具体见 
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http://www.matrixgames.com/forums/tm.asp?m=3185062# y8 H) C2 N3 U6 c6 H 
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已经共享到岛群QQ和本论坛置顶资源帖 
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大量更新,详见列表:; N$ `$ F3 z; [2 Y- H- I 
 
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Change History:1 @% ^# ?! ^3 w% d 
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) 
6 X! X4 `0 ~. a* v3 }1. Seventh Update – This release is a comprehensive release updating all previous  b# O2 `$ a- ~" N/ V' B 
versions to v1.01.17 beta: A$ m8 n" J4 X* f+ u8 W 
2. Code Changes 
9 T% d5 p8 v) xFixed 
. h( J& j6 U  C, R; W) h" l( g1. Display of AF/Port icon between player saves based on player's intel 
3 p6 v9 h) d/ i2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when1 y. `( b$ j9 r' @  _ 
weapon list updated 
5 p( {9 m) J0 D7 s" y3. Reported cargo/troop safety values incorrect when no cargo/troop space# B& L# U+ Q6 p8 M. [ 
4. Allow smaller 'reserve' space for small groups on ships/ y, n5 w, X6 R# z/ A 
5. Preserve some more data when swapping fragment and parent to prevent lost of parent& T% l' A' v8 M) U- w/ E 
6. Correct attacking plane count before final post-air combat 
! F9 v+ h: h7 P7. Pilot promotion may have occured in error sometimes0 ]8 p0 A4 E- j' x6 F 
8. Raid detect message sometimes dropped of the combat report- w" @# O5 Z$ ~' d+ `. t 
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply 
/ d; F- n. Q! O% j7 vgenerally9 u* J3 \+ Y( Y( r$ _& o 
10. Some pilot-leader connections were being corrupted 
* j- N1 u8 ?. Z/ d* N11. Movement bug with following units due to incorrect move indicator. Seems to fix a few& V2 c8 k$ K  [1 Z" c 
other move issues due to the incorrect indicator$ H6 }; K8 S+ P- A 
12. Wrong ship sometimes reported in Ops report for TF movement which causes some 
& S; m( H( P6 ]" x% }  Ddamage 
, D# U$ e% f2 V* s; S3 Q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool 
1 F$ T- G7 v3 S! b- `4 ^. r14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' m' M" J$ n' E5 A: q+ W* u; j8 _0 C 
date sort* ~7 u( z2 R' a7 `8 G 
15. ASW groups not allowed to attack sometimes 
" g( R0 b3 m2 @- C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing 
! n8 q6 C9 J$ c, qHQ/LCU to jump to reinforcement queue 
  @1 X% P! k1 p' v17. Bug in bomber intercept if too many rounds of fighter v fighter combat# y- M/ N" t8 g 
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed 
$ p+ V+ O3 W, i3 @at start of AE but crept back in sometime during updates 
! ~4 O0 {$ ?" [' ^19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 d& w. S& e5 r' K4 p3 J 
fragment. 
. F2 Q# z# c) ]6 [' j! ~' E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade 
" w2 y, C+ e* N% x% e1 }21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not 
9 U. K. N; O: }! h4 \% zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 O6 z. ~" [6 v1 n/ W  D 
set, [8 n, D, {8 [; b. n0 f2 B 
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base1 s7 L3 K5 Z/ r8 a1 G0 v% I2 X 
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ s( ^4 i" Z# v; T, b3 r 
24. Bug caused F/FB to sometimes bomb at low altitude4 q8 c9 m7 f' q: C" G% Y0 M" g" a1 n 
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not 
9 P/ l$ F2 y" `" W$ Hoccurring properly.# `0 |* N' b+ ? 
26. Bug in Industry 'failed' indication not showing properly sometimes 
" |2 k  R+ B; Y" `' z5 }27. Location check at scenario load to include small map sceanrios$ c7 o. x3 {. v$ L5 W  S% E8 E$ T/ v 
28. Bug in air supply to fragments in a non-friendly base hex; V: d7 ^5 |" S3 g+ p9 i 
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 Q+ e7 I1 {& ?+ o4 p3 R 
being set to homebase before execution of the mission – ie was returning to base 
# r( g9 ~# n  Y& X; V$ Nimmediately 
1 r$ g: Y0 X. \- Z+ f6 ]1 ]1 b30. Error in Strategic map display  _% w) U. F' b# k$ a+ b& I  q& l 
31. Additional and stockpile options were not turned off when base was captured 
% `6 ~& A8 e6 P( h: \: H32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 k/ k5 B8 I# H9 f 
mouse over5 Q* r) @, R, U' c 
33. Army experience being gained when not 100% prepared as per manual; changed to allow6 [8 w4 S+ y2 i1 d! A* P! Y+ h6 v 
chance to gain experience if >75% prepare and < 50% national exp level2 _& q! z8 ~3 V6 _& q& n1 ~ 
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to 
: v6 ]' a& B: ~alleviate the incorrect experience gaining happening while in reinforcement queue 
3 k$ J" k8 p, P, q  b& s- Q* n35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. p: w8 A+ u* W, K( V9 y5 Y; {& ~ 
caused unit to jump “off-rail” and move overland# E2 R5 {( g; Z0 B 
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ 
4 ?3 {! I, R2 r% l37. Excessive accident messages on unload from TF reported 
6 T# G+ B+ I/ X0 w5 a& b38. Reworked editor sub-unit merging as some devices could drop off the unit list when 
6 J, Y9 {4 o( ^6 c0 u- P  D  H, `merged causing smaller size unit than expected9 o9 c! v; Y7 ]/ l3 a7 F. k0 C, s 
39. Corrected possible TOE error in scenario data load for inactive units9 W8 Q" t0 C% r 
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can  I) Z: M! Q) S" k 
however be allowed to do this.  `* |0 f* d& s9 q. Y# }( V  N 
41. Possible CTD if sinking ship's load was a group 
5 h* N/ ?0 E) @" j( @# I7 f42. Limit the number of devices built from resources per unit during LCU replacements; this 
( K; _9 P3 U0 I1 M7 \was causing an over production for that turn 
8 R) T6 h9 |" R% w- F0 @43. Retain day/night setting when creating group fragments2 O9 _" |) q; h2 L, D$ B; l 
44. Adjusted supply and fuel values in base list not to overrun the space 
# D/ @* A7 O. `. \3 o& e1 Y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but 
/ f; K: m! o- K! Radded YMS to Sweep TF in line with manual and code 
, `. d/ Y7 D- ?  {. q8 Q. b46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 y5 V" }% z+ q) h 
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 w( k" L  f7 h: W7 m" h$ H 
rebuilding of destroyed units is not affected by this. 
" A# r/ K' J2 l' d, h; M47. Carrier capable and trained text not showing together on Group screen 
; ~2 Q1 A9 p# E( t: t7 z2 R48. Handle any blank re-name changes by ignoring them; p: w6 u& f, V/ [8 ? 
49. Possible CTD when air fragments combine+ z( @' H5 R9 T7 Y/ ` 
50. Unloading TF can freeze a LCU onto a ship under some conditions 
* ^  K0 _4 e( H3 ?51. AI not behaving if main HQs missing (affects small map mainly)6 e  w( B3 Z9 R+ m$ F/ Y$ l 
52. AI using AGC for normal land units – removed from TF if not needed1 v7 v9 p( o6 P0 N& ?! \ 
53. Soviet activation message not in Ops report( t4 ]! ]: @) J* z 
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 Q% k" L5 \* n$ }) p8 l1 p 
55. Clear Soviet air balance if not activated. Possible incorrect base switching 
$ w  Q) {7 h. Y: p2 L; s+ O56. Sub attack against docked TF not happening for port size <3 
% P% N" @. Q7 Z' ?+ H57. Unit type changing unexpectantly" Y# o: ?3 [* L' B 
58. Torpedo replacement on plane sometimes is missed5 M5 t. [' i* o) J 
59. Double handling of overstacked supply requirements# g) f% I* J. I2 j; n 
60. Fixed alternate weapons for port attacks 
$ ]- g2 `" Y* A5 r! ?! T9 i! P61. Corrected weapon system damage to show after combat on ships in port rather than wait till. r, n! _+ K( w8 V0 I* U$ J( c" q" s 
sometimer in the ship repair cycle. 
6 s5 t  a" b  H! f8 j  O62. 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 the2 G7 r4 c7 e% z- p( J  N 
port" ~3 ?4 r- Z0 E% |1 |' _ 
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& C+ |% l5 g- Z3 y! L- h0 R6 D7 s 
Tenders not counted9 H6 _) L  y$ J. Q3 g8 w 
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base 
# I1 O" x7 F, z3 J9 y( _: N- D3 D& _4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method 
! ?7 o4 W$ E# t. qto remove damaged ships from TF' n: h! J8 V* |8 |: g& ] 
5. New filter for “non-building” devices in Industry pool screen 
. o9 x4 m2 {. S0 L2 i+ A6 D6. New filter for “non-building” aircraft in Air Replacement pool screen 
6 U8 j# u5 I! x# ^3 A2 U% O7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy 
4 V/ r8 l' Z% O" t4 R( Fmines (^) detected 
4 Y6 f* T$ b( w  y, i% y: s8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& \+ }0 P  a( x  n1 d2 D) U2 h 
‘button6..’ image files, then these will be shown. If not, by default there are shown as 
' w# m" D" {4 F0 B. J7 C; wstandard parachute unit icons 
' M- e* p( R: u. U  @; A0 D- z9. Air/port damage and building is shown in base mouse over/ u1 _" R" g7 r  h# v! [* g, D7 r 
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on 
3 d, z/ {5 f% c11. TF can be routed to stay within coastal hexes as much as possible 
, Q% ]4 c3 d& w% b4 n# K, _/ ~12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ v+ Y) J; h& f. f7 O" e* a 
13. Added option on group and LCU reinforcement screen to turn off replacements 
, E- Y' L0 @) ^14. Current base can get supply returned to it when reserve planes returned which were 
' P2 G0 a7 o- l* coriginally supplied from another base 
0 w! u9 c+ A  v" [) q+ r7 I15. Unit type filter on Troop Loading screen 
2 h! d) @% n: [6 L7 Q) Z16. Report killed ground units if not in combat report 
# J$ I  M5 [9 `8 k9 }# sChanged 
' R- K7 r% G( Y( G" A* x: O1 P/ J1. AF of 8+ have AV support doubled for purposes of determing support for air operations 
2 m6 y/ L2 `- o# r) u9 S(complements fix 18 above) 
% G- c0 ]& v0 b% l5 S2. Permanently increased pilot array to 70K8 E' l7 j- l$ W0 y! X: \ 
3. Increased number of air combat rounds are a factor of total aircraft involved 
9 G% s5 k6 X# z( y6 E" v4 G1 q4. Allowed submap to submap movement if land connected for land units. Should have been 
+ A2 f! {9 n$ o+ o* uso as per Andrew Brown- O# _5 L; a3 E# x( F, W$ U9 S 
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# p0 Y; l1 W  ?0 P3 e 
delay toggle instead4 j! Q4 H* q' W! J/ q5 N 
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the 
, c0 u' a. N9 S, _maintenace a bit more& E9 o) |! k7 c! J 
7. Support device replacements won't decrease the overall experience of LCU units. This does  X+ q% e+ o$ c% ~9 m- |* g) m) T 
not alter the overall EXP change due when any replacements are received.# i% n7 r8 d3 M 
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. E0 `) n* t6 F: s; L! C+ a( E 
between the two but could break current games. 
# e" f4 ~6 M) [; e( Y$ ]/ M" ]9. Some LCU Prep points may be retained if unit is experienced$ \4 {9 E5 h9 I4 i9 o 
Notes0 Z( @2 X  |+ v& d1 F4 ?2 s 
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 s8 O( H, t' S! O/ c 
should not change player or HQ, even if not in play. These original HQs are used by the AI0 ^" r' A/ a! ? 
routines so changing or deleting them can put the AI off. Changing other elements should 
6 C. ?; t. B9 F" ube okay.! s1 S% {6 G' H$ u/ l 
2. Clarification to weapon filters for aircraft: 
! \3 f7 K9 G6 w8 lPM_NAVAL_ATTACK 2 // used for naval attacks& G1 V' J4 s) A% U 
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). D* @$ _( n  ?- ^* c 
PM_LAND_ATTACK 8 // used for land (ground) attack* y' e" ~$ w8 f$ x  B% R 
PM_PORT_ATTACK 16 // used for port attack/ U0 E4 R2 `" z: I* k 
PM_AF_ATTACK 32 // used for AF attack) O) X3 R: J: j 
Dropped any reference to secondary values for land and AF as they served no special use.  J: m" I- m: h; J* I" n 
Clarification changes 
' ~/ |, h* a0 F0 r4 v* a2 g+ S1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ x7 f( e4 j4 E+ E8 ` 
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), 
) _3 J/ X8 w& ]- f; _6 C+ I' t8 qMONGOLIA(91) or TANNU_TUVA(92). 
4 Y: u- R! g- E4 Ia. Allied non-Soviet groups can't transfer to Soviet Motherland bases. G1 D* K( f( g3 z8 B" P 
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: T: G) T! I9 U9 M9 T 
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases 
* Y# h/ f$ _4 oafter Soviets are activated, but can’t move 
+ q! t" v' F8 }7 Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if) c3 T8 ~+ D, |( v& @ 
disbanded in port.: }9 i; S$ D/ P% o 
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: Y0 ~" N9 ]0 t7 Z 
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |