b% g# `delay toggle instead& A$ q5 w: n6 N$ L; A1 s4 `3 |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 w# d% X! K0 smaintenace a bit more
* |3 X% k; |) b1 p$ S, s7. Support device replacements won't decrease the overall experience of LCU units. This does
- E: s! ~) l3 H$ k! D: Q/ xnot alter the overall EXP change due when any replacements are received.
0 d# u) W) S% n4 _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, ?, I! m5 j) Q0 Tbetween the two but could break current games.
! K9 r5 a7 F, T, ]) V9. Some LCU Prep points may be retained if unit is experienced
, E1 h' m& U, D; o4 FNotes& _5 ^6 q) p" R( B$ S' h" Q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 Y: K- ^+ S5 v8 m$ s; N4 \ Kshould not change player or HQ, even if not in play. These original HQs are used by the AI V+ P( i, ]7 [& R8 R$ n
routines so changing or deleting them can put the AI off. Changing other elements should
1 n# m9 x0 @! C' {6 R+ y' p- d1 ~, Ube okay.8 n) G4 e6 J, i. q( L1 n! E
2. Clarification to weapon filters for aircraft:
0 _9 x( ?6 Q0 D4 g; s* B" i) K5 cPM_NAVAL_ATTACK 2 // used for naval attacks* d& D2 G* S) J5 A
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)7 t! _0 {% E3 v; w' t
PM_LAND_ATTACK 8 // used for land (ground) attack
; r1 ^% a6 \$ e/ a& P2 @PM_PORT_ATTACK 16 // used for port attack
5 Q0 O1 X* u7 m( W, YPM_AF_ATTACK 32 // used for AF attack
5 e* s; X% |8 o* L# l' }* VDropped any reference to secondary values for land and AF as they served no special use.
3 z. K3 Z9 M2 pClarification changes
( f9 k& e3 |9 L" v% \& [3 {1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 H) }5 I9 k- u# M3 b! s( b( r
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! ^' h# l4 u0 M6 O. A8 I
MONGOLIA(91) or TANNU_TUVA(92).
3 U2 |' H# p G" j- sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& n1 d2 f* C7 Lb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% B/ v; l8 W/ D1 e. ~c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 P) U" ^- _, Gafter Soviets are activated, but can’t move
; @/ H1 f1 w8 U0 N! @+ J* f: ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 H$ s9 b. ?6 ~. `
disbanded in port.
- |. `/ Z3 J- l; ^' ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently( k% E( m+ H* p. S
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |