具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062( q. x6 b' q- V" A
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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:
. C5 Z6 `! @" i5 f, M% P& ]) lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); t* P$ x0 E X% c: d% q$ b
1. Seventh Update – This release is a comprehensive release updating all previous
* t0 Q b6 K; k9 O9 j. z5 Jversions to v1.01.17 beta
- e' B! I% k' ? d, ~2. Code Changes/ a4 e2 K# v3 [- [) K5 j( A
Fixed' V( {$ R" Z" O3 U% B% S6 w
1. Display of AF/Port icon between player saves based on player's intel
: |! Z. {/ s' F! E0 v, g6 ~, K2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 Y- n% x' a' e
weapon list updated
: o$ ?1 s9 ?: f! v, G e/ C% ^3. Reported cargo/troop safety values incorrect when no cargo/troop space
# G7 }6 M: w: o4 e4. Allow smaller 'reserve' space for small groups on ships
7 b2 X, z6 M0 `$ p* [3 D5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 P% @. T( G X# [5 |8 b
6. Correct attacking plane count before final post-air combat
# u- i I6 A) e* D7 @0 O/ r7. Pilot promotion may have occured in error sometimes
3 v' u. X- ~& i8 c$ J8. Raid detect message sometimes dropped of the combat report: w8 _! f3 x1 Z W3 I( f) X
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- N' v8 E2 t- D- V( \+ }+ {
generally# |6 i' N+ R$ N
10. Some pilot-leader connections were being corrupted. v) n. P3 n+ C- j% P/ V r
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' M+ q3 H6 R% N+ S* U3 W
other move issues due to the incorrect indicator7 l9 M5 K& a7 i8 O# \
12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ O. U& u5 @. z+ p
damage
. ~; \7 \3 B* ~, q3 \) L13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool" v$ _: d8 i W) O
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" a" h& k: p' P0 f( {
date sort
% n( `( Y, ^9 y% r; C15. ASW groups not allowed to attack sometimes
( H) [6 L# I( k; t( o16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 P& J1 g# r7 `
HQ/LCU to jump to reinforcement queue+ `# O% j% U( M& O: {& G( f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat p7 [7 M' M2 x
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 I2 K! y! c0 u, J" T! @; z& N/ Y$ f1 A
at start of AE but crept back in sometime during updates
2 \3 M+ z) M# Y. g+ O19. Removed the fragment/parent swap during a TF unload as it could often orphan the( g( {) M) b2 G
fragment.4 m! @1 A$ F$ w* E
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 m% N' b7 L; m2 k
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
P, l) x1 }5 S9 k6 Gshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
Z$ l* M! p3 c+ Wset6 ~3 T0 b5 b3 U, W/ T# y7 t9 a
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& g, A) R9 m9 n23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 g2 z; a9 A& s7 U24. Bug caused F/FB to sometimes bomb at low altitude
4 J/ H" `( m9 `! C, d& O2 z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 p# X0 J& l- J: S5 uoccurring properly.
, a. U. y/ t1 ?) o; w+ P26. Bug in Industry 'failed' indication not showing properly sometimes
1 L a' r) Q( G- v27. Location check at scenario load to include small map sceanrios
% c$ S9 G, A7 n5 l% A# A2 U28. Bug in air supply to fragments in a non-friendly base hex: z% o/ d* v# [: P0 S W+ Y- @% t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ \; M8 g5 P- ~6 d: b! q0 p# xbeing set to homebase before execution of the mission – ie was returning to base
, F! K& Z' h1 Q2 V2 `, a5 Iimmediately4 I1 B0 `0 `6 n' ?. R! h
30. Error in Strategic map display9 z/ C/ J, d" U7 e. j2 u# j2 h
31. Additional and stockpile options were not turned off when base was captured- f X7 _5 G6 K: y+ Q* ~$ q" [5 ]
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
}9 ~" a* x' R0 Hmouse over- p) o k+ |- D! D7 |& A
33. Army experience being gained when not 100% prepared as per manual; changed to allow! O- ?% J" h' P/ P5 }: L) m
chance to gain experience if >75% prepare and < 50% national exp level" M- @- b ]- P* K/ o8 j6 x
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- E% k. s/ |8 P
alleviate the incorrect experience gaining happening while in reinforcement queue2 W: [) _* b! \! r0 O1 |
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# \! a8 Q6 F) O' M8 q/ `caused unit to jump “off-rail” and move overland$ i6 ~. H! o; U; G0 z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, D! ?7 U: L% k. e9 r0 F
37. Excessive accident messages on unload from TF reported
) u p. H6 N B/ v3 n5 l38. Reworked editor sub-unit merging as some devices could drop off the unit list when" `6 Q* q" l3 d1 @
merged causing smaller size unit than expected
# N! _9 Q% U+ m1 {) d9 D( [39. Corrected possible TOE error in scenario data load for inactive units
, F, N( S* H# j& |. g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& v8 L* z9 d9 {4 f! Ahowever be allowed to do this.
( p' r& o# Z0 j, n# v41. Possible CTD if sinking ship's load was a group- ~+ o E. O6 ^( ~( @7 w9 K' l
42. Limit the number of devices built from resources per unit during LCU replacements; this- n! J0 Q* M# F
was causing an over production for that turn! m% u3 `3 G. u0 L. o8 [! f3 i; U3 W
43. Retain day/night setting when creating group fragments( }5 S: ?4 q! k% B3 k, Z
44. Adjusted supply and fuel values in base list not to overrun the space
' p! w. ]7 O- ^% U. y# P45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, o. K/ Z0 g9 L7 C( ~8 Y% _/ Z
added YMS to Sweep TF in line with manual and code
" w+ F# v' X+ o$ {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( U5 s$ o* a1 M6 b6 hrule relates to the abundance of manpower and is not covered by replacement pool. Normal5 q( p* ^! |4 X+ {) s
rebuilding of destroyed units is not affected by this.
3 ?. z! }# U: m% `+ {47. Carrier capable and trained text not showing together on Group screen. n0 e8 D' x9 f; Y4 D a
48. Handle any blank re-name changes by ignoring them
4 F4 o8 o: O' t' {( w) S5 }/ b49. Possible CTD when air fragments combine
7 B" I \% R( q! ~, a$ I: i! N50. Unloading TF can freeze a LCU onto a ship under some conditions
5 V; c! h; z$ n& w7 \51. AI not behaving if main HQs missing (affects small map mainly)
( C( Y2 A+ t3 J b/ k [2 @, T52. AI using AGC for normal land units – removed from TF if not needed
. k7 C9 R5 W- [1 \' z) x0 s53. Soviet activation message not in Ops report5 V- l* Y6 `5 N5 w( V* O0 w+ S
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& {) Q9 s1 J0 g5 `! i! L- [) b
55. Clear Soviet air balance if not activated. Possible incorrect base switching, U1 \; {) |+ b: v4 F" ?
56. Sub attack against docked TF not happening for port size <3
m$ h/ j7 e; n# }7 N- z57. Unit type changing unexpectantly6 H4 k: L) ^( ~5 p9 v* r4 ]& K$ L' U
58. Torpedo replacement on plane sometimes is missed* v3 Z$ C: h$ w6 `7 T
59. Double handling of overstacked supply requirements
: e2 Y8 o, R2 ]% d5 S60. Fixed alternate weapons for port attacks0 I9 u. `$ ~! v; K9 y3 K
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 K K) |/ g: ksometimer in the ship repair cycle.
3 }3 r* V( u4 c9 s8 g: e62. Ship tonnage over 32K could cause repairs to fail- E' T# C3 H' B* _3 h
New
+ [7 k, m3 N/ J$ W! x( ]3 I3 Y1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 e0 O/ Q& J$ Z" C: f$ Z7 yTenders not counted9 ]4 o$ |3 _$ r- f! m
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 \$ D8 Q& y! G$ y
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" S9 u' i) _8 A" vto remove damaged ships from TF
5 n& v7 d/ k7 h! v$ F5. New filter for “non-building” devices in Industry pool screen: F$ `3 ~7 {0 k# s
6. New filter for “non-building” aircraft in Air Replacement pool screen- S+ q9 H0 @4 N: E
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; P h! H- j5 tmines (^) detected5 A/ M& u$ P* X+ F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 Z. o w9 \9 J5 E9 u+ b‘button6..’ image files, then these will be shown. If not, by default there are shown as
o( T( `; J' ^, Ystandard parachute unit icons+ V# b( G3 I0 i: u
9. Air/port damage and building is shown in base mouse over! e9 S; W) G/ u6 b! f
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& e2 F. n/ ?9 A2 c8 E3 c
11. TF can be routed to stay within coastal hexes as much as possible
% a. Q; O$ t: O12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 P6 b$ v7 M* u9 m13. Added option on group and LCU reinforcement screen to turn off replacements& Y1 Z1 Z5 Z; k
14. Current base can get supply returned to it when reserve planes returned which were
9 d% b* [! ?" ]' l7 S6 toriginally supplied from another base
: X& P8 ~9 `1 b6 ]2 q0 ?. {15. Unit type filter on Troop Loading screen
) l" e0 |. L6 F16. Report killed ground units if not in combat report2 Z# U. N+ C5 I6 _
Changed U8 u% R; j2 t0 T
1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 D3 ^/ g* c `: f$ `3 i8 Q
(complements fix 18 above)6 V0 j: \; m3 V9 k8 s9 H0 u5 P
2. Permanently increased pilot array to 70K5 ]' V4 i& L' @1 l& q) j# X6 M
3. Increased number of air combat rounds are a factor of total aircraft involved3 B0 b b: W! u9 I
4. Allowed submap to submap movement if land connected for land units. Should have been
5 ]' x! g3 }5 X, o$ |; Sso as per Andrew Brown! @5 u0 g0 o }" K
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 m* K; c; `6 C! P( i$ x0 Udelay toggle instead
* h: }" g# @$ Q3 s, O6. Aircraft being grounded for maintenance factors in durability also. This will spread out the% P w- _! I7 q( M6 L, P
maintenace a bit more
+ M& p5 ?% G2 {5 ~7. Support device replacements won't decrease the overall experience of LCU units. This does
7 B/ p& t6 K' O9 H4 h( [not alter the overall EXP change due when any replacements are received.! S% W! ]8 A" f: b B* {4 A
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' I* w/ b$ _5 X5 Pbetween the two but could break current games.
( G. F* ^+ ]/ x5 H1 j9. Some LCU Prep points may be retained if unit is experienced8 I' ]( C8 z5 l3 G8 L7 q! }
Notes
) v2 q& h9 z ?" ^8 h H" ?1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ V# L; d# E/ D% |
should not change player or HQ, even if not in play. These original HQs are used by the AI8 B% C$ r* B. T" A d8 a
routines so changing or deleting them can put the AI off. Changing other elements should
: ~8 y7 o& m1 A% ?be okay.3 B" s4 E- j/ X+ O/ {- U
2. Clarification to weapon filters for aircraft:6 h2 V$ a4 \ w* n0 j+ r" y
PM_NAVAL_ATTACK 2 // used for naval attacks
5 Z8 N8 q% d8 o3 FPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ `& \8 J4 H) c: YPM_LAND_ATTACK 8 // used for land (ground) attack2 b# t; b: H* w |# C$ r7 k6 t" |
PM_PORT_ATTACK 16 // used for port attack
* ~4 y( v9 h1 [+ C8 J8 m* cPM_AF_ATTACK 32 // used for AF attack
W' G( |: `. ^Dropped any reference to secondary values for land and AF as they served no special use.
+ H+ ^6 ?, r" G! d5 U( N8 a; YClarification changes( R7 B2 u+ g5 q$ K2 x+ u
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 h4 l+ u( b4 s, Q$ Z- e( ubases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
& i, {) T3 T* L. a; XMONGOLIA(91) or TANNU_TUVA(92).
2 r9 f9 @& v9 v0 ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 i, _& U. t/ @" J5 X: S3 e
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 Y. }6 t. F% c8 ~4 l0 j H# r" T
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' ]+ O0 [" @( {% J! M. [after Soviets are activated, but can’t move1 O& a6 ^. b) k& @6 c. I
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 H0 D$ J0 b2 E* N
disbanded in port.. @4 \0 r( v ~, A
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 q7 t+ g: ^" J/ U9 t+ ?) Ff. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |