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8 ?" y, R; q3 l) J( h, Vhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖+ d+ T- F4 _$ J9 ]2 z
3 P6 w2 b% }- |) v1 ]+ f" I2 x+ C大量更新,详见列表:
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Change History:) Q- v- B) L( B
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& S( C% X- B9 R. W9 t. u
1. Seventh Update – This release is a comprehensive release updating all previous
+ `; B8 {" \* }versions to v1.01.17 beta1 `1 w3 n B! ^( t& P
2. Code Changes! ]7 M9 ]3 p, r. @
Fixed
# M' }5 Q/ V9 T5 ^; g$ u' a8 @) V1. Display of AF/Port icon between player saves based on player's intel
' e$ s) H. t$ d( k/ }2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% M3 J3 }. O$ g# v r
weapon list updated1 ^. }' f6 l1 J
3. Reported cargo/troop safety values incorrect when no cargo/troop space) r3 l: g8 n) i' a
4. Allow smaller 'reserve' space for small groups on ships, v u' ?2 i1 X
5. Preserve some more data when swapping fragment and parent to prevent lost of parent/ b3 c4 ]% K G& g
6. Correct attacking plane count before final post-air combat- [# ~( W. n0 g8 ]: l4 i- P
7. Pilot promotion may have occured in error sometimes
; y. w1 M0 E/ \: l( ?8. Raid detect message sometimes dropped of the combat report% A" [2 i/ u) Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 e9 H, A5 a1 m% Y9 H4 [+ Kgenerally
9 [4 d8 f% u' A' r10. Some pilot-leader connections were being corrupted/ |8 P0 N* _+ Y, q2 v# e w- H+ ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; R! l9 F Z1 G7 Tother move issues due to the incorrect indicator" n9 R2 [0 f7 j, K& G) g
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ I( q$ d$ ?6 p$ @5 j
damage1 j; x0 o8 o1 e, W- e- K$ r6 ^
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* [& j% L( f t14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; i+ h2 v( p) ?9 t8 Hdate sort- X- w1 m1 C R% z" _. R# U9 e# g
15. ASW groups not allowed to attack sometimes
/ r9 L# x' j8 ^16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 Y/ `, w& {; h: O
HQ/LCU to jump to reinforcement queue
7 I$ I1 x- ~; D) v/ ]7 `9 L% p4 Q17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ `& {* e5 t7 ]18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 @6 }6 p. \+ u" } O. x: l' X* b
at start of AE but crept back in sometime during updates7 o; K* e6 K; |+ @; `7 q8 a
19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 v' B7 E6 d' c- @( o0 v' Y
fragment.
% X3 K1 k2 x+ Q$ E0 _20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. a/ p, `2 r% p
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' H# K* F1 [1 y0 W% y" k- y+ o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# S/ r. B/ W; ~. p
set
$ t$ J C* m G) M& W' R4 u/ n! X- m22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# x' z' K! t- H% ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 r, E' J# c( d1 {- Y
24. Bug caused F/FB to sometimes bomb at low altitude: u+ S0 C. m2 U! P8 j' y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. T2 N. }8 W% Z& _ _
occurring properly.
) U& P4 |7 J! f/ M* p26. Bug in Industry 'failed' indication not showing properly sometimes5 e! z( X3 y7 g: G
27. Location check at scenario load to include small map sceanrios: l* P$ K( r) G) e
28. Bug in air supply to fragments in a non-friendly base hex+ G4 n" K, t9 C
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 S. G" f+ ?1 v) Zbeing set to homebase before execution of the mission – ie was returning to base# X: d: @! u' D7 c% C
immediately! \( y1 C# w9 }" h! K
30. Error in Strategic map display
, u6 d& |" j+ X. ?31. Additional and stockpile options were not turned off when base was captured
# p! Q5 @% h4 r8 L. M1 p( h& B( U32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 a7 h$ P: N/ F
mouse over
4 E& d+ w/ s! K6 c1 B# q6 T" \33. Army experience being gained when not 100% prepared as per manual; changed to allow
+ Y8 ~& A3 ^5 k, Y" L Cchance to gain experience if >75% prepare and < 50% national exp level
( d% u2 D5 L6 }1 n- V34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 r: ~+ \) N5 f0 [8 m- \
alleviate the incorrect experience gaining happening while in reinforcement queue- q, j- D9 R) G) c- ]
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" f( ~5 s# e+ j4 u$ d: ]6 |caused unit to jump “off-rail” and move overland. Y! \: `4 r) o `4 N
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 z5 B8 e/ ~4 H1 G3 E37. Excessive accident messages on unload from TF reported
1 b6 K- f$ K# ^; r" k; Z+ t a/ o38. Reworked editor sub-unit merging as some devices could drop off the unit list when
5 g* Q1 x& T2 W9 H) Mmerged causing smaller size unit than expected- E" }) P: O1 d6 [( V' M( H2 m
39. Corrected possible TOE error in scenario data load for inactive units
- j3 Y4 b3 A- A* Y6 z% H$ @40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. F8 i) [7 s7 d* |* E- p! L# ahowever be allowed to do this.% R3 M* i: p, Q2 j- m% c
41. Possible CTD if sinking ship's load was a group
& S2 S& E. [8 a' r+ V" D42. Limit the number of devices built from resources per unit during LCU replacements; this( B8 S2 A- ~9 }9 [& L* X, E; ^
was causing an over production for that turn
! R* s* ? ~9 r+ i6 ^' f43. Retain day/night setting when creating group fragments* U& U; C8 I: D2 ?+ d9 `
44. Adjusted supply and fuel values in base list not to overrun the space3 J3 c. W! z' e) u0 S
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" _2 W1 T" Y) T @* Q+ padded YMS to Sweep TF in line with manual and code' a' ]1 h9 c3 r$ i
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 h' A. M) V2 v i1 \rule relates to the abundance of manpower and is not covered by replacement pool. Normal
2 W; y$ W9 _9 b2 d" m2 Y$ Urebuilding of destroyed units is not affected by this.
: U: {6 ]/ P* V47. Carrier capable and trained text not showing together on Group screen
2 @$ y) G. C' P: z8 \( I48. Handle any blank re-name changes by ignoring them
- c: C8 [& H# S1 m; [$ s49. Possible CTD when air fragments combine4 ]8 G6 p: Y( @6 ^
50. Unloading TF can freeze a LCU onto a ship under some conditions, J9 T4 d1 p5 \- X* l |
51. AI not behaving if main HQs missing (affects small map mainly)
3 d% ]( Q$ p# u* W52. AI using AGC for normal land units – removed from TF if not needed. T# Q6 @2 }+ p7 {
53. Soviet activation message not in Ops report
' p+ ~" S4 T% a54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* M. D$ N" S+ \$ f55. Clear Soviet air balance if not activated. Possible incorrect base switching
- i; W& B9 r E! _6 z9 U56. Sub attack against docked TF not happening for port size <33 X6 `2 k8 Q! m! h
57. Unit type changing unexpectantly
3 H& @$ O' M7 B# g5 i0 b58. Torpedo replacement on plane sometimes is missed
R1 O0 J G9 U. C# _59. Double handling of overstacked supply requirements+ Y/ ]$ t7 p+ O
60. Fixed alternate weapons for port attacks
- X; l4 t2 p a; P/ b) O61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 N. d+ d, B( }2 S& A1 \
sometimer in the ship repair cycle.
! G9 m. Z; J4 G7 `; O3 ^. s62. 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& [3 r9 J$ j: }: u3 `
port8 d! ?- ]/ J9 D! u. ]
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' K% x; X' I1 R# {; P- f6 o
Tenders not counted
- E9 `8 K# t4 G ]& R3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 y9 F# A* {: {% C% R6 T1 F
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' |! o; o8 Q8 s6 @, W+ ?1 j9 C% j; T
to remove damaged ships from TF- I9 _6 [, _1 w; Y3 d
5. New filter for “non-building” devices in Industry pool screen* f/ Y8 D6 S5 V
6. New filter for “non-building” aircraft in Air Replacement pool screen& G7 f- O& ?, M& E
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. x" F0 Z- E) n! u( a
mines (^) detected
+ W, Z' J1 ~! x8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
: {0 o, R( v' o l v‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 X% I0 b8 \% q" Vstandard parachute unit icons
/ Q# l, i, @( G" `' Z9. Air/port damage and building is shown in base mouse over
* G! t" G% J3 x7 _' x10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 v% C7 z! o8 d' i: }& r3 Q
11. TF can be routed to stay within coastal hexes as much as possible* R: p2 I& o9 D' x$ ?) |% S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1. x3 e' B3 s$ H1 \; N* }
13. Added option on group and LCU reinforcement screen to turn off replacements
# w* J: I, i8 C' w14. Current base can get supply returned to it when reserve planes returned which were9 A. i$ J/ W9 h4 Y, O) P3 ^
originally supplied from another base% a; A: E# G8 W& p
15. Unit type filter on Troop Loading screen
1 G9 |% s( J* x) s) {' P8 w16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: C7 X a* f/ b# J1 b+ O(complements fix 18 above); N4 D! J- P$ R6 R
2. Permanently increased pilot array to 70K4 p+ c" F/ h: ^% }5 y
3. Increased number of air combat rounds are a factor of total aircraft involved: P* `8 Z! p0 \, }5 i, d
4. Allowed submap to submap movement if land connected for land units. Should have been7 [7 r S, g) E! k' U0 ]
so as per Andrew Brown
A8 u- n4 a5 t6 H; W1 ?& D$ ?# L, z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
* N" e+ F: {3 L% N; _+ Z7 ~. kdelay toggle instead7 m4 i! v: Z2 x- q0 R. X
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& d1 G" y! j: @, B: h, P
maintenace a bit more
9 c" \) R" [( b! C/ v7. Support device replacements won't decrease the overall experience of LCU units. This does1 F. R2 w2 N- v) S* U& S' M
not alter the overall EXP change due when any replacements are received.
& _5 o0 |+ z' I7 c) m- }8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 \$ k' h5 `5 E1 s/ p: k* z
between the two but could break current games.
5 h' E2 E$ }2 k+ v9 X6 L! U9. Some LCU Prep points may be retained if unit is experienced; K9 l& k. X9 g; }7 ?
Notes* c5 A0 K+ N+ N( {4 i
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario4 }" M: ^/ }2 E$ a3 n& D8 Y
should not change player or HQ, even if not in play. These original HQs are used by the AI
' I( I9 V/ o b% n# E7 vroutines so changing or deleting them can put the AI off. Changing other elements should3 A8 L1 u* \/ n$ y4 o4 S; `8 H; y, }
be okay.1 H( }& u9 ^/ ]- Z4 D- z0 h/ F8 x( M
2. Clarification to weapon filters for aircraft:' [/ d, ]: `% D$ i& }" K- v/ z
PM_NAVAL_ATTACK 2 // used for naval attacks
, b! b7 f* }" w, {& o/ HPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( k% R" B4 I3 I- d% |. P
PM_LAND_ATTACK 8 // used for land (ground) attack2 D8 K0 k' N* m* y
PM_PORT_ATTACK 16 // used for port attack
3 r( h: g4 a; A7 E2 uPM_AF_ATTACK 32 // used for AF attack. b" x6 G( J: T8 [
Dropped any reference to secondary values for land and AF as they served no special use.' T6 t, d. ?) m* q7 I- l# X! i; |0 Z
Clarification changes
8 d$ D4 M' ?: p3 m O. k! s6 h1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' ~6 ~- X( z: J: O( ybases are those defined as having an original Soviet hex ownership of SOV_UNION (90),4 s0 R8 a( \ D7 ^& k2 r2 G
MONGOLIA(91) or TANNU_TUVA(92).
3 `: r0 c0 n1 Z/ aa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% s9 e/ q( {1 P6 Bb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' V# K8 w) h9 ]3 { N) D$ Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; N7 F, F, z, |7 b) mafter Soviets are activated, but can’t move
+ a( p% v# ~: Y& M- L( r4 kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. O/ A g* Z3 o/ udisbanded in port.5 N s7 G8 x8 [, c) H
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) I* z, p( D- ?5 Kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |