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4 y$ \ h% B* J$ Y( G6 T4 o# C6 RChange History:) F; J: l2 V* Q7 T; i8 y- ?& Y
v1.00.95 - December 7, 2009
J; i" ?5 M8 k( k• Second Official Update – This release is comprehensive and updates ALL previous
# `! ~2 b% v1 F9 _5 Tversions to the v1.00.95 level.+ e3 \4 k2 f ~* z S6 `3 V
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot* \+ O; ?, K5 _3 w8 P
Management Addendum” which have been added to your Documentation shortcut subfolder
6 ^ T$ @) r- f8 ~8 iand can also be found in your /Manuals installation sub-directory. These two- R4 \: I, q. B9 o0 Z
documents contain very important information on improvements and changes in these4 i. S3 c3 v- ]. Y
areas.$ P0 N! a; ^) I& y' i- q
• Code Changes
" D1 T% \: b2 k' V0 @% a, u- W1. Interface Improvement: New Screen for Industrial Management
: Y) V: c X* x u2. Gameplay Change: Air transport mission was using all ready planes. Now the
* D$ B' y6 K' ?5 E) ]8 b! Lnumber of available planes for the mission will be adjusted by the rest/training3 R/ ~1 X5 G' [1 ?( D6 J
percent as on other missions.5 j( G o+ `# l" `- \, q; ~8 {( v
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
]* ?! H- d* s" E3 c: {) |4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
7 a, w* B1 \) k' ?1 u6 J; Ushow in change command list
9 s q1 c6 {. m; V2 A1 L# z5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use3 f7 y/ \( U7 D& C6 w$ I' O5 {8 v
Bombs’ flag rather than the altitude setting
8 A2 D: ^6 j* m1 _6 X/ i6. Gameplay Change: Full base screen now show the consistent over-stacked AF$ I3 v' \, S- q: \" s% t$ v
indicator ‘*’, F; c1 t. |' S2 W5 H6 I- h
7. Pilots who are captured or killed were still being counted in some group totals. They
' ]: ]5 z2 N& Q* `( H2 H( ^are now removed from group’s pilot count, but still available for ‘Top pilots’.
v# k; Z9 F% A! ^) x1 P8. Interface Improvement: The buttons in the lower panel of the main screen have- p& U" f7 q& r" u7 f! E* W
been improved. With the mouse over the icons on the far left, the number of groups,9 O+ ?! G) U* ^. U5 k8 v
task forces or LCUs at the base is shown. Added a previous page button when there
- f/ b; o/ i. Z+ k& \2 H6 `3 Lare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
$ j: q, m$ J7 btooltips sometimes were corrupted when other screens were displayed on the map and0 A( M" O+ Y2 C! ?+ H1 p& a# |" \
the bottom panel was still active. This has been corrected.6 {: @$ e( h* ~0 _+ Y. D j
9. It is now possible to repair planes in excess of the group’s size
+ t# j7 H' G1 N* ~8 q6 }/ I; X. P10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
2 A0 i! r/ K4 U$ ]training is incremental. Points are accumulated and once a certain level is reached, a. P0 m% i2 @# S' ~* s
point is added to the skill. The cutover level is the current skill level; so as the skill
/ \8 b6 M6 W& I3 e$ Jlevel increases, it takes more accumulated points to reach the next level. Combat
$ x# ^3 Z J" j8 ~; s+ wgains points faster than training, and combat is required to reach 70+ skill levels.: l/ a9 Q* Z4 S( C K
Experience levels behave similarly with the one exception. If the Experience level is1 H. y8 A; {0 y- C$ ]
higher than the best skill by more than 5, a skill based on the group’s mission gains. R/ A% r* g2 D' V1 m+ U
the accumulated points instead.
& N2 U" ]# B/ k+ l- Q11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
/ z/ L. l6 }' u, D4 d/ qammo and return to base if required
. o* Z- s! `/ T4 e* Q. S* r3 A" k; z12. AI Aircraft production will now stop based on comparison with on map aircraft totals
' [" s) G2 o0 M6 ?13. Gameplay Change: Malaria effects adjusted+ i, R, `8 O! \4 U4 J' ]2 z
14. Fixed bug preventing port construction in certain cases: W6 P3 E- P G
15. Fixed bug preventing combat engineers from building
1 X) b1 \3 R+ [8 Z4 P16. AI improvement refining settings for LCU attack levels7 B- @7 `: H0 X
17. Corrected unit TOE loading bug
! F( Q$ ~" L2 i& ~; ~5 w( l2 Y2 E) J# m18. Correct bug setting default morale and experience when not provided by editor$ i: L) [7 L0 A* d: D( \- Q
19. AI additional checks for level bomber base sizes
- \9 _& w( [. m$ g& Z6 q6 o20. Numerous supply tracing improvements
, T4 `! b. ^0 w7 s% x+ J21. Numerous supply/resource movement improvements
! _& t" Y' c2 M0 [+ D22. Corrected several land unit fragment bugs.3 W- z# @/ ~9 c' Z% n: b
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF9 T* \- n2 ~. A* ?" u6 G
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
8 q: [7 Y7 F, Q- J( Xmeeting process to reduce chances that the meeting will not take place until one or the
4 W6 d; j% F# {; ~2 f4 Jother TF reaches the “met” TF destination. Also correct a problem TF could
1 k, W0 u" k6 n5 n& L4 O“merge” with a TF that no longer exists under certain rare circumstances.3 W1 j; k8 A _' m4 m
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of8 I& r4 d) @/ d4 B6 t
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate6 ]0 [2 ^: D% G7 Z
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
, Y- a1 B, ^) C7 U: l' M: m# W( Zdocked if the port has the dock space for them, but will auto-undock when adding a: k- X. E. Q2 { W$ Q) Z
ship to the TF causes it to exceed the port capacity.
; ]& `. A% l, B9 a) ^25. Adjustments to naval retreat determination. TFs retreating after combat will now be
, ~; c5 j0 N! f2 z$ J7 u) nless likely to retreat to hexes containing other enemy forces and be more likely to4 k; D9 Y4 ?% y3 @" q, Q' }4 J% i
retreat toward a friendly base.
4 `5 [0 y6 E: h. O- ^8 T! T26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
# A. t+ ]: x+ p' z0 i) c+ g; |is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded! Y/ U0 ]$ k- h( A5 {
in port, (c) ships in port (disbanded).4 @2 @. j2 k! L" X+ g# A
27. Interface Improvement: Implement search arc drawing on map
- S: w$ w8 I2 E7 z, x9 t/ o28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,$ U5 F" e3 ^- A/ m2 C0 R& `1 D0 n
ensure partial rearming is in full mount increments, and adjust ops usage according.
5 g0 ^. n w9 E6 O( ^2 Q7 ?29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
P# j* r/ p: _7 M- ra base were incorrectly excluded from Naval Support totals at that base. This was
: X! F5 x" U* ldue to an error in calculation of Naval Support availability over HQ Command radius.
* X" r! |; V8 ?: q30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location& U+ E1 F+ S/ M# C, A
could improperly interact with fragments of the same parent that were at other) O2 W% C/ K, F# E
locations and had been previously loaded by either the TF or one of the ships
# H: W- F' F: B: N. Pcurrently in the TF or, if the load required multiple days, when unloading of other
4 Q% G; s" r$ P8 J' Q, Wfragments of the same unit caused and automatic switch of a fragment to the prime( ~* b+ E' E% O' F. i
unit.9 v6 ^+ H2 g' y4 N- X5 u: H
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.+ j* B+ P' G1 a: R" r( [
Previously repair of all system/floatation/engine damage would terminate repair of a
$ `% C: o3 K- ^# ?ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
) _! H' A7 @* @now prevent full repair of systems damage and may “create” small amounts of system
, A2 W! u3 o: Ddamage to keep the ship eligible for repairs. Note that this may have the affect of
$ }( C0 s9 ]) ?5 `% l; |) Ysmall amounts Systems damage being not repairable at a location where it normally
: Q& Q' y1 f& N+ |0 z* cwould be repairable if that location can not also repair the damaged devices(s).
" b, F8 s1 D3 ]+ ]" U32. Interface Improvement: Changed Allied aircraft replacement display to show nation: @/ K& @0 t' x( l7 N) ~ T2 n
of aircraft9 n& o2 {0 H6 {4 H
33. Corrected several menu bugs* t# g: G! Q' p" I8 K ~4 a- @) y, p
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of' i1 J1 t+ L( D% ?3 I+ V
land units by TFs.
) ~& J8 ^( P6 g1 A( }9 x% A2 _. T# E35. Interface Improvement: Add “undo” for ships being transferred during ship6 Y& J" H' [" U. x. }
transfer. Previous undo only functioned properly for ships being transferred into the2 X0 e2 Z5 C. F7 h
selected TF. Provided undo for ships transferred out of the selected TF.
/ Q6 q! N; }8 l: X: d+ l36. Corrected bug causing ships to move in excess of maximum speed when in a TF that; ?! k+ g+ J- Y3 @! b
is following another TF that is beyond the player-set follow distance.0 u, j( y/ t3 S( K8 T, ^' f/ w8 {
37. Change ship based aircraft repairs to be by plane, instead of by group
# U' s1 u1 `3 r8 E) N3 `. h6 H' t- x4 L38. Interface Improvement: Made air group screen larger to reduce clutter( d% y: h9 S# V4 Z
39. Gameplay Change: Adjustments to supply consumption by land units2 T+ B3 @. S: j
40. Change to AI shock attack determination
" l! e2 F7 d& r41. Improve AI awareness of intel on nearby enemy LCU. x! C9 q. P" Q$ q5 x& g
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
" ]; w* q8 Q" E43. Gameplay Change: Changes to AI production on “Historical” level) V* {& O; y3 P+ l4 e9 I
44. Improvements to save file process to reduce chance for file corruption, especially by {2 l i6 i- H% N+ C: E+ z
deleting the old save before writing the new one
3 R5 N" N; p4 C: D, e* |45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active: o8 ?; h- |; T" [6 N8 S) e8 V! I
46. Improvements to refueling calculations and processes. Ships are more likely to fuel7 f n& \* ^+ v E: b
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
1 n2 v& A6 D4 Y& n* f) r' U$ Isources for the “from port” and “at sea” variations.
& _# b2 Q$ O9 D, k9 C, Z/ {# H/ W• Replenish from Port will now use the available fuel/supply at the port and on all* w3 p1 M# C8 i8 m. ~2 ]: I) D
replenishment ships disbanded into the port. For those disbanded into the port,
1 Y9 i4 \- v( ?" A) E- i- R+ B7 }, s. Gonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.. f6 ` T, x# q: K1 x" ?4 d
Tenders must be of the appropriate type for the ship being replenished. Note that
+ D; @- Y; }- oport facilities are used in preference and ships in the port are only used if the port& {$ d6 b1 M5 I6 Z
is not able to completely replenish the ships in the TF.* T$ A- O! h. b6 {8 ^1 C3 u
• Replenishment at Sea when the TF is in the same hex as a friendly base will now# j% X: ]' R3 ?
use all ships in TFs in the same hex but will no longer use ships disbanded into a
# |9 s2 c, W' i3 Vport in the hex.! `% C: I6 r6 g! |
47. Interface Improvement: Add new map icons to highlight certain events p, C6 H8 X, m" r/ c
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some5 E2 K9 s1 |8 m. B( g. u8 D$ U- J, G7 g- ~
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
' ]* B- V3 @4 Fport or from any TF that is currently off map. Ships that are not badly damaged
* I [* z) X8 p9 U& J, Kcan be withdrawn from some on-map ports or from TFs in certain on-map regions.: N& {9 M( L8 s% e, \3 h1 O# `6 j( h
For on map, ship may not be on fire, total damage may not exceed 99 and no
7 ?3 u. j# A% ~/ O. xindividual damage type (system, floatation, engine) may exceed 50. Ships may not% B6 t- X4 B' H* J4 g7 D5 Y
be withdrawn from any on-map location where the enemy has air superiority. The
% _9 ~, W# n# Q/ x) fintent is to prevent withdrawal as a method of saving a ship that stands a good chance% C2 p% O$ {& \2 ?
of being lost or further damaged. On map withdrawal ports are set based on the- ^3 }2 S# O6 ^1 N3 k
historical exit locations for ships leaving the Pacific:; n& c# |; }' R; s( D. @( J
1. Any level 9 port.
6 k( s9 P+ q s- W- L, ^2. National home ports of the United States, Canada, India, Australia, and New! K+ X% z b- x1 i$ B. P
Zealand (with no port level requirement)
% [5 H, P. l5 k: \3 w- [$ d3. Any level 7 or larger port on the US or Canadian West Coast.
; x7 a+ l1 U$ g6 ]4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)8 ]! _0 z. J* g3 h( W
5. Any level 7 or larger port in South Eastern Australia, plus Perth.; X+ ^/ D6 U$ a) l; O! L' Y3 t
6. Any level 7 or larger port in New Zealand.
, N9 B% z( D* V" f) V8 q/ c& ]49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
% B7 R+ z: G5 H% ~& F0 |+ W( zanother ship actually sunk, the data for the two ships could be mixed. Depending on; x" B8 D. R5 C
circumstance, this might result in one or even both ships being reported as sunk.) W+ L. F& x1 j* P7 E
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
) }9 _- z( j* a. B7 I* F- M0 W6 wTF list screens. The calculation will continue to show the remaining ASW capability) [7 \0 R. c3 s1 R3 @3 O9 n. B
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is7 ]& m( \6 k1 n8 `2 ?4 Z
now based on full load for all ships in the TF.3 k( K& O5 V* u* ]
51. Resupply capacity for bases added to editor/ a3 t+ k& D; V' ~3 X
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
$ I0 N4 E( B7 I7 e. ^7 I53. Adjustment to AI unit planning level based on AI difficulty8 y5 Z5 U8 R B9 \0 U$ v
54. Ensure minefields are created for proper player when a single TF lays multiple types
8 T7 k3 y' X7 g8 M) f/ Oof mines. Player of minefield properly set when first mine type laid by a given, ?7 A* C; j; {: _9 p4 M: p% e
minelayer but a similar check was missing when the TF contained minelayer(s) with
& ?) V1 l0 _* A" D& gtwo different types of mines.
& {! N% s' U g/ P55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and0 M7 w! `3 p n% r4 t3 Q* a6 E/ E0 w: w6 e
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
$ U8 |, _8 V' s% Qfor owning player, if partisans attack and cause damage.
4 t' ^/ [) R3 F$ q# c& h+ z+ n56. Gameplay Change: Movement rates for clear and desert changed to 25 for' J. s" H- q& V3 ^
mechanized units
6 {9 w* N/ P$ ~& Z. ?57. Gameplay Change: Land combat effects toned down: A( |0 N- H5 b! z4 G
58. Ensure AI captures empty bases
$ Q- Y1 u( `: [, \* S) w& Z59. Gameplay Change: Allowed groups on disbanded ships to do training missions to! p4 |2 {6 q4 M2 i7 @ }( S
save from moving them ashore. Training from disbanded ships does not increase the
( d. q9 B1 ?! g; Epilot mission count.
% `: s4 Z1 z* b; j60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in+ n; v7 a' g& V/ J3 o) {* d
order to help identification of saves6 b5 b; E2 ~( y7 |2 L6 y# y# D
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
: |6 X Y# M# @' N4 ~ U; q62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
) G) h5 d! N- _1 \) W! M: emust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
6 K% V6 N8 L$ i# v6 U i$ D0 Cbombing attack. Groups were at maximum altitude and conducting glide bombs! [5 b, _7 [ I- e3 e% ?
attack, sometimes without engaging CAP or flak.
/ [" L0 X" R U. S2 l63. Changes in order to standardize inactive Soviet group’s training options;2 a0 ^& n# n5 d7 f! w7 I+ Q2 v3 N
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see/ `, Y: @ Y6 H1 h: J
Pilot Management for more details). The number of pilots on the group lists is RED if& @9 t1 e) q( E6 T2 l( `% ~4 V
less than the number of ready planes in the group, indicating a shortage of pilots. This
8 V2 u; b% ]$ G, J8 kshortage may be filled automatically or manually for a mission based on the pilot
0 ^7 J# v" S- r* ]select mode.
0 H7 y: E& B1 W, r7 ^/ V5 ]65. Corrected issues with group destruction on scuttled or sunk ships and groups on
+ M7 c. Q9 C7 fwithdrawing ships+ o# L5 a! b( M, [* |6 |! G( T
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at/ s8 F3 f, l3 J2 T9 z$ j
close range+ s& F7 G! ]9 s, n9 L# U2 R
67. Gameplay Change: Greater weighing of crew experience in surface combat
* I, @/ P: b* d% K z0 D x68. Gameplay Change: Limited radar directed fire, increasing over time" W2 J; D" I- m' t. r4 C5 P
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
# t; m% q8 K4 _combats at 1000 yards, I0 ~; w* x! O! ~" V0 V
70. Gameplay Change: PT Boats less likely to attack in daylight
8 ]/ H+ a; R! P3 z( b7 c71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
+ ?" G" _3 ?( c W+ F: |2 thit in ports and rivers
2 \% X2 M R4 W, C @* B72. Gameplay Change: Submarine captain ratings have more influence on Submarine
' W N5 `% O8 N( Z# a$ iperformance
% L, @6 c2 \. D73. Torpedo hits on escorts not showing in combat report bug fixed2 r; k; t7 \; T! } R- e
74. Gameplay Change: Aerial ASW less powerful in early war
: ]" \: o2 p& y75. Pilots still flying planes from sunken ships were treated as losses, resulting in any# M, N: k. E6 `8 ?1 U7 [$ M
diverted fragments having planes but no pilots. Pilots still flying planes are now0 O! D) H, [. Y& n O4 X" b
ignored for sinking ship purposes until their plane lands.! Z0 T0 l; `$ v- h% P/ n+ f
76. Group transfers in off-map bases from a ship in the base hex to the base itself were6 e8 m* p$ [* P+ a3 c% C8 a) i
being delayed ‘4’ days. There should be no delay.5 f+ [) H1 ]$ [/ w! ]- c. \( l7 r, t
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
2 C/ O5 @: k6 L7 C# ^ Nthe convoy disbands." d( H1 e. Z e: y; ?7 m3 m
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
1 Z7 L5 r9 F% R, Fhexes. The range was not changed when the game scale was changed.0 ]- T& o1 x7 }
79. Fixed bug when displaying search arcs at a base& u6 G. O# t4 }5 w# ~/ O9 k" m2 `
80. Fixed Escape key on Industry Management screen( C1 C; O& s: q$ o
81. Fixed oil and resource in totals on Industry Management screen% v5 Z3 u3 P7 _: O. S `; G+ P5 B
82. Interface Improvement: Add an extra line to the Industry Management to show total
) [' r# Y; N* d8 Dshut down industry on Industry Management screen
) F! [ ?4 f& U$ d83. Interface Improvement: Add base select to Industry Management; t$ M- B8 F4 M' D$ b
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as* h. O r3 L: G
ONE group for Admin stacking purposes; the presence of all three in a base counted( b( E( L7 h) e- S- A
as 3 groups for Admin( S% u) ^) M4 F6 P4 b
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups. N* e u# {- w* J' I
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
% }; }9 V+ K" aFF being affected by old stock code that cleared the secondary mission.
$ L0 D' C7 M0 x87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.8 J. O S+ Q- ^: D- P
88. Fixed an issue with tool tips being offset from actual hex when forming new4 Y! E1 A: w% N+ L: j8 U1 x
taskforces
; H6 `/ F6 x. @8 O" n! S89. Added the saving of preferences on save; the preferences on PBEM saves occurred on3 Q& H1 }2 g, Y# V2 A
the end of turn save only. Preferences are now restored as saved for the player at the9 N2 U0 R/ k' U K% {* g
time.% `$ k9 P2 i* P( s' ]' g
90. Changed air supply mission to use a friendly base as destination, if both a base and Q5 a3 z' \5 ^, g% r3 O* ?
LCUs are present in the hex; it was sometimes giving the supply to the first unit only; m$ H& j" H8 s' A% W
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
1 [) ~/ U5 J v. {0 ]mission was canceled because the enemy LCU was selected as the first unit in the
+ G- a1 |3 A: \7 t6 w. R+ ihex. t S& q- u+ Q& [# g* F
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
" a4 ]' n( y& C' Z2 _93. Prevent very low grade TF commanders from returning single ship TFs to port to7 t% \1 _ {. X7 k5 X1 X: [' s" U
rearm when rearming not needed.& N& n! G0 `: `: I% }( |/ h3 W! H9 b
94. Fixed the supply cap and monsoon effects on supply/ {! ]0 ]9 s6 |
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
) B" [+ L: x1 o- p6 L/ w+ amovement.
) }* a2 A1 h- X& G( C96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
- h7 V( `0 y( j( j/ g5 C9 S. |. Cwhen Soviets are inactive.3 ?+ [0 @/ X9 n; u
97. Tweaked resupply task force to Japanese bases.
& D: t3 [ N2 A- V( e% C4 F98. Fixed a HQ/Chinese unit respawning bug.
- [- r% E% J( L- x% K9 i/ O99. Restricted permanently disband/withdrawing air groups from being able to the the4 U5 J' v# I! f* t0 ~( |6 }
“Trainer” option in the type of pilots to use.
( L2 M; m6 U8 s100. Restrict the options available to pilot movement in permanently4 x' ^5 o6 w0 m1 B
disband/withdrawing air groups; mainly restricted to making them active or in-active9 @9 M% F! K+ U* B g( e8 O2 w* m/ e8 c
within the group.
, s& b( x- z z9 ?101. Fixed error in splitting air groups caused detachments not-in-play still attached to
4 ?! k0 w; b9 pparent group - stops divide ability/ d p, t) S; P
102. Fixed an issue where some autosaves could reset game options.
1 ^) T; [+ ]. @" A' i103. Disabled the ability to make a group a temporary on-map Trainer.( G2 _0 Y9 P" _" @: a5 @* u
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high$ Y3 H% H5 m- \0 {. E" I
FATIGUE pilots.
( J, b( m' m3 V105. Made some adjustments to Kamikaze effectiveness.9 r" x, J' p2 V( G' u' w$ Q
• Naval Data Changes3 e7 ^3 I$ q0 U; K9 l& j
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
# M. ~; f% W4 k6 ?" w& |: iClass
& T. u$ y6 J( U x" ]+ @+ QScen 001, 002, 006 (007, 008, 009). Z8 v* {; Y7 _3 g. L! H
0021 – Australia – correct weapon facing5 h J- o9 ~" ?* z. R' M/ `8 o
0418 – Helena – correct tower armor from 0 to 125
p1 }- I @" S( c) X: z g0767, 0769 – Chevreuil – correct endurance and fuel
' L, {8 m" c. x0770, 0771 – Duguay Trouin – correct weapon facing
* v0 s3 |& \- w0772, 0773 – L’Adroit – correct endurance and fuel
' e0 o" U& o; }/ l) i0774, 0775 – Fantasque – correct endurance and fuel z5 V3 }# f" N9 X' G) o8 L2 S
0776 – La Galissonniere – correct endurance and fuel
- a) K, t; T& t( H0 H; O0776 – La Galissonniere – correct weapon facing
2 p# H' M: ?8 T2 W5 w9 {4 L1013 – Yubari – correct weapon #4 turret armor/ P& E( n" C2 s* G/ E2 `
1102 – Furutaka – correct weapon facing
0 f; e7 v; R9 x5 z: ?1107 – Aoba – correct weapon facing, P' w' \/ G* b6 _
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
]; |2 A+ ^5 j/ z" [1730 – Yamato – correct weapon turrets
! {9 o4 I/ F4 _% ?2 @+ B" e2 L2025 – Kongo Maru – correct weapon facing
+ Q. u# b! j: g- s8 N2202 – ARD 3000 Ton – add Japanese small ARD class
9 l+ L% l7 w- [2903 – Gnevnyi – correct weapon facing3 X _# c/ [9 K0 w1 i: M. G
2915 – MK Cargo – correct weapon facing0 ?! A! ]8 }0 }" U
2918 – KT LST – correct weapon facing2 _( F1 I1 U5 q, a i( _0 N$ |: x
Ship
& y) t/ j8 V3 P* HScen 001, 002, 006 (007, 008, 009) changelog
, F9 }/ h! @) x4 z! }# SAll – update weapons from class to reflect weapon facing corrections+ C- o1 G5 O6 [! s8 F! {# q, Z6 @
0999 – Dublon ARD; add small ARD to Truk g0 L: j" y3 d- C1 |* w0 U
3550 – Laffey; correct entry date to 420430% g4 d3 B, X! G* a, `+ {% v9 J6 s& Y
3580 – Frankford; correct entry date to 430430
- u6 A5 p& Y: H$ G4317 – Thornton; add Clemson AVD at PH: a/ W5 `! b" e
4361 – Henry A. Wiley; correct entry date to 440930! E# }; U0 |8 p: ]8 @! G1 e
5222 – Rixey; rename to Bowie. s/ z3 q) @" Z' X- i' n
5223 – Hercules; rename to Highlands9 {7 I4 C: i8 c* m* h' Z
5251 – Pinkney; rename to Pickens, h4 d# Z) b% K/ R# l
9253 – Madras City; correct entry date to 420228' o' K+ K: J& T/ R7 ^* j
9728 – Indus; delete duplicate ship entry+ v# g2 H. |: \7 k& D. Z- l* x4 z( F
9837-9849 – Soviet Fleet; correct ship name spelling
* @/ \( X2 I- U+ P: |) }11316 – AFDB-2; change arrival location to # 524 Seattle. }' N* q! N3 o! v4 ]8 b
11364 – BYMS-2055; correct entry date to 430228
, k: D& X% p, u6 C" I; V! x11365 – BYMS-2059; correct entry date to 430228
( s; ]/ p E/ E7 B1 @: Z14070 – Ha232; correct entry date to 460228
H9 S% q& k5 s, |) [Scen 006 and 009 ONLY: y) l- M# S$ O* Q9 }
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
& V4 A7 G9 H8 Y0 A( m0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 R, @. M4 I" q4 _0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295% K8 P' K4 W! X, O- r0 E, K7 J
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3702 i/ ~* [3 a+ A( r/ X
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
% F1 v& m* D. F1 s" z3 \+ I% x0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
" A5 a* f6 g9 r3 X0043 – Hiei; adjust fuel to 4175) a; D- A5 [! q- J
0044 – Kirishima; adjust fuel to 4175* f R+ _0 u* z2 C3 C
0067 – Tone; adjust fuel to 1775
( Z( u( s1 O% W0 V% N& `0068 – Chikuma; adjust fuel to 1775/ M, E, {- _. W5 l6 n0 c5 j; P
0118 – Abukuma; adjust fuel to 833. f J+ O* t9 V3 N6 G! B& j
0146 – Akigumo; adjust fuel to 265: z- u! \( r& ~" Z# h3 `8 H
0168 – Kagero; adjust fuel to 265
0 S: ?; S# U/ _/ r( w- c0176 – Isokaze; adjust fuel to 265
2 Y+ r# J3 m0 x2 l: g- E0177 – Shiranui; adjust fuel to 265
2 K- \/ `$ r0 i: P8 e• Air Data Changes
- Y- r r4 l4 v9 h7 o. P1 i[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
+ [6 p1 o7 {5 M7 a% r+ G/ x7 O8 d3 l! ][177] B-339-23: Name set to B-339-23.3 Q( ?( X# I/ ~5 U& O
[178] B-339-23 (PR): Name set to B-339-23 (PR).5 P: u' b1 E9 n( {" Y
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.1 ~/ c' v# ?% n3 h
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
) U6 n* }' \9 D3 l/ E[365] Stearman 75M: Nationality set to U.S.Army.) H& Z- b; w* u# z1 u* r0 d+ b
[451] PB2Y-3R: Deleted.+ N! Y, \% f3 V; i- m
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
& P; V' O6 i! l" a[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning$ y' l( h9 O2 ]' l
MG; wpn 13 set to 500 lb GP Bomb.
( @3 i% Z5 R& R2 R5 {[1923] No.1835 Sqn FAA: Delay set to 0.
2 A$ \8 E1 u, J6 L[1924] No.1836 Sqn FAA: Delay set to 0.7 B$ C; x/ e3 d# K' Z
[1929] No.1841 Sqn FAA: Delay set to 0.
: B2 Y- M. O* ^6 J: E[1930] No.1842 Sqn FAA: Delay set to 0./ h+ }- l8 X, _( W
[2587] VMF-211: Location set to [584] Pearl Harbor.
$ i0 [4 ^3 {$ W0 `[2642] VMF(P)-321: Deleted.
! [; B J, e; m1 K, l[2652] VMO(P)-351: Deleted.8 D. X, }/ o; T% a- v3 F. p
[2668] VMF(N)-511: Deleted.
: ^2 F, E3 U. D, X% g) E v[2669] VMF(P)-511: Deleted.
* \' y! a8 w' @4 y- p[2671] VMO(P)-512: Deleted.
. z; s% V- O; c& u$ r[2673] VMO(P)-513: Deleted.
, X; s- F$ M: V[2675] VMO(P)-514: Deleted.
+ l2 z4 O, j1 D- {) l" _% g! X) L3 ][2827] VR-2: Deleted.
5 g( y, \' p" N8 q6 d. e: Y9 f2 y[2828] VR-4: Deleted.. s7 @4 {: Z# ?2 ` s8 i
[2829] VR-5: Deleted.
3 H" \' s, O* o; z8 _3 Z7 K[2830] VR-13: Deleted.
/ t. T: Q5 [. K, M- a2 z. P[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
; J7 W5 i+ |- S9 w' I9 S: T$ d% L& }USN patrol-type squadrons 4301 resize to 15 deleted.; k) }/ E. Z+ l$ N4 ]2 O: S
USMC squadrons 4301 resize to 24 set to 4410.- _; G! @) O' g5 o& l
USMC squadron upgrade paths reworked.) i% ?. k6 a2 C. \! q# o
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
" Z N4 S3 }9 c b" S0 _" Hthree subunits.- i$ x. f, o/ F2 @5 }3 q4 P
• Map/Base Changes' t' F" Y9 P# T$ V* B' O5 }- c9 G
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
# I# Q0 K4 A5 B- l' SNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
( O- |3 y) P& O' x- S8 X: ^ gAV.* r0 j& D& r% |/ L5 L3 v
2. Garrison levels in Japan have been significantly increased for the Allies.
/ H7 z; t2 N( S3. Garrison levels in India and the Philippines have been increased for the Japanese.
7 e6 e& c. S3 [2 R4. Garrison levels have also been adjusted in other locations, with some areas having
" E* f3 r' k- P9 ^& Bsmall increases.
/ Z/ {' f+ Z" F5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an3 L) e; i5 G' q/ v b! c
Airfield.
& p9 Y8 w& |, i5 d5 i6. The starting fuel level for Los Angeles has been increased.
$ h. ]& d) O, G3 t7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
- F. i7 T' O, Q \$ I6 j7 F- w8. Anchorage in Alaska now generates a small amount of resources.- i1 j" c* P& d' B) a7 J7 r
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.$ }* b4 `7 L+ S% ?
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.9 I! F, m3 R5 s
11. Nukufetau has had its port level decreased from 1 to 0.
. R- j3 ^+ R9 ~# H# h7 ?, l12. Pago Pago has had its port level decreased from 3 to 2.
2 B& e9 A+ w5 j2 j; |9 B `1 G13. The Christmas Island base no longer generates resources. The Christmas Island (IO)4 Q* [5 t/ E8 ]% _2 a) i4 D
base does instead.8 }! r$ r/ L: D: Z7 W T$ V7 U
14. "Ahmadabad" has been renamed to "Ahmedabad".
+ l* X; o w6 N15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
% q7 e- k" ?( W. I6 O3 [rather than being concentrated in a small number of locations. Overall, Chinese
9 m2 a+ j! f5 q2 V. s/ C8 [4 ksupply point generation has increased, to about the same level of supplies as in the' k- v {! J2 W; R
original War in the Pacific game (it was a bit lower before)." z7 M" O5 x7 Z6 [9 C# ~! _
16. Australia now generates a greater supply point surplus than before - about 5,000
) i Y) J4 k* \, e2 h2 l/ Mpoints per day as opposed to about 4,000. Fuel requirements remain the same.
4 P) |! E* C# Y- S" r; Q0 m2 d3 }17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41! V' W" s* q) f% ?4 Z
instead of hex 200,40 - and the road and railway networks in the area changed to1 i t% z* i1 R3 _) M) r
match |