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9 j1 w9 @3 t, s3 p8 khttp://www.matrixgames.com/forums/tm.asp?m=31850625 ]% P1 c" g1 ?$ u, `
" O. Q' n) R2 |; ~/ K已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:
/ y5 r2 k- R _V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)8 h% j# s t: y$ ]- Q0 y9 s
1. Seventh Update – This release is a comprehensive release updating all previous0 }4 m7 r* ?$ f8 d* w/ I# F9 V" b
versions to v1.01.17 beta
, w+ P7 h0 E, a3 r2. Code Changes) o0 K, N5 U6 m+ s( h- g9 ?
Fixed
% W, y; T) {* |* z6 B1. Display of AF/Port icon between player saves based on player's intel
) z. m/ ^. K* `6 F/ _5 G/ W. ~2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 m5 n8 W2 v7 ^& V3 Z+ q+ ?5 |' @weapon list updated: |3 ?* B8 o% ^, w" E) ?. t
3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 E$ t" M; T. I0 j* ~4. Allow smaller 'reserve' space for small groups on ships8 B( m/ C2 C/ J' |, U
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 K r: r/ Y, ^$ k# R$ [6. Correct attacking plane count before final post-air combat
5 q0 s* Z; X6 b9 }7. Pilot promotion may have occured in error sometimes5 N' R. p a" z
8. Raid detect message sometimes dropped of the combat report
Y$ g/ F) P4 I j. Y( G: }9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! u u. c$ z% l6 Y) t- } Rgenerally0 e- V8 M/ a; A" h$ v
10. Some pilot-leader connections were being corrupted
6 O" k$ n: o; R0 k5 J11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 Q1 B, T& g6 w9 ^! fother move issues due to the incorrect indicator# b4 g$ O$ d0 I h% x* F# ]
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 h) z0 G4 b- {) U+ }damage
3 c6 m5 f9 h4 t8 q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 E7 A. K ]- f* I! N# u/ o
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the p y, T% p9 L$ C( b
date sort4 m- ~; }# k9 s- A% k4 ]2 p% T
15. ASW groups not allowed to attack sometimes
' p* M: h7 m. z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( J" }# a4 O* Q' e' U) R2 k8 FHQ/LCU to jump to reinforcement queue
* `4 i) @$ z* u k5 Y17. Bug in bomber intercept if too many rounds of fighter v fighter combat; ]8 H1 s4 F$ \2 G4 r) k9 O: z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 B, w) K6 M' Q& lat start of AE but crept back in sometime during updates3 D0 ^+ N1 e' `" ^; S1 |+ ^
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) x6 v; W6 b; n8 ~fragment." s. @/ d+ q, t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade5 D2 r# M* g! V1 s4 Y* ^/ H: [% k; F0 E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& N9 N/ }! v1 X( D0 I( ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ ?( N* U) q. F/ W8 U8 j3 h
set
5 u/ i: i) T; ~$ X22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* \9 t5 U$ O5 }: ~; i8 S! U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 D* A/ b) Q; O% Q, t
24. Bug caused F/FB to sometimes bomb at low altitude
5 x% U4 q3 ]; `8 c9 ^. T! o( n2 J25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% Y9 a# \2 V9 z- b7 s' Moccurring properly.
6 h: i" Y! Q6 L; x26. Bug in Industry 'failed' indication not showing properly sometimes
0 u& M; @0 ~- L27. Location check at scenario load to include small map sceanrios
% E* D2 G" d' U28. Bug in air supply to fragments in a non-friendly base hex: K9 x" P( [. H* v0 e7 e
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, w3 ?9 A* o( s1 }being set to homebase before execution of the mission – ie was returning to base: {# f5 ~% I' `; a( p
immediately
2 h1 L( E0 I$ a' }; Z8 n9 g! z# i30. Error in Strategic map display: l$ O+ D. W' n" S, l- k$ O# E
31. Additional and stockpile options were not turned off when base was captured
$ W* U x* G2 F% @* j0 h32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" {0 O* Z" M7 s0 s8 y. imouse over. o# k8 h U; n. K, e
33. Army experience being gained when not 100% prepared as per manual; changed to allow
) d3 s. I3 D; `, g9 ^- F# H dchance to gain experience if >75% prepare and < 50% national exp level5 c- D& P+ C- T3 T1 S
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 U) V2 Q" Y3 A' Jalleviate the incorrect experience gaining happening while in reinforcement queue
( q M6 m" ~2 Q$ A. L" I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 u2 c- h+ M& E
caused unit to jump “off-rail” and move overland
9 V$ Y- t r0 O1 \0 W. E36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 s1 q9 r5 G; _# E. K
37. Excessive accident messages on unload from TF reported
0 {1 C M/ Z: `" `38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 Q; {) u; B( o
merged causing smaller size unit than expected. n9 | x; K9 R8 @* L9 |
39. Corrected possible TOE error in scenario data load for inactive units
/ k# \0 J7 \- x1 q$ U# j }3 z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 P+ a- I O4 [( |however be allowed to do this.
+ ~3 \' z2 E4 K/ f41. Possible CTD if sinking ship's load was a group
7 Q1 J( W) j0 ~& O42. Limit the number of devices built from resources per unit during LCU replacements; this- o0 p* E4 ~3 H, ?7 V
was causing an over production for that turn5 P, g( R9 D- _! K0 f
43. Retain day/night setting when creating group fragments; ^+ i6 n9 P, g( b% j" ?
44. Adjusted supply and fuel values in base list not to overrun the space
0 J8 q9 H; ]( X+ ? i* `) A45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
@, r* n! M! ?* F" Zadded YMS to Sweep TF in line with manual and code5 {0 U9 G" ]) e2 E
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" F6 T' U8 o3 ~rule relates to the abundance of manpower and is not covered by replacement pool. Normal( Z z" c5 L" B" y
rebuilding of destroyed units is not affected by this.: o& w# m% k. ?7 v8 f; j
47. Carrier capable and trained text not showing together on Group screen
. U. W$ h, g! U: N+ b% v$ {! ]48. Handle any blank re-name changes by ignoring them
Q/ A5 m( ~, w. x! Z49. Possible CTD when air fragments combine
1 O% `1 }: D& u$ t6 @50. Unloading TF can freeze a LCU onto a ship under some conditions$ C3 q9 R9 R V8 j& m- ^
51. AI not behaving if main HQs missing (affects small map mainly)+ H3 ]% e: n# A! L) c
52. AI using AGC for normal land units – removed from TF if not needed
/ l3 i' }! t C. m53. Soviet activation message not in Ops report
8 ~0 L1 R7 D& \54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
4 A0 J X. Y! m9 ~ d7 V- y55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 y" k4 j" G! {/ l# ?56. Sub attack against docked TF not happening for port size <32 x. e, k; l3 J$ @$ b
57. Unit type changing unexpectantly
. }& P' r7 `& N: K' S& m58. Torpedo replacement on plane sometimes is missed
' h4 [; l7 v# f! U( p2 c59. Double handling of overstacked supply requirements
5 _ `; ?. O6 r60. Fixed alternate weapons for port attacks4 M; m+ L5 ?* b' Q/ Q0 H
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 }' v, o" v& i9 p5 ^sometimer in the ship repair cycle.; Z3 _0 U- o: m$ k3 B
62. Ship tonnage over 32K could cause repairs to fail X: ~( C/ E0 r/ E+ c
New) O7 y/ Z. o& x& e
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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3 H u, Y, C$ h0 T2 e2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 A/ q1 u& k$ F/ `; `' W" C; P7 ^$ KTenders not counted+ V& q: Z/ M* s$ g E" F% P5 ]9 E
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- t' M3 o8 _2 V8 _$ a
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 N0 A1 a' j4 P5 |to remove damaged ships from TF
4 `5 t. X( b I \+ E7 \. `5. New filter for “non-building” devices in Industry pool screen
5 @5 |) S# H' @; c4 ?" Y6. New filter for “non-building” aircraft in Air Replacement pool screen
* s6 C V" G, ?! k, v& V2 a: ~7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" b1 e _) D2 t# P. B( M7 c3 A
mines (^) detected3 [- O7 h: `1 \7 T/ ~3 G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% q* g9 s7 }: s/ a% ]) H
‘button6..’ image files, then these will be shown. If not, by default there are shown as: L, f- \/ K% k+ P! ^2 U1 M
standard parachute unit icons
4 W5 V" Q1 V4 l" Y9. Air/port damage and building is shown in base mouse over
9 P- Q9 Q. ~* g3 v0 f% o10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- h& S5 S8 t. v; s/ z" a8 g1 |: y w& W11. TF can be routed to stay within coastal hexes as much as possible8 A: q" ?0 y7 L, i$ {4 i
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, i& M$ c8 [! V |) I' u0 v13. Added option on group and LCU reinforcement screen to turn off replacements& V( m& K$ K0 K
14. Current base can get supply returned to it when reserve planes returned which were
) j8 z( _2 _& S! Yoriginally supplied from another base
/ d+ u d8 e' ]0 y$ P5 W15. Unit type filter on Troop Loading screen; s" R# Q- q! z' ?
16. Report killed ground units if not in combat report$ p: z! d0 B0 Y) N% r9 }% p9 n# p
Changed
: N# R0 c" T1 ]' v7 x* r6 C1 {6 V" m; v1. AF of 8+ have AV support doubled for purposes of determing support for air operations
; z7 J$ Z* z( f9 @(complements fix 18 above)8 }( E5 I3 W- N/ ?- O/ i8 N: C
2. Permanently increased pilot array to 70K! s5 D! l& b& n. Z) l
3. Increased number of air combat rounds are a factor of total aircraft involved
) S1 g* V. g% U/ n! E% Z6 c9 X4. Allowed submap to submap movement if land connected for land units. Should have been, h4 P+ g* v& K4 t
so as per Andrew Brown) v& W/ A& E, l8 H' X
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) r& T/ |6 a3 v, ?3 ldelay toggle instead: B* R# H! ]1 N& ?/ |# D
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" l$ r/ l7 R3 j$ J- Z5 I
maintenace a bit more! `7 S- U/ r% i1 \% Q7 n' ?, D
7. Support device replacements won't decrease the overall experience of LCU units. This does8 A. l/ W" s4 @1 j' |8 W( R/ H
not alter the overall EXP change due when any replacements are received.
# T! O( a! Y: M& j, K8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction b' u! K! `: [/ x0 D
between the two but could break current games.
, N9 ~( ~: X) q- @2 v9. Some LCU Prep points may be retained if unit is experienced6 p! T7 ]* b% N- v. x/ N
Notes
- Q7 s$ G" B% Q f6 C0 P1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 h3 y3 ]: I- w W4 M0 jshould not change player or HQ, even if not in play. These original HQs are used by the AI9 d( c/ Q6 l4 c2 }6 k2 A) `
routines so changing or deleting them can put the AI off. Changing other elements should8 L5 m( f6 a4 O
be okay.# I/ ^# Q! U. ]. X; H: W4 i* i
2. Clarification to weapon filters for aircraft:/ W" {! O0 V: F
PM_NAVAL_ATTACK 2 // used for naval attacks
, |) o3 y3 o9 G4 F6 n. tPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
8 \) V+ a% a! C& h/ E$ |+ uPM_LAND_ATTACK 8 // used for land (ground) attack
3 K$ j" m/ o: Y5 o$ k6 Z+ u! _PM_PORT_ATTACK 16 // used for port attack2 T5 ^& Z7 i2 R4 t( }
PM_AF_ATTACK 32 // used for AF attack( ?! R; o% n7 d9 J
Dropped any reference to secondary values for land and AF as they served no special use.
( G$ g+ N0 R: n% V( w' CClarification changes8 c6 i: F7 k8 O. I" t9 H" W/ X) {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 I& E. z% s% hbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: ]0 L5 p5 s' w- [. Z* o
MONGOLIA(91) or TANNU_TUVA(92).
) A+ { M" i5 [( R" W/ Ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ s# o# ?9 |, U! Y3 tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes8 k( o3 E. q/ o( C+ E* S k% v
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* N/ I! H8 M6 O/ C7 c4 Nafter Soviets are activated, but can’t move/ `( j' y! R: f' Q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( y+ E3 V/ q/ g- M7 F5 g6 Ddisbanded in port.2 j7 F+ f, z3 K( N$ L5 A: F7 i
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
: \! f1 M+ b5 m7 Q; |f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |