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Change History:
9 O; N0 g# I; a3 M' A1 b; Y+ ~3 ]% Jv1.00.95 - December 7, 20097 z) X. P4 y& o% Q: D
• Second Official Update – This release is comprehensive and updates ALL previous
2 m6 ^1 `; {4 I, u9 v5 d: U- e% Jversions to the v1.00.95 level.
9 V4 k8 {! y% j w1 \# \! DIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot( H9 p4 Q7 V' X4 ? x( B
Management Addendum” which have been added to your Documentation shortcut subfolder
4 {8 T/ |. k+ V: fand can also be found in your /Manuals installation sub-directory. These two9 d6 w* K0 v B
documents contain very important information on improvements and changes in these$ Z; O! J/ z" a* u
areas.: r5 g) `, ]% I5 H6 @7 |
• Code Changes7 W) {: |- u2 G' V
1. Interface Improvement: New Screen for Industrial Management! L0 D% A6 f4 J
2. Gameplay Change: Air transport mission was using all ready planes. Now the9 A7 P2 ^ v( t6 q
number of available planes for the mission will be adjusted by the rest/training$ u) g* ~' e& z
percent as on other missions.
" u) l6 @1 `1 b$ H5 c3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
% T. `8 v6 ^9 ?2 A% b4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to% T6 {3 E$ D# }5 }; |( a
show in change command list
7 }; \: |, G5 x% C$ j5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
5 T) P% C9 K' T3 W. WBombs’ flag rather than the altitude setting
( v# G# i s' w; n1 s6. Gameplay Change: Full base screen now show the consistent over-stacked AF2 t+ c% r- X0 ~6 g: k X; }6 \4 G
indicator ‘*’
" X2 `4 N3 u5 C g* q7. Pilots who are captured or killed were still being counted in some group totals. They& E% Y" O" g/ z$ J7 D
are now removed from group’s pilot count, but still available for ‘Top pilots’.
8 I4 c6 F( @, i ?& U W" k: f8. Interface Improvement: The buttons in the lower panel of the main screen have# j' t, ? R* c# H+ b m5 {
been improved. With the mouse over the icons on the far left, the number of groups,
# N, n% `+ m2 ?3 `3 Rtask forces or LCUs at the base is shown. Added a previous page button when there
9 Y% N2 h- r g6 e- w/ d% zare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
' ^" B: j# l, ?& c5 rtooltips sometimes were corrupted when other screens were displayed on the map and
% W: T8 X0 v5 D5 R$ Hthe bottom panel was still active. This has been corrected.
* D, }& h `/ I' g: ^$ F/ {# s5 h9. It is now possible to repair planes in excess of the group’s size
{9 z! h+ R4 F" Z10. Gameplay Change: Adjustments made to air skill in training and combat. Skill3 l9 I, l" w. |7 i$ B! W$ h* S
training is incremental. Points are accumulated and once a certain level is reached, a+ C- w5 M: C5 d5 f7 l( x
point is added to the skill. The cutover level is the current skill level; so as the skill% t2 ~" q0 F: A3 H# Q n- k
level increases, it takes more accumulated points to reach the next level. Combat
. V0 x! j) N! `+ x, g3 Pgains points faster than training, and combat is required to reach 70+ skill levels.% J3 g7 v# W6 Y1 u7 u1 ?' h
Experience levels behave similarly with the one exception. If the Experience level is* \1 C: t; W5 e9 ]1 s: b- E6 R: {/ Y7 ^
higher than the best skill by more than 5, a skill based on the group’s mission gains, Q8 |1 S1 g6 m% _
the accumulated points instead.
! N) ]% D+ `5 n8 k, q) F" V3 G3 z11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
7 e. n$ q/ A# t0 S. S$ ?2 ?. Oammo and return to base if required
8 U" |0 ?* W- T1 a1 z1 _$ k: p& [12. AI Aircraft production will now stop based on comparison with on map aircraft totals5 O; {0 a% {% P$ P& `9 q! V5 h3 L
13. Gameplay Change: Malaria effects adjusted
: E# x \; g. i, t14. Fixed bug preventing port construction in certain cases# ^: @' z; i) I
15. Fixed bug preventing combat engineers from building
: f* W* \# x4 G16. AI improvement refining settings for LCU attack levels
: H+ h( r& F' s2 G3 {& w6 I [+ o17. Corrected unit TOE loading bug
' R/ q- m5 z6 l# @2 o18. Correct bug setting default morale and experience when not provided by editor% F2 ^' ` E u" L
19. AI additional checks for level bomber base sizes, C, D# I4 Z5 S0 c
20. Numerous supply tracing improvements
3 D5 N! G* \; h3 r) H' I5 }8 F! f21. Numerous supply/resource movement improvements, p+ B; J2 L' J+ y a) t9 [+ X
22. Corrected several land unit fragment bugs.
3 O! G+ F" t( |- D: I: R& R23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
8 ?1 }* s w! {# h/ E- t2 f! F( c/ Marrives at the destination of the “met” TF before the “met” TF does. Also adjust
# k& [/ E9 h) @( I! c6 p! v3 Z8 Jmeeting process to reduce chances that the meeting will not take place until one or the4 M: V! A, k$ s6 U7 {: x2 q. Y1 _
other TF reaches the “met” TF destination. Also correct a problem TF could
6 N" x7 S! D) s: }" M' d0 G5 Q“merge” with a TF that no longer exists under certain rare circumstances.
6 n6 m( I: W: k0 V24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
- b9 ^0 [; k" Y7 L' H( \docks at a level 0 port and the standard practice of creating TFs as docked to facilitate0 q& V. h5 C) J; G
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be4 W+ h: c, m C8 r T( _
docked if the port has the dock space for them, but will auto-undock when adding a4 q# x# m& x4 Y! D
ship to the TF causes it to exceed the port capacity.$ [: W& I* k+ R4 K: U2 k
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
\5 p* {' r/ qless likely to retreat to hexes containing other enemy forces and be more likely to
1 K! j1 L# f3 N$ Cretreat toward a friendly base.
& E7 n3 f6 a% D6 o. Q. R+ ]$ v0 Z26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it! [8 H' B( N# w. }0 N+ d& x Q
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
) I1 w# O2 y- ]# z9 g0 Qin port, (c) ships in port (disbanded).$ i) |8 J3 q6 M; X1 p* c
27. Interface Improvement: Implement search arc drawing on map6 `: h+ Z1 v7 ?- O( { a: m. R
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,5 z2 o% B& O% m+ T
ensure partial rearming is in full mount increments, and adjust ops usage according.
9 m1 z0 C$ i% K( h. g/ i4 y: n29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
+ I7 X, Q u3 Xa base were incorrectly excluded from Naval Support totals at that base. This was9 R' j6 q$ M/ z' K+ c
due to an error in calculation of Naval Support availability over HQ Command radius.* K, H) E' v* e* ]8 z2 h
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
u, S7 L0 N: j1 U7 r( Z! G( Rcould improperly interact with fragments of the same parent that were at other
- {. A: t! t9 G# _3 slocations and had been previously loaded by either the TF or one of the ships
- P- F; P4 t, L4 _7 ccurrently in the TF or, if the load required multiple days, when unloading of other) l% ~) d9 m: `5 o4 e; B D3 C3 q
fragments of the same unit caused and automatic switch of a fragment to the prime( @: K' f0 P* z( X4 J+ S; B, d
unit.# r2 }/ v# k- a1 I# @8 x0 [5 T
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.! Y7 s7 G" e: ~8 X: o
Previously repair of all system/floatation/engine damage would terminate repair of a. e& T# L# K4 ^4 q
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
0 t' s2 e0 C" ~* W9 p+ I3 Ynow prevent full repair of systems damage and may “create” small amounts of system
; v! Z6 e T, [. gdamage to keep the ship eligible for repairs. Note that this may have the affect of# z- `: ^' [$ Y
small amounts Systems damage being not repairable at a location where it normally9 _2 g, T3 e0 \
would be repairable if that location can not also repair the damaged devices(s).
% i& {/ F! L9 b5 R! h8 u+ L: y" k; p32. Interface Improvement: Changed Allied aircraft replacement display to show nation
7 [ I; Q' t' y6 k5 d% vof aircraft
3 m1 F/ D4 \$ j2 y( G0 o* E% m33. Corrected several menu bugs
2 u+ K4 W5 F9 z" B, \, d9 T34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
) x6 F3 f1 l% \( g" X; Z$ cland units by TFs.7 Q8 H% G! ~2 m
35. Interface Improvement: Add “undo” for ships being transferred during ship
: o E0 x1 h6 m- n: X+ Q' c' n0 rtransfer. Previous undo only functioned properly for ships being transferred into the
- t% L9 y2 @5 N5 i" nselected TF. Provided undo for ships transferred out of the selected TF.4 U* A/ K# A6 D+ @0 g1 i. a
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
& A j7 ?5 p1 I; Qis following another TF that is beyond the player-set follow distance.
; b! A& G! Z5 B37. Change ship based aircraft repairs to be by plane, instead of by group
7 P( _9 s# q; B4 C+ A# U' U& H38. Interface Improvement: Made air group screen larger to reduce clutter
6 h/ Z- L% Q" N* U3 z$ l39. Gameplay Change: Adjustments to supply consumption by land units! n1 Z, }. L& O% d8 ]" I0 B6 J
40. Change to AI shock attack determination
* D' ~1 M2 i* }' {& u3 O! r41. Improve AI awareness of intel on nearby enemy LCU
" _) U% V/ X. r3 Z$ [42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level7 j1 ~/ C% [# n3 a$ {# [ u: ]
43. Gameplay Change: Changes to AI production on “Historical” level
$ M6 J$ r) h' u! d* W44. Improvements to save file process to reduce chance for file corruption, especially by7 Z9 j, y( p7 ^/ K& B+ ~% d
deleting the old save before writing the new one5 `9 k1 a" g7 L5 O
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
6 i+ L9 h! y7 E1 j- L' x ~4 V46. Improvements to refueling calculations and processes. Ships are more likely to fuel6 l3 c {9 }& L/ b9 M. z% q
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
7 v/ | l% q0 k2 Wsources for the “from port” and “at sea” variations.
9 M# |" L' R: _. }$ r• Replenish from Port will now use the available fuel/supply at the port and on all
# z: y5 v! I! z- V9 E! q \( areplenishment ships disbanded into the port. For those disbanded into the port," j2 Z# @: m. ?+ D" ^
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.* ^' [" d7 H; V3 u9 P# N
Tenders must be of the appropriate type for the ship being replenished. Note that
4 J8 y% y: r# Y4 m7 Sport facilities are used in preference and ships in the port are only used if the port3 E f t/ r" |! \, y" m" b- ~
is not able to completely replenish the ships in the TF.
6 e* g% p' f4 p% \• Replenishment at Sea when the TF is in the same hex as a friendly base will now( [/ C5 q+ W3 p) w) g: T
use all ships in TFs in the same hex but will no longer use ships disbanded into a
- v0 B! g5 e% B. `; @* ?0 Oport in the hex.
- I! C9 L7 w( I( Z, c0 X47. Interface Improvement: Add new map icons to highlight certain events
" O, H+ c! d- @+ h/ l8 U48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
/ j O# G0 X- d( m8 }; G8 ismaller ports with no enemy nearby. Ships can always be withdrawn from any offmap3 Z( R% r8 {! \7 L$ i
port or from any TF that is currently off map. Ships that are not badly damaged2 V4 s' k9 M: ^
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
, s9 `) W9 ?( I) zFor on map, ship may not be on fire, total damage may not exceed 99 and no. V6 G0 m! G0 c, D
individual damage type (system, floatation, engine) may exceed 50. Ships may not; V+ r+ z& t; l5 _! W7 \
be withdrawn from any on-map location where the enemy has air superiority. The4 F K' Z6 ~1 v7 j) e- _
intent is to prevent withdrawal as a method of saving a ship that stands a good chance
: B+ i- I% L( W1 Nof being lost or further damaged. On map withdrawal ports are set based on the. |' d Y! c9 h
historical exit locations for ships leaving the Pacific:
8 ]4 |0 F1 e- w3 g3 B0 ^1 O1. Any level 9 port.
9 y; V5 r9 J5 F" ~- H* v* \2. National home ports of the United States, Canada, India, Australia, and New
g4 j$ D) N6 r, I0 `8 X u" aZealand (with no port level requirement)2 J7 n, J7 {4 U* u( N( F7 m6 v
3. Any level 7 or larger port on the US or Canadian West Coast.
% o z( ]% s) p$ r4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)6 h( f5 J4 `! m2 S
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
% _) l6 O* G1 x2 O+ s: j. _7 j5 G9 S6. Any level 7 or larger port in New Zealand.! n1 r p+ t# h; y1 V7 U
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of ?/ I7 g6 Q5 }" }0 ~
another ship actually sunk, the data for the two ships could be mixed. Depending on" }: ?, @+ c" M% y# I. R+ \ L
circumstance, this might result in one or even both ships being reported as sunk.
* S7 K. h' \3 `50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and' i+ A: p( W2 } U# i
TF list screens. The calculation will continue to show the remaining ASW capability6 @ C! D: G4 n. ]- g* j
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
9 k7 t9 H7 k! Q4 b$ @, fnow based on full load for all ships in the TF.+ j+ G* F$ E4 ?4 u& L
51. Resupply capacity for bases added to editor% E2 {: a) g! s. b, M3 j- ~" m
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
4 u7 M3 a' \9 Z9 A1 t$ K! q% N53. Adjustment to AI unit planning level based on AI difficulty, m9 D8 L f6 x
54. Ensure minefields are created for proper player when a single TF lays multiple types3 D- _/ c; l; B; b" Z# V
of mines. Player of minefield properly set when first mine type laid by a given2 g+ N3 Z! c# f
minelayer but a similar check was missing when the TF contained minelayer(s) with/ N) U6 K2 Y0 H' m) Y: l
two different types of mines.
v9 c4 E7 W; p( P4 Z- o1 u2 n4 ^55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and+ s" p' y; b# l. C* Z" d
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
, n, a- R1 t: W I1 xfor owning player, if partisans attack and cause damage.
0 N" ~- |$ e* B0 l, H3 o J" n56. Gameplay Change: Movement rates for clear and desert changed to 25 for/ f3 f! h3 N+ L, W# S
mechanized units' D2 S$ Y& Y3 T- x* c+ m
57. Gameplay Change: Land combat effects toned down$ O: V" T+ l+ n
58. Ensure AI captures empty bases) R8 r) I* A# v4 O' W( m7 o
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to! A0 }: I% l/ i. I
save from moving them ashore. Training from disbanded ships does not increase the
4 S# Y1 \, D: _+ n4 Tpilot mission count.
" R. W0 [! y( ]60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in* I9 K: p) g- B3 C- S
order to help identification of saves" C- i3 L% i) w8 U7 p
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
- L2 b, d* N! `0 r+ L& b62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group1 ^) [5 q5 ?! n9 k, o: _
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level) k. |' e* b0 G# p7 R" |
bombing attack. Groups were at maximum altitude and conducting glide bombs
, z; S6 c) e' Z" F7 h. {attack, sometimes without engaging CAP or flak.+ J0 j0 D6 Z0 \: |
63. Changes in order to standardize inactive Soviet group’s training options;/ c. B5 w& W; c, j& S7 G
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
- Z. w2 |* `7 X/ Q% Y4 jPilot Management for more details). The number of pilots on the group lists is RED if' C+ P( p, d& R7 v6 f8 I9 ?8 T
less than the number of ready planes in the group, indicating a shortage of pilots. This
: w- M v" M$ dshortage may be filled automatically or manually for a mission based on the pilot
4 F5 n9 c' o! d; T0 bselect mode.
% Q5 B* F3 M% W/ n$ g65. Corrected issues with group destruction on scuttled or sunk ships and groups on. i4 d4 Y3 ^$ k/ j
withdrawing ships
) p2 m" o+ R, D, x8 S66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
9 R4 ?* W( `' \+ r5 O ^: ^7 G4 ?close range
7 l2 f( u. e D+ H" L* B67. Gameplay Change: Greater weighing of crew experience in surface combat! u" g; d! ~2 v W# ]1 }) Q
68. Gameplay Change: Limited radar directed fire, increasing over time: P' E# j# g/ w9 M+ j7 ~, B4 l# C
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
* F: u- N3 I& p3 ]3 {) ycombats at 1000 yards
6 v2 x2 D w. s9 |/ x; ?70. Gameplay Change: PT Boats less likely to attack in daylight7 g2 _% {. j6 \" W1 n2 R
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be: c {% V2 R8 t+ d! \
hit in ports and rivers
$ ^9 b& w. [1 L3 m& m- W0 H; H# l72. Gameplay Change: Submarine captain ratings have more influence on Submarine2 r% i4 W. ~0 \7 a$ K9 W
performance
4 t4 v$ o1 E% h" h73. Torpedo hits on escorts not showing in combat report bug fixed0 z( x% I ?) S* p9 \
74. Gameplay Change: Aerial ASW less powerful in early war! ] O+ z0 t, D) J i
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
3 W5 X5 c0 B6 }/ v7 t+ G& bdiverted fragments having planes but no pilots. Pilots still flying planes are now
4 }5 q" I' @, Rignored for sinking ship purposes until their plane lands.( ^( [( B& m+ _
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
0 B' W0 |0 j0 A% h/ \being delayed ‘4’ days. There should be no delay.2 A7 D$ N5 q: Y* o
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
" S: {, x. ^) D: C8 @% @the convoy disbands.8 M& e! ]( k: w* a
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
6 z. N% w4 D' ?& v* r# F7 Z r) Whexes. The range was not changed when the game scale was changed.) ~1 S. s6 k- m$ z; e3 N0 l# u' ?
79. Fixed bug when displaying search arcs at a base
4 |) K7 y, e Z. J9 l q80. Fixed Escape key on Industry Management screen
' Q( o$ Y7 \+ l81. Fixed oil and resource in totals on Industry Management screen
! c2 A; S6 @: c0 F3 e82. Interface Improvement: Add an extra line to the Industry Management to show total; P& N; j( g9 f; w" D
shut down industry on Industry Management screen
* I% @- d& q" ]6 |9 N& w83. Interface Improvement: Add base select to Industry Management
- _- c# d4 L. f* n3 u3 u) V84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as, H9 K( q* Q) L+ z( d+ l
ONE group for Admin stacking purposes; the presence of all three in a base counted6 I8 C5 n- X6 ^' S' ]- |
as 3 groups for Admin
7 Q1 t& I5 G0 p K85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
4 J: H; @' V, `" S' m86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and) B( z% {9 H; P( c
FF being affected by old stock code that cleared the secondary mission.! S: Q+ d9 m4 `' \: i7 t
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs., m" [4 o% A* N! B
88. Fixed an issue with tool tips being offset from actual hex when forming new4 r6 U! B& X. ` q
taskforces
: P Z% a4 |/ n% U# S89. Added the saving of preferences on save; the preferences on PBEM saves occurred on! C# f7 } ~0 V
the end of turn save only. Preferences are now restored as saved for the player at the; o* ?3 K( J' p* z3 s' {
time." C" u, h, w' a+ C# u
90. Changed air supply mission to use a friendly base as destination, if both a base and
: l2 p2 H$ b) t) |0 tLCUs are present in the hex; it was sometimes giving the supply to the first unit only4 ^+ n9 y/ h O
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
; H) o# }1 s8 N& v0 Z- K/ L0 Amission was canceled because the enemy LCU was selected as the first unit in the1 G! E4 \& K8 N3 \; j
hex.! X6 O; R5 S; v
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.0 v& @2 X0 q' G; S8 N. j4 J+ w
93. Prevent very low grade TF commanders from returning single ship TFs to port to
$ y& d4 A$ c( Y# E; b: b0 jrearm when rearming not needed.7 X: r' V1 H+ y: A7 t, q% j5 M, {
94. Fixed the supply cap and monsoon effects on supply
; ^$ n" P0 K! z1 g# \95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland- e! Z1 F, r8 _4 P) r0 t# E
movement.4 Z T# g& N/ w Y9 D+ X
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base4 `" M! P6 j0 n* w f5 ]) }* _
when Soviets are inactive.
9 i: Y) z) K2 O: q( U$ E4 |97. Tweaked resupply task force to Japanese bases.
* c8 Q# V& N0 L7 z3 J98. Fixed a HQ/Chinese unit respawning bug.
u: L8 g8 ~+ v2 y' g3 s99. Restricted permanently disband/withdrawing air groups from being able to the the) g3 m& a- P0 s( }: W2 n
“Trainer” option in the type of pilots to use.
1 J3 W# ~2 C- S6 }: `0 t8 o7 x100. Restrict the options available to pilot movement in permanently# ^$ c" C0 [0 c1 [2 D
disband/withdrawing air groups; mainly restricted to making them active or in-active
: q* Z! K( l8 s& t8 K6 ~within the group.; B& J' z b o/ x3 ~( N
101. Fixed error in splitting air groups caused detachments not-in-play still attached to, W8 Z. {- |, ^' M) Z) F5 p# ?
parent group - stops divide ability
& O$ J5 i0 E. F* d$ U; s102. Fixed an issue where some autosaves could reset game options.0 Y* A: C# ?* L8 `& q/ w% A r! R: C4 h
103. Disabled the ability to make a group a temporary on-map Trainer. \. R( O- M" t1 I
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
& U0 \( G9 k V& r/ ]FATIGUE pilots.) E$ @! V6 T9 q7 h( b: `
105. Made some adjustments to Kamikaze effectiveness.. B2 a9 v/ ]6 ~: [' H6 L' d/ V
• Naval Data Changes: U4 u0 Y/ ]$ _
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.$ b( O% R8 h5 E* q1 A! h/ t7 N
Class5 R: ?; W& X: C2 Y
Scen 001, 002, 006 (007, 008, 009)9 ~ a6 h$ o0 K/ |) t D
0021 – Australia – correct weapon facing
3 ^" i# @$ j- b2 {0418 – Helena – correct tower armor from 0 to 1255 Q. O# A: C' h; J" v
0767, 0769 – Chevreuil – correct endurance and fuel! I* K- P# y# g) l; U
0770, 0771 – Duguay Trouin – correct weapon facing. h7 P- X/ @+ X7 I( C' i
0772, 0773 – L’Adroit – correct endurance and fuel
; a, ?8 e4 S$ j0 u+ _0774, 0775 – Fantasque – correct endurance and fuel% k# n% L/ y! m: b5 u# n
0776 – La Galissonniere – correct endurance and fuel
+ {8 |# s! h1 b) p& s# h7 I O/ J0776 – La Galissonniere – correct weapon facing
6 l. ~/ |+ ~+ N0 f- G1013 – Yubari – correct weapon #4 turret armor; i- c2 W6 r* h0 D, x$ X$ ]' y
1102 – Furutaka – correct weapon facing
+ o4 f# M! R% B6 o1107 – Aoba – correct weapon facing
/ }# h) E3 ~. u" C. O5 o1112, 1113, 1114, 1115 – Myoko – correct weapon facing& Q5 C& N @ X9 K' y: m8 A
1730 – Yamato – correct weapon turrets
! \# o* O( f6 E+ L7 }2 O2025 – Kongo Maru – correct weapon facing% D1 b# D8 o. _
2202 – ARD 3000 Ton – add Japanese small ARD class
5 X8 O- k. V* o, B2903 – Gnevnyi – correct weapon facing( g8 ]" e; |' L" C
2915 – MK Cargo – correct weapon facing
; P- l# T0 O9 ?( M5 f! K: R2918 – KT LST – correct weapon facing
4 |8 a0 M; K$ l, p# @Ship
1 Q$ t3 p2 H( i: U% ]2 sScen 001, 002, 006 (007, 008, 009) changelog
0 a% e2 g: z( BAll – update weapons from class to reflect weapon facing corrections' m$ E5 e3 l( d/ S# z
0999 – Dublon ARD; add small ARD to Truk/ d( h" g$ k/ A$ B+ e0 v
3550 – Laffey; correct entry date to 420430: V& q6 J1 ~# d8 A+ i
3580 – Frankford; correct entry date to 430430
3 P. r" E2 R( T! n, H2 L5 c4 s+ {4317 – Thornton; add Clemson AVD at PH: y- h& f8 q1 A# Q) S0 O
4361 – Henry A. Wiley; correct entry date to 4409309 A1 R) | ]6 _7 k; i9 d
5222 – Rixey; rename to Bowie
3 ]2 s4 C+ q5 k+ A5223 – Hercules; rename to Highlands
% i5 d6 Y0 L C- w2 P: }5251 – Pinkney; rename to Pickens" C3 a) `+ e$ e5 G
9253 – Madras City; correct entry date to 420228+ K( _4 Y' g7 x; l; r( P7 {
9728 – Indus; delete duplicate ship entry
" I- i' G7 ]. Y& r- z1 Z' [% p" {9837-9849 – Soviet Fleet; correct ship name spelling1 I E/ e$ L" }# M
11316 – AFDB-2; change arrival location to # 524 Seattle
; E; t; y% F% K4 `9 \11364 – BYMS-2055; correct entry date to 430228
" \7 q" g& `9 l11365 – BYMS-2059; correct entry date to 430228; l* v. \3 M; e, \- K( n x
14070 – Ha232; correct entry date to 460228: J# x& o: B( O- Z
Scen 006 and 009 ONLY( X7 ]' r5 b+ Z, Y2 m4 m2 Z
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
! }3 u, q& W8 T$ m7 p' m! l* j0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
6 y* a( N" x8 m; F0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
# c( M* T/ T, S- d; s4 O: L0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370) ` |- r: h+ q% i/ t; o0 ~5 E
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370! x9 H; Y( A' m' M# T' ]
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445/ f0 k/ w" m4 u( G7 |/ h% p0 N
0043 – Hiei; adjust fuel to 4175- o6 \1 Y+ T0 H2 t7 _* d6 T# [
0044 – Kirishima; adjust fuel to 4175' ^8 N v8 T6 ^1 d- c% _2 S
0067 – Tone; adjust fuel to 17751 R; W8 X( c. v+ @: v0 o
0068 – Chikuma; adjust fuel to 1775
7 ?1 w! B% {! b! d8 W2 o) L0118 – Abukuma; adjust fuel to 833
7 E2 C1 K0 K* y& M1 z/ }/ d: u0146 – Akigumo; adjust fuel to 265
$ s( e: E& T+ C2 H6 T0168 – Kagero; adjust fuel to 265
" H+ ^ [% p2 K. H; M' i0176 – Isokaze; adjust fuel to 265$ V( J/ V6 k9 y% e2 j
0177 – Shiranui; adjust fuel to 265
q7 Z" L! i7 o ~$ m• Air Data Changes% |9 X2 f) ]) U: N- R1 U
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
$ X( O# u; R" I[177] B-339-23: Name set to B-339-23.- S! J; L1 ^4 S) ^( ]. W, {. O4 c
[178] B-339-23 (PR): Name set to B-339-23 (PR).; ]; M) ]( g p+ w' u8 B7 B
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.4 `/ E8 p1 g& P9 s8 a9 C
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
" J8 r. Y7 D$ Q2 }( M2 F1 \1 W3 x- A[365] Stearman 75M: Nationality set to U.S.Army.; B& Z, G, J* X7 I
[451] PB2Y-3R: Deleted.2 R1 J' E8 P) k; ?, d+ Q9 N) l7 I! z
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.( C: X0 C0 F0 @+ S4 z
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning) U+ b! R7 y! ^1 Q
MG; wpn 13 set to 500 lb GP Bomb.6 g2 {% l- _" S
[1923] No.1835 Sqn FAA: Delay set to 0.
" E2 m; q: j# v; [" p[1924] No.1836 Sqn FAA: Delay set to 0.& N* e9 S# Y7 o" X( t' o
[1929] No.1841 Sqn FAA: Delay set to 0.) ]9 e7 y; p- I6 M. B
[1930] No.1842 Sqn FAA: Delay set to 0.; G/ R5 e! P+ e W: Y
[2587] VMF-211: Location set to [584] Pearl Harbor.6 p+ Y) P9 e6 S4 F! j5 `
[2642] VMF(P)-321: Deleted.
( L+ ?2 o0 F/ e4 d1 w1 H[2652] VMO(P)-351: Deleted.6 ]0 Q% |6 L) Q4 I2 a3 j
[2668] VMF(N)-511: Deleted.9 E+ L9 s8 e! J! Z
[2669] VMF(P)-511: Deleted.
& X* c: U9 n0 a4 t[2671] VMO(P)-512: Deleted.
; N# u m4 s% N[2673] VMO(P)-513: Deleted.1 S% O' d6 S- |, f* }4 A! |
[2675] VMO(P)-514: Deleted.
$ H, C6 {" u. d/ j, W[2827] VR-2: Deleted.3 H5 h" y) x' R2 |
[2828] VR-4: Deleted.3 ~) M2 B. [2 r" {( H! l
[2829] VR-5: Deleted.
) k0 }5 \( m+ N0 [* \: U1 M[2830] VR-13: Deleted.
( k) u6 ]# l/ h8 |[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.) B7 R: Z, f3 `4 i
USN patrol-type squadrons 4301 resize to 15 deleted.0 D% j$ Y1 ^2 Y9 C* p. S* }
USMC squadrons 4301 resize to 24 set to 4410.! t. N2 t: q8 Q$ @
USMC squadron upgrade paths reworked.
/ ^+ E6 ]. K4 s3 x, Q/ x/ o0 R, oGameplay Change: Units with a/c MAX strength six or greater now able to split into
# y0 u7 v: k O ^; jthree subunits.' _+ e7 j" g$ c, U) a/ v
• Map/Base Changes
+ i# C8 I( U+ ~+ ]0 Q1. Garrison levels in China have been increased for both the Japanese and the Chinese.% Z0 k/ D$ Q' } |4 ^4 M* ?0 J
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
m5 b7 F- d! v9 ?AV.& Q' w0 M$ q# j
2. Garrison levels in Japan have been significantly increased for the Allies.
: B$ D5 G8 j/ p& A2 h4 v3. Garrison levels in India and the Philippines have been increased for the Japanese.( S S0 t- b; h$ _' i7 \
4. Garrison levels have also been adjusted in other locations, with some areas having; Z% K: X8 e# o$ v; C6 T! K. s
small increases.
% N ~6 k6 ~+ d' _6 Y/ R8 T! Q$ p5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
W8 O% B3 D$ ~3 l9 bAirfield.- ?8 c& S2 p3 T/ @
6. The starting fuel level for Los Angeles has been increased.- s! s2 B$ D! F7 D& G
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.: `* J/ W1 }2 U, ~/ e. p
8. Anchorage in Alaska now generates a small amount of resources.8 G# l& W" f# ?( ?7 |% k$ S) Y, g- n
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.0 D0 V1 X7 D. U
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
" ^- ?3 n% Q5 D+ e+ o11. Nukufetau has had its port level decreased from 1 to 0.0 B) ?$ _0 v! B6 e' y
12. Pago Pago has had its port level decreased from 3 to 2.
$ \' _! p5 f. n8 t- o, g, ^5 k13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
* }0 M6 t- o+ U. |3 t% K6 `base does instead.
% v2 K; X! K) Z% o" U14. "Ahmadabad" has been renamed to "Ahmedabad"./ O& d$ d1 ]: L6 L: K D$ _7 M; J) B
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
- E5 U, b9 ~: C6 \0 U) f1 r. Mrather than being concentrated in a small number of locations. Overall, Chinese
# p7 Y. H, G6 j5 V3 psupply point generation has increased, to about the same level of supplies as in the
% H# k+ p: g) {* s+ zoriginal War in the Pacific game (it was a bit lower before).7 I! N5 r7 ~- h
16. Australia now generates a greater supply point surplus than before - about 5,000
0 |9 ?" Z" Z: S/ |/ B1 epoints per day as opposed to about 4,000. Fuel requirements remain the same./ z; t; f2 M0 m6 D9 b
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41; }5 s4 ]0 v# {: }
instead of hex 200,40 - and the road and railway networks in the area changed to- T; Q6 y6 e. T `
match |