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0 E1 x2 Q4 D/ ?4 ghttp://www.matrixgames.com/forums/tm.asp?m=3185062
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2 O6 Y% ~& g! z已经共享到岛群QQ和本论坛置顶资源帖; S7 t ?, G* |
" E% T& b' L( N# s& m# n大量更新,详见列表:. t& z# J0 Y# P+ G O
8 ]5 m+ F3 e, H; D5 p" K' C$ `
. N. l2 U: U, R, E+ }Change History:$ d, @* H, V( X, N+ p6 Y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& Z: n0 F( g9 }. e1 ^' W( @5 ?1. Seventh Update – This release is a comprehensive release updating all previous5 R: e' D# P D: h0 c$ [4 C0 f
versions to v1.01.17 beta
" m+ s( G+ ?. m; f( M7 b2. Code Changes, p2 Z v- @) F% M! _. s5 I; @
Fixed$ b1 k' @, a1 I3 u
1. Display of AF/Port icon between player saves based on player's intel9 T0 t8 Y" w% _7 {" m
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
( y5 b& Z% B# F) a& f E" y/ V# gweapon list updated
0 t( J3 N) g @7 q8 [$ n" S9 \3. Reported cargo/troop safety values incorrect when no cargo/troop space
( T3 b; T$ B) w/ Y% \4. Allow smaller 'reserve' space for small groups on ships% P3 A% p- E$ Y% E9 v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ a0 g8 B6 r! q# W4 _; X6. Correct attacking plane count before final post-air combat; U8 `% W0 u4 w) i5 |4 P1 o
7. Pilot promotion may have occured in error sometimes
4 w7 B: `7 k( \# Y$ q. ]8. Raid detect message sometimes dropped of the combat report
9 i" o" k, J7 _, Z2 D0 B6 `! x p9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
" m5 t% {5 i0 g* a: Sgenerally
6 J9 `# B& j+ A: h) M10. Some pilot-leader connections were being corrupted
5 c: [! X1 j4 ]! z: S' i8 i" z8 {& D0 Q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. R& l7 S V) Y0 T0 J; J U
other move issues due to the incorrect indicator
9 N+ g0 Z b4 @1 }; }6 `12. Wrong ship sometimes reported in Ops report for TF movement which causes some' ]5 I/ O/ H2 s- N+ F! \& |
damage
0 C+ X, `( X) D, V1 N- t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 T: g8 }( T) E' v7 S4 |14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 I) S/ |% P% p) tdate sort1 P" K' B1 J5 `" d4 ?" X
15. ASW groups not allowed to attack sometimes
- p$ j) c3 W) M6 @16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing' s: x2 E6 V2 F Z
HQ/LCU to jump to reinforcement queue
" \7 s' C9 ]0 G8 F17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 j$ J" Q" O9 K6 T: G) t3 o$ e: {) M
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: A; t+ i$ J' [3 n7 Fat start of AE but crept back in sometime during updates5 b( O3 M7 U3 N) `: _" f. S
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
+ D- H \2 r" _* Ufragment.
" |5 Y9 \* N$ Q) B/ Y" H20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 q& n( s3 d7 D8 P9 m& a F, n: q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not v/ a5 J- U4 g' v) `/ O
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ P# x5 W& F9 r Z
set
3 A# c5 Y* B9 ?2 N' c22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 E2 L' x# I$ O& d J+ X
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 @) }) J( v# U( }# u/ O24. Bug caused F/FB to sometimes bomb at low altitude! [) u% b& g! t* [8 ]' I5 t
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not! ?2 j8 z! T0 |
occurring properly.3 x' d3 ^" ? Y' V
26. Bug in Industry 'failed' indication not showing properly sometimes
. K) b1 ~ s6 o' y27. Location check at scenario load to include small map sceanrios
6 w5 E, d, K6 {1 p% s* f4 o' N28. Bug in air supply to fragments in a non-friendly base hex
1 g1 w0 K' y+ {9 a, g; f29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 r5 f/ w3 R. n* {7 \: E" t; sbeing set to homebase before execution of the mission – ie was returning to base6 A+ ^+ m( k) ^
immediately1 ~. _" T! E7 G! R
30. Error in Strategic map display
. N. j) F' c# x3 L31. Additional and stockpile options were not turned off when base was captured
7 X8 K6 p: n2 c' L+ M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ y) v4 j. D5 N& C' s- {8 y! u7 }- f
mouse over
- s0 o/ i9 f% d' }8 B8 J' E33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 f* L' Z. K! P% F& O/ h' [; dchance to gain experience if >75% prepare and < 50% national exp level+ }2 x. X/ H6 Q" J; E
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* O! Z9 Z2 ] [' P- M) `' o
alleviate the incorrect experience gaining happening while in reinforcement queue
4 ]( Z) i9 u0 A7 d: s. n35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 M5 i* h% S# m. D$ i
caused unit to jump “off-rail” and move overland9 @. Q; B" f% l7 e
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) V- P( G Q1 l8 @/ F7 A37. Excessive accident messages on unload from TF reported+ j/ X" `% J# V) j/ t/ \
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
0 h" [, n3 Q6 U) bmerged causing smaller size unit than expected
! z& x- P- J- E0 C& M% E* b, h39. Corrected possible TOE error in scenario data load for inactive units& _6 l7 |' w \+ |
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# n" R1 }) Y0 M5 f' a5 s7 U) z+ vhowever be allowed to do this.7 F7 H3 L3 I' u+ e
41. Possible CTD if sinking ship's load was a group; V+ `: J' h( O9 n" ?1 D z5 c
42. Limit the number of devices built from resources per unit during LCU replacements; this- [* P0 c2 \4 @( Z
was causing an over production for that turn
7 Z6 q3 D" S# ?$ Z43. Retain day/night setting when creating group fragments" b' Y- p% w: `8 D! S) q
44. Adjusted supply and fuel values in base list not to overrun the space9 E( L& V/ L6 r* f0 x
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 \! ]* _0 h7 Y1 A1 Z& K( H& |, M
added YMS to Sweep TF in line with manual and code
- g5 t: _8 l' R% y( R% |/ `4 c46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* ~! |. k) m; K, x3 o0 U5 n: orule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 ~' s% n$ Q# Drebuilding of destroyed units is not affected by this.
/ I6 ?( t" F+ E5 y0 P9 e47. Carrier capable and trained text not showing together on Group screen
- C9 ~( @ t4 o4 z48. Handle any blank re-name changes by ignoring them$ g# t" N% M7 J
49. Possible CTD when air fragments combine+ f$ e5 \+ R/ }, {& K9 W
50. Unloading TF can freeze a LCU onto a ship under some conditions- W" d- _% {; F0 m2 K
51. AI not behaving if main HQs missing (affects small map mainly)* Y1 I+ F3 P2 B% P% j4 Y6 Q
52. AI using AGC for normal land units – removed from TF if not needed/ E3 I5 ~: }% A6 k) h4 Z
53. Soviet activation message not in Ops report3 j) j7 L, W* ~7 r# L ?2 M
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 \& F/ [ g+ T7 n& w( Y7 U55. Clear Soviet air balance if not activated. Possible incorrect base switching# U- ]* m8 e3 G! `& n1 y2 I
56. Sub attack against docked TF not happening for port size <3
; i1 I8 h- I# @# L4 c" d( b57. Unit type changing unexpectantly) ~% c0 S/ }3 U
58. Torpedo replacement on plane sometimes is missed1 L: `$ Y6 s4 j
59. Double handling of overstacked supply requirements
8 Q- l8 F& |4 W) F60. Fixed alternate weapons for port attacks+ T, o6 b/ `5 i+ ?+ B1 z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till! M6 Y/ i2 D! K3 C0 f4 ?
sometimer in the ship repair cycle.: X5 P. K. h8 j) b+ `% n: d
62. Ship tonnage over 32K could cause repairs to fail R3 E$ ~8 m( {7 c
New
; j2 J; z( p0 n1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! m* V1 o* [% F1 }. U6 B7 W
port+ ?, ^8 l1 d7 M! {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
B& R3 U1 G# j1 a& Q& ATenders not counted
, Z4 u k1 ]/ F6 R/ D- E2 |3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
0 g. T1 `: m2 K$ `3 K4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 O# ]+ I, {+ q' }: u5 fto remove damaged ships from TF: ]1 W) B- M* i
5. New filter for “non-building” devices in Industry pool screen% b8 F' p/ x, y& y2 O# X# N
6. New filter for “non-building” aircraft in Air Replacement pool screen3 v& s3 v5 y1 Q
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
y) d# B4 I: q* M* A% {& {6 Q# Omines (^) detected
! i2 d ]* D6 A0 F8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 t# Q5 d. C/ r+ z# `* T _* p‘button6..’ image files, then these will be shown. If not, by default there are shown as5 I4 r% z) X* m- T& z% a! K7 V' ~
standard parachute unit icons
) d* T3 d6 U% T- ]! y9. Air/port damage and building is shown in base mouse over4 I2 B# h7 p$ V. }* L+ O
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! s C. e4 Z/ m/ e; C/ Y" T* m! c8 h
11. TF can be routed to stay within coastal hexes as much as possible# r6 K& R& H6 O2 n; {9 f
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. H& m9 n* [, X
13. Added option on group and LCU reinforcement screen to turn off replacements
7 ^# ?$ Z6 q. G. [+ `14. Current base can get supply returned to it when reserve planes returned which were
: d# P$ K1 ^3 p# R* Qoriginally supplied from another base
3 A" C: g( Z2 k& U, T9 R! [15. Unit type filter on Troop Loading screen
. R) q5 O4 p5 K$ w4 Z f5 ^16. Report killed ground units if not in combat report
, @0 E( d# S3 `/ s2 S# yChanged- D% q3 C" I' }4 h! j
1. AF of 8+ have AV support doubled for purposes of determing support for air operations% V7 h7 Z! W8 f7 w
(complements fix 18 above)/ p F3 \& b" Y0 w, G
2. Permanently increased pilot array to 70K' |- H2 Z( S" @7 m5 z! y: z
3. Increased number of air combat rounds are a factor of total aircraft involved
3 C: k4 ~9 g7 h! A% A4. Allowed submap to submap movement if land connected for land units. Should have been
8 k- m9 u; s* C; K( s, J. h) r" Y+ sso as per Andrew Brown
' T- C4 C; o! `+ h" g5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- U5 ^$ V& R8 V' L& v, fdelay toggle instead9 K4 j" @$ B7 R% F5 \: r5 Q% o3 |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# ]. p" r( D* `: }* q. P
maintenace a bit more
+ g! q+ |0 V, G [6 E7. Support device replacements won't decrease the overall experience of LCU units. This does
. V; F8 o- o: O: Y( {not alter the overall EXP change due when any replacements are received.
) W$ P; ~9 a( K$ n( e" `8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
6 ~8 |% S5 [1 N5 O7 d& Fbetween the two but could break current games.8 g- V0 l% q) g0 D! _8 q
9. Some LCU Prep points may be retained if unit is experienced% G, q% I: w" l S( z
Notes
# U- z/ T" H# {8 V0 H. c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario0 t# e* K2 I u! n# O
should not change player or HQ, even if not in play. These original HQs are used by the AI
) u9 k3 Z) Y- b. A+ Jroutines so changing or deleting them can put the AI off. Changing other elements should
0 D) T1 e: ?8 U/ ?% Kbe okay.7 W N$ D+ W' C* B$ j4 V
2. Clarification to weapon filters for aircraft:
) ^1 r$ i$ Q( A' cPM_NAVAL_ATTACK 2 // used for naval attacks' _/ E7 S9 \$ t4 P6 b8 A" y
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 U1 D. u, ]0 w. Y0 ZPM_LAND_ATTACK 8 // used for land (ground) attack$ S( x2 T9 q: D/ `5 H: L) ^
PM_PORT_ATTACK 16 // used for port attack3 `" l" c4 N. R) \8 D
PM_AF_ATTACK 32 // used for AF attack% n( Y+ d. M; V( `; b3 z, `
Dropped any reference to secondary values for land and AF as they served no special use./ V7 g& ^6 Y7 g$ t. O
Clarification changes, _; C5 w( F1 q: J$ Y v
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 B8 }# V2 z- d( D+ ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 o. c: a% p) X* [& s lMONGOLIA(91) or TANNU_TUVA(92).5 L7 }. j" |+ ]+ V% H% o8 ]
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' b# p q: O! [. U: Tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! }$ J" F9 f) J, [' L. B$ N/ T; i; wc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. v* j& R1 b) F( O
after Soviets are activated, but can’t move3 |/ ]; M; s" O, H- S4 Y7 D
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% h) J5 c) S8 }- P+ N
disbanded in port.
3 @+ E1 F' U0 Ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently9 B. b \0 B6 `9 r6 U
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |