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) n/ \2 W E3 x" oChange History:. w. ~3 H6 \2 F) [0 h" B
v1.00.95 - December 7, 2009* c3 f- [% u' [) c+ R
• Second Official Update – This release is comprehensive and updates ALL previous
/ I; d$ Q( h' Z4 uversions to the v1.00.95 level./ P* J4 G6 m+ g. Z% D9 l1 t
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
7 Z( K4 W4 b5 i8 g3 r7 vManagement Addendum” which have been added to your Documentation shortcut subfolder1 F; \. Y) Q4 E H+ f5 E6 w
and can also be found in your /Manuals installation sub-directory. These two( B/ A/ ?* R0 _3 R3 \* S9 L
documents contain very important information on improvements and changes in these1 x, n, b: I3 U7 b5 p+ n; q
areas.5 q1 M$ J* ?. K1 X2 k
• Code Changes
t7 d7 A- S2 _! v: o& I4 m1. Interface Improvement: New Screen for Industrial Management
" P" X; ^/ s! b, ?2. Gameplay Change: Air transport mission was using all ready planes. Now the
7 @( D' D. r0 Z" y' unumber of available planes for the mission will be adjusted by the rest/training
( {3 Z, f2 [( U5 c/ P! Npercent as on other missions.
6 k( j# d! G+ C4 }. m3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes# y. J, Q* q/ x, j
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to5 f! ?( h8 j; Q/ X% a$ L
show in change command list" g, M- U* i; Q( K) e+ ]" P7 i* g: P
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
! q! J6 ~9 G$ G/ T9 L, d, r3 HBombs’ flag rather than the altitude setting$ E. A p: l4 ?. o+ R6 m( q
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
5 K! y r' V& Z" }( E) G# ? b0 K: @indicator ‘*’
: \! S& h+ I6 \/ J+ W b+ j- S9 X7. Pilots who are captured or killed were still being counted in some group totals. They
% m. \/ V! Y/ R! b. aare now removed from group’s pilot count, but still available for ‘Top pilots’.
( p- u" ]) S f4 _/ I8. Interface Improvement: The buttons in the lower panel of the main screen have
& `6 b8 K2 s& F" f2 S$ e. M ibeen improved. With the mouse over the icons on the far left, the number of groups,' _ A# A) {0 o! E: u: {
task forces or LCUs at the base is shown. Added a previous page button when there
" f" f, o5 r0 e, y; Sare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
3 G4 [+ G3 \' ftooltips sometimes were corrupted when other screens were displayed on the map and
' }+ S' s7 ] J% Bthe bottom panel was still active. This has been corrected.# Y/ H. I, T$ w# ?2 z
9. It is now possible to repair planes in excess of the group’s size0 k: F. j) f0 { B% Q
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
( h% z7 i/ ^- {. V$ c! Xtraining is incremental. Points are accumulated and once a certain level is reached, a. m7 e8 i. H3 M" I/ e; Q
point is added to the skill. The cutover level is the current skill level; so as the skill4 u' ^# W" t- X+ H/ U5 l# y
level increases, it takes more accumulated points to reach the next level. Combat1 X" M9 n4 F' C9 p) M
gains points faster than training, and combat is required to reach 70+ skill levels.
0 s% D; d! \. e, k* V2 KExperience levels behave similarly with the one exception. If the Experience level is
: w2 b$ ?2 O3 V' zhigher than the best skill by more than 5, a skill based on the group’s mission gains- \& O8 F$ k9 d$ ^ H$ f- _, L
the accumulated points instead.
t4 @; v6 _$ Y0 y' P11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
1 g6 m( l; B+ y xammo and return to base if required; Z7 N9 T w2 L% s. V& p
12. AI Aircraft production will now stop based on comparison with on map aircraft totals( b. Y4 y% N5 Y+ z3 q- t4 `/ |
13. Gameplay Change: Malaria effects adjusted
6 m" D% `! f9 j& A$ Z14. Fixed bug preventing port construction in certain cases
9 y6 \( t6 x E: S- i0 [15. Fixed bug preventing combat engineers from building: l* g$ C, u* a0 s
16. AI improvement refining settings for LCU attack levels
- D7 d, V1 r8 I( i17. Corrected unit TOE loading bug
$ s: P5 h" [0 `% z5 d18. Correct bug setting default morale and experience when not provided by editor
+ J4 F1 o; O/ T8 |/ S8 |% r w4 ?19. AI additional checks for level bomber base sizes
/ o5 G) t; P! @# d+ T6 I20. Numerous supply tracing improvements$ s4 K3 b9 S4 u1 j- m7 d) `4 |& ^
21. Numerous supply/resource movement improvements) P# h* t9 f0 f9 Q% w
22. Corrected several land unit fragment bugs.* Z1 W0 Z& b$ K7 s# I9 A! x
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF$ L% g8 j4 ` D8 G% @0 V- p
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
% W! f: _7 J6 h& Z5 e1 Jmeeting process to reduce chances that the meeting will not take place until one or the
% u1 Y: d. Y8 J) B2 ~" H) m( hother TF reaches the “met” TF destination. Also correct a problem TF could" q l7 y) P+ R2 t6 u% r% ?
“merge” with a TF that no longer exists under certain rare circumstances.+ z# m7 Z3 {& M) @% ?9 x4 S/ V
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
: f3 C2 F3 G* n3 h; h+ Hdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
* ]; k& D( p2 n. lfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
4 a, I6 W2 P! n* d+ B/ c2 xdocked if the port has the dock space for them, but will auto-undock when adding a, J! ?0 P# {5 j
ship to the TF causes it to exceed the port capacity.
0 ?1 a% f: [3 Z25. Adjustments to naval retreat determination. TFs retreating after combat will now be4 V8 Y# G9 a( o8 v; L
less likely to retreat to hexes containing other enemy forces and be more likely to
& |! f. c1 N6 ^0 ~! Dretreat toward a friendly base.* ?! I% f' b7 A" Z2 [% i
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it7 T1 e6 {& h9 P9 V6 Y# S
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded5 Y' {; N, h) b: {; n- U
in port, (c) ships in port (disbanded)., c& P+ |# F0 G2 s4 d: k
27. Interface Improvement: Implement search arc drawing on map O/ _7 m" d* x6 B% S+ g6 D
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
( m; b4 {5 p" m/ eensure partial rearming is in full mount increments, and adjust ops usage according.4 ^' Y. r T) F4 P9 S# e
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at) m$ t8 D. `* r- I% M, Q1 @/ B0 r
a base were incorrectly excluded from Naval Support totals at that base. This was4 D N' A- }, r* n' H& i- P# O
due to an error in calculation of Naval Support availability over HQ Command radius.! q# {5 |& Y- g: b( x& J+ y
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
! h- M; G* p* f* K" p4 k ]( Ncould improperly interact with fragments of the same parent that were at other
0 S, l3 `/ h; h( N: t+ `" [locations and had been previously loaded by either the TF or one of the ships
( _" |% V- I) x7 n/ g3 ^currently in the TF or, if the load required multiple days, when unloading of other6 T h9 [/ q" ]' ]/ _% ]0 e" q" B
fragments of the same unit caused and automatic switch of a fragment to the prime
# I( v* s8 ?& o9 i vunit./ T8 c9 L$ E5 Q% f% ^4 W
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
8 M0 z* r* H& v9 l; a2 E0 ^Previously repair of all system/floatation/engine damage would terminate repair of a3 e$ r8 N% V6 C7 r9 r2 N, b3 W7 ~. ]* y
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will* V2 y' E5 ?2 r5 L# v+ Q8 S
now prevent full repair of systems damage and may “create” small amounts of system9 X. ]: v! z* z0 [! M- d
damage to keep the ship eligible for repairs. Note that this may have the affect of; |' P2 S5 m3 c+ E4 v9 d
small amounts Systems damage being not repairable at a location where it normally; ?/ r' h/ o/ o
would be repairable if that location can not also repair the damaged devices(s).
! R9 L) c- p1 X' r" O+ W- U32. Interface Improvement: Changed Allied aircraft replacement display to show nation- X2 E( @0 ]8 j/ q
of aircraft
7 H% N( K" a' a% I. _% K8 k2 Y4 u33. Corrected several menu bugs. k: @, C! y. u- u& c
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
7 _/ x: i6 Q. n1 ^! Fland units by TFs.& w" {9 s3 U5 p/ V& B
35. Interface Improvement: Add “undo” for ships being transferred during ship# @+ Y8 d |9 O- d) D3 @
transfer. Previous undo only functioned properly for ships being transferred into the( Y+ K& X6 `( {+ I9 l# U' ?* R
selected TF. Provided undo for ships transferred out of the selected TF." m6 j7 f' W! n5 D
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
# N( x* t6 V; U( L; }is following another TF that is beyond the player-set follow distance.
$ b: ~& J$ s& R! B, t, k37. Change ship based aircraft repairs to be by plane, instead of by group
5 u& q h3 [7 J8 t# i6 D7 U% a0 E38. Interface Improvement: Made air group screen larger to reduce clutter( b, S4 P' H. w1 ?. y
39. Gameplay Change: Adjustments to supply consumption by land units
3 C4 ]5 `" @( Y40. Change to AI shock attack determination# b8 u9 c; E# C' R, g: a- N" q) j
41. Improve AI awareness of intel on nearby enemy LCU
9 V3 `2 q/ Q ~4 O* n) \% |42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level, y7 I( X( E( W% b4 G& T9 |
43. Gameplay Change: Changes to AI production on “Historical” level4 H$ Y$ h. ` E& O* B4 ]8 r& G
44. Improvements to save file process to reduce chance for file corruption, especially by/ w$ \( b9 r1 X
deleting the old save before writing the new one; \8 J7 e/ W2 k
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active; O8 y7 }' u8 z
46. Improvements to refueling calculations and processes. Ships are more likely to fuel
?5 u! E, i' A& _ p( b& r& _from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
6 |, `0 H& }9 o5 T( D) C/ |0 rsources for the “from port” and “at sea” variations.
' z* \1 ^; z Y6 R1 y) B: V• Replenish from Port will now use the available fuel/supply at the port and on all
6 v( J' u, |! T, treplenishment ships disbanded into the port. For those disbanded into the port,
) V2 c2 F- t1 w9 w, |# J# ponly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
7 w% O/ f. n* N8 l1 C& ~, |& ATenders must be of the appropriate type for the ship being replenished. Note that2 I) q+ ]# n' g& N( G
port facilities are used in preference and ships in the port are only used if the port
d8 k& f3 A9 K9 q8 p, Tis not able to completely replenish the ships in the TF.
$ ]# N; W! ?/ @) [2 ?. h2 _/ V• Replenishment at Sea when the TF is in the same hex as a friendly base will now0 B! P9 e8 b, Q! {# q4 U# e4 g) z
use all ships in TFs in the same hex but will no longer use ships disbanded into a
3 @) Y: r5 T% ^+ p) Q0 B6 sport in the hex.
) t( h8 }' o3 O, u2 M47. Interface Improvement: Add new map icons to highlight certain events
( s- y. D$ h6 `48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
1 u( s' B& R# d+ a) D) H7 Ssmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
: x; [9 I: c: N4 y. Z: kport or from any TF that is currently off map. Ships that are not badly damaged7 r9 |/ D. [* h# M
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
. a1 y/ |# m) A* D0 W# _) s, [For on map, ship may not be on fire, total damage may not exceed 99 and no
" u0 t9 Z3 G2 Cindividual damage type (system, floatation, engine) may exceed 50. Ships may not* S' s( Z+ [ d; g/ \- q
be withdrawn from any on-map location where the enemy has air superiority. The
! _8 u) i6 Y; h1 k: a9 t3 |: Ointent is to prevent withdrawal as a method of saving a ship that stands a good chance
2 b1 B# J+ g! {% Cof being lost or further damaged. On map withdrawal ports are set based on the
: \; l' |$ `" v* }. phistorical exit locations for ships leaving the Pacific:
7 w3 ^7 `! ^& ~% D4 u3 O* d8 Q1. Any level 9 port.' w: x! S' T1 S2 Z1 t
2. National home ports of the United States, Canada, India, Australia, and New
, _- g" `4 N0 ]& x8 B9 o% DZealand (with no port level requirement)
2 E+ w5 H1 e( E. J F3. Any level 7 or larger port on the US or Canadian West Coast.
6 ?! G p; ~% b2 s8 z2 s4 F4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself), A! W+ l; s: x& C0 ?. X
5. Any level 7 or larger port in South Eastern Australia, plus Perth.1 o5 f2 l& g# ~9 L
6. Any level 7 or larger port in New Zealand.
) E/ {4 R: B% D( D* L- o49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of! K$ A. Q6 q4 T6 A* P' q
another ship actually sunk, the data for the two ships could be mixed. Depending on
' c3 P3 y* j! {' C& o$ r0 ncircumstance, this might result in one or even both ships being reported as sunk.. }$ K6 Q4 m" z% z _$ y4 D* ^' b% K
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
$ x! K: I- K4 M+ K; t" F+ [/ dTF list screens. The calculation will continue to show the remaining ASW capability
/ I3 i! Q; J. i5 Y(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
2 k6 ]7 k9 N1 V% m7 Z& wnow based on full load for all ships in the TF./ M' I( _! v, u' J
51. Resupply capacity for bases added to editor W- w- `+ B# y5 O Z
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
, j- t* v3 [! v53. Adjustment to AI unit planning level based on AI difficulty$ h, K0 C; y% H( y$ R
54. Ensure minefields are created for proper player when a single TF lays multiple types6 m8 X) Z+ e6 \: j
of mines. Player of minefield properly set when first mine type laid by a given
4 u0 g* q! x0 A# m% Ominelayer but a similar check was missing when the TF contained minelayer(s) with) b6 O( o N' N% j U; z
two different types of mines.2 D+ f$ p" V8 a: F2 ^) N" _! c1 A8 ^$ d
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and' r& `9 B) N$ ~5 y
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex9 M# P- V6 H3 C; u/ P
for owning player, if partisans attack and cause damage.; m8 q( I; Z) W" }( j
56. Gameplay Change: Movement rates for clear and desert changed to 25 for
5 f H" d# G8 S5 ~mechanized units
( ~, X# w, l* O6 X# K57. Gameplay Change: Land combat effects toned down$ e# F, N# @6 ~! I# ]- a7 @
58. Ensure AI captures empty bases
) o: `& G( E% ^5 m6 u59. Gameplay Change: Allowed groups on disbanded ships to do training missions to$ n9 p. }7 Q- Y! W2 W
save from moving them ashore. Training from disbanded ships does not increase the
- J, X X% o/ j* F p: ipilot mission count.
" B5 [9 e) l& f60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
' u1 ~% M, h0 Aorder to help identification of saves
7 ?4 J7 ]. W; r! O, }61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)) r. R: v7 I8 _( X7 ] }
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
4 O* W$ R8 i1 B6 Smust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
% e3 i/ E# i3 ^bombing attack. Groups were at maximum altitude and conducting glide bombs
. o2 k4 G5 i. G9 Gattack, sometimes without engaging CAP or flak.2 c! ]- x7 c( g4 Z$ Q
63. Changes in order to standardize inactive Soviet group’s training options;) Q: M/ c) g* e# z- `/ B
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see" u4 d7 G; G" R0 ]% c+ x+ a
Pilot Management for more details). The number of pilots on the group lists is RED if3 e: V0 s/ |/ ~4 A
less than the number of ready planes in the group, indicating a shortage of pilots. This
; H7 e: U, s+ e$ Wshortage may be filled automatically or manually for a mission based on the pilot( u: {( N* ~* I* h0 i7 m) c( ~, E
select mode.! o! z* H( F+ j
65. Corrected issues with group destruction on scuttled or sunk ships and groups on6 h7 {; |7 _ X- _& F
withdrawing ships7 v4 `: r+ X) ^8 v9 R$ ?
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
" S9 b9 K* l% Y, v, iclose range/ o/ h! [4 B0 @2 T) q
67. Gameplay Change: Greater weighing of crew experience in surface combat
# T& J: q$ S* f6 Y1 v68. Gameplay Change: Limited radar directed fire, increasing over time# j8 u! R/ I3 J* k5 F+ f8 T8 r+ S# N: U
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface( i q/ v% l& x- h' ]% @
combats at 1000 yards
7 z4 k1 Q- Q5 U4 ]- w3 `70. Gameplay Change: PT Boats less likely to attack in daylight
M+ U: |8 U+ @3 {5 _) U* Y71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
' D6 y0 p1 j) S. g; T( khit in ports and rivers( ~2 U* ?! S# z& _/ @
72. Gameplay Change: Submarine captain ratings have more influence on Submarine
% J& j" t- z, R' n1 u' Jperformance9 u9 ~# ^6 O2 R; W6 i s }1 t
73. Torpedo hits on escorts not showing in combat report bug fixed
+ H9 V o& l$ j G0 h% m+ O1 F74. Gameplay Change: Aerial ASW less powerful in early war/ O4 s9 R% S" x- O: L* `% e1 N
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any4 k* B* U$ T& h( A7 G
diverted fragments having planes but no pilots. Pilots still flying planes are now2 ^. i% y1 u* W5 n
ignored for sinking ship purposes until their plane lands.
i7 n" X9 J& e* f76. Group transfers in off-map bases from a ship in the base hex to the base itself were- c4 h5 s/ {: o7 ^/ g8 @
being delayed ‘4’ days. There should be no delay.
0 S& a) ]% R9 W77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when- C, t3 i S1 D1 H5 I; |
the convoy disbands.
( d+ k9 p. r1 s9 `78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20$ B2 V/ [7 q. {! u3 D* O
hexes. The range was not changed when the game scale was changed.
6 F# ?3 k& {: {79. Fixed bug when displaying search arcs at a base
; ?: D, C( T% _, ~# y5 D8 _80. Fixed Escape key on Industry Management screen, w5 S6 R# q( Z- `
81. Fixed oil and resource in totals on Industry Management screen
" {( ]" f: \6 ^( e2 ^" K. |+ X82. Interface Improvement: Add an extra line to the Industry Management to show total
8 v7 B& s) k$ b* V5 G" jshut down industry on Industry Management screen0 W- Y7 X- ^8 j) n( a7 B
83. Interface Improvement: Add base select to Industry Management8 x5 c- W& m' }& A# R6 w. }. e
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
4 S7 U: |) g' `0 o, |/ VONE group for Admin stacking purposes; the presence of all three in a base counted
) }5 p l. L [; Z, C% k Pas 3 groups for Admin
: b+ {. O0 z {9 A' ?85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
( v1 ?4 i* a) w: w; e86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and, o; y4 N m5 l4 n+ H9 ]( ~& c
FF being affected by old stock code that cleared the secondary mission.+ _& F# L N% E2 e' y
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
* l7 G2 ~8 l1 K# a( B88. Fixed an issue with tool tips being offset from actual hex when forming new
z7 Z9 J0 Q' ^8 Y% \taskforces
5 n9 D' F! Z2 `& s3 B8 G89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
7 g: E9 W% N( t! s: ]3 Z. N) Y7 }the end of turn save only. Preferences are now restored as saved for the player at the$ a5 ~' }# B/ k4 A% M
time.
* B9 ]& o7 Y) A8 ^90. Changed air supply mission to use a friendly base as destination, if both a base and& m2 v$ J" O, I4 G3 l- t7 F, x
LCUs are present in the hex; it was sometimes giving the supply to the first unit only8 x4 q2 v7 y% u! I( t; j
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
2 I @( V2 q, Y8 f* |$ k* ?0 smission was canceled because the enemy LCU was selected as the first unit in the
, Q6 @6 I; b% W9 _. C& _3 ?: [+ o! Yhex.
; t4 R4 w3 R F* ]' v* a92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
# a/ Z3 v1 M+ [- h5 ?93. Prevent very low grade TF commanders from returning single ship TFs to port to
/ X1 i+ [9 L2 F$ J9 Vrearm when rearming not needed.
- t8 D2 l! J, h- p94. Fixed the supply cap and monsoon effects on supply
: Y' n$ o2 i- t95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland% n, L# t" v, Y. l" e
movement.1 p. A, k, ~( W6 P) D
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
u0 ^9 i% b8 @$ e& Ywhen Soviets are inactive.4 `/ ]8 v. J" Z4 U" n3 S$ D
97. Tweaked resupply task force to Japanese bases.
& v+ H- f- `* s: C% t98. Fixed a HQ/Chinese unit respawning bug.
7 y2 Y( V1 T+ B! C# B. Z3 J99. Restricted permanently disband/withdrawing air groups from being able to the the
# [3 M* L7 h% w! c* Z“Trainer” option in the type of pilots to use.
; U- T5 e; s% }9 N, t100. Restrict the options available to pilot movement in permanently
/ [ W# ^; |4 u" ?- Y/ W! [disband/withdrawing air groups; mainly restricted to making them active or in-active
. j4 K) w- Q' p5 |, I2 V$ cwithin the group.
( i& \# C) N0 s0 m: X101. Fixed error in splitting air groups caused detachments not-in-play still attached to
* G8 p% \ S9 ^- p5 Xparent group - stops divide ability4 @- B! O. P( I0 B# p* N* ~" q
102. Fixed an issue where some autosaves could reset game options.% |. m' m, _ a& K
103. Disabled the ability to make a group a temporary on-map Trainer.
3 [( [ i" Z/ Z0 e4 \, h' g) m104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
; \5 E3 h! w( {" pFATIGUE pilots.& s; \. T, f( W7 a
105. Made some adjustments to Kamikaze effectiveness.% c+ i( X5 {4 @/ _
• Naval Data Changes/ P& S, s9 Z/ W5 O/ ~. u% A
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.7 u+ o( o9 M g2 X) [
Class
; B/ j6 M3 \- j: j6 P( DScen 001, 002, 006 (007, 008, 009); s/ F7 t+ r, M) Q; g
0021 – Australia – correct weapon facing
0 a, t1 |* u5 j& w6 G, S' J! G0418 – Helena – correct tower armor from 0 to 1259 u; z& o# [9 U, u+ ~
0767, 0769 – Chevreuil – correct endurance and fuel3 K7 O4 v- i* x8 W
0770, 0771 – Duguay Trouin – correct weapon facing
- Z9 e' I. Z3 Q- t3 I- K1 V; ~0772, 0773 – L’Adroit – correct endurance and fuel
5 W8 l) |+ W! I3 M" B% A4 L6 V0774, 0775 – Fantasque – correct endurance and fuel
" h6 O: a5 l9 @1 W0 U& ^/ ~0776 – La Galissonniere – correct endurance and fuel
* e" M4 j0 B5 Q0776 – La Galissonniere – correct weapon facing
1 A5 f" M+ l1 D1013 – Yubari – correct weapon #4 turret armor5 m0 @) \# Q& r
1102 – Furutaka – correct weapon facing
! H! V% r4 D' `1107 – Aoba – correct weapon facing% f' U. I# |2 \( l% G
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
" |8 T: T+ {! {4 e' D- p1730 – Yamato – correct weapon turrets
J" F6 @' }8 A( u3 d- Q. N2025 – Kongo Maru – correct weapon facing' A& o$ x8 q% ^7 O4 b
2202 – ARD 3000 Ton – add Japanese small ARD class
( |- v9 @. q) _% X4 r5 m2903 – Gnevnyi – correct weapon facing8 _2 \+ K( F P: t+ `- e |. F
2915 – MK Cargo – correct weapon facing
& p, H6 B) g* U, o6 b0 u( g) r2918 – KT LST – correct weapon facing
6 e, }6 X! W5 p& B( CShip
: i! b4 k+ s* G0 Q3 s# uScen 001, 002, 006 (007, 008, 009) changelog: d, Y% E# x) A! |/ X
All – update weapons from class to reflect weapon facing corrections
9 v3 J; X3 Y8 p9 ?0999 – Dublon ARD; add small ARD to Truk9 ]" h. I% w5 l
3550 – Laffey; correct entry date to 420430
2 ]+ E# E. s' n, G9 ~3580 – Frankford; correct entry date to 430430
0 n5 k3 B! E( l4 Q4 D4317 – Thornton; add Clemson AVD at PH6 _, U6 L& n0 _2 p( ~3 J$ A" U$ ~
4361 – Henry A. Wiley; correct entry date to 440930
$ k. |9 d* I" G# w$ J! m: ?: E5222 – Rixey; rename to Bowie, ]1 |( L; t6 V( M
5223 – Hercules; rename to Highlands
2 [8 _# ]! I) H# J5251 – Pinkney; rename to Pickens
! U6 R2 o9 t) ~/ v9253 – Madras City; correct entry date to 420228! \% ?/ w/ I2 o( o- {
9728 – Indus; delete duplicate ship entry
& w- |( T4 j# n: N+ F9837-9849 – Soviet Fleet; correct ship name spelling9 P. W% K: }+ S& R
11316 – AFDB-2; change arrival location to # 524 Seattle
3 } B5 g2 I6 l2 m11364 – BYMS-2055; correct entry date to 430228! g7 B6 k$ ]4 K; b, B3 m
11365 – BYMS-2059; correct entry date to 430228; r, a. ]7 T& U) J0 n* Y5 U
14070 – Ha232; correct entry date to 4602282 A: o) E! `# k2 j" E* E3 u
Scen 006 and 009 ONLY
( M% h( w' a: Q0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
: ]- j( N" _( X" z3 U+ X& C0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
8 r. y# W5 J) J4 i' P* ^0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295+ v0 y3 y& J9 p, B% V1 e
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370( q8 q. O1 Y* x, E4 g1 _% _
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
) s: Q& _$ }1 J0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 4451 O7 ]6 D9 p" m. |- M0 Q% C
0043 – Hiei; adjust fuel to 4175- c, Y; R$ Y7 P+ E# \+ }
0044 – Kirishima; adjust fuel to 4175" f3 S* S; R7 W
0067 – Tone; adjust fuel to 1775" O! Z- D' Y D7 B0 u
0068 – Chikuma; adjust fuel to 1775
2 f/ ]. w, _# D0118 – Abukuma; adjust fuel to 8334 ~( e7 {5 t& q0 h( g& V' i
0146 – Akigumo; adjust fuel to 265
+ j# h! U- f x! g0168 – Kagero; adjust fuel to 265
+ j/ M5 p, l w2 O9 u: i0176 – Isokaze; adjust fuel to 265
! J o G- Z/ L) |0177 – Shiranui; adjust fuel to 2654 s' L& |# [, ~! c
• Air Data Changes
* ~8 |- m7 U r L" w1 I4 D/ Q[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.3 Q( G+ Q# C0 |$ S9 ]
[177] B-339-23: Name set to B-339-23.
. |6 M" p9 I' {! G* n[178] B-339-23 (PR): Name set to B-339-23 (PR).' {! o- K" z) I6 L+ {0 I
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.6 ]& r) L: }8 ^+ E
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
3 R. x% H M3 Y, _& F[365] Stearman 75M: Nationality set to U.S.Army.! Z$ s; A% {8 P' O0 w3 d
[451] PB2Y-3R: Deleted.
# M' g3 a D9 m- V: d( Z[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
$ S9 Y& s8 [1 x+ K7 ^1 F[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
, G2 \+ s0 }0 j; e7 HMG; wpn 13 set to 500 lb GP Bomb.
0 @" A, H% ^, V& t[1923] No.1835 Sqn FAA: Delay set to 0.
* U) k2 J" [5 y C; ~+ K[1924] No.1836 Sqn FAA: Delay set to 0.
! P. {- Y! R* q5 p% G M L[1929] No.1841 Sqn FAA: Delay set to 0.
% z# C0 ]. v( s* Y6 x4 x( i[1930] No.1842 Sqn FAA: Delay set to 0." M& u/ W% d% s( d- i0 n0 H" e
[2587] VMF-211: Location set to [584] Pearl Harbor.) _6 W$ O( \ \0 r! @9 G* t
[2642] VMF(P)-321: Deleted.- z4 g$ p. C5 q4 a2 n
[2652] VMO(P)-351: Deleted.+ p E# B$ p9 Z3 X2 |2 d
[2668] VMF(N)-511: Deleted.
" H% R$ D# H3 r% `; B% Q( ][2669] VMF(P)-511: Deleted.
$ J$ S$ |7 h3 X9 j! z[2671] VMO(P)-512: Deleted.6 j9 H! j# n9 X; C. F" Y
[2673] VMO(P)-513: Deleted.
) q/ `% W$ }* Q[2675] VMO(P)-514: Deleted.
6 q; z1 |8 A2 U* c6 a[2827] VR-2: Deleted.$ m$ u; z- I5 Y" u P. P/ d
[2828] VR-4: Deleted.9 } C+ B& D# ]1 E
[2829] VR-5: Deleted.; X& S, U# W/ F7 v" ]% x' H+ C
[2830] VR-13: Deleted.
# S* X6 w2 y2 ~8 G" Z[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.5 [, I$ E b: J' K4 F4 T" c7 g2 D
USN patrol-type squadrons 4301 resize to 15 deleted.9 U0 F* W/ d# P" z
USMC squadrons 4301 resize to 24 set to 4410.. H& O1 E. x8 T7 G) S1 Q
USMC squadron upgrade paths reworked.
* A7 A3 @) d4 ?! u6 M' x; W$ @- WGameplay Change: Units with a/c MAX strength six or greater now able to split into; q4 b% o8 K& X0 d7 C
three subunits.
* _9 H r2 x$ I! G• Map/Base Changes$ h3 @! k4 x n/ v9 g1 c0 c
1. Garrison levels in China have been increased for both the Japanese and the Chinese.0 d/ G( t' }' q2 K- n, b8 K% y
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
, y' O; W$ ~" c3 fAV.
7 \* U; q, p3 _* ~0 z6 k3 B2. Garrison levels in Japan have been significantly increased for the Allies.
3 Z! p- ]% ? L/ G+ U5 }- g) d3. Garrison levels in India and the Philippines have been increased for the Japanese.
+ ^; J3 d k" Z4 V2 E4. Garrison levels have also been adjusted in other locations, with some areas having
; R7 ?. U5 u" Z0 Y0 d1 \" vsmall increases.5 f/ I8 E) {+ V0 o F
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
6 E3 { q0 D+ wAirfield.; z0 ~9 E$ Z4 v2 Y* ?& W
6. The starting fuel level for Los Angeles has been increased.9 o [3 Q, Z0 ?# j
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
" q; C D+ J/ [# ~" a3 {) N5 o `8. Anchorage in Alaska now generates a small amount of resources.! g- a8 O3 j5 r G* }' M# A; ^$ d
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3." X) {) J! z' s: L' l
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.# ^9 L3 w" X2 q" o
11. Nukufetau has had its port level decreased from 1 to 0.4 p% L9 C5 x% U8 K% k, y" t
12. Pago Pago has had its port level decreased from 3 to 2.
* ^9 @, ]& N5 j& U# Y13. The Christmas Island base no longer generates resources. The Christmas Island (IO), Y( v+ p1 i# p9 e- r1 J# h
base does instead.
+ _: P6 H$ H8 C$ U14. "Ahmadabad" has been renamed to "Ahmedabad".1 C/ R3 C% j2 B: y9 L' N0 m$ k
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
/ R) g" g3 ~$ T9 w2 |5 hrather than being concentrated in a small number of locations. Overall, Chinese6 F: ?; z- \. X
supply point generation has increased, to about the same level of supplies as in the
7 O {! C# q# F: a Z: Eoriginal War in the Pacific game (it was a bit lower before).
1 O0 K3 _( Z0 K1 X5 f16. Australia now generates a greater supply point surplus than before - about 5,000( X+ M, R7 A" `. I" |: s' z; ]* I
points per day as opposed to about 4,000. Fuel requirements remain the same.! O1 C0 `3 D. l7 p5 b( ^( c
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,410 A! k$ [' v3 k: y; O
instead of hex 200,40 - and the road and railway networks in the area changed to, S0 y1 N, @' [( f$ h( E
match |