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4 Q3 I' U0 i' V8 B5 G9 P6 P1 q6 chttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:' r9 c0 g ?" q4 P' _
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Change History:
C& r9 [) J. L( g) wV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( `3 g9 P, O: Y& A1. Seventh Update – This release is a comprehensive release updating all previous$ B6 t5 z2 u3 ]) L# V
versions to v1.01.17 beta
" M4 D1 L2 Z! W2 e. B+ z2. Code Changes
0 M% Q/ {% P/ o3 ]$ Z- lFixed
: ?1 k+ e! C3 ~1. Display of AF/Port icon between player saves based on player's intel
& G) ~' m6 h- [4 ~4 U( M3 C2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 h _; a& ^8 C+ `' u
weapon list updated
8 b9 q7 E$ P) s& R) C+ q$ z3. Reported cargo/troop safety values incorrect when no cargo/troop space, R( W8 W- R, }7 Q7 _+ X8 r1 u
4. Allow smaller 'reserve' space for small groups on ships
1 d F* }7 I' H" O Z" H Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ a; \2 O5 i9 z8 V9 a# w# z5 N6. Correct attacking plane count before final post-air combat# R/ t. v* v$ |/ Y: R. P
7. Pilot promotion may have occured in error sometimes5 `! N8 q* x: Q6 B* Y/ T4 d
8. Raid detect message sometimes dropped of the combat report4 Y7 D s" w: j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 g+ o9 v+ G) c D
generally
; q N- S" d" n3 \, s10. Some pilot-leader connections were being corrupted2 Z! ]3 o4 w) v/ W
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# |: g" \* {& L: d0 N
other move issues due to the incorrect indicator8 ^+ f9 Q: N9 v0 d
12. Wrong ship sometimes reported in Ops report for TF movement which causes some' }3 D: z( v) e
damage4 g0 L) v9 S T1 I3 S
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( u3 r) s7 W0 q9 [: L. e( E14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! a2 o" g" U% Ldate sort4 x/ s4 C2 }! s G) q6 f
15. ASW groups not allowed to attack sometimes$ V+ G% q3 x' G) c
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
# D$ D# s6 |( p* {* iHQ/LCU to jump to reinforcement queue! z2 w/ G) I3 C+ y* l n
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" m" b5 A5 |: @" A0 |18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% _; ~5 A; a! q: P+ c/ ]+ ?
at start of AE but crept back in sometime during updates
" d- N- \8 n% h) u0 _* \- m19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 x& n5 N# b$ p6 e' s- [% J( _fragment.. c$ b, Q: L! I2 F$ r$ F* v3 @$ ]
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade+ C: i# F1 h! |. c
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 U5 L* E! k) B- `
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& N( {" ^( G' W b: @
set3 u5 l9 f A9 D' p( n" U
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' K6 U) y- Q2 R2 J
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. c6 U# _8 \' @3 R) k$ u; T/ `0 b2 ]6 p' E24. Bug caused F/FB to sometimes bomb at low altitude8 u) v, i, Y) w6 Y M
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* M/ [8 N( u8 [6 G# ~occurring properly.# t* j5 P) ~6 q0 V4 l
26. Bug in Industry 'failed' indication not showing properly sometimes
) Q6 e( G( t+ H( C6 R27. Location check at scenario load to include small map sceanrios
3 N3 W4 v }; N% N0 w28. Bug in air supply to fragments in a non-friendly base hex
6 G4 w1 Y/ n9 ^1 i& b: _2 k5 @: ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was# e& @: i5 z( \8 F# l! e/ [
being set to homebase before execution of the mission – ie was returning to base) F% Q/ K- i3 X' s0 }9 a
immediately
! w5 @9 w; J I- i5 @2 q30. Error in Strategic map display. y% P) j- D) d: y
31. Additional and stockpile options were not turned off when base was captured
1 p0 R& r- Q) j' K32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 U% q1 y! K5 ?" P+ ]) I4 g- R2 D$ W/ e
mouse over: |* `8 y- c2 z, r6 y7 T9 h7 B
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" J) g- `& A. O$ s Q3 o% Y1 `chance to gain experience if >75% prepare and < 50% national exp level
3 w1 q9 h, C" B+ J8 v; o6 E$ Y34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
1 u8 ?( F5 b9 Oalleviate the incorrect experience gaining happening while in reinforcement queue
3 ?$ T4 E' J9 X* L' i35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- v& B4 B: J* f# S4 Q
caused unit to jump “off-rail” and move overland
. X0 ~9 p/ ]2 Q+ l" D36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' f, S( D# W& T w& B" K) C37. Excessive accident messages on unload from TF reported
) k: [: o; V5 V6 K2 Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when- P3 `' a1 W1 z5 Q+ W8 }
merged causing smaller size unit than expected
+ h3 q+ ]+ d; s2 S! y" y39. Corrected possible TOE error in scenario data load for inactive units+ T0 z: i. A' |: ?. a+ w
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ A+ Q" W2 l5 O: B3 B% ~. Zhowever be allowed to do this.# v8 y i5 X/ E
41. Possible CTD if sinking ship's load was a group' p* m }) t* m7 Q1 G
42. Limit the number of devices built from resources per unit during LCU replacements; this
2 W5 ?% w4 e" l# K# ?' |6 Vwas causing an over production for that turn+ V, a2 Z* x2 Q8 H' T
43. Retain day/night setting when creating group fragments
. _/ ]! o4 K! f" a; \' Z44. Adjusted supply and fuel values in base list not to overrun the space( {* [6 @: R4 q8 J! b& p4 |' H
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% T9 D( J( z# i& \added YMS to Sweep TF in line with manual and code
3 w8 A: F/ }" [46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 y& C- s p# _0 S* c# S* Grule relates to the abundance of manpower and is not covered by replacement pool. Normal
* l' I9 i' x* F: F, a3 drebuilding of destroyed units is not affected by this.
. o! `0 a) g7 J4 A7 k47. Carrier capable and trained text not showing together on Group screen
, n6 N5 x; A. S48. Handle any blank re-name changes by ignoring them1 D8 m: C0 p( u) G& s1 t* O/ i
49. Possible CTD when air fragments combine
3 }0 x- ?, Y! j1 F6 d50. Unloading TF can freeze a LCU onto a ship under some conditions
. @/ _0 A: h8 g3 B# {5 R51. AI not behaving if main HQs missing (affects small map mainly); N, e9 w9 w+ {2 Z. b
52. AI using AGC for normal land units – removed from TF if not needed
+ ^3 a+ l$ _1 w6 D- ^% h9 X$ K53. Soviet activation message not in Ops report4 D9 V' T8 r/ G r( Q p0 G
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( }2 ]7 @ e& t- {$ \) k! W
55. Clear Soviet air balance if not activated. Possible incorrect base switching
5 W* M- G( M% \8 u3 j! i+ _% _) a8 C) S: L56. Sub attack against docked TF not happening for port size <3- L0 [# L8 ]! o3 `0 i- i& q; m7 p
57. Unit type changing unexpectantly: r# m# u9 V$ Q' P+ y& H! p
58. Torpedo replacement on plane sometimes is missed
; ]6 b7 T9 m7 Z# ]( ]$ s59. Double handling of overstacked supply requirements
5 w! V) w5 T& u5 R3 c) l. l60. Fixed alternate weapons for port attacks5 l& d: g; G5 i0 m/ s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 {# T" x7 T/ B7 ]
sometimer in the ship repair cycle.3 }: G) g5 F h+ ?0 F0 P, _) E
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
7 q# n& p1 S! A$ Qport
& @" y' a* r" h1 [4 ]4 i2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
3 o% ~ S* B! I) f4 \/ STenders not counted) {1 @: g; Q7 C4 G& H
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ t: g8 R* [3 A
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; X0 X7 T0 [8 _2 o+ }
to remove damaged ships from TF6 q: e4 Z/ F: G& I/ H
5. New filter for “non-building” devices in Industry pool screen8 w3 K _# e0 B; s8 w* f0 ]; e
6. New filter for “non-building” aircraft in Air Replacement pool screen1 q, D6 E/ w9 I$ N1 B" J
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy* P+ L3 S1 k0 A) C/ ^5 m
mines (^) detected! r/ V# d/ V- e
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
; G+ u1 w; |; @& z‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 O6 `8 G, f/ ostandard parachute unit icons0 q- o. G% o, t2 }* H2 n
9. Air/port damage and building is shown in base mouse over
2 N: x* B4 b3 K( g, m10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 k) h5 {& O3 G
11. TF can be routed to stay within coastal hexes as much as possible0 ^1 J0 H G, p4 S4 s3 F4 W- U
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( w" f1 D# D0 o13. Added option on group and LCU reinforcement screen to turn off replacements
5 G2 P+ W% b3 p9 h+ p14. Current base can get supply returned to it when reserve planes returned which were/ P; K3 l) T8 F# ?4 j2 t
originally supplied from another base
0 R; f+ Z, m5 g0 L; f15. Unit type filter on Troop Loading screen
) y) \$ N1 k- S8 c2 ^' c7 K# k. U& {16. Report killed ground units if not in combat report
, L" }7 t* b( Y; E, Q5 GChanged
+ f, U% J T6 |% r5 o1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 M4 l' P% `7 m
(complements fix 18 above)
8 m8 e( Z1 S# ~( n8 |) P9 s2. Permanently increased pilot array to 70K x4 h7 Y7 Q5 H. ^
3. Increased number of air combat rounds are a factor of total aircraft involved& |/ a3 b! |/ o: b2 X7 a
4. Allowed submap to submap movement if land connected for land units. Should have been3 X; H4 W5 Y; Z
so as per Andrew Brown {' E. }2 p1 Y$ L
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 x+ F' s" Q" Q5 z* X' c2 S& k
delay toggle instead
) Z9 I9 z% w) _# L5 F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 S' b. w1 w* D9 }0 t, d9 p. ^3 s, s
maintenace a bit more: e. O3 S# V8 |4 A' N* M6 ^
7. Support device replacements won't decrease the overall experience of LCU units. This does
( _$ f. {2 U0 s' D' C8 p$ T, snot alter the overall EXP change due when any replacements are received.
. U: b |. i" G- z+ v8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 j$ [2 k. P1 j' Tbetween the two but could break current games./ M' ^! t' d1 ]: `" U
9. Some LCU Prep points may be retained if unit is experienced
9 R+ B4 q" w* O( `# s& U% MNotes' h1 L G6 M( Z8 N; A) @) ^
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 V. g" f( X/ P& y
should not change player or HQ, even if not in play. These original HQs are used by the AI
2 }( p3 t x/ t/ \routines so changing or deleting them can put the AI off. Changing other elements should5 }$ I* U, q! B. q, O# e- D
be okay.
8 ~! [# w& w% K4 Y7 a2. Clarification to weapon filters for aircraft:" j% s: o/ [' e/ X1 O+ ]% C9 a
PM_NAVAL_ATTACK 2 // used for naval attacks
9 ~% v7 o* o% c! ~, HPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); C% u2 i& i/ |* \
PM_LAND_ATTACK 8 // used for land (ground) attack# _& i0 S% y( {, ?- `5 Z1 c( \
PM_PORT_ATTACK 16 // used for port attack
7 g6 U" f! `$ ~+ Z TPM_AF_ATTACK 32 // used for AF attack
0 v# Q3 z4 A k) E& k3 m8 ADropped any reference to secondary values for land and AF as they served no special use.
% q5 U- U( ?8 D! PClarification changes
% i& X+ y1 R. d! c0 d1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 K/ n/ T, U) r& }( @0 N6 Dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90), |& ?1 N! v8 C7 o# v" v1 [0 a+ y' N
MONGOLIA(91) or TANNU_TUVA(92).4 A. _1 n# c9 B3 L1 g4 p. Z
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% r, w; q0 D- e' A! Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
# G5 y' X5 S: M1 H2 @c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 h B1 K+ l& Mafter Soviets are activated, but can’t move4 b ~ }$ M) O \' j4 `
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 `3 t: i4 G( x
disbanded in port.. N$ M. `0 ^ v3 H# d. @
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# I9 x% ]2 @+ P
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |