具体见7 w* L* m6 J) E0 E* N- t 
 
( }8 f3 S; u' p9 w9 I/ Q8 Yhttp://www.matrixgames.com/forums/tm.asp?m=3185062 
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" O: a: q  X) m6 Z! U% O已经共享到岛群QQ和本论坛置顶资源帖9 [& b* l6 _* l$ N. ~ 
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大量更新,详见列表: 
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Change History: 
2 T' b8 G# t% o" O0 y8 HV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) 
- ~! y9 z8 s* s2 ~1. Seventh Update – This release is a comprehensive release updating all previous! q8 z2 U; k. `, l2 k 
versions to v1.01.17 beta 
* x7 I% o5 T# \7 U; b$ X" j- h2. Code Changes4 h" T% G$ y- i  _$ w1 q! R) M 
Fixed# w9 e; R2 O7 Q7 b" I 
1. Display of AF/Port icon between player saves based on player's intel, G) k8 r2 e! {( S$ ^% { 
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when 
' i1 I" p- d5 N$ U$ b6 T# Qweapon list updated: q9 |6 z. I0 P) y$ Y 
3. Reported cargo/troop safety values incorrect when no cargo/troop space# b4 Y* j- T8 C3 b1 b9 \7 p9 w 
4. Allow smaller 'reserve' space for small groups on ships 
  i" t$ [( l" w/ Z0 A- ~% o2 S+ I5. Preserve some more data when swapping fragment and parent to prevent lost of parent 
: \! r- A* U7 k7 S/ G6. Correct attacking plane count before final post-air combat( N7 ?# X  ?2 o* N/ K. B1 E 
7. Pilot promotion may have occured in error sometimes$ K+ S9 l$ _2 {3 Y 
8. Raid detect message sometimes dropped of the combat report 
9 H6 o! I$ U% }; g7 Q# E0 K8 z3 P9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply 
  G1 ^6 ~% n# a9 X7 zgenerally, {$ ~+ e& X3 a 
10. Some pilot-leader connections were being corrupted2 k9 D; l7 `' i6 x* Q 
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few0 r, t4 d( G$ O 
other move issues due to the incorrect indicator 
7 S+ ?& }) T2 P  V12. Wrong ship sometimes reported in Ops report for TF movement which causes some 
" J" a+ E& _& Z' a9 w- ~1 Cdamage 
! d& F. \" |8 Y  s/ ^% Q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool 
6 S( |  r$ Y+ v( R14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the+ ?# Z$ ]" k$ p+ d8 g6 E 
date sort% u: ?! @/ Q9 A( X/ b: O 
15. ASW groups not allowed to attack sometimes 
% i) M% O; N! }+ r* ^2 l: X16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 \5 ?- `) Y6 o, L( i3 D- X5 H 
HQ/LCU to jump to reinforcement queue 
4 n/ f- @' F9 G- Z' [17. Bug in bomber intercept if too many rounds of fighter v fighter combat# j& d$ ~# I* a( K1 n 
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed 
& b1 e; H/ D3 B: z; P2 G/ T4 E$ Oat start of AE but crept back in sometime during updates 
, v, ^' _) p) C. O0 j5 s* I+ N19. Removed the fragment/parent swap during a TF unload as it could often orphan the 
0 E( N& T: |0 @: ffragment.* `. h) h) Z* `' e5 i 
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade 
) H4 q) \$ k  s2 g" [21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 v7 ~' V8 \2 C. E. L7 f 
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full 
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base  J, j: |  H" W4 b$ E- J$ I 
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays 
' d: H) q) d" B) `5 U; D, H24. Bug caused F/FB to sometimes bomb at low altitude, G; J9 b! ?% P- p: X8 ]: [( ? 
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not 
7 W' }6 `' e' R! B  O8 h) Z6 Foccurring properly.# f4 m2 Y+ S/ F4 Y- t2 { 
26. Bug in Industry 'failed' indication not showing properly sometimes. O+ H% c+ w, a7 ?" Y, @; V7 ?, W7 O 
27. Location check at scenario load to include small map sceanrios 
, E& k0 Q' i" v* L8 F: F28. Bug in air supply to fragments in a non-friendly base hex+ h0 R8 ^+ ]( }( v- s2 ?# U 
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was+ _$ T" G! Z6 Y 
being set to homebase before execution of the mission – ie was returning to base7 {& [0 }2 R) T/ z6 l 
immediately- ?2 F6 f- X' C, G! o 
30. Error in Strategic map display, f5 I. X) ?0 e# S: b9 g( Z2 H 
31. Additional and stockpile options were not turned off when base was captured 
  R3 m8 N' m2 ^" R* f  o) g6 S0 L% x32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on 
: L- ]. p% V# B7 pmouse over0 s6 b: h; x% [0 K8 ?3 p 
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 q7 q1 y- [3 G9 d* B 
chance to gain experience if >75% prepare and < 50% national exp level 
  X/ N2 E, q3 Z; ?/ `+ P34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to/ g# f6 D6 e# U 
alleviate the incorrect experience gaining happening while in reinforcement queue 
- ?: w( D7 {3 f4 K7 R% J" b35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –4 q- @* {$ \; \1 U1 |6 j/ r# c) w& e 
caused unit to jump “off-rail” and move overland6 T  {  \; B) o1 [0 H 
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ 
- w! A/ d/ O. h37. Excessive accident messages on unload from TF reported 
* ~% K2 G' I/ K; V38. Reworked editor sub-unit merging as some devices could drop off the unit list when 
0 y* J) V% g/ z) a# N7 C) j6 Z, hmerged causing smaller size unit than expected 
+ d: h- L. W' W" }. i6 R: T39. Corrected possible TOE error in scenario data load for inactive units 
1 T" m* v- D. y* p+ g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can! ]3 E8 L* l6 g2 I9 N( g 
however be allowed to do this.1 x! f  H- l* k7 e6 ?* K 
41. Possible CTD if sinking ship's load was a group# y5 I  W4 K( G. t( b 
42. Limit the number of devices built from resources per unit during LCU replacements; this/ c. N0 v$ H& n- r% { 
was causing an over production for that turn+ F% ~5 |4 C6 ~( I7 W! J 
43. Retain day/night setting when creating group fragments 
# [  q8 E  x' ^1 R2 I44. Adjusted supply and fuel values in base list not to overrun the space4 O: a5 t+ e. V/ ~. c/ x 
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but 
4 V- \* P  X% d5 a0 ~added YMS to Sweep TF in line with manual and code2 Z5 ]/ a- g/ U% U1 p 
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 O! B4 X4 z. h4 e- K' ]: C 
rule relates to the abundance of manpower and is not covered by replacement pool. Normal 
& E6 x9 L6 V1 K. H+ I( t1 |2 n  Grebuilding of destroyed units is not affected by this. 
4 V$ ^4 G1 e$ j, j1 M! w/ d: F8 X47. Carrier capable and trained text not showing together on Group screen$ f; J2 P4 ~! z# S 
48. Handle any blank re-name changes by ignoring them 
2 l" b+ A- F. I49. Possible CTD when air fragments combine 
. z: s& |' o" l8 v* t* q50. Unloading TF can freeze a LCU onto a ship under some conditions 
! U5 j- \: h; ?3 W0 ^51. AI not behaving if main HQs missing (affects small map mainly) 
' P* n1 Q$ J5 k! {' ^* O5 w52. AI using AGC for normal land units – removed from TF if not needed" N* ^* ?0 t5 c3 U: @1 P 
53. Soviet activation message not in Ops report3 Y, ]: A/ {. r( a& L7 E7 d 
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 S- G+ T2 W4 g  |( i% h6 m 
55. Clear Soviet air balance if not activated. Possible incorrect base switching 
9 j. H# N. B7 b2 d2 A56. Sub attack against docked TF not happening for port size <3  z. c0 [+ n& X) n! s) n 
57. Unit type changing unexpectantly4 k6 O& A+ r$ Y8 T9 v 
58. Torpedo replacement on plane sometimes is missed0 }* u3 x) {5 ` 
59. Double handling of overstacked supply requirements 
% o6 {, S6 @- |' a; s60. Fixed alternate weapons for port attacks2 ]( \. \- p& C! I8 ^" F1 E 
61. Corrected weapon system damage to show after combat on ships in port rather than wait till. R, s) y# o1 a6 Y. s  i3 n 
sometimer in the ship repair cycle. 
, I; j; e: Q6 R! c+ T62. Ship tonnage over 32K could cause repairs to fail+ w5 @$ g" _3 v8 V 
New, W4 c+ {! b% |8 ^* W7 F6 `  D 
1. 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. 
( L6 f4 j" G! q/ C+ p8 W5 `. iTenders not counted' f2 l% R+ }; J$ C( {& s 
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base+ Y- }9 `4 s- W4 A5 ~; W. u7 O 
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 V4 ]9 l7 _; s9 `9 C 
to remove damaged ships from TF 
9 [) {! R- Q! j( N* m8 b  A5. New filter for “non-building” devices in Industry pool screen8 j- e* H3 y2 Q 
6. New filter for “non-building” aircraft in Air Replacement pool screen% g& N; Z6 {$ }2 I2 Q& o" l 
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy& f- z2 M* a" @: ?5 x  O2 J 
mines (^) detected 
$ y1 Q+ |6 t% R! D# E' _4 G8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the 
- }* b# P1 L3 V) e$ J‘button6..’ image files, then these will be shown. If not, by default there are shown as 
8 L9 q. J7 Q$ M* E5 L# o$ B: ~: Zstandard parachute unit icons7 @9 ~7 ~+ {! ~$ _: c5 v, @ 
9. Air/port damage and building is shown in base mouse over9 e/ U7 K- I: D3 g 
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on 
0 i: e+ O7 Z  ~7 M$ i# L11. TF can be routed to stay within coastal hexes as much as possible 
% |# \5 }; E1 D/ X; M: z12. On Top Pilot screen show the 'ace' cut-off value if more than 1/ G$ d3 @* Z6 U4 f: x1 H/ p; k' y 
13. Added option on group and LCU reinforcement screen to turn off replacements, r- O" }: p# B% \: | 
14. Current base can get supply returned to it when reserve planes returned which were+ Z; U# m) Q' v1 ^) q 
originally supplied from another base 
3 R$ B0 m# z; m: {4 I15. Unit type filter on Troop Loading screen; H5 R. t3 ?7 J' I) _- ^ 
16. Report killed ground units if not in combat report1 F, Z3 P$ n8 _5 Y$ ]* }- L 
Changed5 h5 ?8 {( h3 P; D$ B 
1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 D8 I' a# W* N4 k! V: A1 y* y7 M% F 
(complements fix 18 above) 
+ R* K3 O: B) N0 _2 z2. Permanently increased pilot array to 70K0 k7 I$ l2 p4 O- F4 j 
3. Increased number of air combat rounds are a factor of total aircraft involved 
8 A. v& S, M+ f- B- D1 L4. Allowed submap to submap movement if land connected for land units. Should have been( E: V/ {8 O9 U  W2 o+ S 
so as per Andrew Brown 
: N8 L9 g( Z/ R4 N5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. Y; m, Y8 ~3 v% a* t8 d/ S 
delay toggle instead 
0 w  N( r; d1 }+ {2 v$ j  z# O6. Aircraft being grounded for maintenance factors in durability also. This will spread out the 
* M; `- x1 W6 Xmaintenace a bit more- C! J; |! J" G4 @2 o2 d 
7. Support device replacements won't decrease the overall experience of LCU units. This does 
( T# m6 g1 a6 _6 Bnot alter the overall EXP change due when any replacements are received. 
" V* Y2 m& D( S7 N8 b, G5 |2 ?8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction 
& j, L6 _$ e8 s) ~between the two but could break current games.2 J9 w( @. j( o3 D2 }3 f9 Z 
9. Some LCU Prep points may be retained if unit is experienced+ n& ]* Z0 R- l0 X% P( j' j% O 
Notes5 R+ p- g! |3 Y0 r/ e7 T+ U# g# z 
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario 
$ O" _3 s- E1 L0 ?7 J: Q  lshould not change player or HQ, even if not in play. These original HQs are used by the AI# y: {, @9 B0 G 
routines so changing or deleting them can put the AI off. Changing other elements should9 a+ q/ V2 F. H, L2 R; h; B. D- o) f1 | 
be okay. 
/ i  H% ]3 e! g) t+ n2 E2. Clarification to weapon filters for aircraft:  y( H; `' h, D$ C5 m/ K4 Z0 ~ 
PM_NAVAL_ATTACK 2 // used for naval attacks8 u0 J3 U/ `( E5 G' A' p% T 
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% X5 }# T( m) y# M 
PM_LAND_ATTACK 8 // used for land (ground) attack6 l  ~7 Z/ ^+ j 
PM_PORT_ATTACK 16 // used for port attack 
) L2 k* a& v0 C' C% [) iPM_AF_ATTACK 32 // used for AF attack. c8 P) T" e7 d, t/ h( x 
Dropped any reference to secondary values for land and AF as they served no special use. 
7 Z: e' e# y$ r) fClarification changes 
( }+ Z6 ^9 D3 I( T- T. E4 Z6 }7 Y/ L1. Some clarification and changes in regard to use of the Soviet Motherland bases. These; a* R( x1 y" U 
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& e. ?9 t& W% }# N6 k+ z 
MONGOLIA(91) or TANNU_TUVA(92). 
3 F3 `& f$ @( C2 o. ?; M1 w) K5 Ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases 
: o& E* ^; }' p0 `b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes 
- m; u8 S. M- O* o" `8 B7 |( kc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases8 i6 K/ m# N2 @ 
after Soviets are activated, but can’t move1 f; o7 R8 i, f: F6 r, e) l7 T/ k+ H 
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if 
; }8 [! B9 I6 ]2 ?  Qdisbanded in port.9 ]" k) m+ A! M7 A 
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently 
+ w/ ~) A$ L  `f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |