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http://www.matrixgames.com/forums/tm.asp?m=31850625 t0 a$ y7 ^2 w3 v' j: H* y/ i
( _4 p* X! S. u7 p已经共享到岛群QQ和本论坛置顶资源帖
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0 b) ^- `* z9 V/ m8 B大量更新,详见列表:
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Change History:
* u$ e- V4 U3 M" h1 z6 V& AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% L4 ] `/ c/ L/ g$ G3 d1. Seventh Update – This release is a comprehensive release updating all previous6 i4 {8 {. C1 i
versions to v1.01.17 beta
% N* {8 n, H& b2. Code Changes! P5 i9 m$ j) |0 T; q
Fixed
: _: l' i4 U5 @1. Display of AF/Port icon between player saves based on player's intel# I$ g3 v+ Z4 T# [' U- r
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 j$ a/ X& U1 ~; R" _4 L; V7 c- g4 {weapon list updated
v6 j, ]* `- b0 _3 b+ k* L3. Reported cargo/troop safety values incorrect when no cargo/troop space
* o- \. Q2 f" s7 X4. Allow smaller 'reserve' space for small groups on ships3 W' C+ u5 z9 V9 l7 R
5. Preserve some more data when swapping fragment and parent to prevent lost of parent; Z9 o/ A# M8 J7 z
6. Correct attacking plane count before final post-air combat
' b5 n) {0 [& W7. Pilot promotion may have occured in error sometimes
# ]/ M: n; k7 g8. Raid detect message sometimes dropped of the combat report
, D! [1 y1 a' U. a, }" A- ~3 C; B& L9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 ~8 E" G& C1 R) hgenerally
! h v5 a! d( B+ m, _, }0 V3 G- @10. Some pilot-leader connections were being corrupted5 j2 T" e& }8 k- u2 k! _
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# n3 @. Z& O- ]9 Z H$ ]other move issues due to the incorrect indicator& A3 g0 `) n3 N6 t
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ U& z, Z7 {& S1 W3 G* N% Bdamage0 [5 M8 ^% Z) H; D7 p. F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool* D4 |' x4 I' P; S( X& `' |$ g
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the3 c' Q% W5 ~/ }
date sort, v1 z( a- a" b0 z4 U- r
15. ASW groups not allowed to attack sometimes4 o6 K8 R8 |, x( r# r& `' j
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 K0 P$ S( v" Y7 T! iHQ/LCU to jump to reinforcement queue7 ^2 S, p A# b$ v
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 k" e% Q; w- n% O: S1 G5 L
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
- E! q: B: T7 k- ~8 n4 |2 _at start of AE but crept back in sometime during updates
7 V# G/ k8 s" k% H; n. u `19. Removed the fragment/parent swap during a TF unload as it could often orphan the) r* O( V' N: n9 x: Y! @
fragment.5 k7 Z6 u4 b# E. h, ^6 n1 [
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 K# M/ U. r, }2 W3 j. f4 E4 s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- l/ R' ^' S c( { F) y" xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full. i& s! @- g% F$ {1 [; B
set
" V3 I* k# P: J22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' c, I0 Q# T" Z0 o' y- y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" z2 k1 N/ T. d! q$ |; B
24. Bug caused F/FB to sometimes bomb at low altitude
7 u8 s3 m3 R: X. B! F25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) w' S+ I4 V' i4 e( m$ loccurring properly.# b# y9 |; V0 [+ @
26. Bug in Industry 'failed' indication not showing properly sometimes
8 [/ h' V. | l/ A27. Location check at scenario load to include small map sceanrios$ O# X( k( x y0 u) v# i/ ^
28. Bug in air supply to fragments in a non-friendly base hex2 H; n. W) E; Q0 G3 l8 w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" r: s& E) C w! k4 v( `% r8 p% V
being set to homebase before execution of the mission – ie was returning to base, x, l3 S5 k+ I! @5 P
immediately% j# X; d/ \2 A* Q) u0 m8 R
30. Error in Strategic map display9 ]+ e5 S) {$ [) g6 j4 F
31. Additional and stockpile options were not turned off when base was captured
1 z( U4 m% @* t) r32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" h1 y# ~0 ]! \* Ymouse over" |' u6 Y. j+ Y+ }% r, v4 @ u! r
33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 ?8 f+ K! \' jchance to gain experience if >75% prepare and < 50% national exp level
) ^/ V" @% X, F/ a34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 F; N2 J3 _6 X( y z" C2 A+ X
alleviate the incorrect experience gaining happening while in reinforcement queue) A5 z4 V* t: g
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 e Z- }% ^( F! Z& Z- C) Mcaused unit to jump “off-rail” and move overland% n. I0 q; q: t$ d0 u$ q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 {8 k" H' T! c" e- G, R* r8 X37. Excessive accident messages on unload from TF reported
1 |& e' I7 w! k; ~% l8 e7 G( K$ L, |38. Reworked editor sub-unit merging as some devices could drop off the unit list when2 ~9 E8 K, ~' O! _( c
merged causing smaller size unit than expected
7 u- p3 y$ |4 v. l$ Q2 J# Q. P39. Corrected possible TOE error in scenario data load for inactive units
6 D, ~6 x: O5 B- u6 H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can/ _% h. I6 T/ X" p
however be allowed to do this.
# @% Q- t7 A6 B( M+ F; x4 U1 s41. Possible CTD if sinking ship's load was a group
" ~5 r7 _8 T; o2 z' H, b% T o42. Limit the number of devices built from resources per unit during LCU replacements; this
9 c2 p+ V8 N7 [8 y# p- Y# s" kwas causing an over production for that turn
4 P( O5 k3 w& N6 J- j1 q( z7 I3 \43. Retain day/night setting when creating group fragments% |/ f! w9 Y8 e/ r0 F# \
44. Adjusted supply and fuel values in base list not to overrun the space; o$ f7 k+ X$ O" S" y! X/ u+ t
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% @ a2 W8 z* a. _5 d6 q! |added YMS to Sweep TF in line with manual and code
2 Q; m2 ]8 b9 z! p7 ?; D46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 x/ o6 V4 \& h/ n" R& mrule relates to the abundance of manpower and is not covered by replacement pool. Normal J1 v1 h* w6 g7 h! [
rebuilding of destroyed units is not affected by this.
7 ` l: @7 P1 _ V47. Carrier capable and trained text not showing together on Group screen
) q' X: h$ T8 ^3 @0 U- J8 W/ s48. Handle any blank re-name changes by ignoring them/ v: z. Z4 G7 v0 x
49. Possible CTD when air fragments combine5 _ H3 M \( B) g" C; o- ~
50. Unloading TF can freeze a LCU onto a ship under some conditions
4 B8 N# q3 L+ T1 t51. AI not behaving if main HQs missing (affects small map mainly)
8 w1 E1 q) j0 I52. AI using AGC for normal land units – removed from TF if not needed# u* Y: R1 j# {- n# _, z7 a
53. Soviet activation message not in Ops report
. r5 ~/ ]" X7 |/ y$ i [54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# a% U2 [" }! e2 y: h& E6 y55. Clear Soviet air balance if not activated. Possible incorrect base switching
' M' A& J5 _2 `- j5 f* N# o56. Sub attack against docked TF not happening for port size <3
8 R4 Y+ a4 U% }- c- ^. Q: x1 h8 n57. Unit type changing unexpectantly
3 L: c% I8 C! T# E( u0 Y58. Torpedo replacement on plane sometimes is missed5 I& |+ s4 T( }, S3 V9 f
59. Double handling of overstacked supply requirements8 }( N6 _1 B/ u: m
60. Fixed alternate weapons for port attacks1 a6 C+ H* d3 y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 V; q8 Y5 H9 X% H
sometimer in the ship repair cycle.2 u( V& N4 V) ~2 O
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the- }0 K( o9 j/ O& K6 E$ T1 h
port/ r. g; l4 H6 A: b; C% A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; `* Q6 @2 r- k3 H! `) f m( d& q. |7 LTenders not counted' |( D3 d# Y1 L
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
% \1 w! P' U; D* L% _" E4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ s0 g( i; t( m1 k' p0 c
to remove damaged ships from TF
7 x! N8 D$ m" ]( d" P5. New filter for “non-building” devices in Industry pool screen" ?) R6 K4 O. }7 ^1 N9 ]' z- B
6. New filter for “non-building” aircraft in Air Replacement pool screen# z1 Y# b$ t, u8 x, B
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: b7 P0 Z( ~5 F, T: y' V6 V! `
mines (^) detected
! r3 ?, A* d' C' {+ Y6 ?$ h8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 d7 U$ |4 i# I) K‘button6..’ image files, then these will be shown. If not, by default there are shown as
, C7 Z) R# I9 Hstandard parachute unit icons
% z* ?! E6 Q s# \9. Air/port damage and building is shown in base mouse over0 P7 _3 s6 m* k/ R) ^) w- H& `
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 D- S/ ~. w) p( ^7 [11. TF can be routed to stay within coastal hexes as much as possible
. C6 a4 _' r6 u* w* W12. On Top Pilot screen show the 'ace' cut-off value if more than 1
3 M5 T* M$ @& y$ c, ]6 ^: w13. Added option on group and LCU reinforcement screen to turn off replacements0 V6 V1 h$ t* A
14. Current base can get supply returned to it when reserve planes returned which were
4 ^$ ?9 A) j5 O aoriginally supplied from another base
& h5 l: R1 F6 b, [6 Q- X$ Y15. Unit type filter on Troop Loading screen
' d* t6 ?. S/ a/ q16. Report killed ground units if not in combat report
. I% i/ |3 d# R0 t5 M2 n1 DChanged y2 W4 @) I2 s
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& v- G# v, V' A& Q% _, @(complements fix 18 above)+ }+ C; G- [! w1 G X8 a: ]
2. Permanently increased pilot array to 70K5 W. z7 T, X1 H$ ~1 ^
3. Increased number of air combat rounds are a factor of total aircraft involved
& L7 F A" a- Y4. Allowed submap to submap movement if land connected for land units. Should have been- `: Z" Q4 g/ A4 K
so as per Andrew Brown
2 e& f; m* f3 n" W' J5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: T0 k- J$ m! ^
delay toggle instead
7 E9 V. u- g; S. Z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
* b! n: S) y" d$ l1 S9 m/ W8 Amaintenace a bit more! m4 w1 U* A8 U0 D/ Y
7. Support device replacements won't decrease the overall experience of LCU units. This does: ]7 k M6 L7 J: M, Y) P+ }) y
not alter the overall EXP change due when any replacements are received.
& `- h# h0 P/ q: A0 y4 Z2 j/ Z |8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
+ X+ w. {4 n3 i- Jbetween the two but could break current games.8 U7 K! S- H, y7 p
9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 Y7 ]# [/ e: `; Oshould not change player or HQ, even if not in play. These original HQs are used by the AI
S) p. X/ P' j/ H# }4 Q& k3 Kroutines so changing or deleting them can put the AI off. Changing other elements should2 i( z6 ^) V$ o* K7 `
be okay.! t! D/ Q" p$ M2 c% D6 l
2. Clarification to weapon filters for aircraft:+ A+ s" D- @5 U/ G- Z7 ~
PM_NAVAL_ATTACK 2 // used for naval attacks3 K8 `* w1 t9 k3 ~ q' F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ Z* ~3 Q2 G$ i+ n4 Y0 j8 x
PM_LAND_ATTACK 8 // used for land (ground) attack2 E/ {' m% R b; t3 [% F' \
PM_PORT_ATTACK 16 // used for port attack
' w. _6 E# c( E' n) _. p: |8 NPM_AF_ATTACK 32 // used for AF attack
2 ~3 U4 b, P) f; LDropped any reference to secondary values for land and AF as they served no special use.2 K( r' V4 D7 l- B
Clarification changes
, t2 X2 L- u. {/ Z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" l3 K$ f7 T- M: u$ Zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( U: F9 q! K! P: G* D9 d
MONGOLIA(91) or TANNU_TUVA(92).
* K, H3 C% g/ i+ Z- |a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 g: y0 f3 \6 K+ ~' ub. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 u: J7 u9 C. ], r( J1 u
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 F! E! T) h) @: Q+ E) q
after Soviets are activated, but can’t move& V& w- J+ b" c1 _, k' A# p
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! x5 D1 K# H, `% B; J4 t) V/ xdisbanded in port.5 `' O' J) N* X+ n
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently! K, p% W* c i6 N1 X; t8 X# o1 R* k
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |