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) L& z y E3 c" }5 g) o【使用方法】:* C% k& d0 D- n$ }
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【更新内容】:
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% U; Q+ I$ L, ^1 e7 K Q6 @$ IChange History:" T3 e" F9 `5 H) _# ~5 m. ]
v1.00.95 - December 7, 2009
. Q! K/ B3 G9 z. C1 K; i' }9 N• Second Official Update – This release is comprehensive and updates ALL previous
1 w0 \3 Q( X0 {% L2 e( C8 F2 Z3 C' Gversions to the v1.00.95 level.
9 O3 y) l6 d: P; K( ^0 b6 E# AIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot% h; T, H7 Y/ ]) b+ T
Management Addendum” which have been added to your Documentation shortcut subfolder
* g3 c# I1 m1 f. [and can also be found in your /Manuals installation sub-directory. These two; @+ N' d' U0 f
documents contain very important information on improvements and changes in these
0 |0 m v+ P2 H% \areas.
/ Q# X; ^0 v( K4 M- h( G• Code Changes
4 a9 X; P3 B+ _4 Y) d1. Interface Improvement: New Screen for Industrial Management4 S) {/ p9 D. L( }; p* I
2. Gameplay Change: Air transport mission was using all ready planes. Now the
. m3 ^: `' m2 y. |1 gnumber of available planes for the mission will be adjusted by the rest/training3 L% W% x5 h8 q
percent as on other missions.4 r( m0 V4 [* Q5 P; u5 u
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes/ Z# j8 A- x o6 a! A9 K" k. O
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to: p: [9 ~4 H1 l8 ^' d% b
show in change command list; G& i& q& z' a% p" P
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
5 f( b5 q0 E& S% ABombs’ flag rather than the altitude setting* d, G/ l* F) g, f
6. Gameplay Change: Full base screen now show the consistent over-stacked AF/ C; v; d$ u) O# k2 x8 ?+ N
indicator ‘*’
* Y* f; K, t0 z# I, {7. Pilots who are captured or killed were still being counted in some group totals. They* f! { I% F3 N
are now removed from group’s pilot count, but still available for ‘Top pilots’.
! X" e/ m) Z6 `9 j8. Interface Improvement: The buttons in the lower panel of the main screen have8 _8 Q$ P' K: e U' ?
been improved. With the mouse over the icons on the far left, the number of groups,
# ~( z* }4 p0 ?6 f& ~task forces or LCUs at the base is shown. Added a previous page button when there9 B! T( w8 m/ d+ k
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
- b+ v2 [, G! ]' H4 wtooltips sometimes were corrupted when other screens were displayed on the map and5 `" A0 x0 ?, y- x( n: a4 Z* ^( y
the bottom panel was still active. This has been corrected.
2 d& u1 K" n3 p# M7 v" z: j9. It is now possible to repair planes in excess of the group’s size& y( X. z( K4 [! A& ~1 a6 g
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
+ M+ b4 q6 K; a3 r" w: {* Ctraining is incremental. Points are accumulated and once a certain level is reached, a/ d8 R' |* y( Q( U
point is added to the skill. The cutover level is the current skill level; so as the skill
w$ z6 p8 y9 Q9 |. [4 Qlevel increases, it takes more accumulated points to reach the next level. Combat
( U' D$ r: z5 Z, P D Ugains points faster than training, and combat is required to reach 70+ skill levels.8 H2 d! |: R3 g& p: B( j5 v
Experience levels behave similarly with the one exception. If the Experience level is: f2 a) Q) F$ |9 F
higher than the best skill by more than 5, a skill based on the group’s mission gains" a3 m+ @0 i2 o' _+ N, b
the accumulated points instead.4 @% s) R9 i* ]5 q) ^
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,$ _, _5 t9 v/ X# a% u, \
ammo and return to base if required$ g% J# Q( z0 z* V+ V* {
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
2 k6 l# S z; S13. Gameplay Change: Malaria effects adjusted
, ^( ?2 Z9 h$ L& m- W: M/ H V14. Fixed bug preventing port construction in certain cases
1 N# x' P6 h, L, a) a15. Fixed bug preventing combat engineers from building: X( a4 P% i' s
16. AI improvement refining settings for LCU attack levels7 Z- e- @5 S9 J" m! H1 ~
17. Corrected unit TOE loading bug* o7 B. E0 e" B0 s4 [' w* u4 l2 i6 \
18. Correct bug setting default morale and experience when not provided by editor
( |$ y" j6 j. m1 h19. AI additional checks for level bomber base sizes
* g. x7 r0 V, _- v: K6 P20. Numerous supply tracing improvements8 `' ~7 I# b7 ?" a1 o& ?
21. Numerous supply/resource movement improvements
: V0 v; z# B) K% h$ A8 g22. Corrected several land unit fragment bugs.
3 R8 J/ k0 C1 W l$ L S23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
7 x/ p4 T8 ~1 Y: C+ e% L; Darrives at the destination of the “met” TF before the “met” TF does. Also adjust
1 m- x" }% e. E6 ?, xmeeting process to reduce chances that the meeting will not take place until one or the
/ T1 z2 P+ k" D" z- V* f& Fother TF reaches the “met” TF destination. Also correct a problem TF could4 s, {$ y. _1 p4 N
“merge” with a TF that no longer exists under certain rare circumstances.
+ W4 l7 j1 H/ l; f; {8 S" @2 |24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of K: p6 k5 W* D
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate% R" \, o/ k4 [( q6 l) ~- |5 l
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
% v5 u& x3 _. l# b( Q! Wdocked if the port has the dock space for them, but will auto-undock when adding a
% F. Z8 o: L( {$ T$ q Mship to the TF causes it to exceed the port capacity.' g4 ?% r5 a0 F/ r5 T& C6 w
25. Adjustments to naval retreat determination. TFs retreating after combat will now be& f1 k$ h: a( U. V: S! g% M
less likely to retreat to hexes containing other enemy forces and be more likely to, M- {0 b" G( m- p/ W7 y7 C2 u
retreat toward a friendly base.7 g: {4 Z; p; U6 S/ ^+ [
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it7 ~ x1 e1 z3 P' ]
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
3 ^5 } _8 K1 V/ Yin port, (c) ships in port (disbanded).8 }. `" J: A$ I8 Y+ J
27. Interface Improvement: Implement search arc drawing on map m, y I' V, I& G7 Z
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,- k7 x' ?7 K, a
ensure partial rearming is in full mount increments, and adjust ops usage according.# X# L( b8 ?9 ^( L
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
! Z, E/ _+ E1 Ra base were incorrectly excluded from Naval Support totals at that base. This was
* b* E4 \- B) `$ ?8 K' |due to an error in calculation of Naval Support availability over HQ Command radius.
4 n! a* a* q: `* K7 D30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
+ O- V# f- P J, ecould improperly interact with fragments of the same parent that were at other) S7 V0 w- D9 K1 m" z7 q; V; B% T
locations and had been previously loaded by either the TF or one of the ships' _3 }& i2 x5 o$ b7 g7 ]: R
currently in the TF or, if the load required multiple days, when unloading of other3 M% [- m' G) j# H' q
fragments of the same unit caused and automatic switch of a fragment to the prime. V7 Q7 o0 w+ E; _) R
unit.
) C, l, o D+ ^* C' w31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
, L n/ b2 E3 m. V% K% X* vPreviously repair of all system/floatation/engine damage would terminate repair of a2 E. y6 t0 x8 H$ Y( l
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
# Z3 F1 S9 h4 D3 Y# Mnow prevent full repair of systems damage and may “create” small amounts of system; X4 Q) X0 l$ F
damage to keep the ship eligible for repairs. Note that this may have the affect of( ^/ X8 D( @& w
small amounts Systems damage being not repairable at a location where it normally9 ~5 u) b* U6 _/ s5 ?9 [. V! p
would be repairable if that location can not also repair the damaged devices(s).4 D6 B8 L4 q3 `* q m5 V
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
5 v9 P0 B& `9 V/ n) Y2 `of aircraft! p% R. l4 n9 Y/ I* g
33. Corrected several menu bugs
+ c9 }6 b$ M h2 {+ `# b5 W# W34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
$ C) H L5 r& K& Pland units by TFs.
5 J7 C3 L/ [/ g) B" Z1 \35. Interface Improvement: Add “undo” for ships being transferred during ship, \' {/ @1 O: c/ q
transfer. Previous undo only functioned properly for ships being transferred into the! E& U6 ?0 i' [0 k
selected TF. Provided undo for ships transferred out of the selected TF.: V. ~; t! p" G( w, N( K
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
$ U* B' V4 x6 {is following another TF that is beyond the player-set follow distance.6 r1 O4 J4 R- f1 L' ?
37. Change ship based aircraft repairs to be by plane, instead of by group
9 W {' Q& k1 T8 Z+ s/ ^1 b38. Interface Improvement: Made air group screen larger to reduce clutter3 ]4 \% f0 u$ ]2 V4 l9 p0 B
39. Gameplay Change: Adjustments to supply consumption by land units
1 D0 m9 c6 G' S6 H40. Change to AI shock attack determination
' g3 P* m; H: B9 ?# O41. Improve AI awareness of intel on nearby enemy LCU8 U3 e; t$ O4 {0 M
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
9 K- o! a+ z8 J2 ]43. Gameplay Change: Changes to AI production on “Historical” level
N% l4 Y6 t! T2 `" @! G U9 t44. Improvements to save file process to reduce chance for file corruption, especially by
, n& T6 l4 u2 @" F3 ^5 W7 l3 ]deleting the old save before writing the new one- X8 r7 X+ e, @, C
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active% t, [# F( [4 j. g$ S1 J! @; n
46. Improvements to refueling calculations and processes. Ships are more likely to fuel' u4 H, {. ]9 n+ ~1 E! O
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming }" _/ n: t w
sources for the “from port” and “at sea” variations.
* d5 N* D& c% V4 y& ^- L* N• Replenish from Port will now use the available fuel/supply at the port and on all O" S. z" F6 |: q5 h
replenishment ships disbanded into the port. For those disbanded into the port,
: m# t3 l/ \( t$ y/ |only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.8 ^6 g: b* B1 `7 l
Tenders must be of the appropriate type for the ship being replenished. Note that
6 Z2 [8 E: U- Zport facilities are used in preference and ships in the port are only used if the port
0 h2 x8 ?/ ~; ?) T% e, Ais not able to completely replenish the ships in the TF.
% ]2 ?4 K2 h* }1 W( d* Q6 h/ u1 Q8 [• Replenishment at Sea when the TF is in the same hex as a friendly base will now- t- w$ R3 R7 L0 U" A3 s( p7 d) K
use all ships in TFs in the same hex but will no longer use ships disbanded into a, x6 d" p% ?; B6 O* U
port in the hex.8 D" {# R( y0 P. o9 T
47. Interface Improvement: Add new map icons to highlight certain events6 Z7 _, K/ \% H e: {% s
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some' u7 w8 `0 _2 L' u2 S
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap/ Q2 X* ]; `5 w+ O0 D
port or from any TF that is currently off map. Ships that are not badly damaged% [' D; \9 m, i. p+ |
can be withdrawn from some on-map ports or from TFs in certain on-map regions./ J# g# q0 s$ b5 D4 G
For on map, ship may not be on fire, total damage may not exceed 99 and no3 X) t% @- V0 i' H+ v7 b7 Z
individual damage type (system, floatation, engine) may exceed 50. Ships may not) m$ q$ W5 f, T. O, w7 l
be withdrawn from any on-map location where the enemy has air superiority. The
9 d. L" H# r- B& T4 b' G! R/ f* cintent is to prevent withdrawal as a method of saving a ship that stands a good chance* E! n" m; s' b4 ]
of being lost or further damaged. On map withdrawal ports are set based on the% R% e+ h# x3 F* Q$ |% x
historical exit locations for ships leaving the Pacific:! H2 ?" ^7 l5 K' d
1. Any level 9 port., w. D! ]4 f2 z5 E, `$ ^) R: }
2. National home ports of the United States, Canada, India, Australia, and New
% q, k7 E' L; r+ c$ BZealand (with no port level requirement)- L# m3 P( V$ \
3. Any level 7 or larger port on the US or Canadian West Coast.
& l+ {) y6 T* T" n4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)6 l) b! c3 P4 U: w
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
/ k$ ]: i) v% R1 ?6. Any level 7 or larger port in New Zealand.
" k( ?! x) |/ d49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
& z+ e+ G+ i3 s. p* q) ganother ship actually sunk, the data for the two ships could be mixed. Depending on
7 ?$ H) p4 O4 V6 A! ~! Pcircumstance, this might result in one or even both ships being reported as sunk.
$ l$ F) f$ Y3 V$ c) G50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
4 ~7 W Y3 `! Q0 FTF list screens. The calculation will continue to show the remaining ASW capability1 O1 D/ W- s6 ~% a! V5 A7 c6 }# ?
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is+ i1 q" v1 i$ o2 j) g- q- m5 H
now based on full load for all ships in the TF.: t+ d% \( b1 O
51. Resupply capacity for bases added to editor
, P; v: F, @2 F52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
$ z5 \: q2 X. R1 Q8 B9 \53. Adjustment to AI unit planning level based on AI difficulty4 H) v. X2 R6 M0 ^7 U8 q* C
54. Ensure minefields are created for proper player when a single TF lays multiple types0 W. @7 H8 N5 h7 O3 ~/ @ U0 D
of mines. Player of minefield properly set when first mine type laid by a given
% A( t. _6 z q: Jminelayer but a similar check was missing when the TF contained minelayer(s) with
+ e, S1 [1 ? m6 |" l9 xtwo different types of mines.
7 a9 O" B U7 @2 h( Q/ i ?, a3 S55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and6 ^0 l/ F( T- m
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
$ I* g2 c: R# X8 i D3 Z! Qfor owning player, if partisans attack and cause damage.
: {* s% \5 d8 s; N: g56. Gameplay Change: Movement rates for clear and desert changed to 25 for- f- y4 l. S7 i
mechanized units7 N" T5 n( s: |; _/ W& d
57. Gameplay Change: Land combat effects toned down! x- C& }5 |5 m* {' a# f: X1 C2 L
58. Ensure AI captures empty bases% D& h8 c/ c$ C, v" x
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to, F/ n8 t+ v3 n1 I8 F/ z1 R
save from moving them ashore. Training from disbanded ships does not increase the
9 e: I [: G% {9 N! N' D' W+ Gpilot mission count.) R& ]" N0 ^ |7 [# `6 a* g
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
4 \8 Y2 ~' [1 e- }* \; norder to help identification of saves$ b) ~6 J, _+ f0 ~- S
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
/ G" Q- x% c+ M3 Z2 f8 ^% e( `62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
) V# ~' ^& Z$ W- Q% Lmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
8 {" j+ @" u' b" S. [bombing attack. Groups were at maximum altitude and conducting glide bombs7 Z+ C D) K( a5 X# [
attack, sometimes without engaging CAP or flak.
7 a3 F% i* a; S* U63. Changes in order to standardize inactive Soviet group’s training options;9 P. [5 }) o+ G+ L( I7 b
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see% x, C. n3 F7 H4 O" N5 _
Pilot Management for more details). The number of pilots on the group lists is RED if' ?' F) E. ~; L' l. K
less than the number of ready planes in the group, indicating a shortage of pilots. This$ T: p3 k- V; C9 `9 \/ m
shortage may be filled automatically or manually for a mission based on the pilot/ a% M9 L- Y5 z- V* i- z
select mode.' \* M. L {8 ?9 _. f. b, I7 I
65. Corrected issues with group destruction on scuttled or sunk ships and groups on; D5 g2 r8 j7 {
withdrawing ships5 G& E2 {( |" _: Z9 O6 K
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
3 `: Q# ^! l1 @4 ]close range! {& r" f; b& a3 k
67. Gameplay Change: Greater weighing of crew experience in surface combat& L" C% P& D" k, \. z, E
68. Gameplay Change: Limited radar directed fire, increasing over time3 q0 F( B9 I( S+ _4 U) m
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface( N0 V4 S! z+ M# v3 |* b
combats at 1000 yards+ w- N3 ^1 h0 m0 y
70. Gameplay Change: PT Boats less likely to attack in daylight
2 S8 n( a/ V4 ~71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
9 u& L. b1 q/ F( F5 c$ X" U- rhit in ports and rivers
& f3 e: ~( \8 B* F& k6 q* w- g72. Gameplay Change: Submarine captain ratings have more influence on Submarine: G/ V7 N) d) g* b, Y- Q& k R
performance6 v9 w. u- f! Q0 [( j9 O& o
73. Torpedo hits on escorts not showing in combat report bug fixed0 |' E) N Y4 H% q3 X9 a
74. Gameplay Change: Aerial ASW less powerful in early war: x, F1 r1 O0 c% [
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
$ w2 b E) ~ [' r K. x/ W) Adiverted fragments having planes but no pilots. Pilots still flying planes are now
+ N f% }0 C* Y' `: {7 g' F- s0 Xignored for sinking ship purposes until their plane lands.
$ d- X+ e2 S) Q3 a76. Group transfers in off-map bases from a ship in the base hex to the base itself were4 t4 M, z; J! k$ E) n
being delayed ‘4’ days. There should be no delay.+ k7 F* T- O8 D, N: u( ?+ t" L
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
9 r% O( d9 n. m9 \( V, g6 dthe convoy disbands.- Y& h% ]7 W6 V" `$ x
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20# }" C& ^7 N9 j# ]) j% w, H
hexes. The range was not changed when the game scale was changed.; @1 E6 M; v+ A" p) r/ J& g3 u
79. Fixed bug when displaying search arcs at a base9 w5 M D% @* {. k
80. Fixed Escape key on Industry Management screen
; f* |1 ?% y1 q4 R/ e5 K! Q81. Fixed oil and resource in totals on Industry Management screen6 W$ S; f, X' M7 ]% R5 B; r2 L2 h
82. Interface Improvement: Add an extra line to the Industry Management to show total
G, h' G5 i. c, w3 u/ c6 J. yshut down industry on Industry Management screen; o% _8 f s6 n- E
83. Interface Improvement: Add base select to Industry Management! O* p: V. e0 e+ I. T2 U' M
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
/ Q+ l- R( d& ^ONE group for Admin stacking purposes; the presence of all three in a base counted7 F% _0 w3 J1 r" D
as 3 groups for Admin
3 J; e) Y# @. o2 e" m85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups7 J! }9 Y3 o/ N# i+ r2 ~
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
% K' u4 W4 J' i+ YFF being affected by old stock code that cleared the secondary mission.
% v6 U m! Q$ S% V0 }87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
" q+ x( |8 i5 M+ z) y88. Fixed an issue with tool tips being offset from actual hex when forming new1 M i" ^" m* ?: }0 F `
taskforces6 N3 L1 H+ ?$ A& u
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on/ j2 s8 X' f& Z0 i& S) a; ~0 X, a
the end of turn save only. Preferences are now restored as saved for the player at the
' p( Y, B; U! J6 ^time.% h+ x- \- y. o! ^( a
90. Changed air supply mission to use a friendly base as destination, if both a base and
. |' I" Y% o9 E3 K% cLCUs are present in the hex; it was sometimes giving the supply to the first unit only
3 I' m( Y* ?7 H8 E# @4 l' ?1 T91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
0 G5 G4 l$ y* P" zmission was canceled because the enemy LCU was selected as the first unit in the
! O. K3 ^, G- C7 Ahex.$ m' M4 W, b9 B* z
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.# {4 F8 C& I+ ^; W- H
93. Prevent very low grade TF commanders from returning single ship TFs to port to
3 U2 N( |! t) g( h) P7 Srearm when rearming not needed.
! b7 L8 g* z: V2 L' u% O94. Fixed the supply cap and monsoon effects on supply
& x( ~ p- P' \/ s' @& j8 X+ t95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland' @. \ ?2 x8 `4 c$ A& I$ ^) l+ M5 x
movement./ t( Z, E' d' d
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base" F& U3 x# Q* I g" ^5 a, b
when Soviets are inactive. C! [8 [ V" y! x
97. Tweaked resupply task force to Japanese bases.( z7 q% |8 }+ c2 T7 z2 O
98. Fixed a HQ/Chinese unit respawning bug.
$ W& M, S: m3 t% a7 g* N99. Restricted permanently disband/withdrawing air groups from being able to the the, [( n* f m) {: s8 a
“Trainer” option in the type of pilots to use.: B/ v! d* d8 B* I! M
100. Restrict the options available to pilot movement in permanently
4 s$ H2 h; z* f& ]2 ^9 |3 E2 Ldisband/withdrawing air groups; mainly restricted to making them active or in-active
" J% M# g& R+ c/ b- zwithin the group.
8 T/ L- L2 W9 G9 `8 k. Q+ N101. Fixed error in splitting air groups caused detachments not-in-play still attached to
# E6 k( ?5 R* ^$ S# w8 x! N: O6 y( _parent group - stops divide ability
( O2 p# D, Z$ J% X1 R- j5 g+ _102. Fixed an issue where some autosaves could reset game options.
4 T, L' ~7 A+ n103. Disabled the ability to make a group a temporary on-map Trainer.
* K' M8 O! c7 [: x. W g7 P104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
' ]0 O7 f4 n( ZFATIGUE pilots.
( l- _! s2 N2 S% I# n* b0 v105. Made some adjustments to Kamikaze effectiveness.& x$ \7 Y8 {9 S l; p
• Naval Data Changes- z# v2 s: O0 C( w
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.2 X A3 ^- v4 m0 N$ M- J/ M1 R
Class
% X2 B7 J6 p# K1 x9 j7 ZScen 001, 002, 006 (007, 008, 009)
* y" Q- }0 B% D3 n& P6 Z+ @- y0021 – Australia – correct weapon facing
7 p. k* C; d) b2 i5 \8 {/ v0418 – Helena – correct tower armor from 0 to 125
+ n0 W; O& V2 ^( L: X$ {8 T0767, 0769 – Chevreuil – correct endurance and fuel6 \" u( o0 l" j8 g# ^8 C
0770, 0771 – Duguay Trouin – correct weapon facing/ q; |/ U0 E) N5 B# `& Q
0772, 0773 – L’Adroit – correct endurance and fuel& u' m; ^, Z' x9 n4 ]/ G
0774, 0775 – Fantasque – correct endurance and fuel
9 a5 _5 m x+ V9 W; K/ C0776 – La Galissonniere – correct endurance and fuel
! m, q( Z$ U. ]) G7 ~0776 – La Galissonniere – correct weapon facing+ F$ ]- ]9 @* A
1013 – Yubari – correct weapon #4 turret armor
# }( E( V' J6 A" f' `1102 – Furutaka – correct weapon facing% }; N; T9 V- N6 ?
1107 – Aoba – correct weapon facing
! o2 T( p7 W/ T. K$ C1112, 1113, 1114, 1115 – Myoko – correct weapon facing: t" K9 b- J1 e# w6 X7 e$ q: I- i
1730 – Yamato – correct weapon turrets
) N8 C0 K% E( i' ]. d# Y9 }2025 – Kongo Maru – correct weapon facing
! L H3 Q( K9 N0 T) w- l2202 – ARD 3000 Ton – add Japanese small ARD class
0 r; _1 y! m0 ^6 W, I2903 – Gnevnyi – correct weapon facing
* L' b/ G8 J6 G: `2915 – MK Cargo – correct weapon facing0 L( S% x6 r# }$ Z. v
2918 – KT LST – correct weapon facing" Q+ p0 r p4 C3 h
Ship
$ [; o1 @ z6 l# g) E8 }$ L' {Scen 001, 002, 006 (007, 008, 009) changelog
+ D! Z# U, \7 r7 j# IAll – update weapons from class to reflect weapon facing corrections
' w% b p3 i" H) { \ U2 a$ I0999 – Dublon ARD; add small ARD to Truk$ m- B' `6 \8 \0 p; Y& [
3550 – Laffey; correct entry date to 420430
/ L; ~) j9 m" l& y, A' j7 Y3580 – Frankford; correct entry date to 4304307 e% T' O5 ^6 i& ~0 I W; H
4317 – Thornton; add Clemson AVD at PH @0 C z# O' K+ X7 j% x" o
4361 – Henry A. Wiley; correct entry date to 440930
" }8 i8 M9 P" i+ T% H( [5222 – Rixey; rename to Bowie$ \% f9 w) k) b8 n
5223 – Hercules; rename to Highlands
4 a% X0 q0 d+ D' s, E9 C) w' z1 g5251 – Pinkney; rename to Pickens: S' ]+ ^$ p$ J9 u* ]
9253 – Madras City; correct entry date to 420228
% K' c2 B) U5 v H7 C" ^9728 – Indus; delete duplicate ship entry
& {: E" d5 }3 b+ I- Y9837-9849 – Soviet Fleet; correct ship name spelling# g2 ^8 L! l9 U6 r y; P
11316 – AFDB-2; change arrival location to # 524 Seattle
. S* |; g2 r U n11364 – BYMS-2055; correct entry date to 430228
# q) b F! k3 X: I& S+ D1 M11365 – BYMS-2059; correct entry date to 430228
( w& a; ]3 D/ ^3 |, ]7 v/ h14070 – Ha232; correct entry date to 4602286 k" R* B1 b' @" T5 X
Scen 006 and 009 ONLY
; K! a( W# a3 W, i' K" [- B0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
8 |' d7 z1 i) [5 U8 [1 ?0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
% a0 s+ ]3 t% z J; W+ q+ u/ g0 |* J0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 2950 `3 P5 M9 m. G4 G8 @0 {9 c
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
$ |2 s9 y0 w( o* R+ Z Y; s0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3700 K4 H u6 E; f0 x
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445( } W( s% z' s
0043 – Hiei; adjust fuel to 4175# i R' \/ n* t, w/ _
0044 – Kirishima; adjust fuel to 4175
. A# n7 z% n. o3 Z8 F- D# f0067 – Tone; adjust fuel to 1775
: |( F% G+ i; G7 M0068 – Chikuma; adjust fuel to 1775 E1 _' y v4 {1 q3 z% x5 I
0118 – Abukuma; adjust fuel to 8333 n$ U% Q+ Y4 N3 e5 n! g" Z
0146 – Akigumo; adjust fuel to 265, ]- S: M* C0 H6 S
0168 – Kagero; adjust fuel to 265
4 E+ e1 {# ?# j/ ^, P; F+ [0176 – Isokaze; adjust fuel to 265
) N5 c. i, h: V0177 – Shiranui; adjust fuel to 265
) f/ r N a" P4 N+ m$ l• Air Data Changes' m4 _+ Q) x$ M& V3 a7 Y6 r; l
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.5 w! Q" s4 E2 Z/ V
[177] B-339-23: Name set to B-339-23.# ~! m" K! ~0 R% a
[178] B-339-23 (PR): Name set to B-339-23 (PR).3 W9 j) G" j$ o' b
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.$ m# ?5 j5 k# F( E" h
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
" W+ j4 n; {, X4 ][365] Stearman 75M: Nationality set to U.S.Army.
2 x) d% c ^: I, \[451] PB2Y-3R: Deleted.
0 f+ E k6 D6 ~1 g[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.' _! y, {* u4 t$ }8 x- F- M5 l
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning& P% N3 E8 x3 @5 z2 V
MG; wpn 13 set to 500 lb GP Bomb.
" ?) ]) j: {$ W$ @/ t: D[1923] No.1835 Sqn FAA: Delay set to 0.
/ m# @% J- {+ ?- u" W# R+ H[1924] No.1836 Sqn FAA: Delay set to 0.3 k/ _% b6 x7 C6 u/ u
[1929] No.1841 Sqn FAA: Delay set to 0.
8 r( ]" O! \: u[1930] No.1842 Sqn FAA: Delay set to 0.' d; \( A, c) H; C
[2587] VMF-211: Location set to [584] Pearl Harbor.
$ s1 n5 k' C7 C% C B[2642] VMF(P)-321: Deleted.
/ Z. z* F9 h- T4 C[2652] VMO(P)-351: Deleted.
% x' m6 z% [3 G/ f5 R5 T9 g' b[2668] VMF(N)-511: Deleted.
. i( g0 H0 { f, A- o[2669] VMF(P)-511: Deleted.: T7 B2 c( _* R1 p1 @; q
[2671] VMO(P)-512: Deleted.' ~: o$ {3 }1 x
[2673] VMO(P)-513: Deleted.) ]0 J! v b$ j( t* N- e2 c; [
[2675] VMO(P)-514: Deleted.
( I4 ^: k* F5 y# ?. x[2827] VR-2: Deleted." b# M" V2 V/ h) S$ [3 H) L/ r2 t
[2828] VR-4: Deleted.+ s$ W+ n5 j- Q. ~) E
[2829] VR-5: Deleted.
% ~# V: ^0 t; T[2830] VR-13: Deleted.
3 p! k4 e6 L# `# _6 Y( C[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
, j" L: H% h& A4 w" `USN patrol-type squadrons 4301 resize to 15 deleted.; c. x; l9 e, `+ S! @9 V( V
USMC squadrons 4301 resize to 24 set to 4410.6 K) ]9 E; } ?) ^# ~" J, d' Q+ Z
USMC squadron upgrade paths reworked.
0 q8 g% @) e9 u6 R) u- EGameplay Change: Units with a/c MAX strength six or greater now able to split into
* Y j& h" M2 G6 T7 ~( _: Ithree subunits.
& X& ^/ O' z& P9 U' `• Map/Base Changes
* J; `9 y1 F: R5 p) |1. Garrison levels in China have been increased for both the Japanese and the Chinese.
7 E5 ~3 P7 O, j3 H4 `New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
4 e4 [$ j9 {+ p0 J! c- IAV.
# C* P* |2 o6 r! S! F2. Garrison levels in Japan have been significantly increased for the Allies.
" q" c2 |2 D2 h: y/ d3. Garrison levels in India and the Philippines have been increased for the Japanese.
' l* B+ D" a# K4. Garrison levels have also been adjusted in other locations, with some areas having% U! w) D6 F. o2 M# L& ?
small increases.
& c3 E0 E4 j! |) `. m3 m5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
* ~) [# N4 X2 \+ SAirfield.( A* F! Q5 D* x
6. The starting fuel level for Los Angeles has been increased.
4 m: {: e9 i& L! r5 j& _7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.* m6 l' q9 h. b$ ^2 C
8. Anchorage in Alaska now generates a small amount of resources.
( {* q, M% H/ F1 v5 ?9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
0 R5 J5 G6 s* ~) k4 p0 \$ d' s0 L10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
+ S% S k6 S- Y9 a7 J3 {. ^9 M# N( N11. Nukufetau has had its port level decreased from 1 to 0.5 _* x8 P' R' i' Y. R9 i
12. Pago Pago has had its port level decreased from 3 to 2.6 B* N5 y/ v" S" {4 I
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
9 n9 I* ]0 v& e; U4 @. C; zbase does instead.
; c9 R0 Y* c4 ]" h14. "Ahmadabad" has been renamed to "Ahmedabad".
( U# y" p6 E: O15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
+ w) B* P' {# K2 E1 i* P9 q! n7 _rather than being concentrated in a small number of locations. Overall, Chinese8 ^, j8 A% ~9 D! K
supply point generation has increased, to about the same level of supplies as in the
# S0 G: ?$ }! V9 l; {original War in the Pacific game (it was a bit lower before)." g' f% M+ u7 l# V8 d) s
16. Australia now generates a greater supply point surplus than before - about 5,000- A a0 A6 F# D' O5 f, n% _; X
points per day as opposed to about 4,000. Fuel requirements remain the same.
5 B: x0 E5 T" i; W% k( g17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41: o1 w6 q- z; y# m/ u- P7 V( S5 _
instead of hex 200,40 - and the road and railway networks in the area changed to' b- f' @7 r7 t# o. l2 q! X" Q
match |