具体见 
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http://www.matrixgames.com/forums/tm.asp?m=3185062 
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8 |2 q( l! D9 I6 V已经共享到岛群QQ和本论坛置顶资源帖 
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6 J% S: C, u5 z; }! l5 Q大量更新,详见列表:7 H; l8 a* C, ]$ W3 e, [ 
 
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Change History:9 ]6 W5 ~2 u5 c5 H/ _ 
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) 
. e$ S  s3 R! f- R1. Seventh Update – This release is a comprehensive release updating all previous 
. @' ^- v3 w5 ]# P9 P3 K9 gversions to v1.01.17 beta$ [$ O* R/ r! j 
2. Code Changes 
! Y  ^# o5 K8 |  h( Z# d- RFixed7 u  k% ~# P# |! C+ M. p9 e 
1. Display of AF/Port icon between player saves based on player's intel# _! v, A6 Q$ _2 t3 c4 | 
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when 
# o& @5 M! D# j. ]weapon list updated3 z) ^3 `+ ?  w, J- r 
3. Reported cargo/troop safety values incorrect when no cargo/troop space0 R, g! \) V2 o2 J0 M 
4. Allow smaller 'reserve' space for small groups on ships 
  y5 l, |/ p2 Q6 p0 I: T5. Preserve some more data when swapping fragment and parent to prevent lost of parent# n3 j# ~" v1 |# p 
6. Correct attacking plane count before final post-air combat 
0 ]& Q/ y2 }9 [% T/ p7. Pilot promotion may have occured in error sometimes+ ~- C# P4 A# y% X9 f- G7 Q, j 
8. Raid detect message sometimes dropped of the combat report! @: H, i* ]0 a, W 
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ N" x$ P7 U6 m( p& U4 v8 w0 I2 a 
generally 
' v: ?! ~7 s6 R$ }10. Some pilot-leader connections were being corrupted* B( G6 [6 e$ \5 F- Y 
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few9 u! J. }; y5 H4 Q 
other move issues due to the incorrect indicator 
/ r6 A0 m1 C4 G  A1 _/ c) U12. Wrong ship sometimes reported in Ops report for TF movement which causes some" O2 U* r; \# ]. u+ C 
damage 
0 ~! r% a4 z; z: `6 h( \13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool 
2 [  k. Y2 g. g% ?/ e14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the 
4 K, x, P0 E: [date sort 
3 U9 D' m$ k3 Q1 b/ b! `6 o15. ASW groups not allowed to attack sometimes 
# v5 I7 M9 @% D% U9 y) K9 S16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 }# {( n6 O" ? 
HQ/LCU to jump to reinforcement queue1 T2 Q: I/ \3 Y8 d6 W5 l3 B 
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 C% S: _6 o8 w& [* Y 
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( l' e' |; X/ l! \5 N 
at start of AE but crept back in sometime during updates( ~6 B1 T7 q, S- m% L 
19. Removed the fragment/parent swap during a TF unload as it could often orphan the 
% ^$ }. a2 @/ x! ofragment./ `" c+ m( o, s 
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade 
$ b9 Z& E, e5 k6 Q21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not8 {1 X( c- e: r# W0 O, s' A! o. d3 M9 H 
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full. \) t9 G& O! J  d# D$ V 
set0 V2 G. m2 }' q% d 
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ M  h9 ~& t2 j  ~0 n$ Q" ]4 J) f 
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays. l9 \  j7 @7 j 
24. Bug caused F/FB to sometimes bomb at low altitude 
% T3 Y3 R* d. Q) U7 @) p# c25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not6 ]9 s( C; R4 P1 X. x) o, a 
occurring properly.* c0 u) Q& ^8 Q! m  R- r 
26. Bug in Industry 'failed' indication not showing properly sometimes 
2 A( j* o& U, T27. Location check at scenario load to include small map sceanrios 
1 W2 S; F1 `) P+ a28. Bug in air supply to fragments in a non-friendly base hex 
) m% M1 _0 m- y7 P8 G" N29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was 
% X7 R) g6 {- q3 vbeing set to homebase before execution of the mission – ie was returning to base 
7 i+ H8 g5 d/ F: [5 [# Bimmediately 
5 y; t9 f( c& E30. Error in Strategic map display 
5 Q- b5 u! C$ a5 J% A& D( x1 G31. Additional and stockpile options were not turned off when base was captured 
3 a- B6 w5 U4 ?/ n0 q: T* B7 G9 A32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 N* o% y1 ~  ?( Q) A. u 
mouse over 
- F1 s" N$ N8 w$ |  A33. Army experience being gained when not 100% prepared as per manual; changed to allow 
% E9 t1 l& [8 c, Z6 X$ v, w$ I, gchance to gain experience if >75% prepare and < 50% national exp level 
  b/ @; q8 \: G. ]' {  F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to 
# f; b0 ~- _7 T# m  Aalleviate the incorrect experience gaining happening while in reinforcement queue* y- A# v; z" ~  w5 f- r 
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – 
/ d$ n$ k0 L. N: [caused unit to jump “off-rail” and move overland$ W9 N# ?6 Z" O" I2 C) B( F 
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ# [  m* J$ g6 w$ f% R 
37. Excessive accident messages on unload from TF reported 
% l9 D6 E! v2 H. h, C: U38. Reworked editor sub-unit merging as some devices could drop off the unit list when 
9 {# u# s, J: ]  J$ l4 J, V  Omerged causing smaller size unit than expected% X6 ^/ x6 ]8 S$ |4 B 
39. Corrected possible TOE error in scenario data load for inactive units1 z9 `9 y) L0 ^* X# E. m8 L8 X 
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can0 ?* F: D6 \, ] 
however be allowed to do this. 
  I$ L2 C! t$ R! M* @, e# w41. Possible CTD if sinking ship's load was a group3 ]: T+ q% m# C4 U6 Y  ? 
42. Limit the number of devices built from resources per unit during LCU replacements; this9 U; c: u! F& c0 {3 e 
was causing an over production for that turn 
$ _% }; z* G2 s) ^/ R$ H8 X43. Retain day/night setting when creating group fragments8 \$ C+ G( s( ~3 m3 T" C) C 
44. Adjusted supply and fuel values in base list not to overrun the space 
3 v/ `" Y, i6 `% Y0 U, o; [5 b45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but8 b+ t4 p2 X( O9 Z9 H& K- x; Y1 | 
added YMS to Sweep TF in line with manual and code7 u1 E0 L! H& V3 o 
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the 
  I0 e, y( i' Y! H/ grule relates to the abundance of manpower and is not covered by replacement pool. Normal 
2 Z5 r& g- P3 j5 n% c6 J" Erebuilding of destroyed units is not affected by this. 
6 ]! N4 U* @, J% k) Y2 B1 L/ B! ~" U) W47. Carrier capable and trained text not showing together on Group screen 
4 E2 Z) G! w4 ?, e4 H; X48. Handle any blank re-name changes by ignoring them3 ?, |- U! o2 H, V1 q 
49. Possible CTD when air fragments combine+ y% d, z6 j5 C7 F1 L 
50. Unloading TF can freeze a LCU onto a ship under some conditions 
# h, ?- p+ p, _/ e51. AI not behaving if main HQs missing (affects small map mainly): |3 i+ ?+ A- D! p 
52. AI using AGC for normal land units – removed from TF if not needed4 ^! g  ~0 m# N( _, I/ o, ^ 
53. Soviet activation message not in Ops report8 W9 f' y5 }  X% x 
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 z) D+ h; |) l" i. @5 l 
55. Clear Soviet air balance if not activated. Possible incorrect base switching* p5 [& L* o; U: B3 d: n 
56. Sub attack against docked TF not happening for port size <3 
1 j- P0 ~0 w  ^& h# m# k2 Z0 N57. Unit type changing unexpectantly 
5 T. |9 c' o. [: U* y8 ]58. Torpedo replacement on plane sometimes is missed 
9 c$ g' p9 B. }7 E59. Double handling of overstacked supply requirements 
: L# d4 _# R, l" w- W0 [- U  b60. Fixed alternate weapons for port attacks 
6 I/ Q& t8 G5 G61. Corrected weapon system damage to show after combat on ships in port rather than wait till. S! n. K1 r; [: \0 J+ j 
sometimer in the ship repair cycle.- C3 [1 @6 L( _ 
62. Ship tonnage over 32K could cause repairs to fail; y. `9 z  i+ [9 d1 m 
New5 ^- V' t/ e3 V9 M 
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the 
0 I1 ]! X4 _# i* |/ Oport 
3 u6 d+ K. M1 E, ^. d" h2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( @6 l* y  d0 G! U 
Tenders not counted 
3 f0 }9 g, ^5 Y! S+ ?" l" D% d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" L* t3 J- H" v4 r9 \3 ~ 
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method 
2 F% v7 O: l% vto remove damaged ships from TF 
; b' o) ~! J2 K  F; J5. New filter for “non-building” devices in Industry pool screen, V/ y/ K6 h3 a% d" G% O 
6. New filter for “non-building” aircraft in Air Replacement pool screen 
+ p, c1 b" Y5 U7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy 
3 x* N9 C: A4 F/ P% E  W) Ymines (^) detected1 I7 F4 _! c  K8 F  i- y9 A2 ]! n+ }/ E 
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the 
, c' }6 L& k  A6 X. e‘button6..’ image files, then these will be shown. If not, by default there are shown as 
) V) A7 {/ r" S' O% Ostandard parachute unit icons) E1 m0 b, R( O4 r' l( Y 
9. Air/port damage and building is shown in base mouse over 
/ t) Y3 E. ]# c6 i. K10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on 
; @  b* W: n4 \2 `( e  C11. TF can be routed to stay within coastal hexes as much as possible" a/ a( }) r9 N+ W& _2 a. Q8 y) K- C 
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 
( }, ~3 m4 B& _+ U0 g13. Added option on group and LCU reinforcement screen to turn off replacements 
! N. z; F8 l: E14. Current base can get supply returned to it when reserve planes returned which were7 U* g$ t8 J5 w/ F8 W; F2 | 
originally supplied from another base  @, ?4 i% \9 F 
15. Unit type filter on Troop Loading screen  a# u- a' O. W5 p: R' l 
16. 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- M$ C$ e6 ^  T& Z) V' C 
(complements fix 18 above) 
* Y6 P; E2 H9 K2. Permanently increased pilot array to 70K 
4 P2 Y1 N  T/ T7 r3. Increased number of air combat rounds are a factor of total aircraft involved, i6 D5 ?- q" @' I  K% K9 B0 g 
4. Allowed submap to submap movement if land connected for land units. Should have been( A" x& e2 E4 E$ A  b 
so as per Andrew Brown 
/ l0 [, E& i% W  y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 T( F2 E8 n9 `! T" ` 
delay toggle instead 
+ i: k1 _& H! L6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* Z, R5 q7 ^$ o5 I+ k. Y. j 
maintenace a bit more 
; X5 j$ }  |5 H! q# W7. Support device replacements won't decrease the overall experience of LCU units. This does% ?$ p4 W- L" M 
not alter the overall EXP change due when any replacements are received.9 u* |4 N% {) f4 n$ s 
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction 
- [) m& B  J3 S; T/ Y$ b4 a; R3 ^& @between the two but could break current games.- c" G6 V' _3 i$ R. L/ ? 
9. Some LCU Prep points may be retained if unit is experienced1 m) _1 r. P; m/ ^7 h* c/ L& f 
Notes5 x& ~; Q! S; e- C1 N1 m 
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* y1 @  |& G5 I" O/ q" [9 b 
should not change player or HQ, even if not in play. These original HQs are used by the AI3 P) d* [5 R; _+ E0 L1 R 
routines so changing or deleting them can put the AI off. Changing other elements should+ O* k( k2 q( g. T 
be okay.+ S- m5 E/ ~' t, ~' q" \' k" ? 
2. Clarification to weapon filters for aircraft:3 P" x/ e- k2 u* g# V3 E7 B 
PM_NAVAL_ATTACK 2 // used for naval attacks7 S6 K( K0 V9 Z" X& N: C 
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 K* ?- G" q( v) p: v4 @ 
PM_LAND_ATTACK 8 // used for land (ground) attack8 v. l6 o# G2 U; m 
PM_PORT_ATTACK 16 // used for port attack 
! T: ?# K- k! C1 v' v; _; uPM_AF_ATTACK 32 // used for AF attack 
1 a3 @9 t( j  e( p6 O8 JDropped any reference to secondary values for land and AF as they served no special use.  d  t4 {: c$ D; Q" @; y# x 
Clarification changes3 d" r$ |0 t9 N4 T3 B% w/ v; } 
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These6 O' u0 D0 S5 J 
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),; O0 m) v8 t% T% @9 Y1 Z' P 
MONGOLIA(91) or TANNU_TUVA(92).3 D) @3 {0 h3 d" Q) Q7 ]& K0 h 
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases 
$ F9 Q  N2 e( z4 d. R8 B7 \b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes/ ]% N, a% f6 {6 r! u 
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# {' w( a9 Z8 k. [3 a  t 
after Soviets are activated, but can’t move 
, B% S+ q. u  }2 }% l- _d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if2 I: Y& L. }& s0 `6 ^+ D! b' T 
disbanded in port. 
. T$ c( r$ w6 K' oe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently 
  a+ c" y% A8 a* r* f% ?: m0 if. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |