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http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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" r7 J( ]# v# J4 r( R, VChange History:
$ W) o* }8 i5 o, ^V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
u1 z" V3 A+ H5 X2 R# ~' e1. Seventh Update – This release is a comprehensive release updating all previous
9 U3 L( {. h5 ]% S% n* U4 f- fversions to v1.01.17 beta
7 b' S' B- G K2. Code Changes
4 g4 S: i1 Z' r7 w9 }( }Fixed$ W6 ~ h& s6 f8 z4 W
1. Display of AF/Port icon between player saves based on player's intel
6 Q8 ~; W* N! X B! Q1 ~! w2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' h U4 ~" k& _: ^+ U6 O" V
weapon list updated# {8 L, v2 H5 |1 W( X9 P
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" F6 h' W7 ~' Z4. Allow smaller 'reserve' space for small groups on ships$ ] x3 \; {+ I+ G0 m1 K" d
5. Preserve some more data when swapping fragment and parent to prevent lost of parent' M" ~$ e' B7 T& h3 l# a- C
6. Correct attacking plane count before final post-air combat, ?. y2 H& s4 x4 C
7. Pilot promotion may have occured in error sometimes
8 m% F7 @& `+ u1 I) p8 x2 M8. Raid detect message sometimes dropped of the combat report
0 Q, Y9 I. U( `& E" d9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" A* C0 j- _9 S. R1 \3 g% c. @
generally5 Y! _% |* X; s3 e6 G* j8 y3 Y" w
10. Some pilot-leader connections were being corrupted3 J- w: i/ F2 h! h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
+ w/ E3 I' M( p5 Z5 \- G; I' oother move issues due to the incorrect indicator
. k7 t/ L' m3 r7 ^5 F4 G12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- E# G3 N; g' Gdamage
# F B2 V6 k* B& C3 ]' Y @13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
9 A: q, T% r& n1 D) F14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: O6 U0 a, e- f4 L) U/ W6 Odate sort
7 U8 m2 u2 x, P/ z; S; ~15. ASW groups not allowed to attack sometimes
% P n; |, N, z/ c6 o( Q16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& `- p3 R5 h$ \6 S2 K
HQ/LCU to jump to reinforcement queue2 a4 t& F/ X3 h, C
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# w, |) `; O# p$ o1 E0 Z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
v6 U$ g, e' f6 e& E, Bat start of AE but crept back in sometime during updates' v6 l+ v3 L% r; `$ p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 Q- o/ ^0 K) d& r( o K# g# Dfragment.$ \' w; [1 q1 U6 t+ `
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 D/ S/ E+ u1 f' h2 i& _& E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, B8 e" i: X/ E0 xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full* } ], n9 {6 Q. E7 n
set
2 D& S# H$ A3 G! R22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- u% \% y" I9 Z8 y2 l( _
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ W9 P& H7 e. Y7 Q4 N6 X5 e4 y, k3 t24. Bug caused F/FB to sometimes bomb at low altitude
' H* \/ v, E+ g25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
, x5 l3 G1 b- @* P4 }occurring properly.
3 r! J- P; F. d% {# ?26. Bug in Industry 'failed' indication not showing properly sometimes" V0 q2 H9 E2 I/ U$ _5 V
27. Location check at scenario load to include small map sceanrios+ `8 r7 O$ m- j4 h' s" q# ]$ A
28. Bug in air supply to fragments in a non-friendly base hex* x% F) ~3 j; M* O5 \
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 |9 S4 r5 S7 i3 _$ E" m8 E! K5 T
being set to homebase before execution of the mission – ie was returning to base
/ Q, \! y2 U1 v( S3 yimmediately E1 e' Z! _4 ]3 V
30. Error in Strategic map display6 i5 u. c: E7 f( O, o
31. Additional and stockpile options were not turned off when base was captured4 A7 u9 j) o7 q' Q8 ^3 e8 p+ F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. F0 Z2 U J0 [# M/ h2 k
mouse over
3 x, j% U7 U* C' b33. Army experience being gained when not 100% prepared as per manual; changed to allow
# b4 K$ v1 ~8 o- p7 @3 p- W* X/ U8 Echance to gain experience if >75% prepare and < 50% national exp level/ _" Y$ h8 \. M7 c2 ]
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% t! C$ H. T) \8 g# j/ b. U; t2 Valleviate the incorrect experience gaining happening while in reinforcement queue
1 D' D+ [* R6 X7 s35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 O( ?; `6 b- |9 r% `caused unit to jump “off-rail” and move overland
3 m) i/ z8 V2 J+ ~; j* q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 N9 W1 |1 }5 t7 ]# A6 h1 u37. Excessive accident messages on unload from TF reported
+ m" ]3 l$ ^* I; A m7 e+ v6 s/ x" z38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- I1 V9 J8 t: d$ r y8 N( G9 qmerged causing smaller size unit than expected
* |% G2 {! [# ^* W, B9 E39. Corrected possible TOE error in scenario data load for inactive units
8 X0 `' k! Q$ J( ?" s8 X6 g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; Y/ ^; {% \/ J2 w9 F% p5 S/ Xhowever be allowed to do this.
: S' Q* u# O$ V41. Possible CTD if sinking ship's load was a group# T9 i9 n' W6 o$ W, |4 ^, H
42. Limit the number of devices built from resources per unit during LCU replacements; this
4 [2 H# K" q: P' J/ S w1 twas causing an over production for that turn4 r9 ?; K+ ]' C$ Q. m
43. Retain day/night setting when creating group fragments9 x; \7 i& H: w4 j8 h& [
44. Adjusted supply and fuel values in base list not to overrun the space
% P* d: u- z: @8 u: m/ q45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
) m) ]9 d- X- jadded YMS to Sweep TF in line with manual and code
8 d3 r5 q2 U' L' z: ?46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the j( q- u3 c. p+ `! x. L2 ^3 ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal5 x% d' n1 ^9 W3 {
rebuilding of destroyed units is not affected by this.- `, A8 T( w) _; {3 {7 d
47. Carrier capable and trained text not showing together on Group screen
9 l" ]9 Q6 Q1 k$ N5 b! {48. Handle any blank re-name changes by ignoring them G: c4 ]) A/ X
49. Possible CTD when air fragments combine! f8 ?8 ^: R3 z+ k' H; F- J$ N
50. Unloading TF can freeze a LCU onto a ship under some conditions* G1 f" Y: [+ S- C) [8 E+ n1 r' I; A
51. AI not behaving if main HQs missing (affects small map mainly); G3 @1 d& D) B
52. AI using AGC for normal land units – removed from TF if not needed
; Q- P0 W* l1 |, c53. Soviet activation message not in Ops report
+ r' s4 p* b Q! ~5 C, U9 v54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( O i8 N' R! t- u+ j, J. [3 b
55. Clear Soviet air balance if not activated. Possible incorrect base switching
) B% s6 r. a* O" V+ S& s. Y56. Sub attack against docked TF not happening for port size <3
" ~( N- r$ m8 A57. Unit type changing unexpectantly
A8 A p3 O, B/ h# E- ?58. Torpedo replacement on plane sometimes is missed9 a% ~7 K2 ^6 ?0 o! g8 f9 w
59. Double handling of overstacked supply requirements) L, s: Z3 r5 b% f% i2 ?# x' x8 x
60. Fixed alternate weapons for port attacks* u! ]# j/ p. T1 z6 `
61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 s% w( _ r) G2 o/ l7 g4 {/ [& b
sometimer in the ship repair cycle.
7 ]* d* L( o# I62. Ship tonnage over 32K could cause repairs to fail2 n" m K1 Y2 b' t6 e" {
New2 x' a9 |' i: K9 v% y: H
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; ~. ~8 ~& O1 W+ R
port
! C; t' Y' p, h; C) y2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ Z6 n9 p8 |& M' F2 N8 b. K5 L7 o
Tenders not counted
* {5 D6 n g2 i% b3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- w/ H w3 W4 F0 J& ^( N0 b
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 X* Z6 ~- F9 t' b* ]
to remove damaged ships from TF
. k) R: e" J# `5. New filter for “non-building” devices in Industry pool screen
3 a9 H m* I/ d8 ?1 H) A+ R6. New filter for “non-building” aircraft in Air Replacement pool screen
- y$ h9 J2 n1 } S1 {+ C; s7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) _; V& u* x, c8 Q& B3 U$ b" k# B# {8 I
mines (^) detected! g! F' K% c8 j# n) G
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
2 H5 b0 r, N1 K' ]" o4 K1 x9 z‘button6..’ image files, then these will be shown. If not, by default there are shown as. l' y7 R$ n9 Y$ M2 m( Q5 m" g: A
standard parachute unit icons
; S* S1 r, `6 [" s2 P3 r9. Air/port damage and building is shown in base mouse over6 z r |8 D K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 E, p2 v# ?! L5 n" ^
11. TF can be routed to stay within coastal hexes as much as possible
8 k% p; f( B3 s" g: y6 t& _12. On Top Pilot screen show the 'ace' cut-off value if more than 1: i" \ t! z8 y/ Y) T9 K( Q+ K
13. Added option on group and LCU reinforcement screen to turn off replacements
/ P2 s1 E) R ^/ E& t. \14. Current base can get supply returned to it when reserve planes returned which were
$ |; {6 U. r7 d% Z, a+ Moriginally supplied from another base
z$ E' B5 E! e6 }' M15. Unit type filter on Troop Loading screen' p8 g/ q8 e" j
16. Report killed ground units if not in combat report
; i1 A% \/ j8 D$ q9 kChanged
' R2 B" `4 @( [1. AF of 8+ have AV support doubled for purposes of determing support for air operations# H' P$ E" t. c8 ^, g
(complements fix 18 above)% }1 a, a% }+ U* C$ N
2. Permanently increased pilot array to 70K
. }5 i% T" U% b3. Increased number of air combat rounds are a factor of total aircraft involved$ l8 P7 Q h. c
4. Allowed submap to submap movement if land connected for land units. Should have been0 [: t! U9 {; ~
so as per Andrew Brown6 N& v9 b- w5 r3 a5 E
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- n7 J" A* L: }1 A% T4 [3 N5 [- r3 f
delay toggle instead' \# z, a6 j! j2 m6 B; U6 q
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 c( _* L( L* G' R2 x E) p
maintenace a bit more
" q) y7 S2 H8 ]9 j5 {6 O3 C# q H7. Support device replacements won't decrease the overall experience of LCU units. This does: K0 Q3 A* `3 f8 `
not alter the overall EXP change due when any replacements are received.) O; c# \" f0 C7 S/ |; ?7 f
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 o& @% q0 ?; x) e* Lbetween the two but could break current games.
4 X5 g8 j$ Z3 w. [5 u9. Some LCU Prep points may be retained if unit is experienced5 c* f" X. t: o* E
Notes8 p* x1 i8 p& b2 b0 I$ `
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 F, M5 E1 f- t6 |# |should not change player or HQ, even if not in play. These original HQs are used by the AI
3 T& Y% @0 F3 E, X5 S ~* vroutines so changing or deleting them can put the AI off. Changing other elements should
' r/ d. n+ q( [- Ibe okay.
/ U- J( J+ b$ t* I% ?. Z2. Clarification to weapon filters for aircraft:
9 C! K- L# g1 B$ s6 K, F, h( O' JPM_NAVAL_ATTACK 2 // used for naval attacks5 b% k3 _! X' X' H/ b
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; e$ N7 O" _/ Y5 bPM_LAND_ATTACK 8 // used for land (ground) attack: Q7 @- p4 ]/ U
PM_PORT_ATTACK 16 // used for port attack; f5 @1 @% \3 o
PM_AF_ATTACK 32 // used for AF attack# @0 {6 Y, A2 `
Dropped any reference to secondary values for land and AF as they served no special use.
0 r& h3 |5 U7 a CClarification changes
" m T- l T3 h2 S, [1 D5 e& i$ R1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
, P; ~ }. h9 c# E. R8 ~ }4 ~3 Hbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! j$ _! H. c( E
MONGOLIA(91) or TANNU_TUVA(92).
& K8 D8 _0 w( d$ j w% o8 }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases2 E% W: q; m, K. N5 v
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 Z7 B! t3 ?, o4 G7 L
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- V" D: |. Z! g3 x2 B+ |5 k
after Soviets are activated, but can’t move
" b% N( U2 i' c; z7 }% B* ]6 ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* b+ D) ?! _/ \2 X' Y+ Hdisbanded in port.
1 W6 l$ [8 @- be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently9 H! a* G& |1 u% w! q; r
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |