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http://www.matrixgames.com/forums/tm.asp?m=3185062; R* ~" k' P! t
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大量更新,详见列表:# i1 C: y4 q# y6 }
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Change History:
2 h& Z+ X/ t/ H; t3 m( n/ o. X BV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 q- ]0 l7 q+ C( |# \4 W9 ~; u& X H
1. Seventh Update – This release is a comprehensive release updating all previous
2 n2 A- [; x4 a- }, v, f, Xversions to v1.01.17 beta' ~$ Y9 [ t8 ?7 _+ `. [6 w
2. Code Changes$ O0 v1 Y* O i9 E
Fixed
/ I$ r& e8 @: U/ }# z1. Display of AF/Port icon between player saves based on player's intel: D( w) _9 S! U$ A! h! A- W4 F9 g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 a4 n" o+ K, T# u& A
weapon list updated4 ?- r' o/ ^, U( t" V
3. Reported cargo/troop safety values incorrect when no cargo/troop space
i9 F& _: b( U+ k$ b$ z4. Allow smaller 'reserve' space for small groups on ships
+ l% b+ t4 k3 f! x$ S7 S8 E( G5. Preserve some more data when swapping fragment and parent to prevent lost of parent! ?9 u7 ], B* e& T' \0 Z: ?6 u" R
6. Correct attacking plane count before final post-air combat
& g' m' S4 {% ?, W* z7. Pilot promotion may have occured in error sometimes2 l+ X/ w6 v) q
8. Raid detect message sometimes dropped of the combat report. D, Z/ v+ z0 A- h% Y4 ?7 {! B
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' d8 M( E3 h! X7 F( { agenerally
1 e: v" P# u, N10. Some pilot-leader connections were being corrupted) v* Y3 }2 L3 ^! M7 u. d n
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( j' z5 d! l jother move issues due to the incorrect indicator
% V0 _: {/ W0 `4 r/ k' i12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' ]' \1 f- y9 {# F; N1 Sdamage7 u9 @( s, m! `6 z' b* O
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool' \( ^+ c9 _, c( J
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 Z- A$ L- F7 vdate sort; D4 m( t/ s) ~3 v% X
15. ASW groups not allowed to attack sometimes/ n( X1 K4 ?8 z( p H
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing r$ _% ~6 P0 ]4 t9 N. P7 ?
HQ/LCU to jump to reinforcement queue
$ G9 [$ z5 @1 v) m) c5 d6 M17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% p& G5 {0 G- {/ e" T! n18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 V# i8 k" S5 [1 Vat start of AE but crept back in sometime during updates
/ c( N5 y4 m2 m' ^! ^: H19. Removed the fragment/parent swap during a TF unload as it could often orphan the
' s( k6 P( m; [ ?# h& jfragment.
, T# D* A3 ~4 J20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade; b# b- q+ ]. ?: l1 w9 D8 ~$ ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: @0 f* O0 V2 s- x+ w4 ashort scenario). This was fixed in a previous patch but only for one of the VCs, not the full! K1 e, o u5 W" h. N
set* f, c5 l* i4 ?- c; J0 P
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: j \5 W7 n2 ~, {- A$ ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, G# v9 i' Z3 J/ J; W/ _9 o, O
24. Bug caused F/FB to sometimes bomb at low altitude$ K* \) S3 A! B# X# l8 K9 a; [
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( u" _+ z( L1 l
occurring properly.
7 S. O" x' F9 i& m' w" z) ?26. Bug in Industry 'failed' indication not showing properly sometimes; q8 ]$ v+ l5 N7 s7 W4 X( B, f, x
27. Location check at scenario load to include small map sceanrios( o; ~3 Z# k3 ^/ c+ w; R* y
28. Bug in air supply to fragments in a non-friendly base hex" F, j9 j/ u; x7 z! ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. X2 P+ c# t; ebeing set to homebase before execution of the mission – ie was returning to base
- d+ p' h( b# g o2 f- O! s4 N" m. oimmediately: Y8 Y& f: {9 p
30. Error in Strategic map display
. r. X( c% s: E31. Additional and stockpile options were not turned off when base was captured" v, ~* G- f1 y, @
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
$ C' G' z: U4 z+ o/ I' l" E' imouse over
& z3 L& P9 v; |- N33. Army experience being gained when not 100% prepared as per manual; changed to allow
' c" h R. J# Fchance to gain experience if >75% prepare and < 50% national exp level
- J+ s: O2 e. w0 a( y0 c34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 J* r4 v. X" J+ D* B/ jalleviate the incorrect experience gaining happening while in reinforcement queue* i D% z7 q0 |1 u+ F. j2 O. W/ @
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 p' Q; X2 r: a! s9 o+ t1 Kcaused unit to jump “off-rail” and move overland0 Y+ S+ D0 p/ J! A
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 t+ }) j6 s1 @, W9 o1 z. I; X37. Excessive accident messages on unload from TF reported% i) j" \( L" h }
38. Reworked editor sub-unit merging as some devices could drop off the unit list when2 F2 o9 w9 O( m+ ]& q5 I: {6 L
merged causing smaller size unit than expected9 B C* g) _$ U% X
39. Corrected possible TOE error in scenario data load for inactive units
( e$ Q5 M# s0 z, o# z7 ?( Q40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% E) ]1 \8 J* ?$ r. Chowever be allowed to do this.# Q$ I, e$ I% Y; L+ v% M
41. Possible CTD if sinking ship's load was a group
4 B8 D/ C/ ?3 v! A42. Limit the number of devices built from resources per unit during LCU replacements; this7 j6 u" l( f7 A9 b' r
was causing an over production for that turn$ _9 P5 o! J5 m! _# U- E9 ~* d
43. Retain day/night setting when creating group fragments
% ?1 A9 C# q! g; u7 c+ X6 W% s44. Adjusted supply and fuel values in base list not to overrun the space
# k V* F4 Q7 Z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ Z( V4 t0 E% M% c a
added YMS to Sweep TF in line with manual and code" X" d; D( ]* _9 Z& ?5 ]; Q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& ^- o) ^1 T/ }& C1 e% ]' Jrule relates to the abundance of manpower and is not covered by replacement pool. Normal
, w- m( Y, U, i) |/ s. W' \rebuilding of destroyed units is not affected by this.1 L7 ~) ?) C7 o, R( j
47. Carrier capable and trained text not showing together on Group screen8 R5 c) x* L" n- X! l8 m/ O
48. Handle any blank re-name changes by ignoring them
5 F! [. ~) |2 M49. Possible CTD when air fragments combine
5 K% P* ~$ ?# w4 o% G( E) @7 K( `50. Unloading TF can freeze a LCU onto a ship under some conditions3 ]$ G3 A4 x: ?/ @
51. AI not behaving if main HQs missing (affects small map mainly)) z( }1 v9 F1 ]. f% [
52. AI using AGC for normal land units – removed from TF if not needed" ~, ^, l1 ]# ]. T; E3 {+ D* a
53. Soviet activation message not in Ops report
' v! L& g% [, `* A: P3 Y/ I54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; k+ A. L2 a) ?2 K/ i
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 d5 m( @1 v% |, W9 ~: G+ X" ~) I, P56. Sub attack against docked TF not happening for port size <3
# ]6 S4 r6 h0 I8 c- s- G57. Unit type changing unexpectantly
! r0 F( K- z; Z1 ^58. Torpedo replacement on plane sometimes is missed [7 D3 d' h& \) b- h: H0 I$ |! Z' Y
59. Double handling of overstacked supply requirements
' s1 y: F) P2 m60. Fixed alternate weapons for port attacks# {6 b" r* l9 _" p( ]& V' ~
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" |! }" e" L9 `' N T: I Bsometimer in the ship repair cycle.
( M; j8 L8 s+ u0 Y5 G* q62. Ship tonnage over 32K could cause repairs to fail
! e4 D; G" M3 E/ N3 tNew
& i, t8 c( r& n/ R: C6 _7 b1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# H. b- M! H" }* s5 U
port' Q% _* h7 q5 Z9 ?; H) S
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" `' { p: P8 G$ E- ^! S2 m: jTenders not counted H) \. i0 `0 ?' _, H$ Z- ~, Z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
$ D3 Y5 i; U$ |: c9 {5 H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- ?4 }2 ^9 N* J; xto remove damaged ships from TF. D3 j" R1 |1 w M" z
5. New filter for “non-building” devices in Industry pool screen
# ?! U9 E- ]2 B3 M) v6. New filter for “non-building” aircraft in Air Replacement pool screen
" G( c; x0 \0 w" f8 \* o" [( S7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% X3 [+ D: \( n0 h w. b
mines (^) detected
, }4 l3 l! e4 R6 w# T# ?! L8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
( N% v- {6 y. G$ {# G, s( ]& z% }‘button6..’ image files, then these will be shown. If not, by default there are shown as
; k8 I. E( B5 }1 Dstandard parachute unit icons- e' ^+ y( }* z* g
9. Air/port damage and building is shown in base mouse over
8 ?0 W3 A2 B' ?- n10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 }; n. v7 Y v6 w( W11. TF can be routed to stay within coastal hexes as much as possible
, R1 ^/ `+ a- i" B12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 T0 c! |6 c7 ^' I/ r/ U13. Added option on group and LCU reinforcement screen to turn off replacements: v$ }4 D5 j1 u: o! p
14. Current base can get supply returned to it when reserve planes returned which were0 C- C* ?$ @0 _/ Z' A7 _. a
originally supplied from another base
! O, x3 y3 P. S" n' I" y; }15. Unit type filter on Troop Loading screen
9 ^1 x& z" ~1 C# T3 {16. Report killed ground units if not in combat report6 u+ z4 |4 h2 m' ?7 T5 p8 l' p
Changed
: _, I% ]0 y# L }1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% s$ x) ~) j+ l9 x. o; T(complements fix 18 above)
7 D( |* v l: @% X7 O2. Permanently increased pilot array to 70K% _3 Y9 W3 W, R0 o( j) F7 \/ S
3. Increased number of air combat rounds are a factor of total aircraft involved
* z! ?- B+ B& H3 i2 n4. Allowed submap to submap movement if land connected for land units. Should have been9 d% k J$ {& B. R' j, b5 ]
so as per Andrew Brown
/ {+ o7 T; }+ P0 H* w5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* b3 O% u& ` d8 C0 O8 N5 H
delay toggle instead
8 d& i3 l7 I8 M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 w- D9 G" z' R- Rmaintenace a bit more8 s# i ~8 V: f) C8 ^1 x5 N
7. Support device replacements won't decrease the overall experience of LCU units. This does# b) P' s9 h# ~7 X0 E
not alter the overall EXP change due when any replacements are received.2 n q- ~. h% J/ g% t
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) N+ p6 Q" [0 _# q+ t
between the two but could break current games.
# {, i0 K) x# y# D) ~+ L! e& d9. Some LCU Prep points may be retained if unit is experienced1 {+ v$ c6 g" V. q! h1 T }
Notes
3 j# ^9 O7 N) u) ^. B% J0 X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- y" C5 ?. O0 T C3 |should not change player or HQ, even if not in play. These original HQs are used by the AI9 S) c' w* Q2 Z/ b( i, e0 W1 `
routines so changing or deleting them can put the AI off. Changing other elements should! N: x! B, }, I: z
be okay.9 W3 f! T4 ~" @ P0 b
2. Clarification to weapon filters for aircraft:; l; G6 W- |+ l6 U
PM_NAVAL_ATTACK 2 // used for naval attacks
+ T; a. `9 v0 J0 Y- E. m. h% fPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 I! Z; W/ A* }2 c
PM_LAND_ATTACK 8 // used for land (ground) attack4 c9 M' I- S4 Q% @
PM_PORT_ATTACK 16 // used for port attack6 j/ k' U0 H$ Z' J' ] h" O% M
PM_AF_ATTACK 32 // used for AF attack
0 m' I9 m, `- IDropped any reference to secondary values for land and AF as they served no special use.
2 B- X, D9 v8 \( u3 i% K4 Z4 w' a. HClarification changes
* c* I( N/ t$ S) F( x# V1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 h" |9 ]% K( d) @* c. Abases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
) ^! [0 c8 S1 mMONGOLIA(91) or TANNU_TUVA(92).- \7 C- s$ e6 B" s% s* h" z# v
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, C0 Y" C& ^& q+ \1 K
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
1 R: T5 M) C; H6 A- Qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* @5 ?" p: K; I! f/ x. M1 a
after Soviets are activated, but can’t move
$ [0 r0 X. w8 }, |4 z. v0 {d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 t! @- h5 Q) z, t* Y
disbanded in port.
! K3 ?* O# s, ^. F1 ]; ~( [3 ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ `; I/ g; R. if. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |