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http://www.matrixgames.com/forums/tm.asp?m=3185062 
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9 G( q, o& U* y. S/ U大量更新,详见列表:) A) T  Z4 U- _3 _ 
 
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. |0 D' g; `; Q7 PChange History: 
' X6 u, t+ D, Z+ W' ?0 t' K4 lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) 
$ [6 t/ y1 v, {1. Seventh Update – This release is a comprehensive release updating all previous 
7 F( T6 H5 q5 nversions to v1.01.17 beta0 z$ C" C- u8 U7 S4 P' p6 s 
2. Code Changes; P8 Y% I4 Q9 M4 r+ u0 p2 c% ~ 
Fixed 
- n9 v. g/ m# j+ N; H: t1. Display of AF/Port icon between player saves based on player's intel/ ?) x  a0 m$ U 
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when 
9 {$ G5 o" I1 |7 b, l+ A. Dweapon list updated" R' B  v/ v$ v: W3 F, i 
3. Reported cargo/troop safety values incorrect when no cargo/troop space 
( |6 i+ ^5 o/ P  T- c6 v/ a4. Allow smaller 'reserve' space for small groups on ships( a6 C- L* x5 |* t" N; f  v6 d 
5. Preserve some more data when swapping fragment and parent to prevent lost of parent1 j$ D- ~1 n7 h/ I2 h 
6. Correct attacking plane count before final post-air combat) A: S, u- W# v2 \/ P: |/ O 
7. Pilot promotion may have occured in error sometimes) g4 J5 T0 j6 I' L' J% ` 
8. Raid detect message sometimes dropped of the combat report 
, j; d6 K/ U0 O5 x9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 V( j1 R2 I1 i) g; j 
generally5 F; d, T8 u. U4 l 
10. Some pilot-leader connections were being corrupted 
) P0 F( x+ }# c, B! g$ U1 ^- \11. Movement bug with following units due to incorrect move indicator. Seems to fix a few 
3 I+ f) I' n/ W/ X- b- Sother move issues due to the incorrect indicator 
5 ?! ?0 {; Z- T! Y) t12. Wrong ship sometimes reported in Ops report for TF movement which causes some 
+ z) w; _0 J* B; fdamage" I* Q3 s9 T( r4 ]' Y. \4 Y 
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool 
1 _; @1 B7 ^6 _3 b  T. m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the 
9 q+ C- L  x7 @6 |, I' qdate sort 
) S9 u; G" Y  B) ]1 N; q" a$ O2 J15. ASW groups not allowed to attack sometimes 
2 q2 Z" B7 I! w# q3 r! P: t/ s( y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing 
9 T( `9 v9 H& JHQ/LCU to jump to reinforcement queue 
, D, R  G5 G: z7 h17. Bug in bomber intercept if too many rounds of fighter v fighter combat 
4 [: [( [8 E0 b. h18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed7 i( a" m0 _' i- N8 y 
at start of AE but crept back in sometime during updates 
2 I* t$ m8 ?: n0 U( f19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 A, O2 B2 j) b) {  ~; T% | 
fragment.8 [! _. ~" v) Q4 v" }! F  f 
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* ^4 x8 o0 @+ D. l 
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& n4 \/ {% a4 S8 D% K 
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full, s. X8 \( @5 ? 
set: B6 t1 C* x% Z2 [3 w' o. g 
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base 
& c% O0 `2 W$ I; w1 q5 }/ H% @; W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays 
7 G& f: L. m0 _24. Bug caused F/FB to sometimes bomb at low altitude 
& N  k  L' e  h+ l7 Y+ I9 P3 I25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not 
& x$ f9 \1 ?9 `" ]. B3 Toccurring properly.% N# n( ^. i4 M/ y- }6 H1 [ 
26. Bug in Industry 'failed' indication not showing properly sometimes 
0 x$ [0 ~* t( f6 a! n& u1 g  l27. Location check at scenario load to include small map sceanrios 
4 U! e4 z# |' `8 G28. Bug in air supply to fragments in a non-friendly base hex 
& ?4 g% t. x, o29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was 
9 |- U$ n( {! i* ]/ Bbeing set to homebase before execution of the mission – ie was returning to base9 J$ ^: ]5 d/ Q" H% x$ m6 q% J 
immediately$ C: j' V( J, `0 }* [) u 
30. Error in Strategic map display 
( ], ^3 e: ]: W9 {, g- z1 z31. Additional and stockpile options were not turned off when base was captured 
" n# k" @+ R) q2 {; n' |32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on 
0 O* V1 H% e3 m6 \& c) y% k9 ~: bmouse over! A, L* W, e1 Y  t; s! k3 M 
33. Army experience being gained when not 100% prepared as per manual; changed to allow 
/ \1 Y& W. I: M" h' z" Vchance to gain experience if >75% prepare and < 50% national exp level 
- |2 z4 C$ h* K& N; s* o$ l" x! J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to 
3 w( W% A4 J5 m9 |: Nalleviate the incorrect experience gaining happening while in reinforcement queue 
% [5 O- S" G% d5 Y% U7 k: c35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –/ l4 Y# @. m& a% V0 Y" B 
caused unit to jump “off-rail” and move overland 
5 _% I( u6 P$ \5 @" l( x1 j36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 @% k6 @* f- d; d: X 
37. Excessive accident messages on unload from TF reported 
0 P# g9 _6 D/ V4 d+ X5 z* G38. Reworked editor sub-unit merging as some devices could drop off the unit list when 
+ T2 Y/ y1 B+ t9 ]/ K/ emerged causing smaller size unit than expected! L2 U: U' e3 } 
39. Corrected possible TOE error in scenario data load for inactive units& h; `: G# F4 q5 z& ^ 
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can 
9 c1 \3 r# t0 `$ L* Xhowever be allowed to do this. 
& d0 A2 u$ _3 {+ m  m. f41. Possible CTD if sinking ship's load was a group 
# L' i4 q. |7 k2 Z/ B: X42. Limit the number of devices built from resources per unit during LCU replacements; this7 i  u( E8 B/ P% @3 O! p 
was causing an over production for that turn 
2 {$ ^: \. b7 Y8 b* q43. Retain day/night setting when creating group fragments 
- S5 M# j. }' |7 ^+ M! `* |7 s44. Adjusted supply and fuel values in base list not to overrun the space1 p/ m3 W, \0 J2 [! Q6 _2 O 
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but 
$ E- }+ f* s' \% d9 \( |added YMS to Sweep TF in line with manual and code  V; y2 d" t) G2 E/ A* K3 H 
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 J2 v6 C" n* _# g1 |/ ^ 
rule relates to the abundance of manpower and is not covered by replacement pool. Normal 
! f5 I2 _! N- N. ]. {' X/ ~7 [rebuilding of destroyed units is not affected by this.7 X  d6 f# ]: P" | 
47. Carrier capable and trained text not showing together on Group screen 
) m5 k( M" `+ I5 \2 \9 p48. Handle any blank re-name changes by ignoring them+ Y4 N+ b& V9 P3 y* b 
49. Possible CTD when air fragments combine- C* k- O5 N8 }# O6 ?* I 
50. Unloading TF can freeze a LCU onto a ship under some conditions8 I4 A+ Z+ a! X) X, Y; W% P2 U 
51. AI not behaving if main HQs missing (affects small map mainly)% X  B3 m0 X# d9 X# Z( j 
52. AI using AGC for normal land units – removed from TF if not needed 
4 t5 R" J; [% ^/ s! ]: P53. Soviet activation message not in Ops report 
% [* w+ Y2 }3 k! w' a3 e54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range 
% t8 ?+ |& h% _2 B9 i55. Clear Soviet air balance if not activated. Possible incorrect base switching' l( h& j$ u. H7 ~! t 
56. Sub attack against docked TF not happening for port size <3- ^7 d# r% V+ d8 a 
57. Unit type changing unexpectantly 
, w! x( X! S  C/ v1 k58. Torpedo replacement on plane sometimes is missed/ ?, f, Q, `: O- l4 M: J 
59. Double handling of overstacked supply requirements" Y% S. ~; S; e6 P. S* ]: r 
60. Fixed alternate weapons for port attacks 
, O, _& o5 h' |0 x6 l( `61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 D- {  L. l1 C+ Q0 S 
sometimer in the ship repair cycle. 
( \& r! c' m2 v2 j. i# a2 S62. Ship tonnage over 32K could cause repairs to fail 
, k& e- t! K# L. l% FNew' C1 s+ R/ I  g& L, ^ 
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the 
$ ]8 |3 n2 ^/ H! v% F6 L1 d8 M1 gport 
2 k8 o. t: k) V3 v9 F2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% M1 T9 R! @4 t& U3 x 
Tenders not counted 
/ b+ P+ @8 Y7 V8 h1 B5 [3. When showing mine device on ship, show '!' next to mine ammo if can reload at base  I) a9 k8 L- r# y 
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 {$ A% V2 J* g" g% ? 
to remove damaged ships from TF# D+ C: G# ^4 t) H# u' K9 F* M 
5. New filter for “non-building” devices in Industry pool screen, |' Z8 Y6 U2 G1 C; y; P 
6. New filter for “non-building” aircraft in Air Replacement pool screen 
$ A. I* P3 ^* N& U' I4 t  x, z7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy 
) u, x6 Q7 Y8 Rmines (^) detected) I0 H6 f3 R- N7 j; f# P" x 
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: ^8 N7 H6 O# a$ o( o7 \. h0 [8 w6 P 
‘button6..’ image files, then these will be shown. If not, by default there are shown as 
1 v* y( m0 W2 Istandard parachute unit icons. E  [6 E' r1 R6 G5 J 
9. Air/port damage and building is shown in base mouse over 
! X- G- K9 u! v$ ?# S+ }10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 k; c# j4 `; R- C 
11. TF can be routed to stay within coastal hexes as much as possible* |9 `7 q' M- @ 
12. On Top Pilot screen show the 'ace' cut-off value if more than 10 u6 [# P) O( ~# V$ V- e 
13. Added option on group and LCU reinforcement screen to turn off replacements" s  q2 M/ R1 W' V3 I# p 
14. Current base can get supply returned to it when reserve planes returned which were* h9 @& Y+ @" E8 Y, M6 Q 
originally supplied from another base 
2 l5 W3 {0 T' I+ `15. Unit type filter on Troop Loading screen; L3 @# y8 Q# U) N7 {' c1 A& y 
16. Report killed ground units if not in combat report 
& z- X+ S1 Q5 g; j9 LChanged 
0 A4 j  @! C8 s9 H3 `0 c# _1. AF of 8+ have AV support doubled for purposes of determing support for air operations) Z9 s" }( _; {  Q7 j 
(complements fix 18 above); I7 T# y; L0 O; w/ _; \ 
2. Permanently increased pilot array to 70K1 O4 v1 T& v+ t- X# h 
3. Increased number of air combat rounds are a factor of total aircraft involved! u1 f" Y! b$ D) Y 
4. Allowed submap to submap movement if land connected for land units. Should have been5 f& @" g$ V1 R1 z) d 
so as per Andrew Brown5 K4 O' P) u3 D9 w& B& b 
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message 
1 g, [" |7 l% ]% w; `- `$ a, ldelay toggle instead- A, s$ b4 g; N, S+ U3 l 
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the) u9 l5 `0 ?/ R. o 
maintenace a bit more 
! g$ \4 F8 h( X1 _2 o7. Support device replacements won't decrease the overall experience of LCU units. This does; O" |$ w# w3 |& S1 w  V2 k 
not alter the overall EXP change due when any replacements are received.  j, ^% d. p& g8 c- c' c2 m* _ 
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 R& R% M. N6 k$ @, r' I 
between the two but could break current games. 
- ?/ i- r. D( |1 L4 Z% ?  |9. Some LCU Prep points may be retained if unit is experienced7 `8 D) N  q% Z 
Notes; n/ o$ u# M' _: ?; W 
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) I  c- C5 @. ^) j9 M* G; V 
should not change player or HQ, even if not in play. These original HQs are used by the AI8 j6 `. m1 E: g$ m 
routines so changing or deleting them can put the AI off. Changing other elements should5 t1 I8 P. b3 C0 k 
be okay. 
6 i: v) n8 @$ s0 s5 M4 H8 y2. Clarification to weapon filters for aircraft:5 _) l; u3 H& \! D 
PM_NAVAL_ATTACK 2 // used for naval attacks 
$ C* v7 P: H& y- XPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement) 
1 {; J. i7 k; M# CPM_LAND_ATTACK 8 // used for land (ground) attack 
1 G  u. n3 }: \9 y: `: @PM_PORT_ATTACK 16 // used for port attack* [6 M& y1 O, \ 
PM_AF_ATTACK 32 // used for AF attack 
4 |: s+ M5 G2 l6 Y5 g" [8 _Dropped any reference to secondary values for land and AF as they served no special use./ f0 ~7 E$ t3 p, j 
Clarification changes 
% @! i! C! r* S3 A( w1. Some clarification and changes in regard to use of the Soviet Motherland bases. These 
9 m$ b0 s' H; mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' Z8 A: }8 T( d7 F, c) Y 
MONGOLIA(91) or TANNU_TUVA(92). 
9 _6 Y5 b$ ^3 Pa. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ `. p% c0 m0 v/ ` 
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' b4 a5 P& s- }' J/ G( F$ H8 X 
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases 
, b8 ?9 `- a# P: T+ S+ safter Soviets are activated, but can’t move4 H+ J" H+ w- m) q 
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ W+ i% x) Q/ a, K& ~ 
disbanded in port. 
6 C- t8 f; \' ce. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently 
$ p  R% f, L0 E. D7 O3 Q6 sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |