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3 v# O: ~: R# u" J* ^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0 B' n! L* g J% }# y1 @
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' n4 l0 M0 ]8 m【更新内容】:& ^- ?8 c& R3 S2 k, i( l
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( J# X6 o" C, ^; p1 f* j2 lChange History:" B5 C4 c: K( o8 q! B
v1.00.95 - December 7, 2009
" F0 n, v0 h/ [% `& N: G. a( {• Second Official Update – This release is comprehensive and updates ALL previous
9 s4 ?& ?. A% B8 u. b, L6 hversions to the v1.00.95 level.
* _3 T3 X6 } MIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot1 P9 `+ D* ~! r- N; o/ f1 {
Management Addendum” which have been added to your Documentation shortcut subfolder6 \! ]) v6 H7 @" I( r! @* q8 @$ L
and can also be found in your /Manuals installation sub-directory. These two
9 S- H; D) O: o" @" vdocuments contain very important information on improvements and changes in these' h3 K, ]+ }5 x
areas.( c! p1 `. u$ P+ `; K
• Code Changes: s7 D8 |' |* i9 S% ^6 G( O1 p- X
1. Interface Improvement: New Screen for Industrial Management
$ j/ P3 Y; R7 o F+ w0 V$ ]2. Gameplay Change: Air transport mission was using all ready planes. Now the3 F* r4 F8 z( _9 Q! O
number of available planes for the mission will be adjusted by the rest/training# z! E7 @" n' z, T$ G
percent as on other missions.
) C' ^/ T4 Y( `7 V3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
; I+ ?5 K- `* L; R$ {8 W4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to6 J2 X7 m( f4 ]) M( S
show in change command list
8 @0 n5 _2 _# g e4 m0 T, e1 w- C! J5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use; X8 F/ @5 ~0 W+ X6 z8 S
Bombs’ flag rather than the altitude setting( U7 @# ^$ q1 `9 f, Q! n
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
. ^3 l& f" y. F' D4 {! E5 gindicator ‘*’* B8 R- t- |( E9 K h0 g# D
7. Pilots who are captured or killed were still being counted in some group totals. They8 x- Q8 _ @* r. G
are now removed from group’s pilot count, but still available for ‘Top pilots’.' ]1 E& g/ @8 h" R( y6 c5 k
8. Interface Improvement: The buttons in the lower panel of the main screen have" X, I% b# z; M0 Z0 t% }7 F1 c
been improved. With the mouse over the icons on the far left, the number of groups,3 n/ Z, b; L O0 ~# b+ k
task forces or LCUs at the base is shown. Added a previous page button when there7 @) d5 N- U$ g) x, |; t
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The6 ?4 e. _" F+ u# F- v4 n* p. S
tooltips sometimes were corrupted when other screens were displayed on the map and
2 ]# S! i! f' Mthe bottom panel was still active. This has been corrected.
; R/ m0 X5 \6 m' K! o5 w: T; S$ [9. It is now possible to repair planes in excess of the group’s size2 L; Y4 p& b% m+ S) X$ w0 Q1 t
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill% w! C3 T/ W! G: y8 c4 ]" b
training is incremental. Points are accumulated and once a certain level is reached, a2 q* u' p! O0 B& e2 _9 F, _
point is added to the skill. The cutover level is the current skill level; so as the skill; y% W& k' v, x4 G; T, _, i3 I3 o% k
level increases, it takes more accumulated points to reach the next level. Combat
8 {' z, p) P6 t+ N# Z, K( Xgains points faster than training, and combat is required to reach 70+ skill levels.
9 N& A! x/ Q, M5 L9 FExperience levels behave similarly with the one exception. If the Experience level is% F7 m$ |3 j3 j9 R- G4 W* u
higher than the best skill by more than 5, a skill based on the group’s mission gains" k& v* v8 ^1 u, X5 @3 _
the accumulated points instead.
( w; `( } i( D! b# u11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,; j$ m8 @7 x! f" N. V- f) {
ammo and return to base if required
+ }" V5 Y5 o X" P: B( d- }12. AI Aircraft production will now stop based on comparison with on map aircraft totals
% n- I" v, C% b+ c0 E13. Gameplay Change: Malaria effects adjusted
( l4 ?$ T/ d1 G/ r2 c) H- t( _14. Fixed bug preventing port construction in certain cases. x3 I6 Q5 o% {2 @
15. Fixed bug preventing combat engineers from building
$ g: z& d& j! c8 k16. AI improvement refining settings for LCU attack levels
5 L+ B [1 L: g17. Corrected unit TOE loading bug7 y, b0 U0 [$ i+ F# @* v. l" x/ X
18. Correct bug setting default morale and experience when not provided by editor
2 m4 S+ W* j2 e' H- j19. AI additional checks for level bomber base sizes
7 q5 a6 u- G+ X* O2 w( D20. Numerous supply tracing improvements" q3 M, K# m# l
21. Numerous supply/resource movement improvements* u0 J: A. [$ x* ^/ }' p0 D0 Z
22. Corrected several land unit fragment bugs.; {6 E, W/ w# M5 x! u1 R( r. N
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
9 X* H6 h! D" ]0 n: Zarrives at the destination of the “met” TF before the “met” TF does. Also adjust* S% F: y" ~- A, y$ V7 N7 ^
meeting process to reduce chances that the meeting will not take place until one or the
( F" o- X& @ Lother TF reaches the “met” TF destination. Also correct a problem TF could
8 f! \" p+ _" K/ j. u4 {5 e“merge” with a TF that no longer exists under certain rare circumstances.
3 f# d$ \1 b4 t& {: v24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of- q5 }! A8 d; W. Y+ M9 W; H
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate" H3 T# R0 o- I1 Y! G! A E$ t, e
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
& n! M! N: S: c& y, ?. jdocked if the port has the dock space for them, but will auto-undock when adding a2 P( t) @: k; T: k" ~1 q! ^2 ^
ship to the TF causes it to exceed the port capacity.
2 z1 y0 v! @0 ] V" X2 h25. Adjustments to naval retreat determination. TFs retreating after combat will now be: `- c5 _& _6 t9 ?( k# A
less likely to retreat to hexes containing other enemy forces and be more likely to' z/ b1 K5 L6 n6 {
retreat toward a friendly base.
3 Z4 [7 m1 I) G, E2 G* l% k' x26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
# x, g" ^$ P/ t/ ?% h' @is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
9 Q5 R. q- ?4 l+ Rin port, (c) ships in port (disbanded).
' |9 [' G' r: H3 v27. Interface Improvement: Implement search arc drawing on map
$ I8 ]3 T2 r: \: N- p5 Q+ n& y28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,' y+ C4 v i% I5 G6 b& O
ensure partial rearming is in full mount increments, and adjust ops usage according.
. y! P# E" r1 h1 }. n; z, F29. Fixed naval support availability bug. Naval Support in HQ units that were actually at. z/ w4 d/ s0 W0 X% |# L1 }- ~ u
a base were incorrectly excluded from Naval Support totals at that base. This was
* X& G# c. {6 z% a8 }! o4 Ldue to an error in calculation of Naval Support availability over HQ Command radius.- z$ v+ G1 T5 o$ y. I' q M2 J
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location' [6 w5 P+ f: R: Y6 s2 X4 ^6 Y8 D% }
could improperly interact with fragments of the same parent that were at other
* }7 }0 K* a' elocations and had been previously loaded by either the TF or one of the ships
7 k( p/ I1 |" d( {currently in the TF or, if the load required multiple days, when unloading of other
) \3 B# S, w& t4 Kfragments of the same unit caused and automatic switch of a fragment to the prime: g! a/ }0 T; D" c5 T: x, i
unit.! `2 n) O* Z. t. h7 w
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.- O: t; v1 u7 [; w3 I
Previously repair of all system/floatation/engine damage would terminate repair of a
# [, z6 U# H: `ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
8 F! Y% \( `8 _, A8 U7 q& T4 @now prevent full repair of systems damage and may “create” small amounts of system( ~0 R6 {; F1 E
damage to keep the ship eligible for repairs. Note that this may have the affect of
: }: Y/ Q) y- e: ]& l J1 [- qsmall amounts Systems damage being not repairable at a location where it normally
+ s7 a# c% H; j5 Z3 m, Cwould be repairable if that location can not also repair the damaged devices(s).$ C+ _2 r ?1 h% b1 D
32. Interface Improvement: Changed Allied aircraft replacement display to show nation4 {! P5 T. w- A1 C. ^
of aircraft
: |# u0 c8 ~/ Y6 |) i! B1 Q, T% Q& B33. Corrected several menu bugs/ w9 C8 `0 C; x# a' f$ b7 `
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
0 r x" A" B$ l/ f C% J/ L7 K7 bland units by TFs.
- ~) G/ U. r& `9 g4 Y. l# a35. Interface Improvement: Add “undo” for ships being transferred during ship$ s2 o6 U) f, S0 a J; A
transfer. Previous undo only functioned properly for ships being transferred into the. _# V3 c: P& u8 H7 C
selected TF. Provided undo for ships transferred out of the selected TF. i# ^6 R9 E& }9 Q& A: O& t* l! W
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
. U$ ?2 S" b- l3 e8 f/ |) Zis following another TF that is beyond the player-set follow distance.
- c) P. z4 P8 m f8 O3 B `: F) o37. Change ship based aircraft repairs to be by plane, instead of by group% A2 s6 b3 L2 K" ]( u, O. E( Q
38. Interface Improvement: Made air group screen larger to reduce clutter
& N" ]) _$ P* S' N6 s7 s39. Gameplay Change: Adjustments to supply consumption by land units" R# v! c" G5 Z6 O( J
40. Change to AI shock attack determination* v; g+ a X/ o6 X ^
41. Improve AI awareness of intel on nearby enemy LCU2 R" s' U' M4 q1 E, N
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
" X! i( @% e) g( h3 I43. Gameplay Change: Changes to AI production on “Historical” level0 _0 [# M* A6 m v$ h9 q
44. Improvements to save file process to reduce chance for file corruption, especially by4 C. |- g4 ^1 b' U, ^5 }0 W
deleting the old save before writing the new one b$ H, l2 R7 j7 `9 Q+ T
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active. u3 @$ r) {+ A$ l
46. Improvements to refueling calculations and processes. Ships are more likely to fuel; y6 Y m# w0 h( }0 Y$ g
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
% \4 k0 i! T+ c& Nsources for the “from port” and “at sea” variations.' j6 {. a, ]! K# W" P
• Replenish from Port will now use the available fuel/supply at the port and on all
* g z) s. h1 Z4 Zreplenishment ships disbanded into the port. For those disbanded into the port,
1 c: i& S3 Y3 J' sonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.: d$ E0 o$ x, {9 t: U# _" M
Tenders must be of the appropriate type for the ship being replenished. Note that: J' e4 s6 g: A, i4 ]0 c
port facilities are used in preference and ships in the port are only used if the port8 S" L4 o, ^* O+ t( D$ `' |8 H
is not able to completely replenish the ships in the TF.
( C$ F4 H( i; B. S' b6 F+ C• Replenishment at Sea when the TF is in the same hex as a friendly base will now
4 n$ D# c- Z3 |( S5 p0 Luse all ships in TFs in the same hex but will no longer use ships disbanded into a
& Q! D" e* z/ Eport in the hex.
* [5 X) y# d& z7 u: [, y1 O47. Interface Improvement: Add new map icons to highlight certain events
* u- S! W9 ~: a6 H% ^& R48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some# K1 r2 z$ N# c, X" n$ Z7 r& ^( R
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
o( w% Y, K5 {% C6 hport or from any TF that is currently off map. Ships that are not badly damaged: a# J' C% |2 n: N2 e
can be withdrawn from some on-map ports or from TFs in certain on-map regions.4 K, `9 R y0 d$ w5 J' R& y: N
For on map, ship may not be on fire, total damage may not exceed 99 and no6 u2 H1 y7 ^( ^! y) O
individual damage type (system, floatation, engine) may exceed 50. Ships may not
2 c5 j0 \. N; ~+ |4 B4 D! c$ t6 [be withdrawn from any on-map location where the enemy has air superiority. The
8 B2 ~7 `; [0 i+ p0 Z* wintent is to prevent withdrawal as a method of saving a ship that stands a good chance: @( u/ y$ X8 @8 ^% |' l/ T5 h! _
of being lost or further damaged. On map withdrawal ports are set based on the
2 o9 b( {% Q7 C3 c: Z4 Xhistorical exit locations for ships leaving the Pacific:' q5 P0 `+ r9 }- ]/ Q. J
1. Any level 9 port.
/ v; @9 i) ]: e z! [$ z! k7 \2. National home ports of the United States, Canada, India, Australia, and New9 z% B9 B. `* z- T5 ]
Zealand (with no port level requirement)
N; v4 N3 z) |! m& g- [& r3. Any level 7 or larger port on the US or Canadian West Coast.
9 u6 C' L) X& w H' _, o$ K4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself): {4 e7 U: ?9 E3 y) p
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
" g0 R2 f; i/ E" c6. Any level 7 or larger port in New Zealand.7 Z, ^2 U9 s" o! M" a, V
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of' ^& H! \7 d8 J _
another ship actually sunk, the data for the two ships could be mixed. Depending on& ]7 d% ~- x9 t5 v" S) }: q# q7 c! D9 [
circumstance, this might result in one or even both ships being reported as sunk.; q( y; l+ Z* ^5 z6 K
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
: e! l) E( K4 pTF list screens. The calculation will continue to show the remaining ASW capability! S4 g' N; i( g* X* Y) K4 T/ X
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is6 }; d |1 u, e$ q. [
now based on full load for all ships in the TF.0 D- [' [; w0 h3 f9 _
51. Resupply capacity for bases added to editor2 t% P; w7 O' S' F
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
, K+ ^' L1 c) E, I* H/ d- x53. Adjustment to AI unit planning level based on AI difficulty, I6 m( L. b/ x/ _1 y
54. Ensure minefields are created for proper player when a single TF lays multiple types
0 L, l+ h; p' b" tof mines. Player of minefield properly set when first mine type laid by a given
7 p2 @' B) y! P9 Yminelayer but a similar check was missing when the TF contained minelayer(s) with
% p" _9 @4 M {6 z0 I0 W7 ztwo different types of mines.
, q5 H* i: _/ n4 w% H& ^55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
- Z- X, y1 r \' ?/ C3 E10% loss of supply and fuel, and 1 VP and no supply movement into or through hex' L+ H+ v# ~8 h8 n
for owning player, if partisans attack and cause damage.- N4 L ~9 B( `' o$ L! O# Y w
56. Gameplay Change: Movement rates for clear and desert changed to 25 for/ |5 y! d7 R7 B- S- Z3 ^
mechanized units5 z0 ^6 D" J1 J3 O9 N
57. Gameplay Change: Land combat effects toned down4 j& N7 M) f' N, J* {
58. Ensure AI captures empty bases& u( X, o; J1 F* W
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to" C$ X/ O [( V o
save from moving them ashore. Training from disbanded ships does not increase the
5 V0 W% e, }$ I x& f5 epilot mission count.
8 H4 H5 d5 x; f4 y8 y+ @- |60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in8 E5 C$ I- D# n( u) ]
order to help identification of saves' F3 J; `/ I' Z: X: b
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)$ @& n* {2 L3 I, p4 Z
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group* M- p( W$ Y% D) r
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level* n- ~+ W6 _) }( W7 p
bombing attack. Groups were at maximum altitude and conducting glide bombs, j2 C, s9 \$ H7 U7 p2 V
attack, sometimes without engaging CAP or flak.
2 {: M* }( |+ a( U, @) k63. Changes in order to standardize inactive Soviet group’s training options;
# ]* J0 ?+ _9 i) h8 N2 U64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
9 L) l3 n7 R4 V* j; d+ NPilot Management for more details). The number of pilots on the group lists is RED if
! b" {: e' U, E$ h$ N) g% l6 hless than the number of ready planes in the group, indicating a shortage of pilots. This
1 T8 ~% c u; Y! B7 jshortage may be filled automatically or manually for a mission based on the pilot) I8 e4 Q: K+ G. o
select mode./ _" d) a: U$ R9 B9 `, f
65. Corrected issues with group destruction on scuttled or sunk ships and groups on& l$ Y; B0 a+ w. {. c) F
withdrawing ships7 K" X. t* n+ r: c* w, n
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at8 R9 T5 u, k; [9 G; k r+ ^
close range5 k0 |* e; L/ q2 m9 f9 X
67. Gameplay Change: Greater weighing of crew experience in surface combat
' [! N5 q I* k68. Gameplay Change: Limited radar directed fire, increasing over time
5 \2 m+ G3 h$ F! f6 U8 M+ r; K69. Gameplay Change: Revised weather and spotting, resulting in fewer surface+ m1 L2 j4 [4 S4 E+ k+ r
combats at 1000 yards
6 T' f6 g" _3 |1 _! z. [70. Gameplay Change: PT Boats less likely to attack in daylight
) `3 @/ k/ B7 i7 E71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be* l0 t0 N' ?) F0 \) K8 L
hit in ports and rivers
& P! K+ y- W5 t5 }( `# ? z- k# f9 D72. Gameplay Change: Submarine captain ratings have more influence on Submarine; x# c& R R. W+ m0 H8 g
performance
+ f8 t9 o7 E2 @/ {) n, g73. Torpedo hits on escorts not showing in combat report bug fixed/ \2 _/ x; O% |4 |$ M
74. Gameplay Change: Aerial ASW less powerful in early war) t' T! z) V( n9 n0 O* W
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any u1 G* y! c! N% A' o: r! ?# }
diverted fragments having planes but no pilots. Pilots still flying planes are now+ Q: V% K0 H6 [& N/ u
ignored for sinking ship purposes until their plane lands.
' z* j; n# W' ~4 j- Z76. Group transfers in off-map bases from a ship in the base hex to the base itself were
! [* ?- K4 v4 s5 ?1 J9 Nbeing delayed ‘4’ days. There should be no delay.
$ H; N; _. m* X$ T! r' u6 M' o77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
1 j& [$ P7 I. {' B( k# M. s' _the convoy disbands.
3 [7 l% U+ U7 ~, W/ k1 s3 H9 ^6 z78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
5 X9 o* X" S( i/ O$ \hexes. The range was not changed when the game scale was changed.8 T0 F% t6 R) R7 ^/ W. r8 D
79. Fixed bug when displaying search arcs at a base1 f7 b. I5 f6 e! |% g! h! `$ x9 z
80. Fixed Escape key on Industry Management screen
4 b- l* @% g* I! G7 ^81. Fixed oil and resource in totals on Industry Management screen) t1 o% b( P9 N- @5 R
82. Interface Improvement: Add an extra line to the Industry Management to show total6 X/ V+ f$ |) X$ N7 D
shut down industry on Industry Management screen% x5 F% H) ?5 u
83. Interface Improvement: Add base select to Industry Management
; s5 V2 t: m N5 p( U) x84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as! e6 |! j) u9 ~5 @9 z
ONE group for Admin stacking purposes; the presence of all three in a base counted8 u5 o+ V3 ?0 N' w. d4 f
as 3 groups for Admin, W9 K% c9 m. _: t: G' v
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups, P* J7 F- J3 V& [5 L& S8 L
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and$ K$ u2 _% ~% H
FF being affected by old stock code that cleared the secondary mission., w$ {& N( U0 p7 F# y8 `1 b. X
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.& D) I7 T3 s3 | M5 h" Q. Q
88. Fixed an issue with tool tips being offset from actual hex when forming new
3 C% {: a+ m3 o% i5 itaskforces
: n5 [7 L/ L+ i! g# R! O2 d89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
% r, p7 y z2 b" J! H4 `) D) nthe end of turn save only. Preferences are now restored as saved for the player at the
0 D9 ^9 ^9 ~" J4 d2 [time.
9 z/ M% q3 x/ _, {; d90. Changed air supply mission to use a friendly base as destination, if both a base and% g* [9 s. F5 V# v1 r3 V6 s
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
' L+ W6 ?9 a' H4 k6 Z& c$ Z91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
% {6 t2 r: K/ _9 B$ W4 i/ h5 qmission was canceled because the enemy LCU was selected as the first unit in the7 o% m" X$ r' q7 l; \; M& K
hex.
8 p1 R6 x' _) h# i# j' b92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel. s7 _( i( ?1 E, c: V8 v U
93. Prevent very low grade TF commanders from returning single ship TFs to port to$ l* {# t0 J% F# b% g0 C
rearm when rearming not needed.3 Y# }+ B0 n% Q9 y2 g9 K8 H
94. Fixed the supply cap and monsoon effects on supply
) l: C) J6 R# X3 F; O4 s95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
6 M2 Q3 k' f8 D9 K) a1 zmovement.
: E9 s8 l- {# A8 R5 N96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base8 i' u. C, o" T& Z( M+ z
when Soviets are inactive., S/ |0 d( @ U
97. Tweaked resupply task force to Japanese bases.2 q, X3 S2 o8 ?- U4 b4 `; N% N
98. Fixed a HQ/Chinese unit respawning bug.4 v6 D$ M8 X! p8 ^
99. Restricted permanently disband/withdrawing air groups from being able to the the
: \' D- E8 n7 I/ ?- Z" m7 Y/ S“Trainer” option in the type of pilots to use.
- k) l0 ]# g; v100. Restrict the options available to pilot movement in permanently" [4 A. R- [* O
disband/withdrawing air groups; mainly restricted to making them active or in-active# L0 S' K# W! p, k) o# d2 x
within the group.
& l0 K8 k& p1 V2 i: P/ h101. Fixed error in splitting air groups caused detachments not-in-play still attached to
" R7 D0 @) P5 ~1 w3 G3 C, Iparent group - stops divide ability9 l; }9 D# T; B Y
102. Fixed an issue where some autosaves could reset game options." x. U; ?6 U7 {! L+ S
103. Disabled the ability to make a group a temporary on-map Trainer.
# _1 S. h+ ^3 u5 c104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high W# n$ J+ C5 D) F# @6 [& f4 r
FATIGUE pilots.6 L6 k1 x9 Y" x: V, t
105. Made some adjustments to Kamikaze effectiveness.
9 v% D; T7 Q6 ^& }7 ~4 G• Naval Data Changes
# { P$ J( w/ Y$ Q1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.$ g _$ ~. E2 v7 L2 m f% v
Class% T# ?( _! n% R' B6 Z: U7 v A
Scen 001, 002, 006 (007, 008, 009)7 _* V/ C, R/ `/ R5 C
0021 – Australia – correct weapon facing; ]& x( v9 n; [- M& d
0418 – Helena – correct tower armor from 0 to 125
) k* L8 x/ D- R" t8 j, O' V* W0767, 0769 – Chevreuil – correct endurance and fuel
4 S, }- E+ u: ^2 ?1 G9 @0770, 0771 – Duguay Trouin – correct weapon facing* A9 t/ g4 E1 ~- a
0772, 0773 – L’Adroit – correct endurance and fuel" l' q% `7 U# R7 S& ~8 V
0774, 0775 – Fantasque – correct endurance and fuel5 {( S4 q) \& I3 [6 k
0776 – La Galissonniere – correct endurance and fuel1 m3 T( C9 ]" l8 U6 T+ L
0776 – La Galissonniere – correct weapon facing+ G- O1 ~; }, l
1013 – Yubari – correct weapon #4 turret armor
9 l. c0 ]+ L5 H: ?3 B8 H/ B3 @; E1102 – Furutaka – correct weapon facing
0 c0 y, W5 r3 g1107 – Aoba – correct weapon facing/ ~" E$ k+ R# a& Y9 _ |
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
( d/ a1 g* U5 x- F1730 – Yamato – correct weapon turrets$ j2 L3 X5 v! t) x6 z. e* I6 F
2025 – Kongo Maru – correct weapon facing
8 Z4 s) \' J1 O* Y4 U2202 – ARD 3000 Ton – add Japanese small ARD class
3 L* p9 D0 s1 b5 a/ O P. ]+ _2903 – Gnevnyi – correct weapon facing
4 _0 x+ P$ R1 }' A5 q }2915 – MK Cargo – correct weapon facing2 [ E7 B) Q/ ^1 n
2918 – KT LST – correct weapon facing/ z# Q9 ~9 O: e2 p
Ship
& \- b# @: J0 l4 F CScen 001, 002, 006 (007, 008, 009) changelog
5 ?& K7 Y. c3 d* cAll – update weapons from class to reflect weapon facing corrections
: {: h4 C, H7 m- c, t7 p0999 – Dublon ARD; add small ARD to Truk9 `, v, c' f! H" B, ]
3550 – Laffey; correct entry date to 420430. K: C/ p" m S
3580 – Frankford; correct entry date to 430430# K) y2 x1 F7 Z- f+ f
4317 – Thornton; add Clemson AVD at PH* x) ~4 `! s+ P
4361 – Henry A. Wiley; correct entry date to 440930* W( @$ v* @5 E; D6 R0 y2 y
5222 – Rixey; rename to Bowie8 p9 U2 T& C2 v& u. q% T+ }0 R
5223 – Hercules; rename to Highlands
) U/ t+ ]5 W. O" z3 {" t; |5251 – Pinkney; rename to Pickens& d+ S2 z1 i. M5 P. h# d
9253 – Madras City; correct entry date to 420228
( _* f/ E' | Y+ v9728 – Indus; delete duplicate ship entry$ Y) r( b7 G e* W
9837-9849 – Soviet Fleet; correct ship name spelling
) q/ ?# j( n+ g11316 – AFDB-2; change arrival location to # 524 Seattle
( m$ J5 N0 j0 @& C" z11364 – BYMS-2055; correct entry date to 430228
/ Q, q5 V1 ^8 R* p11365 – BYMS-2059; correct entry date to 430228' {( h% n n+ Q: l: ?6 ~6 G
14070 – Ha232; correct entry date to 460228+ A+ {3 [) _4 f l! K& a4 n: k d
Scen 006 and 009 ONLY; r1 y- s2 M8 w& [& d# N# P( u! ^
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445" J( \) W( i l! J
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
9 N+ S8 c0 a9 g; A0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295, H" S3 C- {% O. j
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
+ p e% V. `- T2 A, u; S0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
2 j7 ?6 R# I" l" W0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 4450 `. k% }( ~% Y4 E& M
0043 – Hiei; adjust fuel to 41752 i0 a- K9 U7 C* e, C' s
0044 – Kirishima; adjust fuel to 4175
& Q4 S* N$ }# C7 Q# C0067 – Tone; adjust fuel to 1775' k+ X$ `% d0 v2 _9 H g( K
0068 – Chikuma; adjust fuel to 1775) |4 L! r1 x% r! P& E
0118 – Abukuma; adjust fuel to 833* r3 W3 _7 f5 _9 D, b! L3 U
0146 – Akigumo; adjust fuel to 265/ y+ Y( v2 W4 x
0168 – Kagero; adjust fuel to 265
& f2 P: [& f) j! t& ^* x5 N0176 – Isokaze; adjust fuel to 2656 Z) }" o4 [" R# Z
0177 – Shiranui; adjust fuel to 265
4 V8 z9 P9 U& X3 P+ b! t• Air Data Changes
# f' w% V( D& |0 S[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.9 k4 ~: q S B7 C
[177] B-339-23: Name set to B-339-23.7 z, F M g2 @7 I5 O9 P6 y: X: i
[178] B-339-23 (PR): Name set to B-339-23 (PR).
2 O" C2 s" g8 S: h[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
& b1 \; B- E+ N& F, Y0 J[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.' ~9 h9 q! J1 m2 ?
[365] Stearman 75M: Nationality set to U.S.Army.
6 y. K+ U2 B* g0 A( O/ P[451] PB2Y-3R: Deleted.
, ~, Q3 T/ J. p% X3 ?. _[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
+ a3 A* u7 b8 o5 Y[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning3 O8 v; y3 K% ? D
MG; wpn 13 set to 500 lb GP Bomb.+ q5 {* t6 Z. S7 }9 e9 Y
[1923] No.1835 Sqn FAA: Delay set to 0.- c; J) E5 v" e+ W
[1924] No.1836 Sqn FAA: Delay set to 0.9 S* ^5 n4 ]( }* w
[1929] No.1841 Sqn FAA: Delay set to 0.: Z% P( }! H% X L
[1930] No.1842 Sqn FAA: Delay set to 0.+ D( D% u6 ~: g7 [2 V
[2587] VMF-211: Location set to [584] Pearl Harbor.
0 K) q& M1 i6 ^& o4 @, X[2642] VMF(P)-321: Deleted.5 ]+ \/ r; `" o M6 n
[2652] VMO(P)-351: Deleted." z6 b2 B4 C c- w b
[2668] VMF(N)-511: Deleted.
* H- M; F6 B9 o9 G" q6 t. W[2669] VMF(P)-511: Deleted.
' E& H: m* ?2 p+ H[2671] VMO(P)-512: Deleted.0 m# T: p9 v$ ?: C# Y
[2673] VMO(P)-513: Deleted.
9 b! z) ^( O/ G[2675] VMO(P)-514: Deleted.0 l+ l6 h; i. I* p! N
[2827] VR-2: Deleted.
+ x# C g1 h% X( U% ]! a[2828] VR-4: Deleted.
" p/ _2 k' J8 c" p& n[2829] VR-5: Deleted.
8 \+ w' K" C( L- v[2830] VR-13: Deleted.# T. w6 l5 m5 y7 T
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
: v) u7 G, ]' J7 t5 `USN patrol-type squadrons 4301 resize to 15 deleted.+ P; D9 T) i5 F6 Q* m4 S
USMC squadrons 4301 resize to 24 set to 4410.4 _, j# [/ x# G. `0 M2 K, p
USMC squadron upgrade paths reworked.
3 a* _! i7 \5 g: J0 _Gameplay Change: Units with a/c MAX strength six or greater now able to split into
$ y) J4 G8 J6 B1 i: n( x! @three subunits.
6 R# _8 d: K) @) R• Map/Base Changes
- l9 l" q& m t6 W- P1. Garrison levels in China have been increased for both the Japanese and the Chinese.1 {7 y. t: m% z2 F7 h
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400+ B( S' Y0 B& m* Q- `2 f" q
AV.! }9 |; G& Z, N5 P3 X
2. Garrison levels in Japan have been significantly increased for the Allies.0 ~. T0 E$ Q. I( V
3. Garrison levels in India and the Philippines have been increased for the Japanese./ i, J5 l. y( O2 K @( q
4. Garrison levels have also been adjusted in other locations, with some areas having: B) @7 e) v+ W% j& E, P
small increases." @! e d) a* i( K' }2 A" e* P* ?& K
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an2 h" r+ X* P' D4 W |! u
Airfield.1 b5 j* f) X5 t: |8 H
6. The starting fuel level for Los Angeles has been increased.! R! U9 V7 p/ t- C/ m9 Z/ Z
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
# J/ z- m# c9 ?- z7 Y9 K* O& ]0 g8. Anchorage in Alaska now generates a small amount of resources.
: W0 I7 E( X9 F# N B9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.- f3 k4 ?: u' N% ]
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
8 _1 S9 \0 i2 L+ ]( _, Y/ j11. Nukufetau has had its port level decreased from 1 to 0.
0 x1 |0 y! r) ?" C% t p12. Pago Pago has had its port level decreased from 3 to 2.
9 ?8 q ?; q3 c# y% P/ {13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
7 ^$ e6 A4 I0 Z5 W' Ibase does instead.. a* {7 R# X) x0 l, M) R5 ^/ |
14. "Ahmadabad" has been renamed to "Ahmedabad".# Q; I) ]2 @8 j) X% b* ]4 n# K
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,* J# X& r4 M0 D# O
rather than being concentrated in a small number of locations. Overall, Chinese
$ p/ x; S. D. R+ Hsupply point generation has increased, to about the same level of supplies as in the& Z2 k j2 `) i$ I, I
original War in the Pacific game (it was a bit lower before).
% B* \. b$ u0 x% R$ L- \16. Australia now generates a greater supply point surplus than before - about 5,0005 [4 c6 \$ J/ _: w# s, ~
points per day as opposed to about 4,000. Fuel requirements remain the same.
8 F5 p/ \1 b$ e b& n, y17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
/ x; d) B# Q! M* y1 @instead of hex 200,40 - and the road and railway networks in the area changed to
j+ B, p0 J5 ^1 A) A, d0 g }match |