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4 k+ w: r! z/ b& H3 A Phttp://www.matrixgames.com/forums/tm.asp?m=31850622 L8 L6 [4 S" L) V3 v% y
& W' Z! y# J3 q' e' N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:! s( U# `$ x3 A
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$ g7 u5 n+ y( t8 f, QChange History:4 c* ~) h- U2 S; {* i7 I* ^
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
$ X# z8 @ _3 h' v; G8 t3 r0 _1. Seventh Update – This release is a comprehensive release updating all previous1 e8 F4 D6 F! _0 a7 z ?
versions to v1.01.17 beta$ @0 J+ l0 |9 I( x
2. Code Changes
& I7 w. ~" d( v* xFixed7 m! p! m% z. _
1. Display of AF/Port icon between player saves based on player's intel
" D/ [6 B# o" A, n4 P8 O5 I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# W0 G% h, Y- ?' q
weapon list updated+ g. j6 A3 S# T" i/ ~! o
3. Reported cargo/troop safety values incorrect when no cargo/troop space. g! Z, G4 I: ^% u" U) P- u( y
4. Allow smaller 'reserve' space for small groups on ships
% \* a$ @7 x) E; _5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 z( `# D( l/ E7 e( I6. Correct attacking plane count before final post-air combat
( @4 Z0 j& Q( ~' H7. Pilot promotion may have occured in error sometimes$ R h; v2 _$ C/ a# Q
8. Raid detect message sometimes dropped of the combat report0 s* y* S- Y* U
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) E+ J) _' r! I( B5 y) K
generally
! s q, u6 r+ t0 Y4 ^6 p3 s10. Some pilot-leader connections were being corrupted
" i! x" q S5 Z- F5 J Q- b11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# Y+ V' r$ k* E d9 V. T& H! F
other move issues due to the incorrect indicator6 C- w/ F8 P$ x) j# K6 m
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! z2 h3 N( [: Z$ B: \: R7 ^3 P- Wdamage
! H( A7 p' Z+ |" t) W* Q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# [2 S7 E9 h3 j8 S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, L& {% T$ x- |. wdate sort! {9 e3 P* `9 \
15. ASW groups not allowed to attack sometimes
' ]) K' [/ R# f1 x! H16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing! v9 l% S7 s9 Z3 L L
HQ/LCU to jump to reinforcement queue: f7 e% ?& A% j' E. O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 K( L/ H) N0 O' \* N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 y ]- E) E2 s* F) J
at start of AE but crept back in sometime during updates. ~* q4 D2 ^0 Q) P
19. Removed the fragment/parent swap during a TF unload as it could often orphan the& \7 c* i$ G( ]8 I) U. G
fragment.& i- r0 j8 J4 p. G* I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ U; H3 a( @+ Z; V b
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 Q* B( a! x4 m% g. K# D2 V. ~
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; C0 @! F+ Q! @/ {- p- a' M" cset
% }, t( w0 j" p. |* G+ [4 ]. @, B22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 S& X; z' G& k1 U: \; c
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. r& f1 W5 }0 }+ U24. Bug caused F/FB to sometimes bomb at low altitude8 n: i w7 ?. I: h& `* j
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& \! H9 T. k5 @
occurring properly.
. r( |! k2 e& f2 h. @0 k' S26. Bug in Industry 'failed' indication not showing properly sometimes1 V, A3 _5 a8 _) ~6 V) s: g% x7 t) W
27. Location check at scenario load to include small map sceanrios
- ^+ D# V) ]# r: P28. Bug in air supply to fragments in a non-friendly base hex
# m' U8 \, [) F0 t29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 T, T8 ?1 l# Q5 H9 y [1 abeing set to homebase before execution of the mission – ie was returning to base
2 X" W5 l- ~0 N+ f1 ximmediately
- R' d: t, v0 W4 H" ]% k30. Error in Strategic map display6 m0 g& l6 a! O7 Z
31. Additional and stockpile options were not turned off when base was captured
) z, f: k' ^0 ]2 ^) z32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 ?& u- B; k" u2 d0 \3 s
mouse over' R' @% J3 S! K5 ~$ \
33. Army experience being gained when not 100% prepared as per manual; changed to allow
! q: S k G, h; U4 I# [chance to gain experience if >75% prepare and < 50% national exp level& t3 q. ^; Z$ B, C; |7 ^+ q( H6 E$ X
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to f6 }$ X1 w: O0 p* Q3 b' J
alleviate the incorrect experience gaining happening while in reinforcement queue
+ Q3 l) ?6 H2 |9 M. [0 ^35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, k0 f" Y2 l, j! }3 z
caused unit to jump “off-rail” and move overland- G# \; O% _, L, h2 C
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) n7 l4 n* u2 ~- Z37. Excessive accident messages on unload from TF reported
& u4 n9 v" B( |0 {8 ?38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 h/ h1 z* }: l& Q. J; O2 [, b" v. w% x2 l
merged causing smaller size unit than expected0 P) l$ t$ q: P9 R$ {% H* p
39. Corrected possible TOE error in scenario data load for inactive units
Z0 |! d/ [0 C* p) Q; k$ C# h; b8 Q5 v40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
`3 l5 n9 h2 A1 B* F- M% Thowever be allowed to do this.
! c9 r4 |, H1 Q, `" i41. Possible CTD if sinking ship's load was a group1 }6 Q- S9 x6 X/ w
42. Limit the number of devices built from resources per unit during LCU replacements; this
$ M- | w8 r" ~) zwas causing an over production for that turn
+ L7 L+ b% T6 i Z. T43. Retain day/night setting when creating group fragments
3 v4 j1 {; u; |6 o7 k44. Adjusted supply and fuel values in base list not to overrun the space
6 U/ m, x- N% I: @; |45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
/ R2 u4 ]$ E) Q9 C. S8 [% j5 l+ `added YMS to Sweep TF in line with manual and code' D' R9 [) ]: [9 K
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 v- c& y# l/ m6 h$ |5 p' V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal- S3 }2 H% S+ E3 M: c' _
rebuilding of destroyed units is not affected by this.
1 w& P) p) s8 Q( J$ l47. Carrier capable and trained text not showing together on Group screen
, K5 I3 h6 v) d# @48. Handle any blank re-name changes by ignoring them$ }/ k h9 P- k" B& ~: Z; l
49. Possible CTD when air fragments combine
, K+ a8 a7 Q5 X; F; u! P, t50. Unloading TF can freeze a LCU onto a ship under some conditions
8 X: c' N: P( J R# a: O$ x. `51. AI not behaving if main HQs missing (affects small map mainly)
8 w! H& Y4 a( [4 }9 O# `8 r* ^6 r52. AI using AGC for normal land units – removed from TF if not needed: j5 m, _8 l* I0 w F. f, z
53. Soviet activation message not in Ops report- q2 Q, W5 f4 V. X7 \" c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range8 [: k; g' o' D$ I. {6 Z
55. Clear Soviet air balance if not activated. Possible incorrect base switching; h6 |: R1 m* Q2 L: ]. m
56. Sub attack against docked TF not happening for port size <3
2 k4 y) |3 ]. X5 F/ _9 e! T6 R57. Unit type changing unexpectantly5 L( I4 m! \9 a( k, U6 B8 x
58. Torpedo replacement on plane sometimes is missed8 O5 p) b" P6 E3 K
59. Double handling of overstacked supply requirements8 v9 S# L) k0 M
60. Fixed alternate weapons for port attacks
7 ?, X) W: u; ]- Z61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 P& s, m6 }. Qsometimer in the ship repair cycle.
2 n7 p$ u. {; E+ S2 k62. Ship tonnage over 32K could cause repairs to fail- N, o4 w5 h/ u
New
, K$ X Q3 F5 T( { ?! R7 \# z# P1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* r6 y2 | Y3 U- d( x
port
& X6 [% P1 {# ], k2 z* `2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.0 k" W8 D9 f, a
Tenders not counted
/ M9 D$ }3 o9 V* |0 j0 L! U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
) ~% U& p* H$ n5 U1 f% I4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 Y) K1 { X2 p; g. M+ b
to remove damaged ships from TF2 ~+ s7 ?4 J a9 X7 ]: r; ?
5. New filter for “non-building” devices in Industry pool screen$ _2 U4 K* `' v: i& s
6. New filter for “non-building” aircraft in Air Replacement pool screen
2 a9 `3 o1 y2 q. e8 `7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) I" V7 Q1 l2 r6 `6 F: Y/ h
mines (^) detected& u0 S# k# \1 I" j: j* w
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- n I, }: D# }3 j‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ n5 z5 C( h8 Z8 r: L- x1 [standard parachute unit icons
$ R$ i9 g, `; G) D6 Q9 G9. Air/port damage and building is shown in base mouse over
2 W" m2 G" |1 u! w6 r+ F) P3 ^10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% [% G4 Y, ]! t11. TF can be routed to stay within coastal hexes as much as possible1 v6 z3 q% L. S" t( b: r& q/ T+ |
12. On Top Pilot screen show the 'ace' cut-off value if more than 1; c, r1 d% L- R* ~* O) P
13. Added option on group and LCU reinforcement screen to turn off replacements
8 ]3 L2 n- u2 @3 \14. Current base can get supply returned to it when reserve planes returned which were
6 Y6 q% z1 B+ c) {originally supplied from another base
; I" D2 h+ z7 p ~* d. Q15. Unit type filter on Troop Loading screen
* ?% E( S4 p6 W' z& M16. Report killed ground units if not in combat report
; _7 l% J5 N; l+ y$ SChanged
. U" v) N( B; L8 r: {2 w3 a; q Q1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! m9 Y* _7 M1 o. e5 N/ m(complements fix 18 above)5 b/ C6 Z3 ^7 u8 _9 t' c
2. Permanently increased pilot array to 70K
; \/ Z+ ~2 c# B: h3. Increased number of air combat rounds are a factor of total aircraft involved
+ \! J! y* M, A8 D4. Allowed submap to submap movement if land connected for land units. Should have been8 v) g6 A) E) c% E2 Z1 L
so as per Andrew Brown% x, Z& c2 Z0 d9 ^+ I
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, U: C8 P5 f4 S/ M. X
delay toggle instead* z" X; j6 u5 h; {- S4 C' u
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the$ W' M; L0 ~( ~: [. Z
maintenace a bit more: w# {) H# J) [
7. Support device replacements won't decrease the overall experience of LCU units. This does
6 U% k" @1 Y' K o# b7 e: Y$ h+ Dnot alter the overall EXP change due when any replacements are received.
) V2 F) z* P7 j8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 ], K! n) c& I: Q; T
between the two but could break current games.) k5 }+ T* }4 {; @' D5 x
9. Some LCU Prep points may be retained if unit is experienced, `$ R! S4 ?* k$ d4 O8 v8 Q2 P* U
Notes
/ M. r+ m1 Q$ n5 L6 u, l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) i. V# T# g3 R6 Y( {! j! P
should not change player or HQ, even if not in play. These original HQs are used by the AI
* I0 M+ Z& O( U2 aroutines so changing or deleting them can put the AI off. Changing other elements should
$ q e3 ~# g" K8 @be okay.
' {) s1 S/ ~" J6 V2. Clarification to weapon filters for aircraft: D) ]8 [6 w5 M! p0 @& B. I
PM_NAVAL_ATTACK 2 // used for naval attacks# l, E6 b5 ?$ E/ o- n. {
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 p# q" I3 l- C0 A% W
PM_LAND_ATTACK 8 // used for land (ground) attack
7 @3 p) x+ L1 H4 i$ JPM_PORT_ATTACK 16 // used for port attack
7 [* r% w# ]8 T5 h2 D3 e! j" x% QPM_AF_ATTACK 32 // used for AF attack2 h. T$ H" u0 {/ c, p: w. w
Dropped any reference to secondary values for land and AF as they served no special use.
! D* N6 h7 t; X2 p9 @8 LClarification changes
* \6 E7 g( B0 m4 y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- Z5 a3 m: `3 d7 d( t
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
6 w( R& C) l% }2 t0 wMONGOLIA(91) or TANNU_TUVA(92). t( @5 a' Y* @# a6 Q8 q% H- g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; s) g8 M, G& m9 p( P3 ~& o/ |b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
8 ^6 V% m! M# v( ]- Yc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& A- q7 @3 F2 _* q- R
after Soviets are activated, but can’t move
5 J8 r* F7 _$ c" V/ m8 o1 kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 a* e4 `! Q2 Adisbanded in port.
: @( [$ h7 P' |# N* P- e( Y) Be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently( }( F# a0 }- X9 x! o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |