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+ y( `; ~ Z$ \( x/ Shttp://www.matrixgames.com/forums/tm.asp?m=2313850# H3 U1 {( P6 C, C0 M& \
6 {1 a" _( ?' I# i英文版未汉化,,暂时也没有汉化计划,建议不熟悉AE界面和操作的先用第一版汉化上手% k2 E( W0 U- r
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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【更新内容】:
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Change History:5 l" \# a3 G4 t% t. l' d
v1.00.95 - December 7, 2009, K& \1 L& ]8 h& K
• Second Official Update – This release is comprehensive and updates ALL previous7 F6 d5 M0 c' L& q1 k3 W @+ }2 A
versions to the v1.00.95 level.! h+ i' ]4 w" x; o
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
9 K2 e. `: Y2 V8 h& A$ s( DManagement Addendum” which have been added to your Documentation shortcut subfolder
6 c/ x' ?# \. g( _7 N; |4 c! Pand can also be found in your /Manuals installation sub-directory. These two1 p. u$ F3 r4 r. b: Z
documents contain very important information on improvements and changes in these' I8 I4 C4 _: A1 l/ I! F$ I' J
areas.
0 O- t4 {' v j• Code Changes9 j3 t) \; j, k
1. Interface Improvement: New Screen for Industrial Management
; g0 ^% D5 O, a/ T. `5 `- `/ I. {2. Gameplay Change: Air transport mission was using all ready planes. Now the4 n- y7 @; ~1 J5 z1 T1 K B
number of available planes for the mission will be adjusted by the rest/training
& e* v( t& W/ u% w9 Spercent as on other missions.
% O+ B; ?. N+ x+ Z$ h5 `5 Z% R3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
% [/ M7 r% Q# `# i2 n' n: \4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to" w; @6 G6 U7 J6 E
show in change command list
6 `% @& g# n+ y2 F$ }5 ]$ d5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use$ F* q4 j5 ~3 B" |4 n( }
Bombs’ flag rather than the altitude setting- v! K7 v& t4 s7 }3 D7 h2 w
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
- w3 N4 ^5 \1 ~/ X2 Oindicator ‘*’
/ [) |4 `5 @" X2 q3 v7. Pilots who are captured or killed were still being counted in some group totals. They
# V% L1 G' f* M% \9 `" K+ g- tare now removed from group’s pilot count, but still available for ‘Top pilots’.
& P" P% H& d2 P2 |' s8. Interface Improvement: The buttons in the lower panel of the main screen have
3 {$ Y* g6 }- `4 J: Dbeen improved. With the mouse over the icons on the far left, the number of groups,
# h* v2 ?/ u& m( y( ^1 h% k. r/ H6 ytask forces or LCUs at the base is shown. Added a previous page button when there
- j+ x0 B9 r' z( A6 ~0 V9 iare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
( ~7 _# u0 |. C& Btooltips sometimes were corrupted when other screens were displayed on the map and3 J6 D" e0 l5 @) O3 X1 b
the bottom panel was still active. This has been corrected.
3 a! z; m- i( L0 x; Q. F9. It is now possible to repair planes in excess of the group’s size& _& `9 `+ x- A
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill# e$ G! i" W1 l2 p* ]+ }/ [
training is incremental. Points are accumulated and once a certain level is reached, a
# f* I6 g; P- W$ \# y/ N% kpoint is added to the skill. The cutover level is the current skill level; so as the skill& f8 e+ x F. c) U
level increases, it takes more accumulated points to reach the next level. Combat2 W0 C$ n; i9 D
gains points faster than training, and combat is required to reach 70+ skill levels.2 Z1 j6 y. c. G9 |& N
Experience levels behave similarly with the one exception. If the Experience level is" T U8 ]8 U2 F8 {
higher than the best skill by more than 5, a skill based on the group’s mission gains
6 Q9 }3 X2 n othe accumulated points instead.
/ S, N8 W4 _# P/ G/ S+ ~8 O! i# n11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,& U8 I' b6 V4 e: l. `
ammo and return to base if required0 ^8 W- F! V, p
12. AI Aircraft production will now stop based on comparison with on map aircraft totals0 N% @ F: c8 F& v
13. Gameplay Change: Malaria effects adjusted8 x/ H) g% r* ] a" e H0 r8 K5 K; A
14. Fixed bug preventing port construction in certain cases# [, S" Q/ X9 x' A
15. Fixed bug preventing combat engineers from building
* b5 ?! D; I, x3 ^$ G( p16. AI improvement refining settings for LCU attack levels$ e8 Y A+ H5 o' U4 }
17. Corrected unit TOE loading bug
" _ m' I: D3 X% q: o1 B18. Correct bug setting default morale and experience when not provided by editor
/ H3 | \" n7 b* r: e9 f z19. AI additional checks for level bomber base sizes! Q& |' d+ I7 h" ?* ]3 ^
20. Numerous supply tracing improvements+ Y8 |' J% T+ ~, `5 d4 ^/ H
21. Numerous supply/resource movement improvements( B! i! R- H( G% T, t* x2 b
22. Corrected several land unit fragment bugs.8 ?) `/ N- p% d2 i; O( p: {
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF: i: [) L1 u9 ~* r0 s; w- ^, G7 L, F
arrives at the destination of the “met” TF before the “met” TF does. Also adjust) Q9 X& D% y# {$ V: z) y- E6 R
meeting process to reduce chances that the meeting will not take place until one or the
_2 {- ^8 O o) M+ Z$ T( V0 pother TF reaches the “met” TF destination. Also correct a problem TF could
/ z7 P. U# N& r2 y“merge” with a TF that no longer exists under certain rare circumstances.7 F. C* R! L/ O
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
$ g# W, @+ g" V2 F5 rdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
& x$ g( O0 k( r' R4 Zfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be1 X. J* L4 u+ I+ N# }
docked if the port has the dock space for them, but will auto-undock when adding a8 Q! ?; u4 A7 _8 W. I/ W
ship to the TF causes it to exceed the port capacity.
e0 w& Y: \8 _6 W' [* {3 O25. Adjustments to naval retreat determination. TFs retreating after combat will now be, ? R# y+ f, z# G" O( w8 F6 z: w
less likely to retreat to hexes containing other enemy forces and be more likely to
, w7 J( J6 |/ @" qretreat toward a friendly base.
4 _7 T2 J: y9 J6 W A8 F9 }* U26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
+ ?1 q3 {) v3 ~- m( r+ j b9 W8 F9 S% ^1 Tis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
1 }0 k9 L: C, ^; a" Tin port, (c) ships in port (disbanded).' |0 [" n% H2 W
27. Interface Improvement: Implement search arc drawing on map2 M; ]/ _8 U8 Z/ e# N
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,: c9 q; \* L- E6 S/ g `) U
ensure partial rearming is in full mount increments, and adjust ops usage according.
x: V3 S+ r7 l- {. D- W29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
8 ~3 R6 X* y) h; D8 i. k- Aa base were incorrectly excluded from Naval Support totals at that base. This was% d: U2 }% E. a$ P0 x
due to an error in calculation of Naval Support availability over HQ Command radius." i- c4 ^' Z4 [5 U! V5 ~- A* m
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
7 W7 ~! U' z" i' Lcould improperly interact with fragments of the same parent that were at other
& L8 G8 r$ g" @: E C# tlocations and had been previously loaded by either the TF or one of the ships
. @/ p/ s, e% pcurrently in the TF or, if the load required multiple days, when unloading of other
) T- C7 J1 C9 u' C0 i' \fragments of the same unit caused and automatic switch of a fragment to the prime" E7 S8 h- \% C; B# Y9 p+ V: n
unit.
& e8 n9 j5 C/ Z, j3 X5 c6 J# ^31. Corrected bug to allow repair of damaged devices even if ship has no other damage.5 |& g9 L4 p, P, {, y
Previously repair of all system/floatation/engine damage would terminate repair of a4 `7 e1 i6 q$ V; l# N
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
5 X9 D1 B$ m+ a& a6 S& W# Znow prevent full repair of systems damage and may “create” small amounts of system
1 u# R# [' G8 n0 m& adamage to keep the ship eligible for repairs. Note that this may have the affect of \# ?0 ?+ W3 i+ o+ D6 v
small amounts Systems damage being not repairable at a location where it normally Z* `) o8 @8 m2 ]1 a1 \
would be repairable if that location can not also repair the damaged devices(s).
/ f$ \, p) A! l3 X& l32. Interface Improvement: Changed Allied aircraft replacement display to show nation
* Y0 _1 |8 T3 y5 h) ~9 Iof aircraft+ ?7 h- ~1 x8 Q0 Q, J4 _
33. Corrected several menu bugs
0 V) p. m, m9 t1 d0 _: T34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of& u6 w/ H6 r( n) M
land units by TFs.0 c6 C& g- P9 D+ ?9 K
35. Interface Improvement: Add “undo” for ships being transferred during ship3 C7 B( X) t) y& }6 M
transfer. Previous undo only functioned properly for ships being transferred into the
3 i: @5 J: p# K9 m' p3 t: Sselected TF. Provided undo for ships transferred out of the selected TF.6 V3 I& ]4 k4 J& e
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that9 X3 N! f( J D6 _
is following another TF that is beyond the player-set follow distance., O$ a. s {; }5 p7 {' g- u
37. Change ship based aircraft repairs to be by plane, instead of by group' Y5 ]& k" M4 W% @: }3 n& `( V! k+ v
38. Interface Improvement: Made air group screen larger to reduce clutter4 M r! k" c& V* S4 h) F
39. Gameplay Change: Adjustments to supply consumption by land units
& u7 `! M3 E% o9 S$ J5 T ~40. Change to AI shock attack determination' ]9 v& D7 O2 P, F4 z9 `
41. Improve AI awareness of intel on nearby enemy LCU
% M% Y2 H5 n1 G; y42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level+ Y! f1 l8 X! l& F4 e# X8 e
43. Gameplay Change: Changes to AI production on “Historical” level
; f" E& B) b- ]' ]2 d44. Improvements to save file process to reduce chance for file corruption, especially by
+ m1 {, t. x/ D* r% {$ [$ rdeleting the old save before writing the new one. f1 p! {/ [' ?! c" t
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
( [$ [5 h6 Z! W8 Q5 F- h46. Improvements to refueling calculations and processes. Ships are more likely to fuel2 K, H5 |' o9 X" c6 t
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming; B" O; N9 H/ b$ H9 M. p
sources for the “from port” and “at sea” variations.7 O# E# \ E+ E
• Replenish from Port will now use the available fuel/supply at the port and on all
( A3 Y# h# U( T6 U g) Preplenishment ships disbanded into the port. For those disbanded into the port,
7 a& o" c; ?% P: `, wonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.; q* G# x u6 v* v
Tenders must be of the appropriate type for the ship being replenished. Note that4 [" |% Q2 \) V z4 P2 a$ V# s
port facilities are used in preference and ships in the port are only used if the port$ K/ F% b+ c) e# f
is not able to completely replenish the ships in the TF.' l8 p( V7 y: W, v8 J- q
• Replenishment at Sea when the TF is in the same hex as a friendly base will now1 \1 A& r9 X7 a j' i0 Q! }% ]6 Z
use all ships in TFs in the same hex but will no longer use ships disbanded into a
% h' `, Q- w2 |" J' uport in the hex.' e9 c7 l2 y8 b5 R
47. Interface Improvement: Add new map icons to highlight certain events
" O+ \+ C+ [: b48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
7 N+ O) R2 T" C) ^2 g/ Rsmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
+ K1 H# f) b# `; n- qport or from any TF that is currently off map. Ships that are not badly damaged
$ g) X$ S! C; d+ E. b3 v3 Wcan be withdrawn from some on-map ports or from TFs in certain on-map regions.
9 H( ? f- c* m$ [ `+ i$ UFor on map, ship may not be on fire, total damage may not exceed 99 and no% {' F. N; {; Z; a. Q
individual damage type (system, floatation, engine) may exceed 50. Ships may not Z; t& p/ f6 Y3 V. u% Q& ^
be withdrawn from any on-map location where the enemy has air superiority. The
: `; u; g B* ]6 Q0 ^# X% wintent is to prevent withdrawal as a method of saving a ship that stands a good chance
* N8 D! I8 F! H; f, i R& V4 iof being lost or further damaged. On map withdrawal ports are set based on the+ V0 [& X; E" W4 d. Y% E
historical exit locations for ships leaving the Pacific:' }% c0 w7 z/ _( Y" ^
1. Any level 9 port.. J, o" |: M& N' V% L, Y+ D
2. National home ports of the United States, Canada, India, Australia, and New+ s% ^, K( _/ {+ F2 J
Zealand (with no port level requirement)
- c# m% V5 h% `0 z) y& P3. Any level 7 or larger port on the US or Canadian West Coast.5 _- {/ V" F" l1 }) K
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself), I! V% _' U1 Q/ ^
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
( A, h" V) W$ h% \# A6. Any level 7 or larger port in New Zealand.
: c7 P E9 E% k, p8 H1 `49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of' X# k. P. A! {. g
another ship actually sunk, the data for the two ships could be mixed. Depending on
) d/ B5 ?% s8 B, p: m h) icircumstance, this might result in one or even both ships being reported as sunk.5 r3 [+ d0 _! F: Y8 y# G4 }
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and& L6 M, ~" v4 Y9 n* V; s
TF list screens. The calculation will continue to show the remaining ASW capability% } M$ K e4 P$ R, c
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
9 b% k4 O- ~, i' dnow based on full load for all ships in the TF.# l% v9 e" Q9 u5 L3 K
51. Resupply capacity for bases added to editor
8 I; D, Q2 y7 o0 s52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units; \8 \! v+ t4 K9 d6 c! E( E# [
53. Adjustment to AI unit planning level based on AI difficulty
$ E+ q9 C; b4 W# i- I, \: ~54. Ensure minefields are created for proper player when a single TF lays multiple types
% q/ f1 R3 p3 r. S+ `3 A; cof mines. Player of minefield properly set when first mine type laid by a given
+ u7 T8 p' b7 q; g* fminelayer but a similar check was missing when the TF contained minelayer(s) with0 t2 i' C) H" S( P
two different types of mines.
5 t9 x* c7 h% A/ r55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and8 H) E7 j) C6 S. y
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
. G- O, G3 }- s4 hfor owning player, if partisans attack and cause damage.
6 q) U! V% v- v" y. K9 ?56. Gameplay Change: Movement rates for clear and desert changed to 25 for: e0 B2 T7 K& `" w( V _6 z
mechanized units
, z) M1 s( |; R: l! `, b57. Gameplay Change: Land combat effects toned down+ b3 v0 ?( X6 O. p
58. Ensure AI captures empty bases
6 Z) s9 z# h: o7 c* ]59. Gameplay Change: Allowed groups on disbanded ships to do training missions to9 j) F2 ~" ~$ K
save from moving them ashore. Training from disbanded ships does not increase the
, d/ H, C& W+ V; B3 cpilot mission count.! a3 Y/ s) I1 L6 X6 u
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
]* @' I! f; H0 O- }order to help identification of saves% k' {( H* I" n4 q. Z
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)$ `$ n' |: Y, N; m( e- r* E% r
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group# G/ D% x( @$ |, K& e
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level; P% j9 Q a# I! i% ^( h2 o
bombing attack. Groups were at maximum altitude and conducting glide bombs! _ u2 e4 q# N3 ~' x
attack, sometimes without engaging CAP or flak.
- q" G! D k, j2 E; ^63. Changes in order to standardize inactive Soviet group’s training options;
, W W S5 a1 Z" X( \$ y5 l9 y64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
% m8 t8 {6 E3 B2 s+ U8 I/ SPilot Management for more details). The number of pilots on the group lists is RED if5 }- ~# C% y% w- z
less than the number of ready planes in the group, indicating a shortage of pilots. This
3 M; _1 f7 ?3 f2 h; _( Fshortage may be filled automatically or manually for a mission based on the pilot
* d2 d# k8 T2 a1 e E: m/ gselect mode.
5 Y9 ^4 ?7 e/ e; B65. Corrected issues with group destruction on scuttled or sunk ships and groups on, D5 i9 l A" b
withdrawing ships
! |4 O- V/ G3 t3 ]: E$ G66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at3 i5 @: d/ G4 w, }! T
close range
% r2 X+ p: G- _. n1 `) \- R67. Gameplay Change: Greater weighing of crew experience in surface combat
' _3 a& z7 H, A2 P4 f6 I( B68. Gameplay Change: Limited radar directed fire, increasing over time
. s# a1 a& d2 K3 i4 h8 [. H69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
/ E. b& V+ k) u: v4 Xcombats at 1000 yards
$ ?8 e8 ]1 h) E* o- |70. Gameplay Change: PT Boats less likely to attack in daylight& i$ y7 ]% V/ n9 M* }" V& L
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
. @- A, H' ^: E" J* T _& {hit in ports and rivers
) c& @2 ^! J7 C) P7 Z, t l. y72. Gameplay Change: Submarine captain ratings have more influence on Submarine
; o/ d: F2 X, _, n1 i& lperformance
' h8 I: i3 d5 o8 E. C73. Torpedo hits on escorts not showing in combat report bug fixed
[8 A' o5 Z5 _% z( D% V# f% m74. Gameplay Change: Aerial ASW less powerful in early war7 U; n- E: \$ v. l- B( Y! e# X
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any$ K# H% O9 J1 r& A! z- u
diverted fragments having planes but no pilots. Pilots still flying planes are now6 u' { H) E" h% l# v; Q3 j% O& G0 k
ignored for sinking ship purposes until their plane lands./ @1 K B* j! b# h1 j
76. Group transfers in off-map bases from a ship in the base hex to the base itself were4 ^5 z7 f# Q! s; i3 P2 }
being delayed ‘4’ days. There should be no delay." R) p, X5 [) Y( V( v- _! A
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when6 t/ V( }$ R. `7 y- g: v6 t
the convoy disbands.
2 B- y( Y" D2 O4 n) e! F78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
$ ?( y G2 I! d, L5 T: s4 Ahexes. The range was not changed when the game scale was changed.7 k- C9 m/ y, X- A* b% ?: E
79. Fixed bug when displaying search arcs at a base
5 U% s+ ]4 B4 D5 l t3 c; e80. Fixed Escape key on Industry Management screen M: ~& O* u) |: S6 ~, ?/ M' J
81. Fixed oil and resource in totals on Industry Management screen$ r# y1 A7 {( b$ M
82. Interface Improvement: Add an extra line to the Industry Management to show total
: c2 y& c- i& z: q- R1 W4 L: qshut down industry on Industry Management screen
3 Z" c2 V8 n* j2 {7 @) i: ^% H83. Interface Improvement: Add base select to Industry Management6 E1 z' L. ^" n5 y
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as7 Q; A+ r. I6 B: p3 ?' `; y
ONE group for Admin stacking purposes; the presence of all three in a base counted7 V1 x& M# `1 O" E
as 3 groups for Admin6 L; w) N4 `+ @- x
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
. R: J% N+ ~& u0 o86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
# m4 A) T0 C2 {1 o5 c5 LFF being affected by old stock code that cleared the secondary mission.
9 {, P2 m! R; o+ c) j. |9 q87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.- H4 d6 w, n7 t2 E1 W: c
88. Fixed an issue with tool tips being offset from actual hex when forming new
% V3 R6 u4 v, v8 r. n: vtaskforces
. m& O! n g: ^+ o. D: \' ^89. Added the saving of preferences on save; the preferences on PBEM saves occurred on. f# I8 V: g/ G+ S% [
the end of turn save only. Preferences are now restored as saved for the player at the2 g" ~" g9 a( C9 Z$ H
time.% L7 H% A" t3 {. t' d9 c- j" X' N4 A
90. Changed air supply mission to use a friendly base as destination, if both a base and
7 e% ^0 Q3 m$ {LCUs are present in the hex; it was sometimes giving the supply to the first unit only: s. {1 `% [( ?! E8 V& A- }
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
" f" |& Q2 |+ B! j5 y2 Hmission was canceled because the enemy LCU was selected as the first unit in the
* R/ ?$ Z3 Q4 X" s, Mhex./ b* B! {, B K2 b* D
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.! b. \+ @- y+ V5 L
93. Prevent very low grade TF commanders from returning single ship TFs to port to9 j" p k4 k* p" j6 K
rearm when rearming not needed.
8 V2 `8 I. Y4 ?5 o7 i: g9 B94. Fixed the supply cap and monsoon effects on supply
! F' {( ^6 X9 A! o$ U0 E95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
( U8 u9 p( c- z xmovement.
. X. E2 w: J0 `- k, z9 r1 s, i3 i1 D96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
+ ?9 y, ~0 m2 E& D6 W. Y# J4 @when Soviets are inactive.% q6 C: b: S4 }9 v8 o5 y
97. Tweaked resupply task force to Japanese bases.! q( Z6 {2 K/ C2 ~' @
98. Fixed a HQ/Chinese unit respawning bug.$ J: u- t( i4 c+ k+ J
99. Restricted permanently disband/withdrawing air groups from being able to the the1 u6 B5 z9 p+ O- Y( _9 {
“Trainer” option in the type of pilots to use.
& \0 c5 t0 P: Q% K+ ^100. Restrict the options available to pilot movement in permanently
, q) Q. Y/ l0 c* S/ Udisband/withdrawing air groups; mainly restricted to making them active or in-active9 O: ~+ H& J2 v. U M$ _6 V
within the group.
( }5 p+ @0 q$ c+ ^" H% D) s' C) y101. Fixed error in splitting air groups caused detachments not-in-play still attached to
1 v; _* ~5 k4 Z$ @; M( K Sparent group - stops divide ability
( L* A) d6 ?$ n7 C5 g102. Fixed an issue where some autosaves could reset game options.5 z; X% f: l6 v6 d8 T
103. Disabled the ability to make a group a temporary on-map Trainer.
+ v! O8 m' c" J5 Q! O104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
L+ l. w5 |8 X$ m9 ~7 \FATIGUE pilots.- w6 X9 o; H) x$ N0 t( S5 u. U
105. Made some adjustments to Kamikaze effectiveness.
% w! D1 w5 D3 S5 s• Naval Data Changes' |+ n* s1 y7 a" ]4 }) g# q
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.+ r- A$ r7 b: b
Class: H o1 y! _2 p/ h; Q' T8 q0 P
Scen 001, 002, 006 (007, 008, 009): }! K2 e6 _5 J0 _: ]' u6 E1 `
0021 – Australia – correct weapon facing- r* ?4 d+ c/ F0 `% E1 a7 M
0418 – Helena – correct tower armor from 0 to 1257 d$ U& C# b: C+ A1 _& a5 v
0767, 0769 – Chevreuil – correct endurance and fuel
; d$ P0 b. g& D* E" A, m0770, 0771 – Duguay Trouin – correct weapon facing' U i" \, D8 G( d4 U
0772, 0773 – L’Adroit – correct endurance and fuel
/ P- i6 ]" ]7 C0774, 0775 – Fantasque – correct endurance and fuel
0 Y, Q' Z& _6 D! M8 ^3 R6 J0776 – La Galissonniere – correct endurance and fuel) f. ?/ [* g$ {# v" ]" Z2 j
0776 – La Galissonniere – correct weapon facing
7 z/ o6 n' f5 x1013 – Yubari – correct weapon #4 turret armor- u! G7 A2 G5 ^8 T: G. P! b
1102 – Furutaka – correct weapon facing
' n6 j) V! G' j& n1107 – Aoba – correct weapon facing& O* }, g' Z2 O3 ?% g% f# ^9 ^9 U
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
6 E: c: S& H# p# i2 ?& ^9 s1730 – Yamato – correct weapon turrets9 z/ f o% F3 ~0 ^# h ^; a
2025 – Kongo Maru – correct weapon facing
) F+ P3 O# S' J+ B1 f- K2202 – ARD 3000 Ton – add Japanese small ARD class
6 s$ [& v# `; R* c; f2903 – Gnevnyi – correct weapon facing
$ q2 q3 O0 w( G# j, {7 n2915 – MK Cargo – correct weapon facing& T, E2 `# }- m
2918 – KT LST – correct weapon facing
$ H5 G0 m5 E6 t6 m: @Ship
+ q) G6 z. L; @8 x5 G3 O+ h5 CScen 001, 002, 006 (007, 008, 009) changelog* k" J# Q' D/ ^$ J
All – update weapons from class to reflect weapon facing corrections
& q% P# ]& F, |( ~# U0999 – Dublon ARD; add small ARD to Truk
! i& j- S ]: R" k3550 – Laffey; correct entry date to 4204301 n- z' h0 U% A% V& ?% V
3580 – Frankford; correct entry date to 4304303 L0 P6 x, |5 H6 R
4317 – Thornton; add Clemson AVD at PH
: E& _' X: C/ f4 F" ~4361 – Henry A. Wiley; correct entry date to 440930& u& Q8 `' [- [+ A
5222 – Rixey; rename to Bowie' F& s4 k+ A# _( p; U
5223 – Hercules; rename to Highlands7 d( m* c X: t9 d0 A& w0 V# u
5251 – Pinkney; rename to Pickens
) @# }0 M: Z7 s' g9253 – Madras City; correct entry date to 4202284 I& E" j+ J( p; G" U
9728 – Indus; delete duplicate ship entry9 ] l7 h# a, o
9837-9849 – Soviet Fleet; correct ship name spelling
" \) F+ C% C* {0 M9 q8 }5 M- x5 G11316 – AFDB-2; change arrival location to # 524 Seattle3 V3 ]- e; ~. Q# P. _
11364 – BYMS-2055; correct entry date to 4302284 \4 P$ |: c. f }! i
11365 – BYMS-2059; correct entry date to 430228' k3 u/ Q3 K; Q! z$ n z! A
14070 – Ha232; correct entry date to 4602281 d/ u1 G$ _2 d/ X$ E, B
Scen 006 and 009 ONLY( W$ V# G' X4 I( w& O- Y! y& P
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4454 f! n+ U) K% ^5 K/ i0 H8 C
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
4 @1 r, ^' |8 @9 |# K/ j$ j: b0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295% A# c+ y: v( F# o W/ @
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370, _! n- \. B9 t7 e; c
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3709 j" R4 g9 k5 c2 Q
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 4453 o8 w$ a c4 ?. ]9 e9 v: L* c
0043 – Hiei; adjust fuel to 4175. M+ i0 H8 t) J; Z( q! @, H
0044 – Kirishima; adjust fuel to 4175
+ Q0 C3 [2 {5 p+ c0067 – Tone; adjust fuel to 1775# w4 t) Z5 r1 m* m# s+ t
0068 – Chikuma; adjust fuel to 17751 x. M; x2 Q8 q8 [+ N* Z
0118 – Abukuma; adjust fuel to 833
% ?- U; a4 n. z$ h9 L0146 – Akigumo; adjust fuel to 265
4 c0 M3 r1 v* {# n0168 – Kagero; adjust fuel to 265
2 f( W* t9 P' ]5 [9 D3 _8 O0176 – Isokaze; adjust fuel to 265$ }- v/ {# Q5 w
0177 – Shiranui; adjust fuel to 265
/ T8 }, z* [6 W! N# F$ A) p$ Q• Air Data Changes
6 ?0 n! N; Y: \[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
) s7 h9 k: {' m; _: Z$ n[177] B-339-23: Name set to B-339-23.# S& Q" b5 @' q' L" n$ T
[178] B-339-23 (PR): Name set to B-339-23 (PR).
+ G% P; \- C$ \, i[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
& m6 \- V7 b) z: e8 Y$ Q" r) A0 B[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
( [8 M/ A' W0 E4 `0 O+ z4 r) _[365] Stearman 75M: Nationality set to U.S.Army.
: p8 g8 u6 ^( L9 S" c {" T[451] PB2Y-3R: Deleted.
' s- d2 ?1 B# N3 z G[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.' j' B4 f5 j( P- v; K1 g
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning: i+ x! s7 A: |2 g" x& t
MG; wpn 13 set to 500 lb GP Bomb.
: }1 N0 N% ?/ [, K6 n! T[1923] No.1835 Sqn FAA: Delay set to 0.0 j' v- k o3 P& R) |" {& P; @
[1924] No.1836 Sqn FAA: Delay set to 0.! S O# Q0 @/ L
[1929] No.1841 Sqn FAA: Delay set to 0.: P' ^% `( W* B e/ F3 h: V' l
[1930] No.1842 Sqn FAA: Delay set to 0.$ L6 |- T# Z( j2 q, V/ C/ ^& n
[2587] VMF-211: Location set to [584] Pearl Harbor.
5 x2 S' W0 h; p: U3 Z7 J9 {& k[2642] VMF(P)-321: Deleted.4 w1 E" O7 |* m' u1 R
[2652] VMO(P)-351: Deleted.
5 }' F2 v' A, H( z, N9 m7 P- b4 n[2668] VMF(N)-511: Deleted.
; J# U% L. |$ `. I7 D* W% v[2669] VMF(P)-511: Deleted.
4 {, y7 p& F8 i% d% a" t3 Q( v5 }[2671] VMO(P)-512: Deleted.
! f& A. \* Z. f! P: P* k[2673] VMO(P)-513: Deleted.+ Z9 X; W' g4 o
[2675] VMO(P)-514: Deleted.# B* \# J+ k; e& k+ y9 V
[2827] VR-2: Deleted.2 k# J; x! {& \" X; v) a6 V4 F
[2828] VR-4: Deleted.0 C' v' N7 ] D; w3 q' n' M
[2829] VR-5: Deleted.
: Q" l1 `" O+ n5 W8 A1 _[2830] VR-13: Deleted.0 q$ {" I, _/ @+ L+ F$ N
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.3 z2 ]% {4 M2 r5 @) }6 J
USN patrol-type squadrons 4301 resize to 15 deleted.) W: W+ U" T! a' n4 R4 e( w
USMC squadrons 4301 resize to 24 set to 4410.; \6 x9 Z |0 n' \5 G. S
USMC squadron upgrade paths reworked.8 _# e: I# k$ q5 S- [/ ]: z) s/ G3 K
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
, T* h/ l7 v% J' N" zthree subunits.
2 m2 ~$ q9 c: M0 _ M0 U" S: `& K H/ q• Map/Base Changes
) y# f8 P0 o- u$ k4 q. Z1. Garrison levels in China have been increased for both the Japanese and the Chinese.
, ^; y6 }- u. X4 V+ n! SNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
- W6 }# g: v9 R' z$ f+ x. l0 YAV.
; A( t7 ^& ^) g' H3 i6 c2. Garrison levels in Japan have been significantly increased for the Allies.
$ T3 ?4 _, J) p5 z3. Garrison levels in India and the Philippines have been increased for the Japanese.
0 S! |* ~' a7 n, I& D4. Garrison levels have also been adjusted in other locations, with some areas having
, r) v) [9 K7 C1 T3 b3 Wsmall increases.2 f- c5 q* U) Q2 C0 @/ k
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
% w: w" D, u6 fAirfield.
9 m, D, O2 e' N9 z) A2 X0 o6. The starting fuel level for Los Angeles has been increased.
+ V. W3 S* q9 Y% a- w# I7. The Adak Island base in Alaska has had its port level decreased from 2 to 1." d6 f7 W* x1 A6 d) p9 Y4 F
8. Anchorage in Alaska now generates a small amount of resources.
; r, p9 h% Y& @' n0 Q5 n9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.! g) v1 t2 S: D1 D- T9 W) z' _
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
, q3 o2 q$ ^7 r) I11. Nukufetau has had its port level decreased from 1 to 0.( c) Q6 {2 ^9 [. B' K0 }
12. Pago Pago has had its port level decreased from 3 to 2.: g, }0 v9 A: K& X0 L3 X
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
; v) l2 Y# p4 bbase does instead.
; h' ~' _3 F) c( G14. "Ahmadabad" has been renamed to "Ahmedabad".+ }3 P' n9 a& f" o& r
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,' T, J$ K7 ?7 K/ d$ H+ `* q4 X
rather than being concentrated in a small number of locations. Overall, Chinese
& v+ T: N5 P0 I' |& e) [" lsupply point generation has increased, to about the same level of supplies as in the: L4 ^7 t1 i. y2 E3 a' a# \9 F
original War in the Pacific game (it was a bit lower before).0 ~( ?2 h& P8 @+ w' K. l8 A
16. Australia now generates a greater supply point surplus than before - about 5,000
- o. w5 m! \# X, o! S0 vpoints per day as opposed to about 4,000. Fuel requirements remain the same.
: b7 ~( w0 z: o% w0 X8 s0 {1 l17. The "Terrace" base has been "moved" to a more accurate location - hex 200,414 C% `2 }2 _4 p B- v6 y+ {5 I0 s) E5 d
instead of hex 200,40 - and the road and railway networks in the area changed to
9 i3 }4 B8 e: D5 ^, |, M$ xmatch |