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# o4 t0 o$ f3 Y( P$ o. k! I% }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% Y. r/ B {$ \ A. [" D9 W* s
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4 |2 H, N8 a1 D4 s0 G: i/ j【更新内容】:
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- P8 `* g- X! ?5 J* D# v2 g3 O& jChange History:
1 F2 @ w/ H2 [# L# Mv1.00.95 - December 7, 2009+ D& v+ U0 i g7 p0 _% _( J
• Second Official Update – This release is comprehensive and updates ALL previous
# Y& W' Q2 t8 A# R% X% E' }1 Q. Eversions to the v1.00.95 level.1 g7 L5 v6 A- h4 A4 U+ }5 I
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
4 B" Z- Z( }( p @" K4 R- v0 M) nManagement Addendum” which have been added to your Documentation shortcut subfolder
0 s. o. i. t. Jand can also be found in your /Manuals installation sub-directory. These two `" X+ L+ F* V( ?# k" Q3 C
documents contain very important information on improvements and changes in these( B4 r6 _: A R% ^7 y# @
areas.) B: U7 B: h/ Z: g4 z, q
• Code Changes. \5 }* a3 S7 A' e+ h7 Z ]
1. Interface Improvement: New Screen for Industrial Management$ s% B, q/ y3 I. Z6 s0 {( h% d
2. Gameplay Change: Air transport mission was using all ready planes. Now the
% q+ G! p9 \- C b% q/ J' e4 Inumber of available planes for the mission will be adjusted by the rest/training
( r9 p) D9 m, H/ U7 hpercent as on other missions., }1 i. z _1 u. k7 N& R# B
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes( |7 H- S" N4 G- ~/ Z9 H2 O! X
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to. u/ s- \6 k% |) m+ ]
show in change command list4 _$ V# B' P8 d( X9 q2 {
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use/ r6 w3 ^. N! G
Bombs’ flag rather than the altitude setting
1 ~+ w+ L2 h5 g+ @: {6. Gameplay Change: Full base screen now show the consistent over-stacked AF
) t5 f+ n6 @5 l+ b$ O/ lindicator ‘*’
" j3 U2 k4 u. R' e7. Pilots who are captured or killed were still being counted in some group totals. They7 |7 t3 ^" f% G4 w4 b$ w: c
are now removed from group’s pilot count, but still available for ‘Top pilots’.
, B F6 M: f0 B+ n0 H8. Interface Improvement: The buttons in the lower panel of the main screen have
. i0 B5 v T9 S1 D4 C# \) ?been improved. With the mouse over the icons on the far left, the number of groups,) l- y6 b @0 N4 L- Q
task forces or LCUs at the base is shown. Added a previous page button when there
2 \* M" D, X6 a. Y% r) ?, T, Care more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The% }" a* N! n: O& b& t# \# W
tooltips sometimes were corrupted when other screens were displayed on the map and7 X- U+ v$ S: \: `& G& K$ j; k
the bottom panel was still active. This has been corrected.
3 `" @& G) ]( j3 z% H, E6 G6 Q9. It is now possible to repair planes in excess of the group’s size
- m& T4 }. A) ^10. Gameplay Change: Adjustments made to air skill in training and combat. Skill: O: f3 A9 h# P, I( s( _- D
training is incremental. Points are accumulated and once a certain level is reached, a+ c, ~+ y/ z! g- j! m# O! {9 c7 i
point is added to the skill. The cutover level is the current skill level; so as the skill/ t4 y1 [" A4 x- Z5 L6 a
level increases, it takes more accumulated points to reach the next level. Combat
: _( P# s0 R5 v5 K6 Lgains points faster than training, and combat is required to reach 70+ skill levels.
1 \( s4 ?. Q( B( c* q$ Z$ f$ hExperience levels behave similarly with the one exception. If the Experience level is3 G! y. M4 P' {) `1 Y3 O( h
higher than the best skill by more than 5, a skill based on the group’s mission gains
$ g" G( i8 y3 A* X+ f- Hthe accumulated points instead.
7 n. V8 ]5 X' {/ B: D8 z11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
+ D! j0 b o2 }" l6 L eammo and return to base if required0 W4 I! W& o8 k5 n6 n0 _; O5 J$ w
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
R" M" x, K% X2 L- Y13. Gameplay Change: Malaria effects adjusted
3 e, a5 i$ d2 |) C14. Fixed bug preventing port construction in certain cases- |1 o% G. P: ?
15. Fixed bug preventing combat engineers from building
4 J9 s! q( |* g! O16. AI improvement refining settings for LCU attack levels
5 z, P, x/ g& I7 F, ?17. Corrected unit TOE loading bug
$ D+ S! L& e4 e/ s! x% q18. Correct bug setting default morale and experience when not provided by editor
! X+ b+ y: V' W$ l1 u) u19. AI additional checks for level bomber base sizes
# u: t: M+ F5 B" Y. z0 j; L20. Numerous supply tracing improvements
* R: ?8 I1 \/ ]1 |1 E7 c21. Numerous supply/resource movement improvements5 V. w* w/ V% Z6 u; }- ?
22. Corrected several land unit fragment bugs.. X+ I0 I# D( K/ }; E& S
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
/ h+ P' w! N) l" T' iarrives at the destination of the “met” TF before the “met” TF does. Also adjust
( J; K# l5 p' v. p9 M& G+ |meeting process to reduce chances that the meeting will not take place until one or the
3 z9 @) b8 i' E: L6 l0 V! J- j F+ oother TF reaches the “met” TF destination. Also correct a problem TF could
( C% j2 N' z7 C& W, r l7 y$ \“merge” with a TF that no longer exists under certain rare circumstances.) Y! u3 a9 a# f- O4 [- y7 U" k
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
9 j7 M) \/ O2 Q/ a0 B5 B3 f. |docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
5 M8 I' M6 Q e' Dfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
2 ?) j, R% D& ], z% W8 k ?" pdocked if the port has the dock space for them, but will auto-undock when adding a: _% p8 k' {2 M( {# x9 B
ship to the TF causes it to exceed the port capacity.
/ U7 {7 R" S% G25. Adjustments to naval retreat determination. TFs retreating after combat will now be: N9 j) Q6 L) P- }3 A5 G( t& ?
less likely to retreat to hexes containing other enemy forces and be more likely to% _- V2 d; g |6 G( j: Z
retreat toward a friendly base.6 l1 s+ T9 p/ q/ e+ Z' d2 a1 A; j% [) K
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
. X* q4 `# z4 i6 F/ kis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
: t* H3 b9 H& W% _( g/ _in port, (c) ships in port (disbanded).
; u' K( Z/ Y7 T: v! P' ?5 y27. Interface Improvement: Implement search arc drawing on map
# [8 G8 g% `9 a) [; D) l7 R; y28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
# O1 _& W8 i* A! R% D' \: Tensure partial rearming is in full mount increments, and adjust ops usage according.' I/ \$ X9 L* Z" e0 z0 s% h# [
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
0 E* U* t# A3 B) y9 Y* Y# ca base were incorrectly excluded from Naval Support totals at that base. This was& q0 W$ H9 t4 p! c/ J
due to an error in calculation of Naval Support availability over HQ Command radius.; g( j/ _- G) D2 r4 x. g3 ?
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location6 Y6 j% c/ Z* s+ M0 C
could improperly interact with fragments of the same parent that were at other" d! D. H b% g! k: y l
locations and had been previously loaded by either the TF or one of the ships
2 Z" L6 _8 ?# ]' V, u4 s6 T+ Wcurrently in the TF or, if the load required multiple days, when unloading of other- w: P' C# j* M
fragments of the same unit caused and automatic switch of a fragment to the prime
' X/ B0 Z \. }1 M3 gunit.
2 ]; b2 G8 ~9 s* v4 O2 G! |31. Corrected bug to allow repair of damaged devices even if ship has no other damage.2 f {' d4 A- F, M6 ?$ @
Previously repair of all system/floatation/engine damage would terminate repair of a. {. B8 R9 G! w2 i
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
- M& b2 |( V% z) Y- tnow prevent full repair of systems damage and may “create” small amounts of system5 P3 c: r4 ?' s# q t' y
damage to keep the ship eligible for repairs. Note that this may have the affect of2 |/ ?* C' j* E8 m
small amounts Systems damage being not repairable at a location where it normally! g: H% r9 ~! ^8 a
would be repairable if that location can not also repair the damaged devices(s).
0 b; w7 n3 e* ^. f32. Interface Improvement: Changed Allied aircraft replacement display to show nation" U9 k/ D7 T1 F! J+ A" V
of aircraft/ k* a* [% o, X
33. Corrected several menu bugs
1 A8 R/ t+ O4 b2 p) I' K5 _34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
3 n1 A, g9 b% n1 M3 gland units by TFs.: x7 n6 ?, K, ]- i# j; g
35. Interface Improvement: Add “undo” for ships being transferred during ship ^( |. X& i1 d% I( Q" \
transfer. Previous undo only functioned properly for ships being transferred into the& o( e, `/ \# l6 N
selected TF. Provided undo for ships transferred out of the selected TF.
, @7 t; _ M( g36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
5 y* C w: f9 A. c+ vis following another TF that is beyond the player-set follow distance.
& \& J7 V6 Z- c; I37. Change ship based aircraft repairs to be by plane, instead of by group
; L' x2 P$ r4 \) z$ j38. Interface Improvement: Made air group screen larger to reduce clutter3 P* F; a8 \# P; K: H% }( y2 c% x7 G
39. Gameplay Change: Adjustments to supply consumption by land units4 V7 b# b0 U+ `! l
40. Change to AI shock attack determination" w! B2 k; |4 Z! R
41. Improve AI awareness of intel on nearby enemy LCU K; B: d+ d& T: f0 n
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
. V* r0 z4 o3 b, j5 w' {# \3 [% w43. Gameplay Change: Changes to AI production on “Historical” level
8 ^% s0 R i" I8 a' `44. Improvements to save file process to reduce chance for file corruption, especially by- O! o( e/ A: G
deleting the old save before writing the new one# E/ Q* C4 ?0 g+ R6 {
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
6 O6 T( n7 V& M8 j; ?0 b46. Improvements to refueling calculations and processes. Ships are more likely to fuel% A' J) U! r+ j+ O
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
0 N% |# C( t" d( ?; Msources for the “from port” and “at sea” variations./ S) K7 N, T* y/ W! u- B
• Replenish from Port will now use the available fuel/supply at the port and on all
' n# z# Y( z+ sreplenishment ships disbanded into the port. For those disbanded into the port,
5 S. i. [# ~" x6 i8 W. p* monly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.% e( `$ P7 p8 s: @8 q) [/ C
Tenders must be of the appropriate type for the ship being replenished. Note that9 [4 u* K& ?4 p8 _, _
port facilities are used in preference and ships in the port are only used if the port$ t& x8 Z2 X7 y q* @8 y ~
is not able to completely replenish the ships in the TF.7 I, ?7 Q' L$ z) S& `
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
3 B, P2 [' ]& Q% K8 r9 g; v: Tuse all ships in TFs in the same hex but will no longer use ships disbanded into a
# q7 _0 o9 |5 q( e+ D4 Uport in the hex.
. O0 Z( E' T: o47. Interface Improvement: Add new map icons to highlight certain events
4 c7 x# `# c1 x48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some9 k$ G; B {) |, m( ?% ]; s& L& G
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap4 d% X1 v7 y, v8 j( U. {7 E; B
port or from any TF that is currently off map. Ships that are not badly damaged' `; [2 p6 n; p7 U+ J, E1 }' R
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
+ s1 s& F/ W, r) r& vFor on map, ship may not be on fire, total damage may not exceed 99 and no; H$ `" o. o: S9 g' [/ c
individual damage type (system, floatation, engine) may exceed 50. Ships may not
0 G; [1 _7 [: Z# E0 K1 Ibe withdrawn from any on-map location where the enemy has air superiority. The
+ V( C H1 V% ointent is to prevent withdrawal as a method of saving a ship that stands a good chance- L$ E+ A( f! `9 c6 O
of being lost or further damaged. On map withdrawal ports are set based on the f1 z. P# \ q" _/ Q
historical exit locations for ships leaving the Pacific:
' h+ z8 m9 K& j5 ~$ @& {7 L1. Any level 9 port.
7 O1 w% H2 e6 ~) u3 A2. National home ports of the United States, Canada, India, Australia, and New7 A" ^2 s$ E: o E! ]5 H# i8 u0 V/ j9 z
Zealand (with no port level requirement)
& B: `% k4 H( k: I3 M7 K3. Any level 7 or larger port on the US or Canadian West Coast.
1 K* k0 u' W( D& H; J s4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)* |- F, k# [: A
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
3 W9 }4 N. b! n6 W6. Any level 7 or larger port in New Zealand.
: ~& `, N0 L, t49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of. t1 D# l9 M* Y' J4 b! T
another ship actually sunk, the data for the two ships could be mixed. Depending on. h1 s/ ~# x O5 c' ]1 u8 L
circumstance, this might result in one or even both ships being reported as sunk.
' W2 E, z+ y6 H+ b3 F/ v50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and0 E2 E3 z/ P' F% h; \( U
TF list screens. The calculation will continue to show the remaining ASW capability
1 o- l) e6 x. S. F(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is& ?) u# K5 H h! T# q+ t
now based on full load for all ships in the TF.+ Y6 M& T+ [- G; m: d% R7 V$ J# z
51. Resupply capacity for bases added to editor
: o0 g5 P/ X: e; h& L52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units0 J' `: Y8 v# {; t6 `& g9 u* y# ?" @
53. Adjustment to AI unit planning level based on AI difficulty
3 b& d% U- |' X I- `, y% H/ G54. Ensure minefields are created for proper player when a single TF lays multiple types+ v: h9 j7 a3 F* m/ j
of mines. Player of minefield properly set when first mine type laid by a given' v n7 \# x( E5 a4 t
minelayer but a similar check was missing when the TF contained minelayer(s) with
9 S4 G8 C4 P& H8 Stwo different types of mines.
* ?( K+ ]3 u9 L/ T3 c55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and" O) Q4 R, W: m3 t- V0 |
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
* }: A/ D1 ^% ^: K- Ifor owning player, if partisans attack and cause damage.
- { l, d0 I" j% o2 t% ~9 N U56. Gameplay Change: Movement rates for clear and desert changed to 25 for
2 V8 D+ P0 N: M% v+ Z4 dmechanized units
* ?/ {# T g4 A) y1 ~- g57. Gameplay Change: Land combat effects toned down
. U* r i: s! P2 C! i! {: M58. Ensure AI captures empty bases
- F( }: N4 z# W1 r8 \# |59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
/ w3 t; ?9 c/ X X O# S# X6 V6 z. usave from moving them ashore. Training from disbanded ships does not increase the
" O: K( w* t+ X2 L! rpilot mission count.0 @6 {/ s# @5 I, T( F; P" J
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in. T; f7 l% ]" R- w2 U; }, t, ]
order to help identification of saves9 a( B+ ~) o! J9 f3 c/ d) K" o0 J
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)6 P: {' e) b( R
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group# E8 s7 K0 ]3 z# i$ @
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
2 x/ S! T8 L1 U' Gbombing attack. Groups were at maximum altitude and conducting glide bombs
, L4 G4 L5 n3 _, s" Hattack, sometimes without engaging CAP or flak.
7 H, z) w4 e9 G" P3 ]4 H63. Changes in order to standardize inactive Soviet group’s training options;
. @( r. }3 D7 f8 }5 X! `6 E1 f64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see* Q: G- u& a' \% M
Pilot Management for more details). The number of pilots on the group lists is RED if8 B S1 |, A1 _2 }. v
less than the number of ready planes in the group, indicating a shortage of pilots. This
0 O; ?: {$ W4 _- v* Qshortage may be filled automatically or manually for a mission based on the pilot7 i4 ]/ W& D5 Z( b& l# V
select mode.: b% q& W1 f9 q! R: Y. e3 I
65. Corrected issues with group destruction on scuttled or sunk ships and groups on1 h ~' u/ N U7 P/ A3 c/ B
withdrawing ships, J3 N& ]) }6 { A7 A& w/ n$ g
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at; ?. ]1 p; }- K& ?; o4 m
close range
% r* i; S5 r7 u/ W. p0 c67. Gameplay Change: Greater weighing of crew experience in surface combat4 k: b, H, X/ x. D! d; F; o# v7 L' K4 }
68. Gameplay Change: Limited radar directed fire, increasing over time2 P, _* v/ G7 F' U) \
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface9 l g) M$ W# q7 {% ]- H
combats at 1000 yards6 K' Q8 @% x& F) r9 C1 n
70. Gameplay Change: PT Boats less likely to attack in daylight
& M/ O: g8 ?1 l2 Q$ f z71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
e2 `# n; k" O7 V! O9 T4 f. ~6 yhit in ports and rivers" x V, M( C/ |. @5 z! M
72. Gameplay Change: Submarine captain ratings have more influence on Submarine
% h5 `2 _8 O8 [4 Q$ D( r! Vperformance3 I3 E5 X4 y' G
73. Torpedo hits on escorts not showing in combat report bug fixed& ~& G$ ~6 P4 m2 C" k! x$ q
74. Gameplay Change: Aerial ASW less powerful in early war' K3 z+ `" g m$ ^
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any# c) ]- F; E1 n
diverted fragments having planes but no pilots. Pilots still flying planes are now
9 @. N7 }( j/ x) j. F3 Fignored for sinking ship purposes until their plane lands. ^& m; v e* U
76. Group transfers in off-map bases from a ship in the base hex to the base itself were9 r" ^ e. ^- ~: ? H& d6 o
being delayed ‘4’ days. There should be no delay.
1 d& J) n3 o( r2 _6 s% d77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when& G0 W6 U% ?6 P2 G- y) v
the convoy disbands.1 {5 _2 n) B5 |( T2 v6 S
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
9 g$ L& ~/ t; W8 J% j. O( Whexes. The range was not changed when the game scale was changed.
; w# v( {$ W; J o- v9 i79. Fixed bug when displaying search arcs at a base; s& @7 z% |* a. M* N$ y. i' v3 u
80. Fixed Escape key on Industry Management screen
2 N. I8 ]. }* k# n81. Fixed oil and resource in totals on Industry Management screen
+ c4 p: u% E- u/ K8 o* R0 J82. Interface Improvement: Add an extra line to the Industry Management to show total
8 N8 o: ?% F7 N0 Yshut down industry on Industry Management screen' j" L t; f3 p8 S! d5 B
83. Interface Improvement: Add base select to Industry Management
, s) n8 h, @ D) i# U" |3 M1 J84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
' B1 e5 V$ O& i' [ONE group for Admin stacking purposes; the presence of all three in a base counted
' [7 M% O/ D$ q* N5 M! kas 3 groups for Admin
" n9 K& T4 s9 [85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
5 ^& S. y" B: ]! E: ]. f86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
" v a W' P; `% @9 B; YFF being affected by old stock code that cleared the secondary mission.6 S P! K2 o Z- ]
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
: T& P8 \3 |- p3 K0 C88. Fixed an issue with tool tips being offset from actual hex when forming new7 q% v0 V! j+ {$ p8 J
taskforces/ l, ?& f' T# P0 R% i# @! h1 P
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
2 A7 z& ]* w3 dthe end of turn save only. Preferences are now restored as saved for the player at the
. p w2 @* o+ ?. Ktime.9 ^' m) F" \# ~ b) N' T8 ]
90. Changed air supply mission to use a friendly base as destination, if both a base and
& k9 J/ o3 _# pLCUs are present in the hex; it was sometimes giving the supply to the first unit only
2 b+ S' U4 U' X1 w7 E91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
- V. G3 v9 `' f* {" L8 hmission was canceled because the enemy LCU was selected as the first unit in the
H8 T% m/ y+ L5 g' G9 Phex.9 \, `. \% q2 j( d r# y
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
( M* P# r7 \) A e4 s+ W; b93. Prevent very low grade TF commanders from returning single ship TFs to port to
1 n y% z) z7 Q2 _4 Arearm when rearming not needed.
5 C. j" _, V! O% z' K94. Fixed the supply cap and monsoon effects on supply' t& a* Y/ G/ q! b5 z
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland0 T3 h+ W0 M5 q( B7 N" y+ s3 b
movement.( S7 h& J, k) b/ |6 E
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base! `% p: ^% Q4 c# P# _
when Soviets are inactive.* ?' q& f2 @' l9 a7 w3 R* b4 K
97. Tweaked resupply task force to Japanese bases.& c+ O: Q! e/ `" ^- E
98. Fixed a HQ/Chinese unit respawning bug.( v9 B' K7 E4 O9 V
99. Restricted permanently disband/withdrawing air groups from being able to the the2 {) \7 `% S4 y$ ?5 @2 r
“Trainer” option in the type of pilots to use.
# d2 B" m; G s3 l# e( @7 \8 |100. Restrict the options available to pilot movement in permanently
: o* L; @1 s( V6 Adisband/withdrawing air groups; mainly restricted to making them active or in-active* ]( s7 A5 v- ]1 c. o: A; G1 Z; f
within the group./ ^% N# J* X; z5 N, b) G5 K& \
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
% ~' L1 B! ^9 M( ~( R: N6 pparent group - stops divide ability0 S/ X% r6 \$ p. n T# @9 w+ Q
102. Fixed an issue where some autosaves could reset game options.
: Z0 G/ i% E6 E, `' T103. Disabled the ability to make a group a temporary on-map Trainer.
6 ^8 T- [' ?" m- z104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high3 ]: C' y. {" G" e! P
FATIGUE pilots.4 l4 E5 ^- B; C$ x. e- y( f' E
105. Made some adjustments to Kamikaze effectiveness.& |8 b# i" t6 ]; `
• Naval Data Changes
' S1 |. n( w- \) `" a4 i1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
6 c$ f" X* o5 P- _Class
4 A( m4 c4 X# v* l i9 W7 e1 R( t- KScen 001, 002, 006 (007, 008, 009): F6 u m, B6 y# F4 N8 N
0021 – Australia – correct weapon facing, |; l8 O7 G6 {8 e( m2 X# F
0418 – Helena – correct tower armor from 0 to 125' k- `- W& }9 C
0767, 0769 – Chevreuil – correct endurance and fuel
4 [& a- h- [- C# w# {: ^9 K0770, 0771 – Duguay Trouin – correct weapon facing
. W7 M9 X5 A: ]! z3 x0772, 0773 – L’Adroit – correct endurance and fuel9 }1 h% | | c. {" p- a* m
0774, 0775 – Fantasque – correct endurance and fuel7 u: ], w/ ?: y* Q7 G
0776 – La Galissonniere – correct endurance and fuel
# o m% d: g% B0776 – La Galissonniere – correct weapon facing
8 j \% N% D! G4 p: t1013 – Yubari – correct weapon #4 turret armor
0 N; c0 y1 a3 Z* k5 d% d6 s1102 – Furutaka – correct weapon facing
: V9 d: T6 ]/ @+ a( e0 h$ q1107 – Aoba – correct weapon facing
. A1 r( @! [1 N5 l* N5 P5 K/ [1 R1112, 1113, 1114, 1115 – Myoko – correct weapon facing, w2 H$ P5 }' E" E& S8 [. ]
1730 – Yamato – correct weapon turrets
0 }% J0 |$ c" K. Z3 m) t+ i5 {2025 – Kongo Maru – correct weapon facing
* y) ?% E" R X2 m0 A2202 – ARD 3000 Ton – add Japanese small ARD class$ L" ~7 E! o; J" E: a- z
2903 – Gnevnyi – correct weapon facing
3 D( b. B& H) g! C( d2915 – MK Cargo – correct weapon facing
/ Q- l" w* x4 h$ z% \" J" |2918 – KT LST – correct weapon facing9 x7 ]1 G) T: f( F2 |2 ^, s
Ship
( {+ [+ Q! `: g1 S g uScen 001, 002, 006 (007, 008, 009) changelog
* a) ^5 t" L, o. Y- wAll – update weapons from class to reflect weapon facing corrections) V2 W8 q P7 K1 O; H( Q9 D
0999 – Dublon ARD; add small ARD to Truk
3 e3 ]9 ?% p3 Z, a) S- [; i3550 – Laffey; correct entry date to 420430
5 [- C; `6 u. J+ Q' W* I9 Z3580 – Frankford; correct entry date to 430430
+ q4 e7 ~5 @( H( o/ j4317 – Thornton; add Clemson AVD at PH
) m5 b/ \" ^/ t$ \4 N4361 – Henry A. Wiley; correct entry date to 440930
7 B6 I$ _' p" N( r2 C; j5222 – Rixey; rename to Bowie
/ \9 A3 n# P) g7 e" w- a5223 – Hercules; rename to Highlands/ F0 c2 m$ B# b6 }/ f2 g
5251 – Pinkney; rename to Pickens
. J8 C- L m2 `0 H4 r- |& x; c9253 – Madras City; correct entry date to 4202282 u5 Y, D) v6 l6 Q. q
9728 – Indus; delete duplicate ship entry
, E3 W( H0 v: n7 F9837-9849 – Soviet Fleet; correct ship name spelling
. i5 g' l: O ^8 |; }) k11316 – AFDB-2; change arrival location to # 524 Seattle
" q2 y/ _* z% G! d11364 – BYMS-2055; correct entry date to 430228
8 }9 T/ V' N2 p0 P+ v, u: ]11365 – BYMS-2059; correct entry date to 430228
, k# Y% ?( u- c; M5 a14070 – Ha232; correct entry date to 460228
$ q# l: z# J$ v; y* A9 vScen 006 and 009 ONLY; h% S" p' V% P& X' Y) U
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4453 ^- `4 k4 d5 g
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
" T" i- l8 K7 Q3 b# E! y0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295: @+ A4 r( e) w. ]5 n3 ?6 ?
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
; e% O2 W5 [, Y) {2 F H0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
/ e& x3 B: c) M ~. h# E0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
5 l# \( Y C! D$ o; j5 h2 a. x( N0043 – Hiei; adjust fuel to 4175: \2 z, m5 K2 j' D% u6 X" l1 s
0044 – Kirishima; adjust fuel to 41753 L: q6 n4 ]2 |) }' U% c
0067 – Tone; adjust fuel to 1775
' S0 a4 _' T6 G0 w$ S; c0068 – Chikuma; adjust fuel to 1775
% n( R% J: u4 H, Q/ a& w0118 – Abukuma; adjust fuel to 8339 Y: s* g. s% n& P3 @
0146 – Akigumo; adjust fuel to 265
- u" r4 A) b" l% b* x5 @! t0168 – Kagero; adjust fuel to 265
" y1 c& @0 f$ E+ L0176 – Isokaze; adjust fuel to 265
4 s+ e: C1 [% g5 o: e& a0177 – Shiranui; adjust fuel to 265
/ A7 g% H r o# n: X/ F9 x• Air Data Changes R; x/ U) P9 ^5 v* i' I
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
- `/ M/ J* }) i% x( I: x[177] B-339-23: Name set to B-339-23.5 K- G' ^$ @! e) m
[178] B-339-23 (PR): Name set to B-339-23 (PR).
/ E+ Q- a- m$ D0 ]1 B3 g4 g[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.% R$ Q' O: k" H# L
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.8 z8 G, q' a/ |+ V5 s- ~* z
[365] Stearman 75M: Nationality set to U.S.Army.% `% M5 @. A1 v: B
[451] PB2Y-3R: Deleted.; j9 ^/ s6 e. C6 ~
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4., v$ t U4 B" z- C- `
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
6 l3 R s! e0 N |. w1 pMG; wpn 13 set to 500 lb GP Bomb.# ~& E; M& a" u+ g+ y$ ~
[1923] No.1835 Sqn FAA: Delay set to 0./ F# ]7 v, v8 a- G' |
[1924] No.1836 Sqn FAA: Delay set to 0., H" f# W7 x6 u6 G: r8 M0 F
[1929] No.1841 Sqn FAA: Delay set to 0., q+ T7 f Q9 p3 U' [: t
[1930] No.1842 Sqn FAA: Delay set to 0.
1 ^& O, M, @ g" N# [[2587] VMF-211: Location set to [584] Pearl Harbor.
# ~7 ^ m' w `& T$ w# W; I, q5 H$ r[2642] VMF(P)-321: Deleted.9 o+ {* Y9 V4 e
[2652] VMO(P)-351: Deleted.
: Y$ \+ O" P) N# K; |4 R c/ }! o1 M[2668] VMF(N)-511: Deleted.
$ y) M; Y$ h0 ~4 _+ z: u# ^[2669] VMF(P)-511: Deleted.$ e* j6 N. C7 ^0 g+ O0 a" B
[2671] VMO(P)-512: Deleted.
0 P! _6 t b( D. T5 y" K[2673] VMO(P)-513: Deleted.1 Q& V0 u# T$ B5 T
[2675] VMO(P)-514: Deleted.8 ^; A0 P2 Z7 P" i6 v# ?, O
[2827] VR-2: Deleted.3 j7 {: H$ `% X' H- t) }. k& E! L2 T6 ^
[2828] VR-4: Deleted.
. O' F1 J$ E# q1 R7 D& e* N6 d[2829] VR-5: Deleted.6 x; u- i3 [% W, q0 k/ ]) q
[2830] VR-13: Deleted.
P! G- _( [2 X M; e: v8 {[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
2 \; Z4 r5 o, L1 X8 f. {3 x; PUSN patrol-type squadrons 4301 resize to 15 deleted.( L) e; P. Q2 \% O) A2 \
USMC squadrons 4301 resize to 24 set to 4410.
+ c: Y/ b, {0 X* p3 t1 k7 P0 uUSMC squadron upgrade paths reworked.1 D& D0 Q: e8 b: T( F+ a; J
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
6 Z0 p0 `0 b' h1 T/ m* q9 k% q. Vthree subunits.
9 N+ v; E3 v9 X% `: ]• Map/Base Changes% j' o W& y% U2 _& y
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
S! U) m* h, M, |5 F- HNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400; H# W* H% T# [
AV.$ L/ T$ b. P/ t0 H) V
2. Garrison levels in Japan have been significantly increased for the Allies.) P. `% u/ |, ?, k& V9 c/ L
3. Garrison levels in India and the Philippines have been increased for the Japanese.+ s- z; ~" m& \- P5 [# a
4. Garrison levels have also been adjusted in other locations, with some areas having
: H0 Y7 z- C0 @# z0 v Asmall increases.
, d8 d8 k4 R; n5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an' h1 R! t- \8 l, ~4 K8 F4 t
Airfield. E( _3 P5 v n" |, o
6. The starting fuel level for Los Angeles has been increased.
. Z* E, [9 A* B3 x1 b; D6 ?7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.' F/ @ p2 q2 ~2 b3 q" T. a
8. Anchorage in Alaska now generates a small amount of resources.
9 m8 }- u* j6 t2 e& o' u$ z9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
2 H1 A2 K, @" Q) O: g10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
' U+ h( G* r# ^- D# b9 B11. Nukufetau has had its port level decreased from 1 to 0.
3 s1 t' y/ |3 P* O12. Pago Pago has had its port level decreased from 3 to 2.& X" z- R* x/ s O! b
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)5 T, y# z4 @6 }) D! o
base does instead.
/ L4 D: \. u3 w; l( A14. "Ahmadabad" has been renamed to "Ahmedabad".
: f! c$ N+ v9 F3 `9 [ L15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
- ?7 b* s; ~# I& y+ ]% Krather than being concentrated in a small number of locations. Overall, Chinese" w+ {3 K6 o% W; ]6 B; W5 C: `: U& h
supply point generation has increased, to about the same level of supplies as in the
% L6 W% r; q) `9 P: U0 B4 f3 ?original War in the Pacific game (it was a bit lower before).1 h9 L4 V% G q+ R
16. Australia now generates a greater supply point surplus than before - about 5,000
0 J. G; w. M4 _7 w; \% {points per day as opposed to about 4,000. Fuel requirements remain the same.
# D! j- v1 g& h2 B2 k" u [- Y17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
& ]6 Y. A5 A5 a6 \% }( Zinstead of hex 200,40 - and the road and railway networks in the area changed to
/ X3 c) @; I$ W( B* t/ F4 z4 T+ Mmatch |