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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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7 [0 L# @+ M& Y8 W& _5 U6 f2 s) K4 C【下载地址】: }3 Y1 x0 k0 W1 V) F! A) ]" v
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地址1:rayfile下载
) q% m1 ^: ]0 H8 g) x* j2 w) q* zhttp://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/, O/ }( C5 q% q3 v8 H
$ p, a' z8 N% s* S. \1 t地址2:HTTP直接下载5 `# w% M( L* x" }
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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: V, ^ |; d v0 b4 N8 A. G+ m$ ^【使用方法】:# N/ `; }8 u' p8 p( |
" E {- H8 }% A% g) b" S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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/ U5 V5 S/ ] P( @【更新内容】:
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& O9 c% n% ]) x9 ]) M T% L% yChange History:
" g+ B9 m/ E/ Yv1.00.95 - December 7, 2009
- T5 s* j; j4 \1 `• Second Official Update – This release is comprehensive and updates ALL previous
, w$ x% }! X) `$ I) F7 X; \/ i; x; rversions to the v1.00.95 level.
4 Y& R/ @: h9 _! ^& H6 xIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot& Y, T& F# V3 W+ j7 J4 S1 c0 G
Management Addendum” which have been added to your Documentation shortcut subfolder) j; V5 B8 n# n6 M) _/ o# D4 k' e- f+ U
and can also be found in your /Manuals installation sub-directory. These two, p Z! J* u! J; i! ?2 m( v
documents contain very important information on improvements and changes in these
! w7 g' {+ w- [4 m d `) `areas.
* q, a" T3 E% U ~1 a8 `' v# f7 e• Code Changes
& n; d J- U Y; B" U7 E6 K1. Interface Improvement: New Screen for Industrial Management% Z7 `4 X. C4 n; X4 {
2. Gameplay Change: Air transport mission was using all ready planes. Now the3 m0 i- N$ z7 o! I
number of available planes for the mission will be adjusted by the rest/training) d g; R* F2 W( b7 m& U2 q
percent as on other missions.
1 f3 g$ F& l( E3 l+ _2 \% Y- S- D; k3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
8 l% F& S' j. G4 Z4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
) Q, u8 P% K) }; i' ~! bshow in change command list
4 m, C5 N) f, K' y: y- Q5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
. e5 t! v$ p# z. ]; V" _Bombs’ flag rather than the altitude setting# d5 E4 D5 r3 K3 S [
6. Gameplay Change: Full base screen now show the consistent over-stacked AF$ A9 B9 H( I7 [8 Y$ @8 Y2 V
indicator ‘*’
+ W2 U8 c2 v' m3 ?& e7. Pilots who are captured or killed were still being counted in some group totals. They
+ ]' |4 t5 w! W5 ]are now removed from group’s pilot count, but still available for ‘Top pilots’.
" t. @7 o* d8 L% B8. Interface Improvement: The buttons in the lower panel of the main screen have7 p! _' G/ v4 z: B1 b
been improved. With the mouse over the icons on the far left, the number of groups,
5 q. w6 g$ w9 O! Ktask forces or LCUs at the base is shown. Added a previous page button when there
4 k: U+ P a9 Q- _) E5 ], sare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
& H" q+ u7 I& y- dtooltips sometimes were corrupted when other screens were displayed on the map and, s" T. f# [( n- m6 U) ?7 d# p: K6 O
the bottom panel was still active. This has been corrected.: w; Q2 a$ z: \$ q: X% O
9. It is now possible to repair planes in excess of the group’s size
# l$ N/ M! [' r. ? l3 \8 w6 v10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
3 P5 E9 F4 H1 \ F* A" Btraining is incremental. Points are accumulated and once a certain level is reached, a
`% O- e; B! a+ U+ F% Dpoint is added to the skill. The cutover level is the current skill level; so as the skill
" V" l! l: ]/ U! S+ Y' e( mlevel increases, it takes more accumulated points to reach the next level. Combat2 U# U, A) J' g. h* b9 Y- u
gains points faster than training, and combat is required to reach 70+ skill levels.
. l& v. T: W$ m7 ]! N% mExperience levels behave similarly with the one exception. If the Experience level is
& t$ B* L# k+ l8 {, l; h' qhigher than the best skill by more than 5, a skill based on the group’s mission gains+ t: I0 w: O! A& Y" f' M( v+ C
the accumulated points instead.
9 s+ j8 @8 A0 I* r' @6 ]2 A11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
$ o0 i- N' S" [' _) Mammo and return to base if required
' A$ V/ `8 z I* W% c5 a+ `12. AI Aircraft production will now stop based on comparison with on map aircraft totals
+ p) a: \. k; [: N" K13. Gameplay Change: Malaria effects adjusted; U9 b) a8 R- y0 i
14. Fixed bug preventing port construction in certain cases
/ A" _8 {+ G& [( }' p15. Fixed bug preventing combat engineers from building
9 v/ _, A2 y5 N7 F1 W16. AI improvement refining settings for LCU attack levels1 B4 q7 c- k/ }/ N. C. O8 P
17. Corrected unit TOE loading bug( L5 J' R5 t. c( u/ x s! \1 w" a. {
18. Correct bug setting default morale and experience when not provided by editor
3 k' e7 Y& O0 G/ j2 w19. AI additional checks for level bomber base sizes: p K5 c- j# Q7 s8 m: }7 [2 k8 k% @
20. Numerous supply tracing improvements
( m4 p C) E0 `2 E! F' ~ c21. Numerous supply/resource movement improvements( L1 [1 @( U& u# c8 U
22. Corrected several land unit fragment bugs.
# ~. ?& }8 j% k! l( e23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF' W" R" V6 D3 |8 r
arrives at the destination of the “met” TF before the “met” TF does. Also adjust, R5 {: r0 K: _' [+ [) U0 a
meeting process to reduce chances that the meeting will not take place until one or the
' c, n+ `: G/ }other TF reaches the “met” TF destination. Also correct a problem TF could5 T" Z* n/ v0 `) K- C' ~& U5 M
“merge” with a TF that no longer exists under certain rare circumstances. M& d8 B. K B
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
& B+ T# I) O: i9 \7 [docks at a level 0 port and the standard practice of creating TFs as docked to facilitate+ |, A. p0 s: i
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be6 j6 W6 N: I# S2 f# B7 h9 E
docked if the port has the dock space for them, but will auto-undock when adding a
7 w" R; i, _- ^. {# Aship to the TF causes it to exceed the port capacity.
) I- a4 H" n! B- X5 `2 t25. Adjustments to naval retreat determination. TFs retreating after combat will now be- P+ J" b" x$ Z" t" E, e k
less likely to retreat to hexes containing other enemy forces and be more likely to
" x# F; _1 K& f' a7 _retreat toward a friendly base.
# A( N% i2 w1 f% O2 @+ m) C26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
5 H: d. i8 j7 `is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded4 i- m# Q3 S; g/ |7 [1 @
in port, (c) ships in port (disbanded).
, u* Z. F; m) t- ~! N27. Interface Improvement: Implement search arc drawing on map
. z' m6 N; d8 e% q1 W2 r" ~1 H28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,# c8 m$ E$ h9 G/ n. G. |
ensure partial rearming is in full mount increments, and adjust ops usage according./ m" N) X) F$ y) j I' H M. b# ?8 L
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at3 z, v8 r7 r1 J4 g
a base were incorrectly excluded from Naval Support totals at that base. This was3 a Y& E( z, j
due to an error in calculation of Naval Support availability over HQ Command radius.8 j# h, B l, _9 l1 f9 U
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location' P% r" q8 }7 J% P# Z0 t
could improperly interact with fragments of the same parent that were at other
' l5 B3 N( o/ f% {/ E$ glocations and had been previously loaded by either the TF or one of the ships) @+ W2 K5 l, p6 }* \0 J
currently in the TF or, if the load required multiple days, when unloading of other
3 T% K4 f- i6 H* l, h6 B+ Ufragments of the same unit caused and automatic switch of a fragment to the prime" k( e, o/ r2 p0 X% e8 u
unit.
. n3 d* m2 X, A. q+ ]31. Corrected bug to allow repair of damaged devices even if ship has no other damage.5 t' K/ Z& a% O: L
Previously repair of all system/floatation/engine damage would terminate repair of a! i' r* q5 c: I1 Q5 h# r
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
3 Z$ h0 o6 f: c+ m' tnow prevent full repair of systems damage and may “create” small amounts of system0 ]! ^0 g1 g" i4 h L6 ~% _
damage to keep the ship eligible for repairs. Note that this may have the affect of- I ~: q: U$ H" J
small amounts Systems damage being not repairable at a location where it normally
/ \. s1 o+ g& o |# B" Swould be repairable if that location can not also repair the damaged devices(s).
/ V+ G4 k# }1 p; F- l32. Interface Improvement: Changed Allied aircraft replacement display to show nation
5 C" G9 g& P8 ]; y3 m M. m+ Zof aircraft
3 Y B9 C, N6 m% Z W- m. V* p5 p8 R6 _33. Corrected several menu bugs6 m/ x- D x" ?; p% C
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
0 _' i4 o% d' [9 A. e0 k$ cland units by TFs.
, E" i: l1 f" z$ ^% s9 _35. Interface Improvement: Add “undo” for ships being transferred during ship2 ?( y4 \. x0 ~9 U9 n0 v
transfer. Previous undo only functioned properly for ships being transferred into the
/ a2 N# I5 v1 ~: b4 n" @8 aselected TF. Provided undo for ships transferred out of the selected TF.
4 h6 }4 |* @. {: v, Z4 D6 P: Z36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
$ }9 F' v2 G' |9 |/ S% g( kis following another TF that is beyond the player-set follow distance.
1 S: m+ H( b7 v9 W, I& f37. Change ship based aircraft repairs to be by plane, instead of by group
$ ]8 c' q& M$ R) B. G38. Interface Improvement: Made air group screen larger to reduce clutter6 u2 I: [& r2 t) m8 j$ L: Q6 G+ L8 f
39. Gameplay Change: Adjustments to supply consumption by land units
w& m h6 G9 x8 _40. Change to AI shock attack determination: g9 [, W4 J, Y! R2 C! z' ]% q
41. Improve AI awareness of intel on nearby enemy LCU
, q! Q x( O9 O) G3 q! o3 K) s, \42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
. c b, K3 n- D- P43. Gameplay Change: Changes to AI production on “Historical” level
S/ n# I/ w: p& r2 t, o# M( P/ t44. Improvements to save file process to reduce chance for file corruption, especially by
( z* g3 v- `3 d- Ddeleting the old save before writing the new one% R/ w5 Z$ a+ b1 ]9 b4 r6 ]) N
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
- U/ e: g4 ~- r) s! v0 B' E& j46. Improvements to refueling calculations and processes. Ships are more likely to fuel
) \4 U$ D" H/ y- e% ~& x7 O( b% ]from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
% [" X7 Y3 f# X( Z# F6 S3 z7 {sources for the “from port” and “at sea” variations.+ C) U2 a5 T- ~9 o, b1 ~+ h
• Replenish from Port will now use the available fuel/supply at the port and on all3 }, E3 q9 ?0 x0 J- f: J( S
replenishment ships disbanded into the port. For those disbanded into the port,
- `! W( x- n( c. X/ y- l: |8 Donly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
' Y4 k, o. ~% f ~Tenders must be of the appropriate type for the ship being replenished. Note that! m' [1 C8 N& E7 m2 Q
port facilities are used in preference and ships in the port are only used if the port, `) o& @7 ~ t- p3 a! Y2 X
is not able to completely replenish the ships in the TF." G; e/ y3 }, E
• Replenishment at Sea when the TF is in the same hex as a friendly base will now/ d2 ]- ~* b1 h7 `
use all ships in TFs in the same hex but will no longer use ships disbanded into a1 ^6 a5 C$ D0 }+ e0 W
port in the hex.3 i2 p: b# ^" {; B% _
47. Interface Improvement: Add new map icons to highlight certain events
, F8 f: }8 ~7 i* f48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some. s4 M4 w; o& S/ j9 P: D6 m* U
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
: J. N7 N7 m( V* p9 n7 fport or from any TF that is currently off map. Ships that are not badly damaged
" V+ \1 z3 b: z# |& W6 \7 ucan be withdrawn from some on-map ports or from TFs in certain on-map regions.
2 S# Q2 D8 S/ K! a7 t5 S |For on map, ship may not be on fire, total damage may not exceed 99 and no& t9 o% U+ b+ |8 R
individual damage type (system, floatation, engine) may exceed 50. Ships may not
3 O: W- u( R& ^& k! Bbe withdrawn from any on-map location where the enemy has air superiority. The
9 A2 J0 i+ O* Q( L: r5 rintent is to prevent withdrawal as a method of saving a ship that stands a good chance$ J8 X, A2 X5 r' x# [7 b! j/ _
of being lost or further damaged. On map withdrawal ports are set based on the
0 F- U; `0 f# [3 B- U& k7 Yhistorical exit locations for ships leaving the Pacific:, p' F4 B8 C. ]* X0 C" N
1. Any level 9 port.
5 M3 Y7 W- ^: X) p L7 H" N+ c2. National home ports of the United States, Canada, India, Australia, and New
+ e! F; j0 a7 J3 d' [! }! Z1 mZealand (with no port level requirement)
A& o4 H4 G! }0 `- K# ^3. Any level 7 or larger port on the US or Canadian West Coast.
6 [. ^: H( j% @; G8 V4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)' u/ H/ M5 v* |3 W6 `8 V3 {/ _
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
2 C3 M. P1 b! `3 N+ Q6. Any level 7 or larger port in New Zealand.: Q- E; d/ a% a. \* u) L, {
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of* M7 P4 b) R( R7 g
another ship actually sunk, the data for the two ships could be mixed. Depending on/ m( D [& i2 g. ?" v
circumstance, this might result in one or even both ships being reported as sunk.
6 D8 i- P2 y2 ?50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and3 @. X2 z+ u A6 t1 X( `' z
TF list screens. The calculation will continue to show the remaining ASW capability' ?% B+ G7 E/ W$ ?+ g$ U4 Y# K. \/ r
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
, |' Q4 o/ |# vnow based on full load for all ships in the TF.+ J! x: e5 k4 R- ]
51. Resupply capacity for bases added to editor
2 X0 R4 G% T# C3 I3 b# N52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
# p, U6 t% l; G: C# Y# v53. Adjustment to AI unit planning level based on AI difficulty
0 S' A; e4 Y4 U* H' O) Z* w54. Ensure minefields are created for proper player when a single TF lays multiple types4 j0 [3 p- c O
of mines. Player of minefield properly set when first mine type laid by a given
/ `- y3 R8 ^6 E8 dminelayer but a similar check was missing when the TF contained minelayer(s) with
5 L: l s& s/ Q/ ^two different types of mines.5 U' [4 V9 m1 Y/ ]9 c
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
8 u. {- ~9 l3 x" [& u( q10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
9 h. A7 [3 |1 [- [for owning player, if partisans attack and cause damage.
) K1 }/ W2 u- H* T& N% j; f5 K/ Q! Q8 n56. Gameplay Change: Movement rates for clear and desert changed to 25 for
5 n7 }2 W. e) G0 F2 v' gmechanized units) G" S. k7 b s$ s% u
57. Gameplay Change: Land combat effects toned down
( U& X/ a) a! A" Z- v$ e58. Ensure AI captures empty bases2 [5 t! e6 G5 [- J# D
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to& @, v: N3 V2 W* t( H
save from moving them ashore. Training from disbanded ships does not increase the& n' `, x- b J5 Z+ s( q
pilot mission count.
$ j1 g" u7 E; \& Q" l% Y3 {+ x8 O60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in$ H$ U) p, i' n
order to help identification of saves
) Y- y' x& \+ c5 T61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)! s1 ]9 z! h$ I. V7 B
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group5 V, E- n7 d* H J' z6 l7 n
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
* p/ K" w# w8 r: \& `) gbombing attack. Groups were at maximum altitude and conducting glide bombs: O8 H, E2 q3 Z/ q* q' a
attack, sometimes without engaging CAP or flak.6 I$ B! g" p% @) N* e: ]5 p! c0 r
63. Changes in order to standardize inactive Soviet group’s training options;& I7 U! j# S( a
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
8 N+ B( W7 @, a! h L3 W KPilot Management for more details). The number of pilots on the group lists is RED if
5 A! h' s9 B' m0 _6 H2 Vless than the number of ready planes in the group, indicating a shortage of pilots. This! Z7 j% f, E* {$ ~
shortage may be filled automatically or manually for a mission based on the pilot. A9 e, S& q; \& k( j; d
select mode.& C3 Y9 f) R0 Y t7 Z9 ?
65. Corrected issues with group destruction on scuttled or sunk ships and groups on! j% s. M/ R8 O- U2 ^8 ?
withdrawing ships
, h; C3 [. T1 z6 O) b1 M' C66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
# r. ?7 L, E! ?6 Y+ |close range
4 x* |" a7 S1 Z) w9 h* H( S67. Gameplay Change: Greater weighing of crew experience in surface combat# ^8 H. k2 }4 U
68. Gameplay Change: Limited radar directed fire, increasing over time
# B4 B- c2 u$ Q: x9 S/ d69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
+ D | o( D5 h" \2 c8 icombats at 1000 yards
' P1 s! r0 v$ G; W% U4 ^- w# c4 ]' c$ j$ p70. Gameplay Change: PT Boats less likely to attack in daylight0 L6 H! \3 x3 M6 Q8 F4 f
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
6 j- Y* e/ `0 D# Y5 P* z7 Phit in ports and rivers7 x' V" s) f r" V* \6 G
72. Gameplay Change: Submarine captain ratings have more influence on Submarine
% J/ o. ^$ F" @( ^, e) \3 rperformance6 R- ~( W/ U( A) o- G* K
73. Torpedo hits on escorts not showing in combat report bug fixed
' o0 ]( p. d* ^! L8 W- r) }7 B74. Gameplay Change: Aerial ASW less powerful in early war: u- z$ b) a) I' T: J7 T6 {
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any y6 N! G, F+ Y8 K9 c/ K' \
diverted fragments having planes but no pilots. Pilots still flying planes are now$ v1 {, C; K* s! t; ]5 z
ignored for sinking ship purposes until their plane lands.1 E$ ]* ~3 Z' c' u; ], v
76. Group transfers in off-map bases from a ship in the base hex to the base itself were( `+ z! w& b# X; S8 s+ q7 R
being delayed ‘4’ days. There should be no delay.3 R4 G2 `+ A' L1 K" u
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
" O2 I# Y5 t! ~7 wthe convoy disbands.7 u; ?; V9 [: S+ r
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
% C! J2 V- Y, ~6 Uhexes. The range was not changed when the game scale was changed.0 Q& Z* d, L& y7 J- ~7 |# a
79. Fixed bug when displaying search arcs at a base
7 r: E: A& T4 q M& M5 c80. Fixed Escape key on Industry Management screen r0 v+ h' I( k
81. Fixed oil and resource in totals on Industry Management screen
g% I, O" @" e) I4 M5 k( q82. Interface Improvement: Add an extra line to the Industry Management to show total2 z* s; t7 J# x- R( I
shut down industry on Industry Management screen O/ @ `/ x0 _5 J! t
83. Interface Improvement: Add base select to Industry Management
$ M* Y ?% K4 U84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as! V7 b$ G8 T0 K! i" s5 K) v
ONE group for Admin stacking purposes; the presence of all three in a base counted
% S8 w5 I" a9 v$ U8 z0 ras 3 groups for Admin( w! i' Q1 H2 ~% I6 T' ~9 B
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
1 \6 _3 S" n+ m! `86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
, z( m7 ^1 p0 R, W$ D" Q" n4 kFF being affected by old stock code that cleared the secondary mission.
6 U( ?$ P: q' R0 W87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
" F, ?+ b* J7 ~$ j" {88. Fixed an issue with tool tips being offset from actual hex when forming new8 N6 X6 ~9 j& [ Q
taskforces
4 F+ z: q0 A7 q89. Added the saving of preferences on save; the preferences on PBEM saves occurred on; R3 m0 S3 ?8 ?9 {( E- `
the end of turn save only. Preferences are now restored as saved for the player at the
4 Q: Q+ P8 J6 _: [$ otime.
1 d5 g) ?: e" [' x90. Changed air supply mission to use a friendly base as destination, if both a base and
+ s3 K& J4 D/ z) @# X) zLCUs are present in the hex; it was sometimes giving the supply to the first unit only
! y7 y, m1 z, ^6 R. R( K! D91. Fixed air supply drops to a hex containing both friendly and enemy units; often the9 Q: f4 q. {3 P+ s
mission was canceled because the enemy LCU was selected as the first unit in the
. z9 P6 r. \$ ~1 k% L- ahex.
; A! O% q7 l) A8 F92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
/ R/ U8 D4 P) t4 u. x93. Prevent very low grade TF commanders from returning single ship TFs to port to* c* M1 X9 K! o8 P2 D
rearm when rearming not needed.$ K( _5 |7 z C8 B) g1 X a' r
94. Fixed the supply cap and monsoon effects on supply
* B1 Q4 h0 a+ X6 d+ a; T `95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland- @% A# K6 V$ X
movement.
f) U3 ~+ ^; R, E96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base5 Q, V( W9 \# ~% u9 J' y
when Soviets are inactive.
1 J' H. J0 o2 f97. Tweaked resupply task force to Japanese bases.
# a# V5 x8 C; |% I98. Fixed a HQ/Chinese unit respawning bug.
: L# R G7 q: @1 h99. Restricted permanently disband/withdrawing air groups from being able to the the
1 P* _4 p6 Z( m% K% b/ g A“Trainer” option in the type of pilots to use.
. q. t5 m$ c$ h) @. P9 p+ b6 d100. Restrict the options available to pilot movement in permanently
2 L0 D0 R6 j. o ~/ Jdisband/withdrawing air groups; mainly restricted to making them active or in-active* L, h2 }. t- r, U0 R# k1 K3 K
within the group.- x; o% Y$ J k( Y' {& n- b
101. Fixed error in splitting air groups caused detachments not-in-play still attached to; X7 x, a4 h! v- e) ?
parent group - stops divide ability. A l6 M l) O, L2 V7 M
102. Fixed an issue where some autosaves could reset game options.
% N5 Y$ R" e" x: O, w i" f103. Disabled the ability to make a group a temporary on-map Trainer.
! q; ^4 u8 _% E3 a104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high5 a2 d1 u; Y" A7 w; x' W! W; @
FATIGUE pilots.$ |7 {) w- ~. ^( ~- M6 n
105. Made some adjustments to Kamikaze effectiveness.: Y; L+ W# N. p! x. H! m
• Naval Data Changes: K* i$ Y( L. G5 {$ o4 O
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs./ z k% g& K9 Y; n h
Class& G2 X; n4 Z- @1 O4 @/ n. X
Scen 001, 002, 006 (007, 008, 009)6 e' b6 V* O/ z7 y" }
0021 – Australia – correct weapon facing3 J+ e3 {9 Y3 m4 o* x. e' M
0418 – Helena – correct tower armor from 0 to 125
9 ]: S* B: \+ X; ]' r0 Z& h2 H0767, 0769 – Chevreuil – correct endurance and fuel7 C& h& r" l* i
0770, 0771 – Duguay Trouin – correct weapon facing* I; v8 F& K( ^1 ?" \/ ~ g# \
0772, 0773 – L’Adroit – correct endurance and fuel1 z2 L9 ]+ h% ^& D' X' a9 Y
0774, 0775 – Fantasque – correct endurance and fuel
5 L G0 k" ?1 `" o: M0776 – La Galissonniere – correct endurance and fuel5 k2 o% J2 Z7 M: x. T$ @ V) q
0776 – La Galissonniere – correct weapon facing0 b! L* w3 X+ K" Z# F" i
1013 – Yubari – correct weapon #4 turret armor
" k/ n- Z3 [, V7 k2 a+ k, E1102 – Furutaka – correct weapon facing
) v9 @) X( Z3 T2 q1107 – Aoba – correct weapon facing
# u4 y; {! W7 Y3 e, S' }! V1112, 1113, 1114, 1115 – Myoko – correct weapon facing2 R& n) S( `7 E- n
1730 – Yamato – correct weapon turrets
# F/ H) r& r! W$ g+ T2025 – Kongo Maru – correct weapon facing
) X. s/ E8 g9 p4 `- Y1 J* N8 t2202 – ARD 3000 Ton – add Japanese small ARD class7 ~; _# D9 D" m
2903 – Gnevnyi – correct weapon facing
. U0 e' G) A _: S% f2915 – MK Cargo – correct weapon facing- @" z6 u/ O7 w# n
2918 – KT LST – correct weapon facing. T% n* V. ]6 x) w2 H
Ship
! y8 U6 K8 w/ z+ ^ t' l2 GScen 001, 002, 006 (007, 008, 009) changelog; w6 r! D; [( P1 F
All – update weapons from class to reflect weapon facing corrections; {7 W: W8 F2 P- e; o7 a5 s
0999 – Dublon ARD; add small ARD to Truk
4 r# ?" @* B) M4 c3550 – Laffey; correct entry date to 4204306 ?* L1 d, Q% J h6 F
3580 – Frankford; correct entry date to 430430
, Q" B# I) i" v$ m5 T4317 – Thornton; add Clemson AVD at PH
f" f7 d9 r Q& y- E0 j4361 – Henry A. Wiley; correct entry date to 440930/ e( T+ W- ?. p
5222 – Rixey; rename to Bowie
& @" c6 k: }- d3 {% D" z. V+ r5223 – Hercules; rename to Highlands7 R& C9 D6 x5 @1 L a$ R" U
5251 – Pinkney; rename to Pickens
8 ]" R1 e: F0 _& @9 b: v9253 – Madras City; correct entry date to 420228* G+ m2 g: K9 U( ^/ E% i: r
9728 – Indus; delete duplicate ship entry( v2 S5 a. |/ f' p' `1 L
9837-9849 – Soviet Fleet; correct ship name spelling
0 F1 D0 Q& Q7 L" O& a1 |, H& D; f7 v11316 – AFDB-2; change arrival location to # 524 Seattle9 x+ @' r" o6 S9 j2 Y
11364 – BYMS-2055; correct entry date to 430228
; B0 n" z- S- v" o- `: R11365 – BYMS-2059; correct entry date to 430228
& I9 |8 v* s2 C4 N. _14070 – Ha232; correct entry date to 4602284 P. s/ w0 G5 b$ ]
Scen 006 and 009 ONLY
% r* l/ Z. V/ d* [* V* S& o0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
/ g: }5 A# E* Q/ z3 f l1 ?% m$ |0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
/ @4 K0 Y+ }' V- _0 k0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
" ^5 {5 d& ], I4 l3 h( p0 _0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370% f8 ]" Z: d, I1 D$ i1 P0 W+ D ]
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
8 {- s3 A+ A) }8 b0 Y# ^3 ^" e0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
% _" ~7 m% O! k0043 – Hiei; adjust fuel to 4175
' g% S, h6 F; |. l8 @, Q% Y! _# T0044 – Kirishima; adjust fuel to 41750 b' |0 X/ Y C5 F( X E
0067 – Tone; adjust fuel to 1775
I" ^- G) A9 W3 T- y+ f9 [0068 – Chikuma; adjust fuel to 17759 k9 v2 p) e& Z7 x1 q
0118 – Abukuma; adjust fuel to 833: ^5 b: Q' r0 ^3 z+ k ^' v% A, z
0146 – Akigumo; adjust fuel to 265( z% A' K- o3 r; G7 G
0168 – Kagero; adjust fuel to 265" o6 J, F9 h! |: B. }
0176 – Isokaze; adjust fuel to 265
; q: l j. h9 F" a O) Z3 a0177 – Shiranui; adjust fuel to 265* O: c2 j; J' Y' ^6 `( Q& s5 ^8 I& S
• Air Data Changes3 o* w& g# l; l9 x% m2 B5 o, b" L
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.5 e7 u. E4 M2 S: {* ~$ B H
[177] B-339-23: Name set to B-339-23.: _+ f8 V9 B* H5 L) Y/ `$ I4 w
[178] B-339-23 (PR): Name set to B-339-23 (PR).
. _( A# {, Q9 j( ^& q[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
u4 s: _' A3 X7 ~4 D1 g7 ][337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.9 S, k7 i3 I7 _6 _; G
[365] Stearman 75M: Nationality set to U.S.Army.
; F" c$ A. X8 F4 p. `4 d8 a4 G[451] PB2Y-3R: Deleted.$ p7 W! y! t3 p: \
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
% O$ u" U5 z% q! e[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
, h8 r" x6 p. q' IMG; wpn 13 set to 500 lb GP Bomb.
: q6 P0 ~. j) N. L; ^: x/ W: n a[1923] No.1835 Sqn FAA: Delay set to 0." C: B) _ E) E- M1 P& J
[1924] No.1836 Sqn FAA: Delay set to 0. h5 x7 f) A) G2 a7 W
[1929] No.1841 Sqn FAA: Delay set to 0.' L0 |7 t5 `& P. `2 n
[1930] No.1842 Sqn FAA: Delay set to 0.
' k- g4 B) F% E, M[2587] VMF-211: Location set to [584] Pearl Harbor., d& E$ D0 F4 s9 g
[2642] VMF(P)-321: Deleted.
& W$ S V% q/ g* J, D/ u- m[2652] VMO(P)-351: Deleted.
c+ X K z' F% d! V0 ^[2668] VMF(N)-511: Deleted.. E( l$ r2 ~. ]) ~# p1 U
[2669] VMF(P)-511: Deleted./ \. @- G- H8 H0 u$ `' u
[2671] VMO(P)-512: Deleted.
( f1 @, [5 }; e( U; n% r. U& K[2673] VMO(P)-513: Deleted.9 k3 O' @0 {2 \
[2675] VMO(P)-514: Deleted.7 d' L: r8 A3 ~ N& M1 F
[2827] VR-2: Deleted.
, e0 z9 E$ j9 n) Y1 t[2828] VR-4: Deleted.
/ v, d1 C" Q7 N6 u[2829] VR-5: Deleted.6 D9 s" u& V6 a7 w
[2830] VR-13: Deleted.
* U$ v$ w7 j: j[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
" R D& u" R4 Y1 C# h; ~8 ]' a$ mUSN patrol-type squadrons 4301 resize to 15 deleted.
& C6 T- D: }% }% y. F! ^( ^! \USMC squadrons 4301 resize to 24 set to 4410." G8 o( \7 f6 o0 m
USMC squadron upgrade paths reworked.) T2 ^" u7 z* G# a9 U p& W
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
- r' c, f; n" |$ Qthree subunits.
' {4 G8 T9 w" ~2 j+ N• Map/Base Changes$ }( r# \' w4 k- V
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
9 L- v+ t' ~' E% Z* eNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
& _7 a' O) Q4 ~' c: w' y8 D& p- tAV.7 v) j% d: M/ }; W7 o3 Y% V
2. Garrison levels in Japan have been significantly increased for the Allies.
, r+ \+ W% ~: v) I* L' a8 ^3. Garrison levels in India and the Philippines have been increased for the Japanese.
* `" ]6 U1 O" \4. Garrison levels have also been adjusted in other locations, with some areas having
3 y) \" ?4 M9 S$ [) z% O0 gsmall increases.( z" Q j3 K% {& c: n _
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an) P* O6 J7 }- _' s2 a
Airfield.
9 V# a2 G: X; a3 e6. The starting fuel level for Los Angeles has been increased.
+ N4 Z" O; Q( y3 o/ s. h7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.9 d4 [7 a2 f5 N
8. Anchorage in Alaska now generates a small amount of resources.$ B5 { Z. r/ j' p! ?1 j6 T
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
/ b9 M) X S5 z$ N10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
6 s4 ?) K* m, z% Y2 U; ?# u. _11. Nukufetau has had its port level decreased from 1 to 0.
2 U% C7 U% j2 P& n12. Pago Pago has had its port level decreased from 3 to 2.
( t" A! q$ R3 R& u0 W4 [+ R13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
$ H$ y9 {+ r0 wbase does instead.
e* C6 t; s4 J, p14. "Ahmadabad" has been renamed to "Ahmedabad"., }$ e( O7 y" m% P% u* n7 g
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,. x& u/ X7 K. M k
rather than being concentrated in a small number of locations. Overall, Chinese6 y; E( y$ y7 U+ A4 e3 Z
supply point generation has increased, to about the same level of supplies as in the$ D0 l3 Q( s0 ^* y# p
original War in the Pacific game (it was a bit lower before).- ]+ @( ?, ?; I$ v& H9 H
16. Australia now generates a greater supply point surplus than before - about 5,0004 p" J) p& ~% s: R4 J* E* @
points per day as opposed to about 4,000. Fuel requirements remain the same.
- ~! [% I! O Z" H( ?17. The "Terrace" base has been "moved" to a more accurate location - hex 200,417 G; T8 e1 F; c" X. e+ ]' T' A- c7 t
instead of hex 200,40 - and the road and railway networks in the area changed to
* V* O) d# A2 Zmatch |