【官网原帖】:
: X! |: }$ h8 ~* q4 p; r' `http://www.matrixgames.com/forums/tm.asp?m=2313850
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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
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【下载地址】:: G. ^+ J2 x) I1 o5 L
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地址1:rayfile下载/ b Q. o& A9 u8 m' C8 i$ y& _& t
http://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/
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3 r( K! X, Y$ c2 C5 Q. \6 |地址2:HTTP直接下载
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$ o2 U! X& R8 U- N' ~: ahttp://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html, d, q0 F, n0 s. l; K
5 l0 e/ i! y1 e0 \+ s3 k【使用方法】:
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将下载的压缩包内所有文件覆盖到你的AE安装目录。
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- i' W* H& y* y) o【更新内容】:; G7 ~. L5 B7 }/ a
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2 H6 A8 m6 ^( V2 J& [: @% u# vChange History:! ?8 D, e. Y6 s+ V! c, p
v1.00.95 - December 7, 2009
+ P8 Q ~, Q# V6 c, S4 [ T& z# U• Second Official Update – This release is comprehensive and updates ALL previous
+ H' s7 Q- I: |: r; kversions to the v1.00.95 level.
; V, W' t( _; FIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot( P/ _! A0 J# U% m' p
Management Addendum” which have been added to your Documentation shortcut subfolder
5 d$ t/ d0 @6 A- B2 zand can also be found in your /Manuals installation sub-directory. These two
2 n# y4 g( H8 O; q1 |% ?documents contain very important information on improvements and changes in these+ J; m( p$ W+ D* a* G
areas.
- }3 @: c! _' p4 O5 m• Code Changes
4 O8 {6 l! _. {; R3 D1. Interface Improvement: New Screen for Industrial Management% n1 N/ a3 M; H' v
2. Gameplay Change: Air transport mission was using all ready planes. Now the
% C0 [6 p5 O6 g5 x, n! K Nnumber of available planes for the mission will be adjusted by the rest/training4 ?6 h+ }) i0 n2 n1 B7 A1 Y
percent as on other missions.
+ [! o9 x' o% P' Y7 U3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
: p, A: C7 R% ^ m/ Q ]4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
/ W4 r" W/ F& L7 J: w0 L2 c$ L& N" Ashow in change command list5 `2 S4 w9 Z* O$ Y$ _
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use. S7 _ C6 j; u& X$ K) m
Bombs’ flag rather than the altitude setting
5 V$ r, u5 @! p) H# V+ {- I6. Gameplay Change: Full base screen now show the consistent over-stacked AF$ A; U* M9 C1 q! Q
indicator ‘*’
0 N% C9 K$ b% ?7. Pilots who are captured or killed were still being counted in some group totals. They
* y z, R) c1 ~. T! B1 P+ Kare now removed from group’s pilot count, but still available for ‘Top pilots’.
9 a! K* T: A% H9 Y! }8. Interface Improvement: The buttons in the lower panel of the main screen have
# M8 y. O1 z8 B- `- @been improved. With the mouse over the icons on the far left, the number of groups,
9 }! R7 h: b1 U+ o {: x% h% F$ r" z$ Ktask forces or LCUs at the base is shown. Added a previous page button when there
' E1 ~# A, u* R3 i: Care more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
: Z* F0 p. \7 C" o( ~tooltips sometimes were corrupted when other screens were displayed on the map and
3 S3 v W' j( H; c. ^the bottom panel was still active. This has been corrected.
3 B* b$ ^1 z8 @+ A9. It is now possible to repair planes in excess of the group’s size
7 k) q2 a2 H$ T S10. Gameplay Change: Adjustments made to air skill in training and combat. Skill( ^9 a. z% d2 m; i
training is incremental. Points are accumulated and once a certain level is reached, a/ A& ^# O! h3 ^; A1 z
point is added to the skill. The cutover level is the current skill level; so as the skill
! p/ N- M E2 S1 Z9 Clevel increases, it takes more accumulated points to reach the next level. Combat
! F0 [( c) Z$ P% }% Dgains points faster than training, and combat is required to reach 70+ skill levels.- I! T7 o( X1 R1 r( u* a$ ~2 { s9 K4 ?# z
Experience levels behave similarly with the one exception. If the Experience level is
( l5 z/ Q& `! U2 z3 U" ]/ d7 Z4 n* Q, d( Ghigher than the best skill by more than 5, a skill based on the group’s mission gains4 w9 @5 p7 ^) \ N! J9 f! r- _( o
the accumulated points instead.& C w+ m) P' `8 ~- J9 H/ H
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
" F( o6 h6 ]8 M" tammo and return to base if required @3 ~# O# e+ s2 q' v( @9 \2 s
12. AI Aircraft production will now stop based on comparison with on map aircraft totals( y9 h) i$ l: i' R2 V
13. Gameplay Change: Malaria effects adjusted/ W# f) e7 R0 [4 r6 D' y P
14. Fixed bug preventing port construction in certain cases6 \& p( q: N! N# ]1 S0 _- v& e4 M8 E) U8 G
15. Fixed bug preventing combat engineers from building4 x0 `7 }* f6 e* {9 c3 O
16. AI improvement refining settings for LCU attack levels. |: c+ S7 @4 x" b6 G/ ]% u+ ]. ~* b
17. Corrected unit TOE loading bug9 }( E* h$ ^ r! a. j& A
18. Correct bug setting default morale and experience when not provided by editor
3 f9 s. r$ r4 c, l; E19. AI additional checks for level bomber base sizes
2 S* Z/ u l' R! I20. Numerous supply tracing improvements) V* R1 Z, N+ y F0 h
21. Numerous supply/resource movement improvements
" l" ]. r% \) J- t( \& Y2 Y- ?22. Corrected several land unit fragment bugs.) K- R; W9 `: ?" L2 t
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
, U' R8 X- i% e; A( t5 @arrives at the destination of the “met” TF before the “met” TF does. Also adjust) w7 U3 c( H# U0 d P
meeting process to reduce chances that the meeting will not take place until one or the7 L, v! e1 v: c) h, }. L& q3 k6 q
other TF reaches the “met” TF destination. Also correct a problem TF could
$ V7 c# l! }! Y7 {' w( D“merge” with a TF that no longer exists under certain rare circumstances.
& T0 ]* D5 V* I- b# ^' S5 Z5 D; E24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of( m5 l/ \- R# b8 a
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate9 v o* V/ n L$ n+ c
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
% e$ g# v* `% S! cdocked if the port has the dock space for them, but will auto-undock when adding a
$ O1 o Y$ p4 M7 \& Cship to the TF causes it to exceed the port capacity.4 ^- @: `, z, A% G6 F/ H5 w! J. P
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
+ U' F4 u4 Z, g8 p& _less likely to retreat to hexes containing other enemy forces and be more likely to" R w/ b: o" x. h- F) [
retreat toward a friendly base.
" I6 ~: A% E. g5 b1 b5 u- D9 q26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
' M" F9 X$ H2 ~9 S9 Sis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
# g6 M! o( N3 Fin port, (c) ships in port (disbanded).* P2 X2 l) e3 {/ M5 K$ w& J) x0 B
27. Interface Improvement: Implement search arc drawing on map" l" K- L% h" r8 V; ~
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
9 _0 S- G& C. }: j5 J- K; y: _1 iensure partial rearming is in full mount increments, and adjust ops usage according.5 I6 l v0 \- x
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at% I( A7 j1 J+ s0 T' d) M* [
a base were incorrectly excluded from Naval Support totals at that base. This was }" Y/ X3 [7 ~
due to an error in calculation of Naval Support availability over HQ Command radius.- g4 e. U2 [0 M6 |* n
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location/ t9 N+ I k" M- m' Q+ t% I
could improperly interact with fragments of the same parent that were at other
; R$ W1 D1 t3 H8 \locations and had been previously loaded by either the TF or one of the ships
4 _' p4 m7 X$ [, m6 Bcurrently in the TF or, if the load required multiple days, when unloading of other
, K4 P t( `' J, ffragments of the same unit caused and automatic switch of a fragment to the prime6 k; Z/ H7 F1 z5 O
unit.
9 h1 s8 ]8 l4 N" A( r31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
* `; Q6 L- }' N) cPreviously repair of all system/floatation/engine damage would terminate repair of a6 F: a3 d) ^* ^4 `
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
' H9 N) r2 O- Q( L; W" Inow prevent full repair of systems damage and may “create” small amounts of system
8 W V2 {% _: c0 A6 h% G p8 cdamage to keep the ship eligible for repairs. Note that this may have the affect of
5 \1 c% R( c2 f; [0 Tsmall amounts Systems damage being not repairable at a location where it normally
$ p4 ]7 R* s4 h6 B) x! Uwould be repairable if that location can not also repair the damaged devices(s).
4 P' d; g# K! u9 e32. Interface Improvement: Changed Allied aircraft replacement display to show nation
! H' g2 N$ [$ ]: S7 x- ^of aircraft! v ~% f; K0 m( K
33. Corrected several menu bugs
0 M. [" M$ }5 }/ Y34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of) z. D* H3 f; T; j0 ~+ `
land units by TFs.
, e% k) i3 g( i% A( u" |' ?/ `35. Interface Improvement: Add “undo” for ships being transferred during ship
$ F; S J! n3 H( s& qtransfer. Previous undo only functioned properly for ships being transferred into the9 n) @ P& I" c$ l8 u
selected TF. Provided undo for ships transferred out of the selected TF.. [5 x0 j" T6 O' ]- v
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that4 F1 x/ P( Q% }" \* M
is following another TF that is beyond the player-set follow distance.% r/ |9 J. T6 H5 R/ S0 O1 L
37. Change ship based aircraft repairs to be by plane, instead of by group
6 y6 p5 n5 Y6 U2 S# i38. Interface Improvement: Made air group screen larger to reduce clutter8 s7 u9 o+ x9 }: F
39. Gameplay Change: Adjustments to supply consumption by land units" p9 U) R* b2 P) H- ]
40. Change to AI shock attack determination
( P7 U& W$ s0 T41. Improve AI awareness of intel on nearby enemy LCU
0 C8 ]4 O8 A, u! j0 {1 ~6 g$ O42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
N" M/ Q6 M" T43. Gameplay Change: Changes to AI production on “Historical” level) f0 E/ c+ K& @% c0 Y/ F
44. Improvements to save file process to reduce chance for file corruption, especially by
6 n" ]) R v$ b/ qdeleting the old save before writing the new one
: G! Y+ [5 Y( v4 R45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
& Q. v8 [7 S7 ]% t46. Improvements to refueling calculations and processes. Ships are more likely to fuel
$ I8 v+ H' k- ~' U9 k- qfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming2 m- k- L* i0 P S; @, Z# o
sources for the “from port” and “at sea” variations.! ~) X- I& D0 K5 _ g! B- d( W
• Replenish from Port will now use the available fuel/supply at the port and on all) z9 h/ U' i6 q: Z- `
replenishment ships disbanded into the port. For those disbanded into the port,
) ]( F# X0 a7 `6 z/ ^/ }: Conly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.- p+ Z5 b4 j- s! v; F6 S
Tenders must be of the appropriate type for the ship being replenished. Note that
$ l' A6 `9 L3 z4 c8 U* R* Sport facilities are used in preference and ships in the port are only used if the port
/ P/ f) x- P" d; c: Y% Dis not able to completely replenish the ships in the TF.4 q2 |5 b: @6 V' Z' J1 T. L
• Replenishment at Sea when the TF is in the same hex as a friendly base will now* f+ Z: c1 f( ]2 D7 c
use all ships in TFs in the same hex but will no longer use ships disbanded into a
: a! U9 `7 [" Zport in the hex.. {+ S% I& i5 |/ h5 T
47. Interface Improvement: Add new map icons to highlight certain events. {; t2 }: k# _
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some# y O* Z0 X, J( X" ` ^
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap) j# D% ]% Z% G7 k' q$ K
port or from any TF that is currently off map. Ships that are not badly damaged
7 h& _' Y4 @) D x8 z. C% A2 T6 \4 {can be withdrawn from some on-map ports or from TFs in certain on-map regions.
1 F! M0 a- U* V+ y+ @; b! oFor on map, ship may not be on fire, total damage may not exceed 99 and no
2 b% C' [8 E J5 E p% c( u8 Aindividual damage type (system, floatation, engine) may exceed 50. Ships may not
0 h) Q8 i! H9 D" G. Wbe withdrawn from any on-map location where the enemy has air superiority. The0 f3 k6 F' r0 Y, U4 r
intent is to prevent withdrawal as a method of saving a ship that stands a good chance6 T) A9 l4 g% P' c+ X2 @
of being lost or further damaged. On map withdrawal ports are set based on the+ D5 L5 Y. G; p! w2 ]
historical exit locations for ships leaving the Pacific:
7 Y+ x- Q4 d$ H1. Any level 9 port.
+ Y& V) Y7 A* h, x& l7 O2. National home ports of the United States, Canada, India, Australia, and New
. X0 M) B- C% |. t }/ YZealand (with no port level requirement)
8 ~: y" ^. ~1 X$ u5 S- _ k3. Any level 7 or larger port on the US or Canadian West Coast.
& E3 P* B2 l* |" k$ r& ?. c4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
- O; S2 v% N3 F0 r2 }% Y! V5. Any level 7 or larger port in South Eastern Australia, plus Perth.8 x* s7 I8 p1 w* {3 g: h
6. Any level 7 or larger port in New Zealand.
, `' W% K3 O9 K; b! f. m49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of+ q% v6 X5 b& \, ?
another ship actually sunk, the data for the two ships could be mixed. Depending on
: J. b6 Y% ^, G& g3 R) ?. ocircumstance, this might result in one or even both ships being reported as sunk.
4 i. F/ x9 r, O! L# p- F50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and! l/ H6 i% F, W' R6 _/ S
TF list screens. The calculation will continue to show the remaining ASW capability
; X6 W0 w% X# n" Q# m- @(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
$ N6 G2 b7 z/ q* X( Unow based on full load for all ships in the TF.0 @- X& D8 ~5 s/ M/ ?
51. Resupply capacity for bases added to editor& d, a7 V, r8 c9 \! b
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
" J$ q4 r, \0 O4 B' I2 N53. Adjustment to AI unit planning level based on AI difficulty
. Z8 X4 [) E7 f5 C6 N2 x54. Ensure minefields are created for proper player when a single TF lays multiple types
& B4 ?; ]# Z( I( Iof mines. Player of minefield properly set when first mine type laid by a given' J% C2 s/ ^6 m& f4 [) t
minelayer but a similar check was missing when the TF contained minelayer(s) with, l: R" m$ B7 O: H( F; @" F" s3 z
two different types of mines.
9 e, T2 o7 z0 m% D5 {) U( }55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and+ ?: k, c$ U, p9 R5 X
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
; T3 n5 @) T6 L' P% Xfor owning player, if partisans attack and cause damage.
) _! t! {7 [+ S6 H56. Gameplay Change: Movement rates for clear and desert changed to 25 for
# v) q5 D( B6 }" Ymechanized units
: R6 A3 \5 J7 D57. Gameplay Change: Land combat effects toned down
0 j2 h6 v) v6 T. M58. Ensure AI captures empty bases
3 O8 F5 F4 L, W1 |" j59. Gameplay Change: Allowed groups on disbanded ships to do training missions to! e% r- A. v8 g. w7 D* y6 Z5 O) N
save from moving them ashore. Training from disbanded ships does not increase the% A% k# u- n& q5 r; ?
pilot mission count.
$ |+ J# v0 E# M60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in5 [2 Z- [) I& T2 I. ?5 g
order to help identification of saves
' E1 J" }. T1 R9 m- Z8 `* G61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”); n2 H5 \; S6 m% _/ X
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
) _5 E. D' Y+ q( i# o8 ^must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
7 I5 A: @/ @0 z |' K2 o% lbombing attack. Groups were at maximum altitude and conducting glide bombs
1 N9 |* t* E7 T vattack, sometimes without engaging CAP or flak.
: C# K4 Z! m+ X; C- w63. Changes in order to standardize inactive Soviet group’s training options;
2 b) P- O( ?7 K64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
( u+ j, f f+ `4 \; YPilot Management for more details). The number of pilots on the group lists is RED if- ~/ b& h$ C0 {+ ^8 s
less than the number of ready planes in the group, indicating a shortage of pilots. This
. D$ f, K3 \; f |- s: fshortage may be filled automatically or manually for a mission based on the pilot; N+ f' v( I/ u* q, E
select mode.. J! A2 i4 R: h" ~* ~6 ^
65. Corrected issues with group destruction on scuttled or sunk ships and groups on, `6 J" W {+ c# t: \% J4 U
withdrawing ships4 M: i' ?9 r1 O2 w( C1 y2 [5 [
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
7 \) v" U- D8 E8 j" ~close range( m8 ^7 c; c5 `2 ]: w: q) _
67. Gameplay Change: Greater weighing of crew experience in surface combat* x$ {2 L6 g+ w7 c
68. Gameplay Change: Limited radar directed fire, increasing over time
5 S" T, l8 n6 Y4 J9 G; @, g69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
0 @* l. }8 d7 n1 ]4 [& v: Tcombats at 1000 yards
4 k, `' c! Z3 @& s8 x70. Gameplay Change: PT Boats less likely to attack in daylight
/ t* R, `. [3 Y$ `71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be! b! \0 s9 n1 U; R2 O4 V6 Q
hit in ports and rivers( n3 W% o- Q1 e3 V# c3 y
72. Gameplay Change: Submarine captain ratings have more influence on Submarine( p, c$ j1 `( _. g6 O) N: M: F
performance
+ \6 @' |1 i2 w7 h5 [73. Torpedo hits on escorts not showing in combat report bug fixed
/ l$ z/ M9 i# L4 e, C6 _) R/ s74. Gameplay Change: Aerial ASW less powerful in early war+ }* i/ a+ o6 l2 X! n; f' B
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any3 W: N; @0 r8 [! b& R" E& Y
diverted fragments having planes but no pilots. Pilots still flying planes are now% J8 L1 `3 L; I+ M
ignored for sinking ship purposes until their plane lands.8 V# F& I+ s" I& W! v7 A$ Q1 F8 O
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
( b1 e/ K0 R0 J5 C- L$ bbeing delayed ‘4’ days. There should be no delay.7 J9 Y9 y4 `( L+ R; s- O5 M9 |
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when# |. Q' [7 j8 N8 `& D1 e# c
the convoy disbands." Y6 T. Y q% I% j( ~" i
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
" K* }* I6 v6 X3 I Thexes. The range was not changed when the game scale was changed. W: c5 q8 m: Q7 e; K
79. Fixed bug when displaying search arcs at a base
( z" a# m. Z. \2 A- a: K80. Fixed Escape key on Industry Management screen
^8 d) q- S6 }' a0 S81. Fixed oil and resource in totals on Industry Management screen
$ j! y S: t4 @( m5 z' a82. Interface Improvement: Add an extra line to the Industry Management to show total
% c6 W% D: X& W. L" bshut down industry on Industry Management screen
7 y# e8 [" H' A+ g; {3 t83. Interface Improvement: Add base select to Industry Management2 c e! O K8 Q2 t' g4 a
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
5 c# F; [, Y, h1 @) t0 z. _1 lONE group for Admin stacking purposes; the presence of all three in a base counted
! U' V5 L* K Z: j! W2 [8 cas 3 groups for Admin
# _- x" e4 P- H" a; j& u- _85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups7 Y% q% i6 g; G. E d2 V
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and: U6 K$ p) [4 I- a
FF being affected by old stock code that cleared the secondary mission.
; U$ m) p& d8 X3 i, d. W87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
! Q! d6 a2 m1 W6 f; L7 c. x2 C88. Fixed an issue with tool tips being offset from actual hex when forming new
' c6 g, D4 Z5 n p, `9 k( _taskforces
- U, K$ e% x" h- v" N7 t& j89. Added the saving of preferences on save; the preferences on PBEM saves occurred on! n4 V* v2 s$ o0 V
the end of turn save only. Preferences are now restored as saved for the player at the5 @+ u% }! e' |
time.
( I1 u/ s$ O& ]* Q90. Changed air supply mission to use a friendly base as destination, if both a base and6 I; [; c5 Z: }# @8 k
LCUs are present in the hex; it was sometimes giving the supply to the first unit only! H+ P% c8 {# v& [$ H: q
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the& s1 G2 R1 [; V5 M" l; _5 h. T
mission was canceled because the enemy LCU was selected as the first unit in the# f( Y1 [9 N6 o. q- H5 W6 T
hex.# p0 k5 I5 t' Z0 b
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel./ Q) o' v3 w! m- A: @
93. Prevent very low grade TF commanders from returning single ship TFs to port to$ N- i+ K) L& n( ~
rearm when rearming not needed.' K% L8 ]( s ?6 W# Q
94. Fixed the supply cap and monsoon effects on supply
3 M! Q# V. e( O5 M! x6 J95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
! o; \6 u$ ~! g7 X: O7 `, C: Ymovement.
1 Z8 F2 B5 W7 V4 I- |96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
) s7 H! {% h, [4 E9 w% V; bwhen Soviets are inactive.
2 I# \, n- ]7 S) [/ j97. Tweaked resupply task force to Japanese bases., x& K8 e0 ?2 c; ]& V
98. Fixed a HQ/Chinese unit respawning bug.
. J! T. n) G. E7 G: f. Y- |99. Restricted permanently disband/withdrawing air groups from being able to the the$ x/ g+ U+ v0 i$ ?7 d: d6 `
“Trainer” option in the type of pilots to use.7 h: ?9 r& t2 q6 e* S
100. Restrict the options available to pilot movement in permanently- W& [: K3 _, k- |6 Q: {- h: w1 v
disband/withdrawing air groups; mainly restricted to making them active or in-active
/ M8 d* j. l6 {6 H, Awithin the group.
7 {4 G# ^; N8 N' ] w/ J" Y101. Fixed error in splitting air groups caused detachments not-in-play still attached to
$ _, z. ?6 b% i1 g$ C, c3 e0 _parent group - stops divide ability5 _/ m m/ v- {4 B8 y
102. Fixed an issue where some autosaves could reset game options.
0 L& S2 s! O+ H# @9 {103. Disabled the ability to make a group a temporary on-map Trainer.6 X n/ Z4 s3 S! D4 D! }8 j l4 w& F
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high1 p+ l/ ~" V! ^7 y
FATIGUE pilots.) n. r2 X9 x* D6 G& E& \
105. Made some adjustments to Kamikaze effectiveness.: I5 n/ J+ G; b, ]- x
• Naval Data Changes# U+ L- {) C0 y4 d# P! I& \! M% t9 p
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
8 Q k4 m4 z$ aClass6 p+ {6 L& U3 ~% Z' Y, ?# t8 z
Scen 001, 002, 006 (007, 008, 009)4 e' e1 ~2 B, j# ^
0021 – Australia – correct weapon facing
! G @& O( x4 l2 K0418 – Helena – correct tower armor from 0 to 125
% j- }3 e! n9 c$ Y# u& P& @0767, 0769 – Chevreuil – correct endurance and fuel( G. b( j5 T& A4 I$ y7 s
0770, 0771 – Duguay Trouin – correct weapon facing, M+ u' C' T+ T$ z& e5 b( @
0772, 0773 – L’Adroit – correct endurance and fuel0 V0 {& B4 o, s* d4 a2 o* W* h
0774, 0775 – Fantasque – correct endurance and fuel
8 V4 q1 Q" h4 ]' a1 p$ c8 e0776 – La Galissonniere – correct endurance and fuel& E" T3 i- }. g" ] |
0776 – La Galissonniere – correct weapon facing1 q* M& W) S; N! Y
1013 – Yubari – correct weapon #4 turret armor
$ i$ K* R) T0 n# T4 D1102 – Furutaka – correct weapon facing
# e. w6 r/ K9 U- ]% @4 }' `% O+ U1107 – Aoba – correct weapon facing
1 x! c0 a) c( h+ c* I6 Y1112, 1113, 1114, 1115 – Myoko – correct weapon facing
8 f' M e# q7 J( Q9 ^1730 – Yamato – correct weapon turrets M& D" e4 O T
2025 – Kongo Maru – correct weapon facing
p# z$ _0 C9 o7 P2202 – ARD 3000 Ton – add Japanese small ARD class( d* G/ V: n9 q3 a( {( o1 N( _1 ^
2903 – Gnevnyi – correct weapon facing& B' w/ r O% g
2915 – MK Cargo – correct weapon facing7 ]/ X4 S& u8 @' y3 }3 X
2918 – KT LST – correct weapon facing
- R* J9 j% \) }. B% A7 m# c- |Ship
3 A& ~- p6 x% i: X3 @) ZScen 001, 002, 006 (007, 008, 009) changelog) z" s; {+ h, c7 t3 {
All – update weapons from class to reflect weapon facing corrections' ]4 _: L9 p$ F- k
0999 – Dublon ARD; add small ARD to Truk9 C4 O# I6 T/ c. e
3550 – Laffey; correct entry date to 420430
; S8 `% J% `8 L2 J3580 – Frankford; correct entry date to 430430
4 g2 j6 R% `& a4317 – Thornton; add Clemson AVD at PH
! i8 l6 W* O- y- _0 ] m6 @1 M4361 – Henry A. Wiley; correct entry date to 440930" p( R) `% _/ Y7 d
5222 – Rixey; rename to Bowie
- Z' _: }& q* X1 f% ]! N$ `8 v5223 – Hercules; rename to Highlands
; g' W% o% V; ~6 k5251 – Pinkney; rename to Pickens
" {% j* O8 d3 A( B; {5 L7 J9253 – Madras City; correct entry date to 4202289 E8 a4 `" T2 U2 R' |! c
9728 – Indus; delete duplicate ship entry) ?& i, b2 r( {4 e, f8 M
9837-9849 – Soviet Fleet; correct ship name spelling1 U! Y3 Z7 O* V
11316 – AFDB-2; change arrival location to # 524 Seattle
. w' w" w9 Z3 O5 @) w11364 – BYMS-2055; correct entry date to 430228
3 t/ |- ?2 Y& C! A- O11365 – BYMS-2059; correct entry date to 430228; T* ~# u: l. i3 d
14070 – Ha232; correct entry date to 460228
$ D3 B8 A5 x2 ~9 X+ zScen 006 and 009 ONLY: ~9 F2 {& W/ A" @
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
5 B: r4 f7 t) y9 U3 V0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295$ ~: H$ J2 m) m: C
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
- e! p/ r/ q' r' Q0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
s( t3 g4 g4 O! N: [# v0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
2 a3 V: j. a5 H! ^0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
/ b6 A. z3 P. F* z0043 – Hiei; adjust fuel to 4175
! r, N+ z1 V+ ]8 V, R0044 – Kirishima; adjust fuel to 41756 Y. P% g$ P! E: F; D. r* ^
0067 – Tone; adjust fuel to 1775- ]2 Q+ ]) E3 z. \, I
0068 – Chikuma; adjust fuel to 17757 n# c6 f+ E( s0 D" j
0118 – Abukuma; adjust fuel to 8339 ~9 r; H- A O9 I% y4 O
0146 – Akigumo; adjust fuel to 265; v% M F# @8 y/ ]% w8 J- c
0168 – Kagero; adjust fuel to 265
/ u5 O+ j* ?4 v; X0 h9 _) t0176 – Isokaze; adjust fuel to 265
+ \' P, m" ]( P2 p* |, k0177 – Shiranui; adjust fuel to 265' L! p2 C1 ?) t! ]" P* {' M5 L0 n
• Air Data Changes- O% I& Y" Z" y( `; [
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
# W/ ^ A* p$ D; p- t _[177] B-339-23: Name set to B-339-23.
Z: E, _$ F. W[178] B-339-23 (PR): Name set to B-339-23 (PR).
3 I# q1 r- [5 D d& T[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.6 J; I, U: n$ {; R' Y
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.7 u, M' q' z( n3 Y5 X9 D
[365] Stearman 75M: Nationality set to U.S.Army.( k: H; S$ u# j( f# [9 {
[451] PB2Y-3R: Deleted.
( ~3 g# n, v+ l: j3 U2 X; q[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
' s# P1 b- P" [5 m2 t, V[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning" R0 K$ x0 b' ~7 {3 Y* i+ A
MG; wpn 13 set to 500 lb GP Bomb.
) ?8 _$ q; _5 w% m! c! y[1923] No.1835 Sqn FAA: Delay set to 0.
5 H1 |# C, F. W9 N. m[1924] No.1836 Sqn FAA: Delay set to 0.
. ]4 N2 r6 U5 ]5 B+ v[1929] No.1841 Sqn FAA: Delay set to 0.( f3 d% i3 S* {* W/ ?
[1930] No.1842 Sqn FAA: Delay set to 0.% A* \' r2 d9 Y- z: O
[2587] VMF-211: Location set to [584] Pearl Harbor.
/ O9 H% ]$ M2 t2 }' T# L[2642] VMF(P)-321: Deleted.8 [9 ~) o9 w. P8 E5 @( [
[2652] VMO(P)-351: Deleted.' U0 p5 a H! A; O
[2668] VMF(N)-511: Deleted.& k1 v, d# P2 S" l5 K
[2669] VMF(P)-511: Deleted.: q+ L# b, D `3 D
[2671] VMO(P)-512: Deleted.
) a& c5 q" N9 R% ^" A1 d[2673] VMO(P)-513: Deleted.
' A$ S' g% |/ I0 [% ]+ x/ |- c1 b[2675] VMO(P)-514: Deleted." _6 b" @3 V4 ?
[2827] VR-2: Deleted.
4 r+ f* b* l% B( z2 q[2828] VR-4: Deleted.$ m! X5 J" }$ |/ L
[2829] VR-5: Deleted.
$ i M9 Y) x4 g" E7 `, b[2830] VR-13: Deleted.
0 m3 y! Q( Z+ a! L3 \5 ~7 A5 q/ q[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
( U( m2 X! m- _2 WUSN patrol-type squadrons 4301 resize to 15 deleted.$ e6 u6 F1 [7 |3 k3 k% ~
USMC squadrons 4301 resize to 24 set to 4410.! p9 M! D l' X
USMC squadron upgrade paths reworked.: }' F/ F) k; l7 b
Gameplay Change: Units with a/c MAX strength six or greater now able to split into+ _, n: M" X# M! J
three subunits., i/ F/ I4 x- ~6 k0 g* u
• Map/Base Changes) F2 g: O/ T8 L. g
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
) g4 \/ l" V: w8 R+ ]5 h3 ZNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400: c; I9 R0 M: b) K$ `& P
AV.. E8 G( ~* {# w8 s4 C; E, u2 S1 c
2. Garrison levels in Japan have been significantly increased for the Allies.
$ h/ n# [; v" ?- K3. Garrison levels in India and the Philippines have been increased for the Japanese.% b# H5 I; J# W7 F( J2 N: q# B
4. Garrison levels have also been adjusted in other locations, with some areas having- f! C+ l6 p# }9 U+ R
small increases.9 D6 X- \/ f4 h9 c: `, [0 u
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an; W5 n" W5 c! g+ O _
Airfield.
7 |/ z( F* E1 A6. The starting fuel level for Los Angeles has been increased.
. \3 U( r$ ^( W! [1 B0 u |) U7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
$ b+ D1 n- k6 o: h8. Anchorage in Alaska now generates a small amount of resources.4 R& y: s9 y D0 O1 x! |
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
8 f; G5 R5 B+ q+ d! Z: i+ j10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0., X& ?" ?% q n. |' T
11. Nukufetau has had its port level decreased from 1 to 0.4 Q+ x5 k6 |7 L4 d) J, Q$ \' C5 u
12. Pago Pago has had its port level decreased from 3 to 2.. m; |! G# e& x; v* b; C9 ^9 y
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
B( o0 p- f2 a. I9 U3 s7 Pbase does instead.9 e$ H7 F" H1 ~8 Z, U% x# U
14. "Ahmadabad" has been renamed to "Ahmedabad".! ?4 f+ k( z/ y7 s& _8 ]
15. The generation of Daily supplies at Chinese bases has been distributed to more bases," S4 B- W) R9 ~0 M3 \3 b
rather than being concentrated in a small number of locations. Overall, Chinese" e; A( T9 Q$ y
supply point generation has increased, to about the same level of supplies as in the$ k/ B& t4 o7 U8 Y$ _
original War in the Pacific game (it was a bit lower before).
1 E* E! Y! P! K. [ s6 z9 C16. Australia now generates a greater supply point surplus than before - about 5,000/ `7 T+ @, z$ f3 `! L' ]/ ]
points per day as opposed to about 4,000. Fuel requirements remain the same.
! m% p+ c* L8 l" N0 r6 a9 J) z17. The "Terrace" base has been "moved" to a more accurate location - hex 200,413 O3 C: N; o( |! j
instead of hex 200,40 - and the road and railway networks in the area changed to7 w5 Z5 A7 Z6 R: P: m( P# \* F
match |