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% A( x5 d2 O6 a. ~' r. e) C- Z【更新内容】:5 K* k( ~. i. Q0 B6 V
0 u, c! T# a' ~4 r' q3 |& n; Z+ d: B3 W- ]
Change History:- k) c. z, w8 i$ s2 ~6 M
v1.00.95 - December 7, 2009, y% g: `5 \4 t3 L
• Second Official Update – This release is comprehensive and updates ALL previous
3 O/ |$ q9 _) L5 E! t% Rversions to the v1.00.95 level.
. z/ U0 j( F1 i& S5 L# CIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot: E7 z& C9 v: A, e
Management Addendum” which have been added to your Documentation shortcut subfolder" P4 I- b! z# g
and can also be found in your /Manuals installation sub-directory. These two5 l/ l$ l- W; W
documents contain very important information on improvements and changes in these" [6 M6 E. c; l8 O" @' r, V1 ^$ {
areas.
. I B) ?0 ~0 c• Code Changes
4 S" @' a, V) v* g7 V+ F0 _& O+ Z1. Interface Improvement: New Screen for Industrial Management' s2 o+ C, H* z+ [; J8 R( S+ _/ |
2. Gameplay Change: Air transport mission was using all ready planes. Now the4 o0 J$ `' N, `( s
number of available planes for the mission will be adjusted by the rest/training
3 \/ x( T. I' r2 Q ~- ~* {percent as on other missions.1 _+ \2 \& g/ N$ Q0 V+ p
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
& S D3 f( b) }3 b4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to) O& n+ Q, Q0 \. N4 i$ g% B
show in change command list
) p! S {( G" I7 E' e5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use, d9 _' U. {" q3 |
Bombs’ flag rather than the altitude setting
/ O) j2 d6 Z( a# u9 i# v) y6. Gameplay Change: Full base screen now show the consistent over-stacked AF8 s l" O! H) L
indicator ‘*’" [2 d: I4 L; O! T6 D
7. Pilots who are captured or killed were still being counted in some group totals. They' F. z8 f/ K l! J* S8 B
are now removed from group’s pilot count, but still available for ‘Top pilots’.4 L, y3 x3 M3 i* z8 F' q
8. Interface Improvement: The buttons in the lower panel of the main screen have3 B0 C# Q! F0 t$ E* p, p$ V5 o
been improved. With the mouse over the icons on the far left, the number of groups,
4 O$ H# M8 e# v& e. atask forces or LCUs at the base is shown. Added a previous page button when there6 Y5 [! ^8 H; I' Y
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The; u! j1 N3 T$ x& U/ o( ~# x% x
tooltips sometimes were corrupted when other screens were displayed on the map and
; U2 \5 o4 j* k/ F# b- s! Uthe bottom panel was still active. This has been corrected.8 I2 z. G0 r R; O P! g3 j1 Z( q
9. It is now possible to repair planes in excess of the group’s size
, ?8 l$ E! E4 g) }. a% o6 o10. Gameplay Change: Adjustments made to air skill in training and combat. Skill9 U) e+ E1 p: ]9 q" Z$ X5 e, L
training is incremental. Points are accumulated and once a certain level is reached, a& @9 M, w( i3 |% M: G
point is added to the skill. The cutover level is the current skill level; so as the skill
1 R4 y$ ~4 T( H$ M6 Llevel increases, it takes more accumulated points to reach the next level. Combat; K# S3 @+ N, ^1 _4 i0 ~6 b8 B+ h; u
gains points faster than training, and combat is required to reach 70+ skill levels.
, X R6 }! Y0 A: M) ~6 h; f+ IExperience levels behave similarly with the one exception. If the Experience level is4 l: x; h. J3 i3 i1 g
higher than the best skill by more than 5, a skill based on the group’s mission gains
1 g: b3 P' O5 D& ~: @3 Tthe accumulated points instead.
2 a" R. g2 B. @9 g' n- l. D4 r3 w$ U11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,5 @7 W/ O* O% C; r# e$ [- q
ammo and return to base if required
( o; t7 I0 _1 T' g$ X3 S" w* p12. AI Aircraft production will now stop based on comparison with on map aircraft totals
. N" C5 |- W0 A. j13. Gameplay Change: Malaria effects adjusted! U8 m! V! w: C% v* S# W
14. Fixed bug preventing port construction in certain cases- @0 u V& k3 |! M, l: J
15. Fixed bug preventing combat engineers from building
; j$ y. h2 C& e7 @4 A5 V2 O16. AI improvement refining settings for LCU attack levels8 E, G; ^, e' \9 O+ A$ M
17. Corrected unit TOE loading bug
$ F0 M! o* y. H18. Correct bug setting default morale and experience when not provided by editor
4 N; a& m% L% B0 D19. AI additional checks for level bomber base sizes
- H! O% Z: C' ~ N* T/ U9 U3 @* z20. Numerous supply tracing improvements8 Z: N) b. g I1 t$ K
21. Numerous supply/resource movement improvements1 g8 h2 g1 Q: \1 f7 |' _* b; ~ J
22. Corrected several land unit fragment bugs.
, Q! h- d6 p. Z( T: E- D23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF* {% q& q# n8 W1 r4 W5 F
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
0 L$ @1 Y' Q |meeting process to reduce chances that the meeting will not take place until one or the
& z6 ]+ x3 ~5 q- v4 [7 Uother TF reaches the “met” TF destination. Also correct a problem TF could
$ v z2 C6 d1 e" Z“merge” with a TF that no longer exists under certain rare circumstances.
2 E/ p% @5 Q8 D4 |; T2 { X, q$ D24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of/ a- @/ n2 I/ Z3 i: `
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate5 ?( t' [' c* ~1 U
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be# H6 N% n3 O; l7 O$ b! B
docked if the port has the dock space for them, but will auto-undock when adding a
# V: k7 A; H9 n8 E9 Iship to the TF causes it to exceed the port capacity.
# {+ X; K( {1 p5 \5 {9 k7 I25. Adjustments to naval retreat determination. TFs retreating after combat will now be: \, D4 B. R( K7 h! Q0 y5 K8 S6 f
less likely to retreat to hexes containing other enemy forces and be more likely to
/ C: X. O2 a# ?" L: u# }retreat toward a friendly base.
& X1 r* K& B2 i' a/ b( k; O8 a26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it" C4 J# p: Z4 P; p' \- B
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
4 z6 v! d x) D% n: U+ B7 L" I6 U' Hin port, (c) ships in port (disbanded).
( H3 n3 n5 e$ F$ _6 ?. R, ?1 G27. Interface Improvement: Implement search arc drawing on map
8 d& B4 o) |& F- u, }28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,% B7 F* w, d& b7 P0 `
ensure partial rearming is in full mount increments, and adjust ops usage according.5 G, k, \ {) o+ l! r
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at: B( Y5 i2 [( r6 F" L3 Y4 V0 R8 h
a base were incorrectly excluded from Naval Support totals at that base. This was' E: E8 E& ?. W6 l& }: q7 @1 j
due to an error in calculation of Naval Support availability over HQ Command radius.0 M8 H/ E" t& C
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
' E# I8 Q. M7 v1 t) S3 Ucould improperly interact with fragments of the same parent that were at other
5 v5 Q8 S0 \9 a3 ]% Xlocations and had been previously loaded by either the TF or one of the ships
m# A. F+ u/ z. h- T3 c8 h5 \: lcurrently in the TF or, if the load required multiple days, when unloading of other
5 s. }9 a( Q) @; S; p! Ofragments of the same unit caused and automatic switch of a fragment to the prime
- }! _& q- W/ P" z; B7 s6 k5 R/ Punit." A7 s/ ^ {. k/ H, {) E' x; r( f
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
+ v, b; z/ D$ k" `Previously repair of all system/floatation/engine damage would terminate repair of a1 a: ^8 p1 y0 u+ t* R9 Y+ h
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
/ J) d# w; k2 v: R2 y% {4 s+ n0 g/ e7 dnow prevent full repair of systems damage and may “create” small amounts of system. V) ~7 J: n1 B9 B; V2 E
damage to keep the ship eligible for repairs. Note that this may have the affect of( L! |8 w. l9 g: v' p ~
small amounts Systems damage being not repairable at a location where it normally
" J% o, m2 Y" h- Y6 G9 P% ywould be repairable if that location can not also repair the damaged devices(s).# c& B8 s9 C0 J5 [0 o' _
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
* B' O7 r* Q1 f7 m) k. A% k- S P) [4 R+ cof aircraft2 l/ k3 G! Q' R9 s$ W
33. Corrected several menu bugs
& Y' U4 z" ?( Z. k$ Y34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
+ v A& `3 [+ _) F5 N- |land units by TFs.( M4 Y( _& x0 d$ |
35. Interface Improvement: Add “undo” for ships being transferred during ship$ i5 s& ?3 g7 _! m
transfer. Previous undo only functioned properly for ships being transferred into the* m! f/ b' D2 h4 P
selected TF. Provided undo for ships transferred out of the selected TF.
1 z2 ^; h) f: I( }! y36. Corrected bug causing ships to move in excess of maximum speed when in a TF that8 \2 e* i/ g- M! ~' V
is following another TF that is beyond the player-set follow distance.
D! Z# h# R# A& N+ @$ \' W0 v- U' c37. Change ship based aircraft repairs to be by plane, instead of by group
0 {5 ?2 B. z6 }; g8 y$ ~38. Interface Improvement: Made air group screen larger to reduce clutter# Y' n! \" E, B/ v! \ y
39. Gameplay Change: Adjustments to supply consumption by land units+ }% Z: z$ E+ k1 R; v* N
40. Change to AI shock attack determination
! z6 @0 s! m& Q) Z5 |3 q9 b41. Improve AI awareness of intel on nearby enemy LCU
0 q1 X0 M7 E2 z42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
0 s }( o H7 Z0 s) d0 [/ W4 i. @2 h43. Gameplay Change: Changes to AI production on “Historical” level
' x" _' y! b6 R44. Improvements to save file process to reduce chance for file corruption, especially by$ e; R) B1 \3 B8 J" D" k
deleting the old save before writing the new one! U4 i# h2 _$ ^3 m
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active0 i0 h' p) f [; L, H7 l. c0 F
46. Improvements to refueling calculations and processes. Ships are more likely to fuel- R% M6 `) r0 ?; \
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming! w+ {5 u& ]1 |! X/ U0 U+ c
sources for the “from port” and “at sea” variations./ W. C* z: p& c) J
• Replenish from Port will now use the available fuel/supply at the port and on all
) D. Y+ o2 y! oreplenishment ships disbanded into the port. For those disbanded into the port,9 H3 ]$ G2 X6 {( j3 M
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
+ J' o3 C/ h0 u; Q0 hTenders must be of the appropriate type for the ship being replenished. Note that
; a; J7 Y, O$ _" v! Kport facilities are used in preference and ships in the port are only used if the port( U: ]2 ^1 T( k, t4 E* x) _
is not able to completely replenish the ships in the TF.1 e1 J# S- C$ c. F+ |
• Replenishment at Sea when the TF is in the same hex as a friendly base will now# b. E7 }- F2 X3 R/ q5 A
use all ships in TFs in the same hex but will no longer use ships disbanded into a
8 d" T2 l8 W) T: \port in the hex.
' u3 [$ w3 {; {) K/ w! ]47. Interface Improvement: Add new map icons to highlight certain events/ f% F& Z- o! V2 d' F" M. N" P* A
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some# {% p6 H2 d" E+ s# u5 V
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap" V2 x% D8 M: i# ]2 J+ n
port or from any TF that is currently off map. Ships that are not badly damaged
6 j% j) E2 O! \1 f: P+ S$ {can be withdrawn from some on-map ports or from TFs in certain on-map regions.
- D( S1 w9 G- o# P" SFor on map, ship may not be on fire, total damage may not exceed 99 and no9 [. ?. H, |! v
individual damage type (system, floatation, engine) may exceed 50. Ships may not q! i P3 N2 D2 Z, P9 [6 F
be withdrawn from any on-map location where the enemy has air superiority. The# T2 M/ ~7 C& D
intent is to prevent withdrawal as a method of saving a ship that stands a good chance8 O5 d* j4 D* b: ]' }6 D
of being lost or further damaged. On map withdrawal ports are set based on the0 k' A0 ^( A, U( D
historical exit locations for ships leaving the Pacific:' f6 Y( W( V+ L5 L% g" W, x. T( F
1. Any level 9 port.
3 V) a) b' n+ @/ Y6 ?2. National home ports of the United States, Canada, India, Australia, and New
8 z `0 \- N2 |; Y5 l: V# EZealand (with no port level requirement)! z) D( D( R; w$ O4 g
3. Any level 7 or larger port on the US or Canadian West Coast.
3 j( [2 v+ Q/ L. y& H4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
) \* N; M% E" S2 g# `) Z4 D5. Any level 7 or larger port in South Eastern Australia, plus Perth.; `- s; z# B2 Y# X( S5 O
6. Any level 7 or larger port in New Zealand.
2 H6 t3 i, c, c @9 _" D49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
( B+ U8 z5 Q+ a9 t( hanother ship actually sunk, the data for the two ships could be mixed. Depending on
9 `, M `# `* y) a& e% t# ]circumstance, this might result in one or even both ships being reported as sunk.+ J: }- Q# |0 G1 s- f) h9 B
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
4 H6 D" `( g2 Z- OTF list screens. The calculation will continue to show the remaining ASW capability/ q' J2 Z& f& a/ A* ~& v7 @$ j8 q3 V
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
# _& P3 Q F% O# c: hnow based on full load for all ships in the TF.
7 h3 \3 G3 K) ^0 M7 R B. P2 Z7 R51. Resupply capacity for bases added to editor9 h( S$ y$ y* u7 R
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
7 \! t1 _8 S$ ]& P2 @$ a53. Adjustment to AI unit planning level based on AI difficulty2 n. W6 B3 z R4 z5 p" j
54. Ensure minefields are created for proper player when a single TF lays multiple types) k7 i7 [$ C G0 N
of mines. Player of minefield properly set when first mine type laid by a given
6 r: `, s! E+ Hminelayer but a similar check was missing when the TF contained minelayer(s) with% n5 x* y/ a% y/ n# z
two different types of mines.4 J5 M6 u8 J3 ^
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and! g3 F7 I* _/ _" Z7 M1 j
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
- ^* H9 J Q; S9 r8 zfor owning player, if partisans attack and cause damage.) {4 ^6 H3 h; s0 v- B! P3 ~
56. Gameplay Change: Movement rates for clear and desert changed to 25 for
k5 s& O! v' M& M# l0 Q# amechanized units* a$ C& K, T+ ~, B4 U! X2 ~
57. Gameplay Change: Land combat effects toned down0 d3 [( \+ ^1 @. F7 `) h; p
58. Ensure AI captures empty bases
% M* j* G7 G1 E- }2 a59. Gameplay Change: Allowed groups on disbanded ships to do training missions to* e# k1 c$ V( M; A
save from moving them ashore. Training from disbanded ships does not increase the
/ J/ \) w5 i) O$ T' w( @pilot mission count.6 c, j" m( ~+ S7 ]- r
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
2 |( E9 H ]: B' q& lorder to help identification of saves
/ R7 H4 V% P% c( Q1 t61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)- W4 o/ w/ S7 S( _2 b- y: l7 O& V
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
9 I2 M6 e) a/ f7 x) x9 Pmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level1 {7 ^, L, x i) R0 p! T9 L4 g
bombing attack. Groups were at maximum altitude and conducting glide bombs4 l+ ^3 A8 s* J5 Z
attack, sometimes without engaging CAP or flak.
f+ o1 D: L1 \2 E63. Changes in order to standardize inactive Soviet group’s training options;
/ {: ~, c1 ?$ O64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
8 M7 M! `0 t( { N0 J' [! l! F, OPilot Management for more details). The number of pilots on the group lists is RED if
* z b0 L- }3 `6 Z$ {$ Nless than the number of ready planes in the group, indicating a shortage of pilots. This
1 N. o) r( b9 r2 g% gshortage may be filled automatically or manually for a mission based on the pilot, q& R$ T1 T5 I! |5 V
select mode.
0 W+ [2 _" g" V65. Corrected issues with group destruction on scuttled or sunk ships and groups on
[" R) f$ ]2 j2 S3 K; o+ J0 [/ L0 `withdrawing ships9 P% P! Z+ U; w. y" A2 d
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at( I. f( `( v" }$ q1 n3 i
close range/ A' k7 z( E: [) w5 F( I: ^
67. Gameplay Change: Greater weighing of crew experience in surface combat
" ]- N+ w& O' w6 @& p) F2 M, |, n. I68. Gameplay Change: Limited radar directed fire, increasing over time
# r& W, s6 _8 t$ U$ T& Z69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
6 l& T* q8 f) `4 u9 b" @combats at 1000 yards
4 Q5 l' A7 X3 C8 ]- k$ a3 I. B% N c% Q70. Gameplay Change: PT Boats less likely to attack in daylight. h' x/ N/ G* R( e+ ~' l1 n+ d
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be/ [8 H$ t2 Q) w3 ~0 O7 N& F4 R
hit in ports and rivers
3 Z8 E& [+ b I1 `& P4 j y* h: c$ l72. Gameplay Change: Submarine captain ratings have more influence on Submarine
7 i6 v/ R9 s9 I. b* nperformance* Q6 x% h( l/ r% J2 b# ?# J
73. Torpedo hits on escorts not showing in combat report bug fixed$ b& i1 A M4 v
74. Gameplay Change: Aerial ASW less powerful in early war% p. V; A( u8 l6 U6 Y, s
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any n, G4 Z1 j) b4 i7 l+ J
diverted fragments having planes but no pilots. Pilots still flying planes are now* Y4 f1 _! x0 o* y( u1 ]/ y1 H/ z
ignored for sinking ship purposes until their plane lands.
9 @) L+ ]$ Q* V& }2 B$ V76. Group transfers in off-map bases from a ship in the base hex to the base itself were
. ]! M% O8 ?% D, u5 Z9 `being delayed ‘4’ days. There should be no delay.( q1 V+ z* S% ]) V% i* q- Y4 p
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when3 r* \2 i q, k/ L; m
the convoy disbands.
3 R1 d+ ?& a. E$ A" N78. Gameplay Change: The kamikaze activation range has been changed from 15 to 200 \- o& j& z, E# y0 m
hexes. The range was not changed when the game scale was changed.
- J3 l( o& v: `' y9 Z- ^- y79. Fixed bug when displaying search arcs at a base% H. p c3 Z! J" D K/ l
80. Fixed Escape key on Industry Management screen
# Z& u9 S1 q( `0 R( B, N. Z" m; s81. Fixed oil and resource in totals on Industry Management screen
8 Q! I3 M: }4 F* z2 g4 Q82. Interface Improvement: Add an extra line to the Industry Management to show total
- b/ q$ N4 _( I% ~% `1 l- @& P- U, Wshut down industry on Industry Management screen
' L; A) v7 w' v: a83. Interface Improvement: Add base select to Industry Management
$ `* @4 y/ `/ V+ Z! p- D5 f84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
* E1 j$ [+ R7 ` U7 v, W+ r( OONE group for Admin stacking purposes; the presence of all three in a base counted0 ~1 k% y& V3 q$ ]+ c9 }! }
as 3 groups for Admin
3 s! f3 R: f3 h5 U' @8 B85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups- A3 `; G- ^) L2 s" d! d
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and6 L( |+ W: a# U7 O
FF being affected by old stock code that cleared the secondary mission.9 ]3 m" H6 w+ V8 \
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.8 o! e8 B0 K" R4 Y
88. Fixed an issue with tool tips being offset from actual hex when forming new
4 _5 g3 O+ A1 g6 ~taskforces" c5 u y% U* j9 ]
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
9 `6 K, R& b( F1 c) m% T7 U0 _the end of turn save only. Preferences are now restored as saved for the player at the
' z/ j8 J8 |: L1 h. }2 K' s' Htime.
) O6 D8 S% t6 d+ a90. Changed air supply mission to use a friendly base as destination, if both a base and- J/ |% T8 Q7 g! c8 w* H
LCUs are present in the hex; it was sometimes giving the supply to the first unit only% F: y; e4 y) K* A
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the* {9 x" j* _. J/ S7 j8 t
mission was canceled because the enemy LCU was selected as the first unit in the( `4 K; [5 Y# S/ V; ~% ?/ p6 H
hex.
# p. N; f1 ^+ ]8 Z6 W2 g& d( j" s92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
% L \1 w+ W6 T2 j! W93. Prevent very low grade TF commanders from returning single ship TFs to port to
7 B5 b0 \2 T& M* F* V$ krearm when rearming not needed.3 `: w8 B; D) } y- U# h
94. Fixed the supply cap and monsoon effects on supply. o$ G9 |7 V5 C+ E- c/ D
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
6 v0 ^4 |( }$ S2 f# }movement./ Y3 b W2 [9 Y; M' f/ k
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base0 n% u- e/ Z1 L
when Soviets are inactive.
3 K* B- p9 p, Y. x. ~97. Tweaked resupply task force to Japanese bases.& P1 z1 X, e- r2 U9 u3 e" T
98. Fixed a HQ/Chinese unit respawning bug.
% V5 z" w- i/ k9 M1 T- h99. Restricted permanently disband/withdrawing air groups from being able to the the
9 T: B9 w. \5 g# W4 f* F5 b3 H( {5 [+ M“Trainer” option in the type of pilots to use.
, V f Q1 m5 [0 g100. Restrict the options available to pilot movement in permanently! R' o' I8 |# {) B. P
disband/withdrawing air groups; mainly restricted to making them active or in-active
! e; S9 l, c+ q! [; jwithin the group.
! p" g2 D* k1 ]& j4 z101. Fixed error in splitting air groups caused detachments not-in-play still attached to$ \! V* V$ ?4 O- P2 @3 F
parent group - stops divide ability* A; W) Y& N6 m
102. Fixed an issue where some autosaves could reset game options.
, r- B6 o8 d$ S7 T; w3 L: V0 {+ q103. Disabled the ability to make a group a temporary on-map Trainer.0 S |0 p8 J% W( F
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
% G/ b) f5 p6 x5 e2 d; vFATIGUE pilots.; r1 j' [+ b) V e$ n
105. Made some adjustments to Kamikaze effectiveness.
; q. p+ V. f" V6 e9 g* a• Naval Data Changes
# t! V. m, w6 S. `6 T- O1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
5 b. b7 B3 L+ g% E& eClass0 y, j+ s( { }1 B3 y/ X @# }0 M
Scen 001, 002, 006 (007, 008, 009)
! X% @) S! ]# n- @6 J7 m9 _; W: K0021 – Australia – correct weapon facing
$ e3 @ n( Z' f4 `) w0418 – Helena – correct tower armor from 0 to 125
' r& J$ ^$ d- Z( l; {; ]3 ^0767, 0769 – Chevreuil – correct endurance and fuel
. R) l$ T3 @+ L1 h- d7 W0 u( I9 h0770, 0771 – Duguay Trouin – correct weapon facing! r! p8 S6 c( N" y4 U" r8 D
0772, 0773 – L’Adroit – correct endurance and fuel
) [5 x/ p7 B$ G% Y0 J0774, 0775 – Fantasque – correct endurance and fuel9 R) }, [$ Q1 l
0776 – La Galissonniere – correct endurance and fuel: M& G6 C" j" _& e7 \
0776 – La Galissonniere – correct weapon facing
; L- Q( q( h$ |/ r: Y8 x4 G6 G1013 – Yubari – correct weapon #4 turret armor2 C S! b9 K' l: x8 i- S, L
1102 – Furutaka – correct weapon facing4 U' h5 D6 p1 D. E, g
1107 – Aoba – correct weapon facing
* d3 T( a* a% R7 K5 x T1112, 1113, 1114, 1115 – Myoko – correct weapon facing k4 g- P d$ I
1730 – Yamato – correct weapon turrets
8 g9 S v* [4 l9 x/ q2025 – Kongo Maru – correct weapon facing
" u. F2 [/ B: @$ n# c9 z& q' e2202 – ARD 3000 Ton – add Japanese small ARD class
$ C! J) l' K6 [' g0 l7 N" }! w B* t2903 – Gnevnyi – correct weapon facing
; D4 Y" H) F$ F6 } [( h2915 – MK Cargo – correct weapon facing; x& k0 p/ z0 H0 D& U4 u0 h
2918 – KT LST – correct weapon facing/ g2 d5 e8 b9 N. S+ {
Ship2 \1 P# ]0 v% m8 U7 t2 i; u0 ~
Scen 001, 002, 006 (007, 008, 009) changelog
) t; W0 w5 O, i' P" y; g; @All – update weapons from class to reflect weapon facing corrections0 y. a2 P9 y/ O; Q/ P) Q2 B( S9 z
0999 – Dublon ARD; add small ARD to Truk
~6 }, }6 g5 I3550 – Laffey; correct entry date to 420430! O+ u5 [& T" i, p g. ]/ x
3580 – Frankford; correct entry date to 430430& y5 w7 e3 k* C# M4 w6 i! v! h
4317 – Thornton; add Clemson AVD at PH2 c1 ?, z8 g9 d. S Q% K8 e& C6 k( ?: |
4361 – Henry A. Wiley; correct entry date to 440930( |3 {' h7 U) C% d% u9 f
5222 – Rixey; rename to Bowie5 H5 Z. D; T) O* P3 w) r
5223 – Hercules; rename to Highlands3 ?# H( k- ]3 P
5251 – Pinkney; rename to Pickens t& W4 E2 W) T# G8 w# u4 w
9253 – Madras City; correct entry date to 420228
* A) \ v2 t8 Y4 \8 a! s9728 – Indus; delete duplicate ship entry
( H" _% l! {; y, u& K. I9837-9849 – Soviet Fleet; correct ship name spelling" R; v, O7 n! c; j
11316 – AFDB-2; change arrival location to # 524 Seattle0 B C( R; _% Z6 R. A- [( I
11364 – BYMS-2055; correct entry date to 430228' E8 ?6 f( N5 h( v* t+ P/ R% j' @
11365 – BYMS-2059; correct entry date to 430228- Y3 c O$ e( f
14070 – Ha232; correct entry date to 4602284 I6 J, Y' V4 l( w
Scen 006 and 009 ONLY
" j9 k8 D% v6 g0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445! E& t3 C; |0 k7 [
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
3 u+ T# B$ W* f7 u0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295: p- C9 r8 j5 L
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370& M- \4 D& g# Y( I: `
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370$ E3 k o6 a; [! n. w
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445, I# s% k1 d( y2 A
0043 – Hiei; adjust fuel to 4175) Y5 ^+ q. _2 C3 I& {% ?' z/ x
0044 – Kirishima; adjust fuel to 4175
4 q' W, h) K k: |& L, R0067 – Tone; adjust fuel to 1775
! J U# U: x+ j) f. J; z; o0068 – Chikuma; adjust fuel to 1775
. D5 F5 u5 j7 {8 M$ D( {0118 – Abukuma; adjust fuel to 8334 [7 ~& U3 Z& `) z! n$ j! a
0146 – Akigumo; adjust fuel to 265
% p/ e: s2 R1 S k! T* T0168 – Kagero; adjust fuel to 265
8 z) ~' @/ \+ u$ Z0176 – Isokaze; adjust fuel to 265
( w, O0 n/ B9 B4 U! `& P6 ]0177 – Shiranui; adjust fuel to 265! Y2 Q3 i" U$ Q+ ^$ ?/ S" r( X
• Air Data Changes D0 G6 F/ _9 J- ^
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
) T# l9 ?0 i: `3 u; \[177] B-339-23: Name set to B-339-23.; J G1 \! A" Y
[178] B-339-23 (PR): Name set to B-339-23 (PR)./ Y) f. k# }4 Y- K- _
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.4 X* ]" i7 R" J/ W! R- {* a" M9 `
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
3 x' S0 r9 @. N% t- p[365] Stearman 75M: Nationality set to U.S.Army." b/ \5 _6 Q0 S. k& M! O
[451] PB2Y-3R: Deleted.8 }2 g* E5 Z! {
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
- s: \- i+ J b8 f9 b[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
, \% k; V# }. _# N( l9 sMG; wpn 13 set to 500 lb GP Bomb.
; a' }+ M3 k/ ]3 U) R" N[1923] No.1835 Sqn FAA: Delay set to 0.
' y' k" I b: a8 k; ^! }[1924] No.1836 Sqn FAA: Delay set to 0.* y" R6 B* M' s4 t. i
[1929] No.1841 Sqn FAA: Delay set to 0.
3 q* F- j# U& V ?5 r[1930] No.1842 Sqn FAA: Delay set to 0.$ u. M8 L- T! Z# V' n7 v, u
[2587] VMF-211: Location set to [584] Pearl Harbor.
+ F3 o% |% @# o' v; q9 S: | U[2642] VMF(P)-321: Deleted.$ |; `& q3 u8 K @, A/ {' [
[2652] VMO(P)-351: Deleted.
7 ]. f! v4 k) a ]8 U) N[2668] VMF(N)-511: Deleted.
4 D( L4 g8 K6 y- d5 A[2669] VMF(P)-511: Deleted.+ B3 r& I7 P9 O7 l" P
[2671] VMO(P)-512: Deleted.
- M9 j7 X( b" n" G[2673] VMO(P)-513: Deleted.8 O+ [0 c+ B' S. ?- d+ _) Z
[2675] VMO(P)-514: Deleted.
' j* M5 m# m3 @2 U' L6 T0 H[2827] VR-2: Deleted./ |$ `9 E1 y/ d) N- }
[2828] VR-4: Deleted.) B/ n$ F/ Y" v/ w. j4 ?4 k+ j
[2829] VR-5: Deleted.9 k# m& U5 |/ z: T1 n) H
[2830] VR-13: Deleted./ t0 A1 N: q2 B1 [# v& M3 I
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.3 M) e! g4 @+ P% [, ?( T
USN patrol-type squadrons 4301 resize to 15 deleted.# [ C# v4 |$ ^# o3 k7 R+ ?1 }
USMC squadrons 4301 resize to 24 set to 4410.% T8 t2 R5 ^$ n
USMC squadron upgrade paths reworked.
$ k' N/ a3 C! {3 y+ PGameplay Change: Units with a/c MAX strength six or greater now able to split into
1 d5 `. L% A, kthree subunits.( f, Y0 F W' k7 p! S+ |
• Map/Base Changes( G8 F$ z! N* d
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
/ [; m" \( Y( d/ U/ `New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400 Y/ x! B" d8 n$ k" H' O9 y) W
AV.7 ?* T. F1 T* b# i% L
2. Garrison levels in Japan have been significantly increased for the Allies.9 J5 e# t8 s* y- N0 k% D! ^# y
3. Garrison levels in India and the Philippines have been increased for the Japanese., {5 o7 C# p: u- J8 {! r
4. Garrison levels have also been adjusted in other locations, with some areas having3 i2 b- L) h8 r& t M
small increases.) ]3 s1 A8 I: S# s2 \. _# Z1 l1 s
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an1 Q9 x) b+ u% f+ Q1 `7 z* ^
Airfield. g; g) Z# l# r) ^ F
6. The starting fuel level for Los Angeles has been increased.6 k2 y, H# ]: |, W/ O7 _" u
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
+ v3 I: |( Y. s1 o+ S4 f8. Anchorage in Alaska now generates a small amount of resources." U# I9 `- O b; p
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.$ w" V- }, \. o" ?- x
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.7 D! D: T+ ~: t1 L
11. Nukufetau has had its port level decreased from 1 to 0." @8 A# o A1 x2 A; R6 I
12. Pago Pago has had its port level decreased from 3 to 2.5 E- {5 k2 a1 P3 v' t0 Z2 N% d
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)) r3 L/ P* m/ @1 a
base does instead., f6 T# V) U8 v; M, X/ w% D# j" y& a
14. "Ahmadabad" has been renamed to "Ahmedabad".; B1 Y5 R1 M1 N7 f( G4 e/ Q
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
5 O* L: ^, c, |0 O3 Srather than being concentrated in a small number of locations. Overall, Chinese& b4 w1 u4 J1 A- I
supply point generation has increased, to about the same level of supplies as in the
$ ?8 t: O/ G2 ~- y+ ~original War in the Pacific game (it was a bit lower before).
& b6 y& |9 W& N16. Australia now generates a greater supply point surplus than before - about 5,0006 e2 N# {% ]+ \: N) v
points per day as opposed to about 4,000. Fuel requirements remain the same.
6 Y: W: v" e' p {- H t9 s; \/ s17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
) R# N% D0 t! h- xinstead of hex 200,40 - and the road and railway networks in the area changed to
! t$ e; I3 Y* d4 }match |