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http://www.matrixgames.com/forums/tm.asp?m=3185062& X" `* ]/ I9 i. S1 n6 x
8 z/ \0 M0 @/ {8 k3 n7 b已经共享到岛群QQ和本论坛置顶资源帖
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6 k2 D5 F" B4 W, c6 m7 ?大量更新,详见列表:
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4 J! f* U7 G: ?8 hChange History:4 B( k7 m( G1 @# X$ `1 Q; f$ \, I+ f
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) `% i) M+ s/ ?2 m& S- Z7 }/ U
1. Seventh Update – This release is a comprehensive release updating all previous
( {8 N/ k/ k7 U |! |% a4 ^1 ^versions to v1.01.17 beta0 B+ B T1 [+ W! `; ]% \, |. {$ ?2 q
2. Code Changes
- M" y$ I4 T4 C% E. YFixed
$ O! D, u, a5 t* a" ]$ x1. Display of AF/Port icon between player saves based on player's intel
R7 {" v. o+ }/ V# t! e z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" Z% i ?5 H: Y, aweapon list updated
) {. ^2 {3 G( s( ^, f& h8 @9 b3. Reported cargo/troop safety values incorrect when no cargo/troop space3 S: L H. {/ `- U# D2 J% b
4. Allow smaller 'reserve' space for small groups on ships$ _9 U6 u" M& o K; _6 N
5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 l* h& B& r p( ~/ z
6. Correct attacking plane count before final post-air combat( o' m3 k' h( z6 N& `- _) I& o+ T
7. Pilot promotion may have occured in error sometimes7 E7 Z1 C% X, j. d) i. z7 Y
8. Raid detect message sometimes dropped of the combat report @1 L2 y. @ c$ s' g5 d4 ~
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% U; R$ @3 ~0 n9 J6 a" s: Y
generally8 ~2 j \5 k" b
10. Some pilot-leader connections were being corrupted
( g8 ?, N1 y8 y1 i11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 {9 l. ^# P" b9 v* @other move issues due to the incorrect indicator
. j' F% o( S3 m: Z& j; w' ^" Y12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! Q* N( C- v; J9 ddamage
" p8 a3 D% t: u# ^, \8 l13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ C( a; c% ]' p6 D
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 s: s5 S; L" p% L6 Q0 C' {. N1 x
date sort
5 s- S$ O9 F( B! I+ ]15. ASW groups not allowed to attack sometimes! Z! X7 v$ _0 d" a" r' b
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
4 F) }9 ?2 H) ?: O$ ~HQ/LCU to jump to reinforcement queue# d) V3 ?% n7 B" R0 t5 \* r A
17. Bug in bomber intercept if too many rounds of fighter v fighter combat, ~) L$ E5 u1 k8 F6 d
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ Z/ b8 B& o: I# Q1 e+ ?7 Y7 N
at start of AE but crept back in sometime during updates
+ H% K( k0 z( j! O19. Removed the fragment/parent swap during a TF unload as it could often orphan the
t. L) b' Q, ?; ]( H7 sfragment.
( K+ B9 P2 o- O* {4 t4 R. \20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' W7 [9 Z, o# X0 D21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not% `2 Y4 H# @ i6 x! b& e) \. Y$ F
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& k( V, @( w; `/ O0 P1 n1 w2 L- p
set" }0 A; }( V. b) N
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 Q; S. u+ d; B; b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 \) x8 i! n1 C! [
24. Bug caused F/FB to sometimes bomb at low altitude
7 n, p! [1 N/ V8 x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 I8 w7 X9 \! Z3 R' ]2 R; P2 ooccurring properly.
" S1 N, _9 F: |8 F Z1 O0 q26. Bug in Industry 'failed' indication not showing properly sometimes8 i" M, a1 ^* o9 d8 L& n1 P& p
27. Location check at scenario load to include small map sceanrios
3 n. ~4 W9 [! _" E! o28. Bug in air supply to fragments in a non-friendly base hex/ w; t$ h) _0 E2 @
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was- w6 r- X1 |# B% L- o, y
being set to homebase before execution of the mission – ie was returning to base8 ?: D7 P/ t! O. g6 e: q% h3 N
immediately
a% L/ Z) q6 z4 _$ @! n7 D* l: h30. Error in Strategic map display8 ~) `$ t5 V6 z5 l; r6 R
31. Additional and stockpile options were not turned off when base was captured
# X0 n1 X3 _1 w* N! ^0 G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
6 K0 c4 e6 ~5 W' L+ M* ]mouse over
' u" q; J2 r, C6 a# ^; D, U33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 ?9 U; o( {; U0 @* k7 y6 Z8 ~% {chance to gain experience if >75% prepare and < 50% national exp level
& }' I/ z, [9 X5 }3 R' [34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ `1 a; W6 s" m5 J* j% ealleviate the incorrect experience gaining happening while in reinforcement queue
8 z9 q3 H1 {( v- Q# E: \; e9 {35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: l2 b4 A3 a& C4 @9 W, A$ gcaused unit to jump “off-rail” and move overland
0 Y7 i8 G( V: [% `36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! v* |) ~* ?1 v* P2 M
37. Excessive accident messages on unload from TF reported9 `1 e3 b7 A3 u& i/ Z5 y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when* K% p+ Z6 y: l
merged causing smaller size unit than expected- F2 e5 _! Q7 Y: D+ ?9 I7 P+ t6 C4 e
39. Corrected possible TOE error in scenario data load for inactive units
0 k) p! c+ \8 Q3 e$ M40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! F; P4 b1 e/ I& d8 Q1 N( h
however be allowed to do this.6 S2 q I3 R- g; j8 K7 e. X
41. Possible CTD if sinking ship's load was a group
0 V( U' a+ H& |4 l, T5 D42. Limit the number of devices built from resources per unit during LCU replacements; this
; a1 n: E& X1 |1 ?was causing an over production for that turn% J3 [$ m9 ~) g) `8 a* s1 b
43. Retain day/night setting when creating group fragments
. ]4 C" L: C9 ?7 O! R9 g44. Adjusted supply and fuel values in base list not to overrun the space2 x' J# q: Z* l" U
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but# F" K+ U N2 }9 M, F. d
added YMS to Sweep TF in line with manual and code
j4 o3 l( H3 x: e46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 j& e4 w; e$ vrule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ j' T; `7 Y y7 I, B" K5 Z# Xrebuilding of destroyed units is not affected by this.6 S7 U) i$ @0 m+ c2 q r' K: K
47. Carrier capable and trained text not showing together on Group screen# ?' E, I# W& q; S, ^
48. Handle any blank re-name changes by ignoring them3 ^( \3 w- ~# U, d/ J- w8 _
49. Possible CTD when air fragments combine/ I$ Y) E4 }$ ]1 X5 i' v
50. Unloading TF can freeze a LCU onto a ship under some conditions
0 ]; D. ~/ X- |/ E( k51. AI not behaving if main HQs missing (affects small map mainly)& `0 c4 B+ O8 a9 m6 P
52. AI using AGC for normal land units – removed from TF if not needed& F$ a# i8 z. @4 D5 r5 ?5 Y$ x: y
53. Soviet activation message not in Ops report( Q+ H) g. u1 a; U8 J/ |
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: s5 D* O) Z: b( z, Q1 j( u" |55. Clear Soviet air balance if not activated. Possible incorrect base switching8 a, r1 u6 Y$ r3 j0 ]5 [
56. Sub attack against docked TF not happening for port size <3, k3 _ u& z- m9 w) Z- ^4 n
57. Unit type changing unexpectantly
: c$ B e9 S& d7 v0 ]58. Torpedo replacement on plane sometimes is missed2 ~9 S1 j5 Y+ P
59. Double handling of overstacked supply requirements
5 w, i4 m! t1 A0 M60. Fixed alternate weapons for port attacks, n/ ?0 v& I0 v8 r( Y2 e' S* r/ l" {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" Q" q# _' E& H" V, a4 }, ksometimer in the ship repair cycle.
; _7 Z( o% J. G- f7 T O7 s62. Ship tonnage over 32K could cause repairs to fail
) X5 k$ e" ~. f! q8 n, r' _New1 d4 \/ r* n9 c( |* H+ `" q7 o( b8 t
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 f8 y3 W: c+ I( f" q8 w4 v* Cport5 z9 ?/ A+ E: s6 |. o! p* r, Y# L$ k/ ?
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 n1 S, f) _$ v$ P
Tenders not counted
+ ?7 X3 v/ ~4 W2 h) s% q9 p% R1 v3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ y' K: }. W' o( I# S& [4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 {6 o0 L* k6 a1 r* r3 Dto remove damaged ships from TF* T0 S: m* i+ {! U6 P
5. New filter for “non-building” devices in Industry pool screen
, A% j( W `! ]( S- j9 ~6. New filter for “non-building” aircraft in Air Replacement pool screen
5 \. \( ]" ?1 B# @* ]7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 F6 G l8 ~& Xmines (^) detected' c: }" J1 x& b/ R) ]$ d- f3 h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 i5 ~ i' _" s6 w5 T; q‘button6..’ image files, then these will be shown. If not, by default there are shown as2 Z6 y) C5 O" e: S& I" a9 }8 a
standard parachute unit icons
- ^5 y. ?6 ]& M. O% q0 |1 M9. Air/port damage and building is shown in base mouse over
( H v9 _! s- O5 f10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 k w7 n1 o4 |) x( ?
11. TF can be routed to stay within coastal hexes as much as possible
) I3 G P6 B/ N5 B b* M12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ V* q& @3 v9 H13. Added option on group and LCU reinforcement screen to turn off replacements& z0 a! Z) Z. W( N9 E
14. Current base can get supply returned to it when reserve planes returned which were2 } Z5 S$ Y8 A: S$ p d
originally supplied from another base
5 K- ?% _0 d) F0 G s% ~, I* `15. Unit type filter on Troop Loading screen
, H; |0 O6 Q6 r16. Report killed ground units if not in combat report) a; j$ F4 L* F0 i0 g
Changed
$ ]. h$ Q. S- F8 ^8 \$ o! y1. AF of 8+ have AV support doubled for purposes of determing support for air operations' \3 Q. L3 c# T, O" p
(complements fix 18 above)6 d' ^8 g' _# z* N# f2 o3 r( M
2. Permanently increased pilot array to 70K
[- e8 P" @1 h& L; l3. Increased number of air combat rounds are a factor of total aircraft involved# M/ k6 u9 O% ?/ |' k9 _
4. Allowed submap to submap movement if land connected for land units. Should have been) P T; [" Y+ S4 W4 o. A _
so as per Andrew Brown6 c8 V) w" a9 p( g$ x. a% u. g2 ~& O
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* D* R. x# L. L; c/ x' q, kdelay toggle instead/ ]+ ]$ R( F" I4 L4 i h" }9 T) S
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 f9 c2 A6 S! n, b: r# hmaintenace a bit more9 y4 K1 e% O/ v% w
7. Support device replacements won't decrease the overall experience of LCU units. This does' d- b. i2 F- }% ?
not alter the overall EXP change due when any replacements are received.
+ N1 L$ I0 Q) h& x5 S' p8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( `5 q) f8 B, p5 B" `. z
between the two but could break current games.
; L& {6 |! y! y H9. Some LCU Prep points may be retained if unit is experienced
. [/ M: J5 i S, I8 H3 E% i# ONotes
; V3 n9 G4 [4 V3 m1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" \+ t7 D- ^1 u* {8 \$ A/ A
should not change player or HQ, even if not in play. These original HQs are used by the AI& H/ [5 R+ K& s* e7 A( _
routines so changing or deleting them can put the AI off. Changing other elements should) J' a2 i6 {) B8 \
be okay.
, { d" b& l8 k+ U6 b2 B2. Clarification to weapon filters for aircraft:4 i1 X7 v, A; H
PM_NAVAL_ATTACK 2 // used for naval attacks
1 z) l2 x* Z2 [3 }" B% B+ O0 hPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
) a* l0 Y% s/ X: t0 v# `9 XPM_LAND_ATTACK 8 // used for land (ground) attack- V, E9 h6 n+ R- ]8 x
PM_PORT_ATTACK 16 // used for port attack! T4 |- U3 F' T& d
PM_AF_ATTACK 32 // used for AF attack
/ V: D L' ?( M6 y$ w" ~( IDropped any reference to secondary values for land and AF as they served no special use.
( P4 G- }6 @) u8 v3 wClarification changes7 T& _% R. m' x1 l
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 e b$ t0 t: {1 v E8 h* M
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
0 Q& f" G' s1 {$ @0 bMONGOLIA(91) or TANNU_TUVA(92).7 h7 F: b$ I. Y; }0 _' b
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 s6 r3 \, B: ^3 X/ r) q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 Z$ X( E/ p X' mc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 {4 u; E: D s; }& cafter Soviets are activated, but can’t move- U: d4 R: V9 h5 M! T' F0 o
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, C: Q6 L5 G! s( k$ @9 Zdisbanded in port.8 b# t" O7 j& @ F$ s8 |
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& Q* j9 Y9 @, s4 B6 J# u4 u: Jf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |