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( c1 O1 Y6 s; |0 Y) c9 A8 uChange History:& Q2 A. K9 ^! r
v1.00.95 - December 7, 20096 {! b6 Y7 [- u4 Y
• Second Official Update – This release is comprehensive and updates ALL previous
( g% J3 o$ k" S2 _( iversions to the v1.00.95 level.; I: z. a% F% H" G6 R7 [8 s
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot% Z( a0 [* z6 B0 i9 J2 W
Management Addendum” which have been added to your Documentation shortcut subfolder2 P+ M/ D; D+ r8 J) D3 r! i/ b
and can also be found in your /Manuals installation sub-directory. These two" f8 O) y u/ B" i' G2 W- t* b
documents contain very important information on improvements and changes in these; b3 J0 [) r, z+ w$ m
areas.
7 H( Z- d/ E8 {, x6 I9 `7 t& [+ y• Code Changes
2 ~# a0 ~3 Y, L% @+ l& E1. Interface Improvement: New Screen for Industrial Management
- j0 ?$ e! j/ E) ^$ s$ |! _3 _2. Gameplay Change: Air transport mission was using all ready planes. Now the# l3 p$ u$ a0 o3 i% [
number of available planes for the mission will be adjusted by the rest/training% d' |* @$ o5 G. @, b1 J
percent as on other missions.1 \5 R1 Y! v, t) t1 V5 B0 Q" O
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes Q7 R! R2 }0 [) u
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to1 z4 T$ ]9 X: a' F/ Q( C9 d
show in change command list
+ Z# L6 y% d: L5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use W1 Q3 X/ g. S* G3 l# V
Bombs’ flag rather than the altitude setting
0 V) H& v( v4 L# Q- S% ^1 P6. Gameplay Change: Full base screen now show the consistent over-stacked AF8 a& h! r" q0 U; E$ w# a8 H2 E
indicator ‘*’
9 q- H( u. {. x' }" D) T/ l. a7. Pilots who are captured or killed were still being counted in some group totals. They. U9 U' d6 _" g# ?* }( B' B0 z
are now removed from group’s pilot count, but still available for ‘Top pilots’.; G* p5 F7 b' W
8. Interface Improvement: The buttons in the lower panel of the main screen have+ y& k+ h6 V1 I9 @) q- Q
been improved. With the mouse over the icons on the far left, the number of groups,
' I7 l' A8 K$ ?% q" btask forces or LCUs at the base is shown. Added a previous page button when there
* X" P! U& Q5 O; o# t' S. ^are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The8 E% f3 g, v! R2 h
tooltips sometimes were corrupted when other screens were displayed on the map and
/ m! `+ V$ e) \; H# {# lthe bottom panel was still active. This has been corrected.
9 k5 Z7 ]+ l. G: n c6 D* v9. It is now possible to repair planes in excess of the group’s size
+ I: {& ~6 y2 q. T& O2 \10. Gameplay Change: Adjustments made to air skill in training and combat. Skill3 }- I: P9 I+ a9 E; y3 ?7 M3 T9 u
training is incremental. Points are accumulated and once a certain level is reached, a
$ |; _' V# ?" g6 x. j. epoint is added to the skill. The cutover level is the current skill level; so as the skill% |: v1 C2 H/ v4 c' ^4 [
level increases, it takes more accumulated points to reach the next level. Combat
9 O) R y/ n% O/ S( `" b8 [gains points faster than training, and combat is required to reach 70+ skill levels.
' B- ^- n: B Z& U, d# XExperience levels behave similarly with the one exception. If the Experience level is- X# A I& ]4 R; p
higher than the best skill by more than 5, a skill based on the group’s mission gains
& \5 k7 D) q9 ?2 \( G8 C Nthe accumulated points instead.
+ J7 V/ u$ L/ K n* J2 l# g: q- ]11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
' h+ i0 R% J5 B. Zammo and return to base if required. _9 E1 G, y" D& x# Z
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
9 `7 D2 N- r8 h! g4 W5 S13. Gameplay Change: Malaria effects adjusted" ^0 d3 l# G+ @# e! w( i: \
14. Fixed bug preventing port construction in certain cases
! y3 ~8 c3 x2 w0 _15. Fixed bug preventing combat engineers from building) R+ |! ]/ `& Q( y
16. AI improvement refining settings for LCU attack levels
$ F" \# l* d3 n17. Corrected unit TOE loading bug
' Z) K( e4 t1 a% E8 s+ N8 C18. Correct bug setting default morale and experience when not provided by editor
: \% x% V5 i+ N% |' Z2 l, l5 U; a19. AI additional checks for level bomber base sizes
) f. T$ }5 b% a0 ~& L! q/ }- G2 N20. Numerous supply tracing improvements' A" f% E* J" D2 I
21. Numerous supply/resource movement improvements
7 d- f, I+ ^. e5 [22. Corrected several land unit fragment bugs.: S$ j: A; f1 H% L+ i, Q8 d. E
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF: |1 P) x5 y5 R( M% q7 I
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
$ i1 y; e2 @" Tmeeting process to reduce chances that the meeting will not take place until one or the
$ @8 Y8 B. d" |" R- Z0 Yother TF reaches the “met” TF destination. Also correct a problem TF could
1 r: [6 S8 Y# [1 L# k6 d“merge” with a TF that no longer exists under certain rare circumstances.* b1 w# F' T1 M* T/ V+ Z* V
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of) q' e: ~; D4 P& W) D3 j" }
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
8 @) l% \ h) l3 ^& cfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
9 |: p% i- b+ s- f4 L' S4 Wdocked if the port has the dock space for them, but will auto-undock when adding a& S" R4 \) [9 h# e7 d' P& B
ship to the TF causes it to exceed the port capacity.
, m$ j& `- J# u/ Z0 ^' h2 c6 @25. Adjustments to naval retreat determination. TFs retreating after combat will now be" t* S% Q$ X; @9 `
less likely to retreat to hexes containing other enemy forces and be more likely to, X% c3 J1 Z D+ U2 |0 ]* F5 m
retreat toward a friendly base.& B( \+ \) P B+ z
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
) Z& r4 c' o0 `% q0 r; `# Q) mis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded! q! {& Q# z0 [3 L* j
in port, (c) ships in port (disbanded).
/ {* Y3 A" T7 e27. Interface Improvement: Implement search arc drawing on map
+ A$ W, [3 b6 k28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
2 `9 J+ G6 m1 V0 S! uensure partial rearming is in full mount increments, and adjust ops usage according.
; }" ?4 S/ q" V2 n, [29. Fixed naval support availability bug. Naval Support in HQ units that were actually at& D6 z# _3 M. @* l% w5 s. o; V% c: {, {
a base were incorrectly excluded from Naval Support totals at that base. This was
( P" }. K( }# j8 s+ m' U3 pdue to an error in calculation of Naval Support availability over HQ Command radius.
8 h, B3 x3 N h% {30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location8 X) s, X8 c1 k l9 n9 b: E
could improperly interact with fragments of the same parent that were at other: D4 z9 q& {& f' k
locations and had been previously loaded by either the TF or one of the ships
8 h' A: N$ n2 {currently in the TF or, if the load required multiple days, when unloading of other
9 v& s: ?( U+ D" k8 tfragments of the same unit caused and automatic switch of a fragment to the prime
: b7 n+ t7 X2 Y0 Q, X+ nunit.
! M* r& C' b* H0 Q31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
1 x$ V% {7 Z( ]$ e9 h9 fPreviously repair of all system/floatation/engine damage would terminate repair of a# v' E' s) m! S! ~0 Y. p% J' Y; t
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will* I2 z, W2 i3 F# ^
now prevent full repair of systems damage and may “create” small amounts of system( @- {3 L2 \7 r
damage to keep the ship eligible for repairs. Note that this may have the affect of1 e& C4 }7 d$ T9 K" o
small amounts Systems damage being not repairable at a location where it normally0 \ t4 N; |; x$ A4 J5 z
would be repairable if that location can not also repair the damaged devices(s).
. Y7 ^& [: Y, ^$ r# [0 C; m32. Interface Improvement: Changed Allied aircraft replacement display to show nation
- g$ ?. T+ ^& t7 i. J9 F0 Fof aircraft# @$ T$ p- g( u* _
33. Corrected several menu bugs
2 `. X: D4 Z8 m) X! h+ N4 C+ ^ S: G34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
. d: \9 m g! y7 X6 r1 yland units by TFs.
( J; k% A c, E: N6 S35. Interface Improvement: Add “undo” for ships being transferred during ship' a+ o2 a. ]& o
transfer. Previous undo only functioned properly for ships being transferred into the
8 G! [' m: ?0 b- F3 `selected TF. Provided undo for ships transferred out of the selected TF.! s! a4 C. r& U K& N- C. z! V
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that' ]! B2 P! M% L: p( |, m X- _
is following another TF that is beyond the player-set follow distance.4 |: I& h7 H/ Z. ]+ O! V: v: r" r/ @
37. Change ship based aircraft repairs to be by plane, instead of by group
, Y' ^4 M" N& ^38. Interface Improvement: Made air group screen larger to reduce clutter/ k$ @/ B& r2 f4 m/ X; q
39. Gameplay Change: Adjustments to supply consumption by land units' G8 p: D! f( V# f1 i5 w; d
40. Change to AI shock attack determination1 P2 G, x# y+ T, X- K% \0 k
41. Improve AI awareness of intel on nearby enemy LCU
- F, c! i: X6 O% Z& l2 Z! J42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
) J4 e! r) |( K8 X+ {# K* s5 T43. Gameplay Change: Changes to AI production on “Historical” level. T. f7 P9 _ ] G
44. Improvements to save file process to reduce chance for file corruption, especially by
# I' p5 Z) i* @* T, b; |deleting the old save before writing the new one6 j; o8 T, }6 n9 y6 f h# V$ {# s
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active( Q2 F( D: ^" u1 o4 F
46. Improvements to refueling calculations and processes. Ships are more likely to fuel6 u4 J0 l1 r4 B
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming, B3 f" f7 v' w/ {! q9 X2 I
sources for the “from port” and “at sea” variations.3 W1 n% s$ }9 L' G5 r
• Replenish from Port will now use the available fuel/supply at the port and on all
+ T4 ?9 S) c" R' C6 f- {replenishment ships disbanded into the port. For those disbanded into the port,
7 u+ y( R4 w( u7 ~only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
# g$ T$ I n1 [5 vTenders must be of the appropriate type for the ship being replenished. Note that, m" p; n$ r* \5 i5 K& Z- O9 e$ B7 ]$ F" t
port facilities are used in preference and ships in the port are only used if the port4 E7 B: ?! L" k, ]$ e
is not able to completely replenish the ships in the TF.
! X: b3 N J9 T( N' P6 B4 m• Replenishment at Sea when the TF is in the same hex as a friendly base will now
% [! N2 N( _+ B" g1 ]* Suse all ships in TFs in the same hex but will no longer use ships disbanded into a3 Q7 d! D) Y& T
port in the hex.; ]. |* X; L9 H+ [
47. Interface Improvement: Add new map icons to highlight certain events7 o _# ]/ c( W. g) J$ F
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
9 k+ y7 I7 T7 d+ O0 e2 S4 W6 Ysmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
; H' W1 Q, y' [. ]5 u* {% ~& xport or from any TF that is currently off map. Ships that are not badly damaged
9 q1 G' g+ r: b+ j6 ecan be withdrawn from some on-map ports or from TFs in certain on-map regions.) H4 A% Z) A- V% T; C
For on map, ship may not be on fire, total damage may not exceed 99 and no
; ~! j3 I: c) {) _individual damage type (system, floatation, engine) may exceed 50. Ships may not* S6 V' C/ v; I/ T' T' ?* ^' {
be withdrawn from any on-map location where the enemy has air superiority. The
9 j/ V5 e/ x+ d' i1 @! T" ?intent is to prevent withdrawal as a method of saving a ship that stands a good chance4 }3 e/ Z5 v" n2 u( b: }) H
of being lost or further damaged. On map withdrawal ports are set based on the$ h$ V) s- C8 K: N: x/ A
historical exit locations for ships leaving the Pacific:
% ?0 [) ~5 J% [5 k1. Any level 9 port.; _4 f: A; H; V* R {4 a
2. National home ports of the United States, Canada, India, Australia, and New
8 \% z6 V o+ f: i% X/ p0 eZealand (with no port level requirement)
% c- D. D# ?' T+ M0 u5 k3. Any level 7 or larger port on the US or Canadian West Coast.+ |/ Y. h# i5 J! e
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
" {/ U$ ]( Y+ v# K5 K5. Any level 7 or larger port in South Eastern Australia, plus Perth.
& q* ~9 j1 T9 S2 v" {: X6. Any level 7 or larger port in New Zealand.# g9 ^ U7 Y4 \3 b8 ?
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
8 e8 O4 m, P4 j- j+ N) uanother ship actually sunk, the data for the two ships could be mixed. Depending on
w- A6 V7 R: A( P& H% Vcircumstance, this might result in one or even both ships being reported as sunk.
, n7 ^! O8 _6 r$ k* `50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and+ a# I, R7 g$ \! x, p# @8 W
TF list screens. The calculation will continue to show the remaining ASW capability
( `3 y" Y) D. O# I(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is% |1 U f, F( B! u$ q
now based on full load for all ships in the TF.
% G% Q( n: b; S2 O# u51. Resupply capacity for bases added to editor: [! f/ b! F; W
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units" K- A- n7 F8 a% a8 t
53. Adjustment to AI unit planning level based on AI difficulty
; Q+ X) h- k+ p9 w( A54. Ensure minefields are created for proper player when a single TF lays multiple types
C3 Z" l" G1 Z D2 Dof mines. Player of minefield properly set when first mine type laid by a given
1 _1 I Y- S) D2 lminelayer but a similar check was missing when the TF contained minelayer(s) with
5 W( P# {8 P3 s7 a, Atwo different types of mines.
6 o3 b+ U; @% X+ o+ q- r! ]55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
( u% M) r7 E3 O4 c& a* o* k" G10% loss of supply and fuel, and 1 VP and no supply movement into or through hex y* k6 |+ o& F3 [) Q
for owning player, if partisans attack and cause damage.
- Z: Y: _ Z) M h4 L; l56. Gameplay Change: Movement rates for clear and desert changed to 25 for5 u) W7 e6 H" a: v5 j, E
mechanized units' O% o" G2 d+ `' y0 ~; r
57. Gameplay Change: Land combat effects toned down4 V. z/ |2 v5 n
58. Ensure AI captures empty bases8 h; a* D0 X9 _% L; {6 l0 {6 j
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to7 r3 u3 l/ z% a+ P8 ?
save from moving them ashore. Training from disbanded ships does not increase the
8 @5 d( g) ]! c- G" Epilot mission count.8 r- v/ D" H6 y) b
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
; E4 K( z* r- rorder to help identification of saves3 X- g' u- p( T8 O
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
8 o0 w# A( S- {0 R62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group' c( x7 m% h# H8 N
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
+ F* [6 f& Q# L( l0 zbombing attack. Groups were at maximum altitude and conducting glide bombs
3 W+ t" f' I) E0 Z: T/ q: `- X7 fattack, sometimes without engaging CAP or flak.- L8 h0 d! ]" t4 T- p# _% E
63. Changes in order to standardize inactive Soviet group’s training options;
" a1 A6 K7 R, `0 a: b5 f/ a8 Q64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
, W4 A7 ?3 c Y/ bPilot Management for more details). The number of pilots on the group lists is RED if: T' ^/ I" }. }1 p9 b
less than the number of ready planes in the group, indicating a shortage of pilots. This
3 z# ^. q6 Y" p' c% wshortage may be filled automatically or manually for a mission based on the pilot; x- P1 ~) M6 m4 e
select mode.
N; V* p4 O# l65. Corrected issues with group destruction on scuttled or sunk ships and groups on0 J3 z+ |! o+ H# W: q/ C
withdrawing ships
( k6 B7 H2 G. Z& y- _3 V66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
) p7 H" x; H% t; Cclose range1 ]1 M5 S( ]" i
67. Gameplay Change: Greater weighing of crew experience in surface combat4 B! _' _6 \) A' ~
68. Gameplay Change: Limited radar directed fire, increasing over time
* K# o4 y) d) B: f A Y7 l& e+ J69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
s `# G: s* x, h/ s$ E3 `3 Lcombats at 1000 yards
6 y0 e# `" M9 K9 p- |3 y/ ?7 J70. Gameplay Change: PT Boats less likely to attack in daylight2 V0 K3 S9 O9 j8 C6 G+ Y/ P
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be4 F4 O# a* R# }. v B- w- H& I
hit in ports and rivers
; K% h8 _/ g" R72. Gameplay Change: Submarine captain ratings have more influence on Submarine
' B; y& ~* Z e- B1 kperformance5 q y: P1 c+ }3 N
73. Torpedo hits on escorts not showing in combat report bug fixed
7 ^* p" U" O) P; w74. Gameplay Change: Aerial ASW less powerful in early war
) \9 _' q. N5 e2 f75. Pilots still flying planes from sunken ships were treated as losses, resulting in any U3 \3 N/ e% s5 f
diverted fragments having planes but no pilots. Pilots still flying planes are now0 e( p. E/ I* j4 S3 |2 G" f
ignored for sinking ship purposes until their plane lands.
# ?' d/ u: W, X& S) ?" e76. Group transfers in off-map bases from a ship in the base hex to the base itself were
/ v; e1 B1 \1 Y" z8 Fbeing delayed ‘4’ days. There should be no delay.* y Q8 U5 i5 \. u; L
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when* F' G+ p$ j$ T- u: K5 h1 q+ n
the convoy disbands.
4 V9 H0 M3 v2 w* b8 P0 G9 f- m78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
. `/ U8 x# n5 ahexes. The range was not changed when the game scale was changed.
6 C3 ^2 {, \+ G" w$ Y5 A79. Fixed bug when displaying search arcs at a base1 R5 j7 {7 o- ]* p
80. Fixed Escape key on Industry Management screen' K! O+ u" r. K. Q
81. Fixed oil and resource in totals on Industry Management screen
e! b ?# B" ?; i# m6 s/ }5 a5 X82. Interface Improvement: Add an extra line to the Industry Management to show total9 B) _: j! K: S! v U' M8 b
shut down industry on Industry Management screen3 n5 r- [- t0 [" ^, @! \
83. Interface Improvement: Add base select to Industry Management
" r8 e; |2 n, O3 D9 s84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
/ Q* k+ j1 ]2 b0 H% k; gONE group for Admin stacking purposes; the presence of all three in a base counted
6 j4 R( g' K% I5 O. Las 3 groups for Admin" A/ [* U! x, T+ r( Y
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups, e. ~% G+ Y. q+ J
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
+ f; [5 P A$ i; }: Z* VFF being affected by old stock code that cleared the secondary mission.
$ j, w+ }4 f% V1 I* o J7 E87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
8 G! D8 U( y m88. Fixed an issue with tool tips being offset from actual hex when forming new
8 d( z! ] S. r5 k# S+ mtaskforces
2 X' I# I0 I2 G9 K/ k$ V$ ^0 w89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
% [2 T' K+ ?6 J, s% ~" `the end of turn save only. Preferences are now restored as saved for the player at the
9 T: i3 e( h; K2 d: Gtime.
$ q, S. l! D8 U G+ F* C! V90. Changed air supply mission to use a friendly base as destination, if both a base and
+ p2 s9 h+ Y: G( KLCUs are present in the hex; it was sometimes giving the supply to the first unit only
/ [* v; f- l) R91. Fixed air supply drops to a hex containing both friendly and enemy units; often the% `. K! G. c+ x- V) n& a' Q
mission was canceled because the enemy LCU was selected as the first unit in the
0 D! B- ?" P% `* m& N# W0 D3 Khex.
$ _" t: l3 J6 k92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
& y# H. t! f$ m# p93. Prevent very low grade TF commanders from returning single ship TFs to port to: h& D( s4 ~1 V, f. Z
rearm when rearming not needed.1 }. ^. U4 j. e4 Z& `/ L
94. Fixed the supply cap and monsoon effects on supply
* e. y3 A3 z1 R95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland8 U3 j; I, A; o3 c9 P
movement.; A7 Q" X! d+ b, F! F
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
2 s; [6 F- [+ swhen Soviets are inactive.
3 |: {. z% G- p& I" E+ l1 I" v* X97. Tweaked resupply task force to Japanese bases./ L9 U* i% _6 Y, A
98. Fixed a HQ/Chinese unit respawning bug.
1 v" T! j5 |" s$ s99. Restricted permanently disband/withdrawing air groups from being able to the the
/ I5 f3 H0 p- g& H6 p“Trainer” option in the type of pilots to use.7 Y0 x G4 e! W- g. \ p o
100. Restrict the options available to pilot movement in permanently: ~* o( ^* j% _
disband/withdrawing air groups; mainly restricted to making them active or in-active# i7 h. I I. `! [* Z* P& U
within the group.
( \* I- ?& u/ j+ z d101. Fixed error in splitting air groups caused detachments not-in-play still attached to& X" q2 t7 X3 _
parent group - stops divide ability n, h; P2 v* i6 ^ F( H
102. Fixed an issue where some autosaves could reset game options.
, S7 v) z3 Y* _8 M# X/ ~103. Disabled the ability to make a group a temporary on-map Trainer.
. T) f! P' ^- K2 c; W" S104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high* o* W8 E! x7 U i* n
FATIGUE pilots.
; @ S, e2 w. i" C: B1 P105. Made some adjustments to Kamikaze effectiveness.
* _ b; h$ X3 q! X) L• Naval Data Changes
, Q& o, ^; j7 [) s( ^' W$ w1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.8 ?' `- I0 j5 Z0 K$ a: k# O
Class* s( g3 {, @" L+ f" [, D
Scen 001, 002, 006 (007, 008, 009)$ W' h5 s Q) L( i; D
0021 – Australia – correct weapon facing) ~$ G8 ? w" O, ~
0418 – Helena – correct tower armor from 0 to 125$ ~1 t! L% r/ f1 c
0767, 0769 – Chevreuil – correct endurance and fuel
$ |( j6 |0 I" F& t: ?0770, 0771 – Duguay Trouin – correct weapon facing
8 U! A. s5 N, N! _& k0772, 0773 – L’Adroit – correct endurance and fuel
' Y, i: M! N2 i$ P0774, 0775 – Fantasque – correct endurance and fuel1 W. y, W r/ O: _
0776 – La Galissonniere – correct endurance and fuel. d& \' |, u$ P5 n8 b+ q
0776 – La Galissonniere – correct weapon facing
) y' [4 t$ n0 |/ T) z9 z: J8 r1013 – Yubari – correct weapon #4 turret armor
: Y3 u) O0 p3 A% ~ u" f# q+ ?1102 – Furutaka – correct weapon facing
7 M! z/ j& ]5 } c3 x- L# x; ^+ N1107 – Aoba – correct weapon facing
% W9 e( F* j0 u% h1112, 1113, 1114, 1115 – Myoko – correct weapon facing
, B9 t/ }1 X/ H1730 – Yamato – correct weapon turrets) }4 G1 e, r$ H, `; w
2025 – Kongo Maru – correct weapon facing6 e8 J! d& r5 T) D. E
2202 – ARD 3000 Ton – add Japanese small ARD class
6 q; B3 w/ m3 T+ j2903 – Gnevnyi – correct weapon facing
. o; J2 [, z F2915 – MK Cargo – correct weapon facing7 U( U3 t1 H8 s
2918 – KT LST – correct weapon facing2 R! u: L1 H% h3 ]( K, r- ~& P! S
Ship
* i1 c; q( A( V% t u5 dScen 001, 002, 006 (007, 008, 009) changelog4 d2 ^; u! x& R
All – update weapons from class to reflect weapon facing corrections. L7 R! k* u+ W
0999 – Dublon ARD; add small ARD to Truk$ h% @- k, z( n: h" T: D
3550 – Laffey; correct entry date to 420430
7 |* H+ I6 W8 M- S ?9 Y3580 – Frankford; correct entry date to 4304306 E% Y& i# o) f/ ^& m L! k
4317 – Thornton; add Clemson AVD at PH
/ p( ~& \. P* N& k3 l4361 – Henry A. Wiley; correct entry date to 440930. A9 `5 Y! e4 t! L7 [
5222 – Rixey; rename to Bowie
- D2 q1 w# L+ H5223 – Hercules; rename to Highlands
) P% d1 H9 v( o6 ]9 H( W5251 – Pinkney; rename to Pickens
5 _3 y! r: w4 ~9253 – Madras City; correct entry date to 420228
" W& X/ f% g/ R+ r9728 – Indus; delete duplicate ship entry1 I, V- C7 Z! d3 L, S" P
9837-9849 – Soviet Fleet; correct ship name spelling
: _8 A0 p8 f9 J5 M9 P: a11316 – AFDB-2; change arrival location to # 524 Seattle
* V7 s7 k3 d9 ^# L7 {2 M11364 – BYMS-2055; correct entry date to 4302280 B+ U' F0 Y( ]0 L k) t
11365 – BYMS-2059; correct entry date to 430228' D* _" Q. A' x& b q/ }# f
14070 – Ha232; correct entry date to 460228
0 g3 g* N( @$ A( q4 ]$ P+ NScen 006 and 009 ONLY }5 W& \/ Y& P9 o6 `/ Q
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4455 n U& m% L2 L) v& U1 P( A, a
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 A1 r. i4 X5 o* L& a; G& \1 O6 p: k0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
; C* P8 u+ v# T0 d# @2 \0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
: k8 `6 ?- ^6 m6 l% [0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370+ ]% A2 d1 ]6 E5 G+ I" E
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
& j3 p0 n7 G6 ?% q0043 – Hiei; adjust fuel to 4175/ q) d) O0 g1 q# P( }
0044 – Kirishima; adjust fuel to 4175! v9 r3 F ?. c6 _1 V1 D
0067 – Tone; adjust fuel to 1775
3 ?# V }. }# d8 ?6 ]0068 – Chikuma; adjust fuel to 1775
2 } B" C& o5 J: y9 V7 L) P0118 – Abukuma; adjust fuel to 833* L8 S* B) D5 a0 r8 ]" p# `% v
0146 – Akigumo; adjust fuel to 265
+ W) l: F& k7 T: \8 v' y* m0168 – Kagero; adjust fuel to 265
; s- p3 ~/ P- _& h3 Z3 q0176 – Isokaze; adjust fuel to 265; v, U7 A9 v2 j
0177 – Shiranui; adjust fuel to 265 U3 e7 Z# ^' s5 _( W. N$ H( N6 ]& ]9 F
• Air Data Changes
# ~! Y, d3 I( c% t' y8 Z[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT. `" `! R1 w8 t3 N# O
[177] B-339-23: Name set to B-339-23.
) K. ]) s. w% Z; V1 S4 l5 ]' w[178] B-339-23 (PR): Name set to B-339-23 (PR).
8 k& l+ t# \, e: |% l. h3 c, R[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
8 Z# e! Q1 \" Z; }$ e[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.# N8 B" S( K0 K# G
[365] Stearman 75M: Nationality set to U.S.Army.5 o: V; I, I' X6 y- `: I0 i
[451] PB2Y-3R: Deleted.
, ?6 _0 D C; a7 j$ w) {& H4 S[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
7 E2 e- ^% L" M0 N/ I) s[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning& q: ~, | b) k' y% z- l7 o$ E
MG; wpn 13 set to 500 lb GP Bomb.
/ c& c, G8 q5 A/ O0 ? S[1923] No.1835 Sqn FAA: Delay set to 0.
8 W0 _3 N& m" i; l[1924] No.1836 Sqn FAA: Delay set to 0.
; L7 P% Q, e4 U" B: l3 s[1929] No.1841 Sqn FAA: Delay set to 0.( a" L. `& {: t0 c
[1930] No.1842 Sqn FAA: Delay set to 0.5 _5 N+ P. z" e* x+ u1 l$ @1 ~
[2587] VMF-211: Location set to [584] Pearl Harbor.% i/ G$ w& l+ ~: k2 `1 ~8 w8 Z, ~
[2642] VMF(P)-321: Deleted.
$ B5 |0 y0 F- ~; T; B/ N/ u8 }: _* @[2652] VMO(P)-351: Deleted.: L% R4 J3 f9 ?1 Y# l
[2668] VMF(N)-511: Deleted.5 K: M$ u, i4 ]
[2669] VMF(P)-511: Deleted.
! v7 M% [4 Y& n[2671] VMO(P)-512: Deleted.+ C8 Q R* M8 Q& D
[2673] VMO(P)-513: Deleted.
" S. u, K3 x/ W* A$ y) O' r* Y: x7 B[2675] VMO(P)-514: Deleted.
, d+ u* x9 R- _, b' o8 {* ~3 P[2827] VR-2: Deleted.* q. w: D5 S Z/ L, x) A$ ^
[2828] VR-4: Deleted.
3 G$ I9 I1 N7 @9 }+ F[2829] VR-5: Deleted.
' T& J& \" O9 d3 _0 t" E( l[2830] VR-13: Deleted./ C& v, h3 v3 N
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.8 k6 a1 J# b+ z7 S* O5 ^+ @- v% I' m
USN patrol-type squadrons 4301 resize to 15 deleted.: t% X$ ]8 h/ D6 h% N
USMC squadrons 4301 resize to 24 set to 4410.
4 T+ n+ q" L2 w- D' c+ R HUSMC squadron upgrade paths reworked.
+ K& S1 _" \ M, ^7 b: UGameplay Change: Units with a/c MAX strength six or greater now able to split into
* M9 I0 O* I1 d/ H0 j8 J+ b' @+ zthree subunits.
. r; M2 l; J6 m+ K: m; Z- _! ?• Map/Base Changes
+ M6 c5 ?# f5 L* \! m% a* {; {1. Garrison levels in China have been increased for both the Japanese and the Chinese.
7 f1 ^* W& B/ r' n1 U" z+ hNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,4004 Z; X! c- j# V9 P9 ]+ @7 [
AV.
) v2 ]5 `1 ?* i- _2. Garrison levels in Japan have been significantly increased for the Allies.
& C- \9 t' b# a/ H% t3. Garrison levels in India and the Philippines have been increased for the Japanese.* N$ R4 Q% ]4 e. X1 |2 z
4. Garrison levels have also been adjusted in other locations, with some areas having
9 `! [4 @# d7 ?7 U6 ssmall increases.
Q- u7 P+ s& L% c( f/ n N5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an9 y f( i$ [, L) F4 |0 Q
Airfield.7 ~, `* S4 r. b
6. The starting fuel level for Los Angeles has been increased.
* A8 e1 H- n% a- K7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
- j- B4 `- L% r3 P8 Y# m% ~8. Anchorage in Alaska now generates a small amount of resources." y& P: I# S, B4 `3 e$ [1 T
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3. D& A% s$ r, |. d- K% ~1 J4 O, \ A
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.3 i; w- \- K% X; h
11. Nukufetau has had its port level decreased from 1 to 0.
& _) y( r4 K! [% R. ~2 t0 N12. Pago Pago has had its port level decreased from 3 to 2.
. i2 m2 C" e7 d! A, x; d! b8 O/ N13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
2 i) R1 ^+ e0 v) r! pbase does instead.
/ ^5 [+ J0 l+ ]+ G$ q' i# H5 o6 D14. "Ahmadabad" has been renamed to "Ahmedabad".
) r: G7 ~" a, s- k( |15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
+ B5 Y( Y6 _% B' z- E3 Trather than being concentrated in a small number of locations. Overall, Chinese
9 b+ S0 B3 |" _$ R+ A9 N# Dsupply point generation has increased, to about the same level of supplies as in the" Z- X# t3 g, z& W+ g x8 {
original War in the Pacific game (it was a bit lower before).3 V/ E- {; f H1 s$ n: G
16. Australia now generates a greater supply point surplus than before - about 5,0008 I( o r( v, k, ?
points per day as opposed to about 4,000. Fuel requirements remain the same.
8 U) G0 z$ F7 s, T( w1 x% x+ n17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
; `( [' p3 A. R, e$ _8 jinstead of hex 200,40 - and the road and railway networks in the area changed to+ ?2 @2 ^+ i# \# A
match |