具体见8 c# t5 L3 k, O5 w/ _
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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% L# u9 x& [( z7 K已经共享到岛群QQ和本论坛置顶资源帖1 A" L/ u/ i3 m: A& V4 u* C3 P
3 E( r5 d" a& Z1 w大量更新,详见列表:
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Change History:
) t- I' K8 j% w7 j$ n( u% rV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) D- m8 Z9 ?# o* J2 o9 w
1. Seventh Update – This release is a comprehensive release updating all previous
9 M6 d. X/ M: c6 @) nversions to v1.01.17 beta' H* [! ^! F+ N- b9 N, w, U$ W% }
2. Code Changes" X0 _. ?& C1 d3 b8 W- R
Fixed% \6 @' t% ~4 _( U
1. Display of AF/Port icon between player saves based on player's intel
& H: E0 }+ T h2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# E8 [1 k) i. ?
weapon list updated# y } a( }: e4 n: z6 O0 a
3. Reported cargo/troop safety values incorrect when no cargo/troop space
) Y& c/ ~- y: h* K$ L6 U2 l6 @4 {4. Allow smaller 'reserve' space for small groups on ships
8 X C2 C2 t; C5 W$ C8 r. ~5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" w+ S2 l8 L0 h0 q- H9 p/ l6. Correct attacking plane count before final post-air combat7 `& ]& E8 A' o; t
7. Pilot promotion may have occured in error sometimes
9 H9 X7 o/ c& N* I; w8. Raid detect message sometimes dropped of the combat report
1 E! @3 R# d* S1 d9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ G/ w" z8 R# x( }4 `* Xgenerally. z( @9 s" t1 u. Q
10. Some pilot-leader connections were being corrupted) {9 {6 Z9 g2 l5 Z* U! W5 c
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 |' L) [! Q# Y( D& M1 ^/ aother move issues due to the incorrect indicator
. ~2 m7 \9 s6 a; _$ _/ D12. Wrong ship sometimes reported in Ops report for TF movement which causes some
* h! C; [8 b4 c: M! ndamage
5 F) k, }9 w9 o6 G d+ T13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ b, ]3 `8 q* Y k y14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the3 m" y* ^" T4 n2 D: S
date sort
t6 j$ v! W: j+ M15. ASW groups not allowed to attack sometimes
( z: Y% m' \ C: U {16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing1 G+ ?8 d( U) J
HQ/LCU to jump to reinforcement queue# e e: t5 I1 C+ U* {( r( x8 g5 c
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, x( Y6 G( |( F. ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 U: `7 d4 A O+ r
at start of AE but crept back in sometime during updates
) Q" c# n8 T& [& v$ X: J19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! I5 P. `; F; N7 J% ?fragment.. q1 Y" k7 S2 ?7 J4 h
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- d/ a4 T/ U4 n8 ~; }2 K8 M& s
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; E1 Y+ ?* Y S7 E. ]short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
9 C/ r# o+ U* ]( m4 Dset
4 a' J8 B3 H z8 T22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, a" z4 T n* Y! K
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* _: N5 }4 t: `3 |! o+ v; C& t f
24. Bug caused F/FB to sometimes bomb at low altitude& y- H( I! ]$ Y0 y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 R9 K# g2 F# Z( |# voccurring properly.
0 g1 a: E6 r! y26. Bug in Industry 'failed' indication not showing properly sometimes
3 ~; D7 y1 W' y3 d* G9 q g" ~) `, S27. Location check at scenario load to include small map sceanrios
|. `+ j+ k2 J, m* L; X28. Bug in air supply to fragments in a non-friendly base hex: L# ?: L1 j- P' I; }1 j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was. ?- C! ]( [( \* f6 o# @! [3 f
being set to homebase before execution of the mission – ie was returning to base
$ T) e- f( J* wimmediately' j' S# {4 w4 @/ ~: ?
30. Error in Strategic map display: t( e) `3 U. O& f h
31. Additional and stockpile options were not turned off when base was captured
, M( [% z+ G, M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 [# r; i$ X, r) B
mouse over
# A/ V" g1 `' P: ^0 e( r& {33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 G5 [ Y; r9 L5 B$ ^. @chance to gain experience if >75% prepare and < 50% national exp level9 ^9 v# g" A# f9 R9 e& w# W
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 @6 K' W% x4 Kalleviate the incorrect experience gaining happening while in reinforcement queue
# j8 E8 y: J6 R$ X35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" s/ R3 U; K. ?% k( N& b, W' b$ Jcaused unit to jump “off-rail” and move overland U x/ N, e2 |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) U) |$ U9 q; M. l9 V6 D( }5 ?/ l
37. Excessive accident messages on unload from TF reported3 J7 P/ |- C- E$ u0 `* L; z3 @' R4 b2 Q
38. Reworked editor sub-unit merging as some devices could drop off the unit list when) j7 e* O% s2 y7 r3 Y, B3 Y2 s% f
merged causing smaller size unit than expected
; Z5 m- \2 P6 h39. Corrected possible TOE error in scenario data load for inactive units2 U3 s( s/ F) l& C9 F
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! Y( F! Y$ L/ M. m% Rhowever be allowed to do this.( | } [/ b; L. d
41. Possible CTD if sinking ship's load was a group5 j; f0 v& R2 r+ U) g( [9 s
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 L- U, w: P( G& k! ]6 F- ^+ |was causing an over production for that turn8 q. |1 H# C% L
43. Retain day/night setting when creating group fragments7 G- z. m; u2 U9 t- g$ P( w
44. Adjusted supply and fuel values in base list not to overrun the space
1 C) B% d9 @( _1 d45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 H" f7 Y7 O: j! radded YMS to Sweep TF in line with manual and code
; Z1 D6 P1 G! ^& Q# A! t46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 o0 q5 j+ o% P; H2 X
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
( X$ R* p3 P" p; k$ a5 c# [4 G9 Grebuilding of destroyed units is not affected by this.7 l' v0 k/ m9 y
47. Carrier capable and trained text not showing together on Group screen
6 X) i% H( N6 G7 |48. Handle any blank re-name changes by ignoring them
$ g- g0 R' ?$ t% E49. Possible CTD when air fragments combine
* O Q$ g( R7 j50. Unloading TF can freeze a LCU onto a ship under some conditions
) i2 r9 t; o( T7 F: t51. AI not behaving if main HQs missing (affects small map mainly); ]2 `3 E5 y4 y" R7 x
52. AI using AGC for normal land units – removed from TF if not needed
u0 c' `: ?$ f53. Soviet activation message not in Ops report
8 L8 y( [1 y6 H2 A( N. w& |54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 w# S) }' u9 C/ z6 q `
55. Clear Soviet air balance if not activated. Possible incorrect base switching
: ]5 Q W9 c, I$ ~9 f$ b! t S56. Sub attack against docked TF not happening for port size <3- l8 @( j3 o* O* O$ _4 c3 f# S5 `, |
57. Unit type changing unexpectantly- L6 @/ i7 i/ S5 Z
58. Torpedo replacement on plane sometimes is missed
6 w/ [' F0 x" {' d8 b3 \59. Double handling of overstacked supply requirements& x+ u# K; b' \$ e) k# G
60. Fixed alternate weapons for port attacks
" @" b4 R4 T. A( t, J* l2 o61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ h" C" D3 k# @/ l8 j2 r0 G
sometimer in the ship repair cycle.
4 _# U0 [' t H$ c A% `! ?62. Ship tonnage over 32K could cause repairs to fail2 }, r8 r$ v. B/ ~# L
New
' q; s, \2 ?6 g2 j8 X3 ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; I& D, u+ I7 Q: h# Hport }3 Q; j3 S3 r
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( m7 n$ r; V( Y" q9 z
Tenders not counted- H V, c. J) @
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ K& F' e3 d3 o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 i! R% w# q) P4 L
to remove damaged ships from TF. o& [/ R" y+ x: e! _. ~
5. New filter for “non-building” devices in Industry pool screen
/ y! a1 {. T% I. ?6. New filter for “non-building” aircraft in Air Replacement pool screen
) P1 h0 u5 Q7 ?; g" k% G7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 m7 U# I) Q, I+ k2 qmines (^) detected
, c) Z$ s% n2 [" w0 ]8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ _9 }6 j9 P( d: ]; w" H
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ F* s6 B1 Y0 u& D
standard parachute unit icons* C' {) m; {8 M5 A8 P3 T
9. Air/port damage and building is shown in base mouse over' p* ]* h, G6 ^- U. L
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 y' a& o j9 I/ ^( W& a9 j11. TF can be routed to stay within coastal hexes as much as possible
. }7 ^% D" h# A/ ^6 W3 R12. On Top Pilot screen show the 'ace' cut-off value if more than 1# G5 w/ F% K6 V5 P A6 D) @2 B: J
13. Added option on group and LCU reinforcement screen to turn off replacements, z7 f7 [! n# X# H; I, v/ I/ g
14. Current base can get supply returned to it when reserve planes returned which were- Y. G0 u. R& z3 F, e
originally supplied from another base
( q) G5 s! \. T6 x: K15. Unit type filter on Troop Loading screen. a$ i3 c+ o" e7 S+ x
16. Report killed ground units if not in combat report1 B6 `% U8 ^6 y* `# C0 s3 w8 W
Changed- I0 F: q; m" Y0 C9 F; d% I; ]) i* s
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 a4 H$ n1 H, w" u( T(complements fix 18 above)
. w5 k7 q8 Q4 Q* R* C/ b2. Permanently increased pilot array to 70K
) ^# M) u1 ]0 L7 \9 }$ q3. Increased number of air combat rounds are a factor of total aircraft involved
9 A% N6 z) p! v* O/ o4 p; e4. Allowed submap to submap movement if land connected for land units. Should have been7 {# _: s* m X$ P
so as per Andrew Brown- v, E- h B$ \" e6 X- z$ u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# s2 t) u' \: p+ }( n! ~delay toggle instead( K- x; J+ u) Z/ d: d& g( X0 W0 K
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 V* Z S8 u" G5 S
maintenace a bit more
" P0 w; X4 `3 ]1 u7. Support device replacements won't decrease the overall experience of LCU units. This does- F6 [, A# Y2 u1 t$ p* S( `
not alter the overall EXP change due when any replacements are received.0 d; i9 `) C9 B' D4 J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction3 V( _ l' o3 f* s
between the two but could break current games.# u& }) H; e$ B3 g
9. Some LCU Prep points may be retained if unit is experienced
1 G. S7 {: {( }$ p7 P4 K* ^: jNotes
9 U! \: D0 B! l# U2 m1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) S1 \4 G0 n+ C ^7 g. }
should not change player or HQ, even if not in play. These original HQs are used by the AI' C/ {) V2 q- O: g' ?1 o
routines so changing or deleting them can put the AI off. Changing other elements should3 N+ [2 ~& F3 k. r
be okay.
& J v' a5 _! f5 b8 n2 `2 j; K2. Clarification to weapon filters for aircraft:9 ]9 ~0 @# X) B. w1 [6 P& l
PM_NAVAL_ATTACK 2 // used for naval attacks
6 ]) f- i2 y( \' D/ x# ]0 LPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)' S) Z# u) [: t( Z& P/ K
PM_LAND_ATTACK 8 // used for land (ground) attack
# B7 B/ t% W' y% j$ s8 r4 }PM_PORT_ATTACK 16 // used for port attack
# k; y Z' ? z/ OPM_AF_ATTACK 32 // used for AF attack& x5 [4 U7 F b/ n; Z' e0 I
Dropped any reference to secondary values for land and AF as they served no special use.: ?+ s0 X2 s1 ?2 K) p9 [
Clarification changes: V& Y- P j* J/ n6 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These# d s' H; y, Z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
@& @% H* i) W0 R! q2 {# j+ H4 ~: SMONGOLIA(91) or TANNU_TUVA(92).) J7 [% u* g8 e' J
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 r* M# Y+ t' P. F+ D4 |b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
! {4 w _% {0 Y6 [& c# v! j3 F1 hc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 q+ }* _) E. |8 _. V! V) qafter Soviets are activated, but can’t move8 z+ D% s; l9 N2 n6 o6 E
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: |3 I O6 S4 Sdisbanded in port.+ y( L" _4 g$ Q, F" D
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 g, t* Q2 ?! W& X. K6 e$ q
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |