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【更新内容】:
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Change History:' `4 z' r8 y- l& b# L' X) z$ R
v1.00.95 - December 7, 2009! S: W% j% ~6 e/ C4 T0 H
• Second Official Update – This release is comprehensive and updates ALL previous/ ^7 t0 P5 F0 V. ]
versions to the v1.00.95 level.# G' x( S: w4 q. M1 W2 s
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
1 a' `+ G% D6 h5 bManagement Addendum” which have been added to your Documentation shortcut subfolder7 s! d" f, ~, I
and can also be found in your /Manuals installation sub-directory. These two9 \7 K+ Z4 Q7 `2 Z
documents contain very important information on improvements and changes in these6 Z5 B: P0 L3 M2 p9 d
areas.
5 Q* X$ W( {. z( c$ Q$ N) T) y5 g• Code Changes" c \( G3 C1 I( m# \+ W9 b
1. Interface Improvement: New Screen for Industrial Management, Y" y# ~" y$ Z
2. Gameplay Change: Air transport mission was using all ready planes. Now the
- [( N! n) W6 i: E: H6 U, G* nnumber of available planes for the mission will be adjusted by the rest/training% b8 v( ^/ \) x% S3 @
percent as on other missions.
( Y# @4 V+ @0 h9 k) @- C# E3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
. [6 ?3 z, s, u4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to9 U) |; h: B/ {! ~0 U
show in change command list
7 r; [, O* p$ h* ]' r1 V! \5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use" q) c# C% c' Z! S3 B" @+ T
Bombs’ flag rather than the altitude setting8 i4 G4 S" H n! O) \
6. Gameplay Change: Full base screen now show the consistent over-stacked AF1 W2 F; T* M2 D
indicator ‘*’
) y: e L9 e* R R. O; D7. Pilots who are captured or killed were still being counted in some group totals. They6 |4 k; D; Q4 ]
are now removed from group’s pilot count, but still available for ‘Top pilots’.
1 j7 \! |! }3 p; d8. Interface Improvement: The buttons in the lower panel of the main screen have
2 I% ]; H6 U. {) wbeen improved. With the mouse over the icons on the far left, the number of groups,. k6 a& S/ U T/ y7 w
task forces or LCUs at the base is shown. Added a previous page button when there \' M+ l2 G- ^% X( N' ~+ I
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The3 L0 \& a. _/ } ^
tooltips sometimes were corrupted when other screens were displayed on the map and
$ C/ e2 ]# k X' C4 t: ]1 ethe bottom panel was still active. This has been corrected.2 a! G Y* M4 u
9. It is now possible to repair planes in excess of the group’s size
. v8 T6 s5 d: Z6 z; }+ y8 F10. Gameplay Change: Adjustments made to air skill in training and combat. Skill& P2 j: z% p5 ^1 b6 @! `. Y$ l% V& Y
training is incremental. Points are accumulated and once a certain level is reached, a
: k3 N0 |* [9 t6 s' \9 P$ bpoint is added to the skill. The cutover level is the current skill level; so as the skill
* K' x' e( f7 jlevel increases, it takes more accumulated points to reach the next level. Combat
2 n4 b) K( Q {gains points faster than training, and combat is required to reach 70+ skill levels.- i; ^# H2 e0 }- j* G: T8 M
Experience levels behave similarly with the one exception. If the Experience level is
: |6 Y( B/ b: c5 q0 Rhigher than the best skill by more than 5, a skill based on the group’s mission gains
4 Q/ u3 t: u! d) o* g2 kthe accumulated points instead.2 X) ]- m: |0 b6 U
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,* c, l, t+ p6 _8 }; S p7 W& ^
ammo and return to base if required$ T) J- f1 ]. S1 [. z3 g
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
& K+ \6 n! e9 k# Y+ s* \% u- S8 e13. Gameplay Change: Malaria effects adjusted
% ?$ w& D( \( r! H B. c, m! B14. Fixed bug preventing port construction in certain cases
5 w* e+ M9 i5 w* b15. Fixed bug preventing combat engineers from building
) H; J: \) n7 d+ H. x, x16. AI improvement refining settings for LCU attack levels2 b& m( ?1 x5 l3 ]. h
17. Corrected unit TOE loading bug% R" ^0 l" d* A
18. Correct bug setting default morale and experience when not provided by editor
, W) J% M- {; b) x19. AI additional checks for level bomber base sizes1 Q! E+ ]9 l$ s5 ?4 t/ ?6 `# |
20. Numerous supply tracing improvements' V+ t1 {" x$ C8 ?
21. Numerous supply/resource movement improvements
8 q9 V; q- A c22. Corrected several land unit fragment bugs.1 W, l" A6 J4 ^3 y, Z+ P: g1 X e
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF/ x$ l; J9 m% f0 k9 `6 t
arrives at the destination of the “met” TF before the “met” TF does. Also adjust1 r. f# j6 S1 Y& d
meeting process to reduce chances that the meeting will not take place until one or the
0 y V0 b! [/ Eother TF reaches the “met” TF destination. Also correct a problem TF could' W4 }& }+ v1 d( i/ w" q
“merge” with a TF that no longer exists under certain rare circumstances.1 s- z! d! i. A" ?: P
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
! J; j. b9 ~# {- ^- [0 Fdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
$ v) }8 f `6 b+ Q) `+ efueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
' X5 G% P Z7 v! v- Q, a, W3 Ddocked if the port has the dock space for them, but will auto-undock when adding a5 a- c( D; p- p( G/ j: Q
ship to the TF causes it to exceed the port capacity.
9 Z# C$ Y$ h9 y6 J4 A25. Adjustments to naval retreat determination. TFs retreating after combat will now be, }2 U9 y5 y" k' \8 w: G
less likely to retreat to hexes containing other enemy forces and be more likely to! u# m$ w" r) ?" {3 z7 C
retreat toward a friendly base.
8 T. A _1 G" h4 `' n26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
! F$ o! [6 c; ~" m5 Y+ \is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded" ^# c$ n2 B, G& B$ D
in port, (c) ships in port (disbanded).
+ }0 a- ~7 N& u4 e5 `# N27. Interface Improvement: Implement search arc drawing on map
1 \/ _( |* d& [* x0 u28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,& @+ j- l+ z# _% ~+ [
ensure partial rearming is in full mount increments, and adjust ops usage according.
' }4 J( u5 Y0 ^& B1 _29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
9 O( C* Q" b8 Z4 }6 e& Na base were incorrectly excluded from Naval Support totals at that base. This was
. w V7 E+ V- c' ~6 y. g+ H6 xdue to an error in calculation of Naval Support availability over HQ Command radius.
0 d1 u2 A) ^* G) n3 ]( ?$ E- x/ L30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
# h7 v2 c. i4 }# y: s$ mcould improperly interact with fragments of the same parent that were at other
" ?; O, Z7 o* w5 Y7 K2 L7 B7 nlocations and had been previously loaded by either the TF or one of the ships) |; b: `: x! B
currently in the TF or, if the load required multiple days, when unloading of other
0 p/ t% N. w2 q, M, r) w- Nfragments of the same unit caused and automatic switch of a fragment to the prime
2 O8 x9 _# j/ W5 M) O" }unit.
$ V! p! _2 ^' X2 ]* a, |31. Corrected bug to allow repair of damaged devices even if ship has no other damage.) O+ c3 V& h% L
Previously repair of all system/floatation/engine damage would terminate repair of a
4 f+ M9 L z9 t' yship that also had a damaged device (weapon, radar, etc). Damaged weapons will
! Z$ \. t# i- F1 s' pnow prevent full repair of systems damage and may “create” small amounts of system
/ s. u* P' b2 T- x* j7 Hdamage to keep the ship eligible for repairs. Note that this may have the affect of
2 L! ^: q& G& J; ?; v$ n1 Gsmall amounts Systems damage being not repairable at a location where it normally$ |, K+ G6 B8 f/ c B1 J) P, Q
would be repairable if that location can not also repair the damaged devices(s).* o, a6 y, K. k
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
% K1 u& D2 c* C4 Y8 U2 P. Z0 Kof aircraft+ J/ J5 E# P% U" g( X# J
33. Corrected several menu bugs
1 Y4 D* j3 n) X2 Y34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
$ f" ]+ z% `( u; u5 V* Z' `* ]: kland units by TFs.7 `* ?5 f0 [1 M4 l( k
35. Interface Improvement: Add “undo” for ships being transferred during ship
; G- r8 o6 y8 I& e, a: ~5 ktransfer. Previous undo only functioned properly for ships being transferred into the
3 p* u* [' o9 y$ N# f2 \2 sselected TF. Provided undo for ships transferred out of the selected TF.. Q9 ]5 z3 _) h
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
; s: m S7 d" r$ tis following another TF that is beyond the player-set follow distance.
0 v% P2 [- |2 }# K# o37. Change ship based aircraft repairs to be by plane, instead of by group% z. N: j% ]; G( _; }& |6 z/ h
38. Interface Improvement: Made air group screen larger to reduce clutter
' [8 k" }3 B8 E" b39. Gameplay Change: Adjustments to supply consumption by land units1 g& ?' D5 o. h4 p7 x) i
40. Change to AI shock attack determination9 w3 m+ ^7 I0 X% \5 d
41. Improve AI awareness of intel on nearby enemy LCU3 S1 Z6 f$ {8 i" J- n3 ?3 b( h
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level# f' w7 P) e$ R# l% Y% s; c$ R6 h4 ~
43. Gameplay Change: Changes to AI production on “Historical” level. n7 g5 p7 j! n/ A$ C$ O& V |9 P+ G$ F
44. Improvements to save file process to reduce chance for file corruption, especially by( Z& t# M4 `, x
deleting the old save before writing the new one
f+ X4 M/ p5 y9 S4 C45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active; Y8 U/ p% m- Z3 S
46. Improvements to refueling calculations and processes. Ships are more likely to fuel7 A4 p* [6 p6 h6 \
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
3 J# g" F" \% q' U. z; y# }, [sources for the “from port” and “at sea” variations.
* r( P) U2 Y1 X• Replenish from Port will now use the available fuel/supply at the port and on all& K5 K9 M+ R4 J; \
replenishment ships disbanded into the port. For those disbanded into the port,
. U. a1 P( Y t0 \only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used./ H0 P0 Y [- B2 y/ N( L" Y% t
Tenders must be of the appropriate type for the ship being replenished. Note that4 ~: W, u1 v' v3 w( u6 p
port facilities are used in preference and ships in the port are only used if the port# u, m- J8 H: L( m6 p
is not able to completely replenish the ships in the TF.. f- q% V e9 O) ]; C
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
5 K" W y* t* ^+ r: Juse all ships in TFs in the same hex but will no longer use ships disbanded into a! k% m5 e) W7 g9 Y
port in the hex.$ j- g( {; `; `/ y" c, {/ b& d
47. Interface Improvement: Add new map icons to highlight certain events
, E5 _# z/ g! S% |7 v! D48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some: d, Z* C& Y4 v* s4 A. F
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
5 c# `3 s1 E: Vport or from any TF that is currently off map. Ships that are not badly damaged
" c4 ^3 W8 @! K; E* z1 ?7 kcan be withdrawn from some on-map ports or from TFs in certain on-map regions.
' }+ U* d2 C; r, F) D. v2 }; R0 hFor on map, ship may not be on fire, total damage may not exceed 99 and no: R: ]; E, w4 Y; q! N
individual damage type (system, floatation, engine) may exceed 50. Ships may not
2 l/ J& s6 N, V0 _1 |5 abe withdrawn from any on-map location where the enemy has air superiority. The
! b7 V( @$ B7 l# L. c/ v5 ^intent is to prevent withdrawal as a method of saving a ship that stands a good chance: ]8 n! j+ F H# U: q$ }5 {
of being lost or further damaged. On map withdrawal ports are set based on the
$ ]0 C; C% X9 t7 T, Y, i7 Lhistorical exit locations for ships leaving the Pacific:0 d N+ Y% }8 F& n) |' W1 p
1. Any level 9 port.
! g b; e/ m# H' K' x! K: \, b2. National home ports of the United States, Canada, India, Australia, and New
% A0 z. P' W5 [1 E, l+ x6 GZealand (with no port level requirement)
2 A/ E! C2 y% j8 d3. Any level 7 or larger port on the US or Canadian West Coast.
6 _5 j4 p* _; n% E& w( E, G4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
7 F0 j9 J6 s1 d5. Any level 7 or larger port in South Eastern Australia, plus Perth.4 Z4 {+ u2 h! L" ~9 D
6. Any level 7 or larger port in New Zealand.+ Y+ h4 _; Z, s& h; O$ v5 Q& g
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of0 T C( Q' r* {% ^
another ship actually sunk, the data for the two ships could be mixed. Depending on. |; P: Q. ~) C
circumstance, this might result in one or even both ships being reported as sunk.0 q" u) k( C9 w! s5 X4 [! T/ C
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and4 [; E4 Q {3 @; P$ E' c
TF list screens. The calculation will continue to show the remaining ASW capability
: J( p' _: t- m' p" |(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
4 ^0 Q( Z) `- c5 K- Anow based on full load for all ships in the TF.
: m2 C5 }' c; p; h- I: \51. Resupply capacity for bases added to editor
7 @/ V! N! Q: y4 z$ q4 v52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units# R, b' W* P- R# x0 @
53. Adjustment to AI unit planning level based on AI difficulty
0 A0 D9 B! r( h2 W54. Ensure minefields are created for proper player when a single TF lays multiple types5 @5 u# F" P' |2 @) u
of mines. Player of minefield properly set when first mine type laid by a given" n! B* A6 ~* s/ x: v/ v$ `3 }
minelayer but a similar check was missing when the TF contained minelayer(s) with
: J. W, J# {% |7 _two different types of mines.$ `4 c9 z" u% c: m; B9 }" F' [) f% L
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
4 k( y1 Y/ ?& X$ H5 V. n10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
8 M( J4 A4 D1 T7 k$ |! f6 y( T& \for owning player, if partisans attack and cause damage.
" G/ m& N* _4 x2 m: R$ A56. Gameplay Change: Movement rates for clear and desert changed to 25 for
; Y5 i7 ]2 Z; ]mechanized units
; w9 ^0 |7 M- ~/ G5 o57. Gameplay Change: Land combat effects toned down
: N0 X2 r. G& W4 h/ Q5 g58. Ensure AI captures empty bases
# X3 ~7 W. q* {0 j* F$ G0 S! P59. Gameplay Change: Allowed groups on disbanded ships to do training missions to4 O# d7 i8 y' c6 @1 R
save from moving them ashore. Training from disbanded ships does not increase the
+ Y' {3 K7 }3 D5 Zpilot mission count.; r; I0 k9 [- b$ a) I5 u
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in$ d, E1 K1 [6 }( F: o: @" c
order to help identification of saves
6 |! U+ I7 k6 w0 `3 G: S. b+ A61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
! T) G, H6 o* n4 m. i% V62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
3 B; r. f O0 F+ I0 |- Z+ rmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
! z0 v& m2 Z' l* x% e" l+ C) ]bombing attack. Groups were at maximum altitude and conducting glide bombs
6 ~# H7 Y- d( U0 W5 Aattack, sometimes without engaging CAP or flak.
# o6 j( c, a: c63. Changes in order to standardize inactive Soviet group’s training options;4 m4 A4 ^( a3 q* R; Z: C
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
3 W% Z1 k( \: t1 iPilot Management for more details). The number of pilots on the group lists is RED if) K3 d, R0 f+ h
less than the number of ready planes in the group, indicating a shortage of pilots. This8 D# n# g; ~; Z3 a
shortage may be filled automatically or manually for a mission based on the pilot8 r$ }7 b ]6 }: E$ L$ ~
select mode.
" j1 K7 P/ U# W, q65. Corrected issues with group destruction on scuttled or sunk ships and groups on3 E3 M6 [+ X4 J4 y
withdrawing ships
% y' {) V5 U' ~9 r3 x) V66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
4 X# @3 ^$ g$ a1 Vclose range/ j' N) Y( X6 v% K) x) R( j$ [) `1 ^
67. Gameplay Change: Greater weighing of crew experience in surface combat
. Z, j& T: ^/ R68. Gameplay Change: Limited radar directed fire, increasing over time
9 F* T' B5 I! c5 p69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
( G$ i; q6 l: o1 C1 {! ^3 ^combats at 1000 yards* ]5 M. y9 g( m1 i/ X7 W* T' i
70. Gameplay Change: PT Boats less likely to attack in daylight( ^ T+ I6 }( X9 t l
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be2 k. t# S3 E6 j8 `, h9 \
hit in ports and rivers! T# ]" A( R3 L& K/ ]; ~
72. Gameplay Change: Submarine captain ratings have more influence on Submarine
4 l2 R1 M# l1 ~" S4 R- |performance
: b" }* K4 A) ]$ `- G. |8 n6 j2 o73. Torpedo hits on escorts not showing in combat report bug fixed, z! s3 c% G% r# c0 f
74. Gameplay Change: Aerial ASW less powerful in early war* ~) T. }9 {6 d) E. `9 X
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
; S" l1 A, Q( M* v$ t. U+ o! tdiverted fragments having planes but no pilots. Pilots still flying planes are now
5 W% Q) o& d) h: X% Gignored for sinking ship purposes until their plane lands.0 Z, z2 [4 G/ ]* \4 o) |: T
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
/ E0 e9 D! c( U# K9 P( S$ @being delayed ‘4’ days. There should be no delay.7 P) p* Q2 |5 a6 `6 g. @ a# y1 d
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when$ Z' C$ j: ~9 X+ i0 X: ^4 u) u& f% u
the convoy disbands.
: P6 d: V8 W6 a4 M6 Y- H# X78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20 l) ?) \5 H+ p( e
hexes. The range was not changed when the game scale was changed.$ Y/ d3 ~: x2 x) O4 Q0 n: t
79. Fixed bug when displaying search arcs at a base" @; f- i2 D' v" Y' E, E3 I" Y
80. Fixed Escape key on Industry Management screen
1 ?1 M' g" [8 Z4 Z81. Fixed oil and resource in totals on Industry Management screen5 h6 c+ j5 [6 g4 r
82. Interface Improvement: Add an extra line to the Industry Management to show total
/ g e# h& _2 @' p: `& Ushut down industry on Industry Management screen
5 L/ O: o& S5 _2 I83. Interface Improvement: Add base select to Industry Management: R( r- f7 Z) N, A
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as# e3 z3 e# o' N2 q
ONE group for Admin stacking purposes; the presence of all three in a base counted# k9 L% e+ |. m& C2 ~% {! C+ j
as 3 groups for Admin
1 s2 B. c; s# s4 H1 E85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
- [. u1 y' i# U0 J8 E2 w86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and2 a: x2 ?+ u( B" Q
FF being affected by old stock code that cleared the secondary mission.
8 r) o3 t! D0 Y87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
+ x- G" ?0 N' V3 K& F% y1 L# O' P88. Fixed an issue with tool tips being offset from actual hex when forming new
" `' u b z( R5 Q0 ptaskforces
$ m2 t0 @: K" @" n6 d89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
! r* t: C! l5 u0 s5 Nthe end of turn save only. Preferences are now restored as saved for the player at the- Z) e C8 X2 ]1 M; i9 A
time.
- o$ G: I' e/ X90. Changed air supply mission to use a friendly base as destination, if both a base and( H9 K9 G4 {/ [1 s. ]4 J
LCUs are present in the hex; it was sometimes giving the supply to the first unit only! s) l& e# d* T [5 c& d- }
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the3 o( D. r9 J, |$ q$ E
mission was canceled because the enemy LCU was selected as the first unit in the- E2 V2 @! @9 R& ?8 {. E
hex.1 l( |$ c& k/ _/ k6 r! Y
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
3 H+ H7 {1 A/ M; z8 B4 H93. Prevent very low grade TF commanders from returning single ship TFs to port to0 x/ f" o6 E* l u
rearm when rearming not needed.
( }' c# Q( |, U. @% b94. Fixed the supply cap and monsoon effects on supply/ T9 b3 k) B& H/ m
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
" X( N/ H. Y* T1 g/ F: W& ?movement.
! _$ a1 F+ F# J96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base0 L6 I# |2 ~5 s3 ?- {# h6 C
when Soviets are inactive.
0 l+ ~" k6 d; y8 z97. Tweaked resupply task force to Japanese bases.. u2 V) Z5 W4 @9 J
98. Fixed a HQ/Chinese unit respawning bug./ C5 W! n M( P7 R
99. Restricted permanently disband/withdrawing air groups from being able to the the( N) ^* Z1 L0 ]3 X) T6 C/ k3 V
“Trainer” option in the type of pilots to use.5 m" \9 Q5 S+ T; D& w
100. Restrict the options available to pilot movement in permanently, t* g2 Q7 ~; g, a% [
disband/withdrawing air groups; mainly restricted to making them active or in-active
3 u6 d$ @# O9 U: Z: ?9 }within the group.- h1 D! @7 H# |1 a) e
101. Fixed error in splitting air groups caused detachments not-in-play still attached to+ l! q, b4 a ?' J1 P/ e3 b
parent group - stops divide ability# t' R# @/ b5 g e/ s; u7 ?
102. Fixed an issue where some autosaves could reset game options.
) \8 a, m" A/ ~8 H: D103. Disabled the ability to make a group a temporary on-map Trainer.
0 O8 B4 S3 }( _6 O j4 p$ q) o9 |104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
: K9 `% E9 w, l! ]1 _% U* qFATIGUE pilots.: n S* ?6 b' _' S9 T% n
105. Made some adjustments to Kamikaze effectiveness.' q* b: N( K0 r" ?+ T! L( ?
• Naval Data Changes* G' s4 e; ?, g6 x* S2 \
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs./ V' j$ u( e# j0 i- V7 X3 x
Class2 e2 T! P9 y0 s( q$ [
Scen 001, 002, 006 (007, 008, 009)3 @3 R E- k( q, G
0021 – Australia – correct weapon facing
6 M" b6 B! P" [- Q8 h0418 – Helena – correct tower armor from 0 to 125+ [3 N! ]4 v( c! ?, \7 P% C" a: Z
0767, 0769 – Chevreuil – correct endurance and fuel
3 N( q9 U0 i7 r! H5 W) l4 @0770, 0771 – Duguay Trouin – correct weapon facing
: N1 v; e4 ]8 x2 r+ h0772, 0773 – L’Adroit – correct endurance and fuel
& m% j& I! ]& V; t8 N0774, 0775 – Fantasque – correct endurance and fuel* k/ d8 a; u# d! M! a5 m" q/ M
0776 – La Galissonniere – correct endurance and fuel
0 Y. e4 M ^5 ]- T! m0776 – La Galissonniere – correct weapon facing
4 ^5 t1 W5 m& S8 f. p1013 – Yubari – correct weapon #4 turret armor, y8 V. r% _2 L: p) N* z: H( m
1102 – Furutaka – correct weapon facing
2 m/ k- g" c% R& U" V* a7 I1107 – Aoba – correct weapon facing
, q0 m6 V; \: m3 e a/ ]4 U1112, 1113, 1114, 1115 – Myoko – correct weapon facing1 N- m& }% C' K7 |( T
1730 – Yamato – correct weapon turrets1 ?+ {7 I/ n! |. s: `
2025 – Kongo Maru – correct weapon facing
6 S# } V8 {6 R2202 – ARD 3000 Ton – add Japanese small ARD class' j5 ?3 h: X" `, L0 B1 l [
2903 – Gnevnyi – correct weapon facing- _: ~/ w: ]. A
2915 – MK Cargo – correct weapon facing V5 c4 T6 j5 K$ V" k
2918 – KT LST – correct weapon facing8 b" ~( g, L) y
Ship
. B. f. q; d9 NScen 001, 002, 006 (007, 008, 009) changelog
. @' b# [; \7 _& ^3 k+ [+ ^All – update weapons from class to reflect weapon facing corrections5 |- y( `9 [$ V$ I1 Z) i, S, ]2 l
0999 – Dublon ARD; add small ARD to Truk
5 l0 x: @2 O+ v n q) Z" ^6 G3550 – Laffey; correct entry date to 420430
' S* @/ B8 p3 f4 G! C3580 – Frankford; correct entry date to 430430
4 E0 h3 i4 _! }, \3 O# @. f: r4317 – Thornton; add Clemson AVD at PH
% G$ J) r; c! c6 C: s4361 – Henry A. Wiley; correct entry date to 440930
: i0 G1 k3 U9 N1 m3 C& y# v5222 – Rixey; rename to Bowie' [ H1 s1 k! z, H8 W
5223 – Hercules; rename to Highlands
: u+ v( P2 ?* D3 H, I( f8 o5251 – Pinkney; rename to Pickens
5 B1 d2 T I* T( I9 @* v9253 – Madras City; correct entry date to 420228
, H2 i! P4 S0 a9728 – Indus; delete duplicate ship entry8 p; A# P# O- w
9837-9849 – Soviet Fleet; correct ship name spelling
: v2 W- b3 {6 ^+ b7 C6 p11316 – AFDB-2; change arrival location to # 524 Seattle
! V- z! f9 D( w8 K11364 – BYMS-2055; correct entry date to 430228 }# U3 j. _! f* E
11365 – BYMS-2059; correct entry date to 4302285 a7 S1 C% P& ^( o! C' N
14070 – Ha232; correct entry date to 460228$ j- u/ L: q7 P! y. O U% D+ m! c
Scen 006 and 009 ONLY
% j+ v/ z2 a2 T- }0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
' `4 {+ L* P8 m3 Y4 A* b$ y) f0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295. G" i2 A/ _1 v" u9 P( a0 ^9 I
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 2959 `% Y9 i% i: y# s
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3708 U1 a+ c/ H6 p. I" E
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
7 B7 s* ?. m4 u7 P0 `# S0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
+ S( [, ?4 p4 j( M0043 – Hiei; adjust fuel to 4175/ `5 C- |" n/ {. e: j
0044 – Kirishima; adjust fuel to 4175
+ w2 G2 D! I" e- G0067 – Tone; adjust fuel to 1775
# ]" w) y2 T7 ~) X% ~2 ]1 q0068 – Chikuma; adjust fuel to 1775
4 x) G, Z/ _) }6 E3 y0118 – Abukuma; adjust fuel to 833: k8 G5 g+ C$ U0 j2 n3 Q! F U
0146 – Akigumo; adjust fuel to 265
7 t4 m8 A6 V! h# ~" h5 ?0168 – Kagero; adjust fuel to 265
# {( I) ^( o) t6 D& z$ @0176 – Isokaze; adjust fuel to 265/ {% M& X& n# Z' p& | _/ D: U; z
0177 – Shiranui; adjust fuel to 265, Z9 F+ C D1 d' [; z- U
• Air Data Changes( f A. w9 _- L* U C
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.3 m) Y7 h4 ?+ L+ u* R! C" w& s
[177] B-339-23: Name set to B-339-23. c5 a5 S4 }9 J
[178] B-339-23 (PR): Name set to B-339-23 (PR).( H% B% \2 ^$ ]/ y+ o5 k$ J f: B. t
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.* s% A, B, B8 K7 i; u
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
: _ g- L$ [# I) c( g" H) P[365] Stearman 75M: Nationality set to U.S.Army.
4 Q% m/ C6 C9 H- V! ?1 J* D4 r7 P[451] PB2Y-3R: Deleted.6 m* l1 f7 @* b$ Q. T
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
, D8 k( N+ w' K$ z5 w" [3 d$ Z[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning! o! `' ^ N0 F1 O
MG; wpn 13 set to 500 lb GP Bomb.
, K( G, J2 G' ^6 r* z[1923] No.1835 Sqn FAA: Delay set to 0.
) t9 Y) @! V- v8 K, Q6 O( Q8 Y+ q[1924] No.1836 Sqn FAA: Delay set to 0.
# H: Q8 {& j6 X( `[1929] No.1841 Sqn FAA: Delay set to 0.
7 B8 C7 U9 d6 `: q( D, N3 r1 d[1930] No.1842 Sqn FAA: Delay set to 0.7 C$ ]3 f, t' W' K; K* J& F
[2587] VMF-211: Location set to [584] Pearl Harbor.
4 T7 V w% J6 p! u$ P( Q& }1 M: s8 a[2642] VMF(P)-321: Deleted.
# l, x* P; z5 h[2652] VMO(P)-351: Deleted.9 z4 ~5 o; }7 a5 u; l1 {: F
[2668] VMF(N)-511: Deleted.
: f7 D; R1 x- e/ W& |( f[2669] VMF(P)-511: Deleted.) l: X) L5 Y Z( d3 h) P! P
[2671] VMO(P)-512: Deleted." b2 M! \# Q8 K; x" G% l6 C- V
[2673] VMO(P)-513: Deleted.
% ~% O: _, b1 r, q+ s) r[2675] VMO(P)-514: Deleted.& b$ u; |( k, U/ @( ?
[2827] VR-2: Deleted.+ j( Y O- T% b* b
[2828] VR-4: Deleted.
4 W0 \! x* F) a+ X2 j: P: C[2829] VR-5: Deleted.
: H* N; p4 ]( @9 u6 m8 J[2830] VR-13: Deleted.0 H7 f- g7 ]9 t2 g0 Q5 ]
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
$ r' z+ ~% U( X. Q2 HUSN patrol-type squadrons 4301 resize to 15 deleted., w5 V, X" t9 A' p! [8 `) J
USMC squadrons 4301 resize to 24 set to 4410.- N* E- ]$ U7 ]. P! y# l4 s% J, ?+ o$ c
USMC squadron upgrade paths reworked.
3 \- H( S* g7 N ~. \/ eGameplay Change: Units with a/c MAX strength six or greater now able to split into
+ M# v9 D2 Q9 i% E' h, ?three subunits.
* g' b1 e1 E/ y( K4 T• Map/Base Changes `. U1 f5 o5 J8 a1 A: Q0 e4 v8 O: w6 U0 J" y
1. Garrison levels in China have been increased for both the Japanese and the Chinese.9 m$ R0 m; F% J* x, w1 ^# S1 A. s
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
* s1 h7 R5 h+ `' p* G T) K! W* t! z4 bAV.3 ]* Z8 h$ T0 i8 [9 R7 d3 W
2. Garrison levels in Japan have been significantly increased for the Allies.
j) j* l0 ^% p/ B6 z2 I2 Z' R$ `8 `3. Garrison levels in India and the Philippines have been increased for the Japanese. o, |0 e- V5 c6 n/ N4 @7 o0 U
4. Garrison levels have also been adjusted in other locations, with some areas having
# W4 u3 t, g1 t" O. K: h4 qsmall increases.9 P: g l9 z4 n3 [& g( I( e
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an$ v5 @0 V/ S7 J2 s
Airfield.) M+ H Y7 U8 i! r+ F
6. The starting fuel level for Los Angeles has been increased.
- r$ R' M3 I& P& a! M# S7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.. h# |$ t& V' O6 `/ R
8. Anchorage in Alaska now generates a small amount of resources.
) t- \" N/ w* k9 u7 m3 G6 H4 q0 P7 p9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
8 j. v/ k0 K. G, u10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
0 @, r6 n, K: f# Y11. Nukufetau has had its port level decreased from 1 to 0.
! ]" s8 G: p+ F" r2 g( R) W12. Pago Pago has had its port level decreased from 3 to 2.0 d" w5 i) n7 q2 D
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
. W2 }/ E, T& q; B8 Rbase does instead.2 Q1 K! a M" k- h& V
14. "Ahmadabad" has been renamed to "Ahmedabad".
/ I2 }* g( [6 A15. The generation of Daily supplies at Chinese bases has been distributed to more bases,) E6 A; [' v9 Q/ u
rather than being concentrated in a small number of locations. Overall, Chinese! a9 L5 a7 T! n
supply point generation has increased, to about the same level of supplies as in the7 w7 K4 s6 {+ C8 s1 b9 W
original War in the Pacific game (it was a bit lower before).
4 v2 W( _( t G4 C' M* P7 Y8 ]16. Australia now generates a greater supply point surplus than before - about 5,0009 |! S, [0 z9 f7 J5 v) K- e
points per day as opposed to about 4,000. Fuel requirements remain the same.9 ?; i0 l; Q$ v: N8 A5 g, p
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41: c7 w9 M- y2 F6 V: }9 r
instead of hex 200,40 - and the road and railway networks in the area changed to
" M+ H% q- c2 q# Rmatch |