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4 h8 J8 U g) v+ P) n* K$ qhttp://www.matrixgames.com/forums/tm.asp?m=2313850
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. N' h3 M, V5 k" q9 X6 T. |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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2 V4 A' y8 A! g! G# Q- Dhttp://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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+ C* p3 D, O. c. i& o0 p; g6 i o- R2 w【更新内容】:
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8 R+ V" ~2 ~) v- vChange History:
1 z0 s+ h( p Q" j% D$ lv1.00.95 - December 7, 2009
( n; l4 N- K; i% r, z• Second Official Update – This release is comprehensive and updates ALL previous
, \# j; k% Q+ w" F/ n1 u' gversions to the v1.00.95 level./ b% p$ _7 b' G/ Y! j2 t9 D2 M
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot$ W. m) G8 ~' b2 P2 v- v4 Q* L1 J
Management Addendum” which have been added to your Documentation shortcut subfolder
- Y. a1 n* L8 S. ?# G! [and can also be found in your /Manuals installation sub-directory. These two
: f: h! ?' l; _& h" I3 ]! bdocuments contain very important information on improvements and changes in these( D3 t# u/ V3 {, q/ e
areas.
+ o. k: g# \( z8 C" ^• Code Changes8 ?: j4 u9 x# m
1. Interface Improvement: New Screen for Industrial Management" R) a! y6 d( d' F
2. Gameplay Change: Air transport mission was using all ready planes. Now the
+ l6 x& J* \2 K! @+ m2 lnumber of available planes for the mission will be adjusted by the rest/training# M9 _% v$ ? p8 X
percent as on other missions.
$ v& J, I" o9 j9 L' ~3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
" P& [$ X( j" {( h& P9 k7 }) u4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
' y: |: R( o, c* Y" {show in change command list
) L! @ V4 p% s# e, C5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
) i; k9 y9 r- M4 S6 W% QBombs’ flag rather than the altitude setting5 A& J2 m3 |3 E: O' N. i3 P
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
. T3 ^% R7 T; A. \# f: C$ N2 _7 Bindicator ‘*’
8 \) J! k: g/ J7 V; p7 z7. Pilots who are captured or killed were still being counted in some group totals. They6 S1 ] M* Y* H9 M
are now removed from group’s pilot count, but still available for ‘Top pilots’.
) R4 H) C% `2 J' t7 `8. Interface Improvement: The buttons in the lower panel of the main screen have( a. E9 F% @) P! ]
been improved. With the mouse over the icons on the far left, the number of groups,
! _$ O Y9 y5 F+ b* otask forces or LCUs at the base is shown. Added a previous page button when there
, t% Q# r" O5 ^are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
- M2 R' Z/ c( E U3 V1 H" T8 ~tooltips sometimes were corrupted when other screens were displayed on the map and. a& H* D/ D8 s/ I* {" p
the bottom panel was still active. This has been corrected.
; F8 l, Q2 l4 g+ ]5 L5 G, y4 P9. It is now possible to repair planes in excess of the group’s size( l4 i! T, [" ^% g; y; i
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill/ X* Z$ @6 z6 w: K
training is incremental. Points are accumulated and once a certain level is reached, a
. e5 N1 J& b. D) l) hpoint is added to the skill. The cutover level is the current skill level; so as the skill: X# |: c' L9 k' P [9 j+ [
level increases, it takes more accumulated points to reach the next level. Combat9 i p7 S) _% X* S# d5 p7 R" c! y7 v
gains points faster than training, and combat is required to reach 70+ skill levels.
7 a$ D, X+ v% i( DExperience levels behave similarly with the one exception. If the Experience level is& I3 k2 T- M: R# m
higher than the best skill by more than 5, a skill based on the group’s mission gains% @! d2 a6 e) G8 h9 o
the accumulated points instead.
" H4 \5 h$ u. }8 D: M- w6 E4 c$ D11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
; E& E2 T2 I1 |' o: hammo and return to base if required8 f; o3 S# W, M! N5 @+ s) c
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
# v' I# ]- a# j$ R, [' P! I13. Gameplay Change: Malaria effects adjusted0 `$ w# n% v- T/ w& f$ J
14. Fixed bug preventing port construction in certain cases- \' _0 B' u [9 u2 q. h
15. Fixed bug preventing combat engineers from building; ?! F8 P( G7 Y0 c& L
16. AI improvement refining settings for LCU attack levels
s* _, z- u& o& T3 h/ q17. Corrected unit TOE loading bug
3 S# a/ R9 r- M8 i6 Q! h* N- D+ }& J/ ]18. Correct bug setting default morale and experience when not provided by editor1 I# o P- h& b
19. AI additional checks for level bomber base sizes6 S9 B5 w w+ ^: d8 l0 t$ C
20. Numerous supply tracing improvements
: s0 o" `; |+ p& g* M: c21. Numerous supply/resource movement improvements
2 S3 M# B- x' V9 g. Y* T1 j3 K! C8 _22. Corrected several land unit fragment bugs.
) g6 Z: `6 D: q& L. ?1 V i; H23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
7 Y0 k" ?" M* Q0 W5 [6 D( larrives at the destination of the “met” TF before the “met” TF does. Also adjust
6 s8 _( V$ s& p9 a* u2 U* x# xmeeting process to reduce chances that the meeting will not take place until one or the
/ @' `8 L X* f6 E2 w7 iother TF reaches the “met” TF destination. Also correct a problem TF could: K, ?/ V0 j1 ~
“merge” with a TF that no longer exists under certain rare circumstances.( A" o' H0 l2 @- _9 t5 l1 X: k
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
) d' W, N/ O" k4 `docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
9 t/ N3 ?; I Y+ E$ Z9 x& zfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be0 e6 k- N7 v r5 D" Q- I& B
docked if the port has the dock space for them, but will auto-undock when adding a
, w W" x" ?2 d3 G5 n# Wship to the TF causes it to exceed the port capacity.' E2 f: M! e q8 U3 \5 j4 v. B4 I
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
U) v8 N2 c# w, w4 nless likely to retreat to hexes containing other enemy forces and be more likely to
3 _1 I/ Y: W2 e# I# B: r; k: c7 yretreat toward a friendly base." |! @: q. v, p/ `5 h
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it4 c( L. n/ |+ M
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded- \# c7 l9 f, t2 H1 N) F8 _
in port, (c) ships in port (disbanded).
( o7 z8 h0 B) R# t; H27. Interface Improvement: Implement search arc drawing on map
, K0 S9 e# }+ a1 h28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
. ^' |* f4 m* m7 Gensure partial rearming is in full mount increments, and adjust ops usage according.
8 d$ L% g& a+ }1 e! Y29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
2 T( v2 h1 @% K4 e2 {9 S' E' Q( Ia base were incorrectly excluded from Naval Support totals at that base. This was) F6 w! M3 N; v" \0 g
due to an error in calculation of Naval Support availability over HQ Command radius.
: V, V+ _) t( u9 F; m30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
% T0 f0 v1 O: c9 Z* j- R; q9 scould improperly interact with fragments of the same parent that were at other+ H6 n) G( q3 A* q1 g
locations and had been previously loaded by either the TF or one of the ships4 G7 N- R7 C4 U
currently in the TF or, if the load required multiple days, when unloading of other( P- ]! j0 Y$ a: _, C$ I6 W: P
fragments of the same unit caused and automatic switch of a fragment to the prime. r! Q, R/ {- f+ ?$ y) ~+ ]( g
unit.( V8 h1 I/ F" T& b% F7 N5 G
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
# |' L, {: S% l9 q* s5 N7 P9 \2 O5 PPreviously repair of all system/floatation/engine damage would terminate repair of a
4 u- _& }1 U, V8 e- u8 j0 Z: }ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
/ ?3 i5 ?# R* Q: }, enow prevent full repair of systems damage and may “create” small amounts of system+ P# A7 [3 s. b$ h
damage to keep the ship eligible for repairs. Note that this may have the affect of
; P5 @: S6 y# Y% i Ysmall amounts Systems damage being not repairable at a location where it normally
9 ?3 H- }: ^ o; rwould be repairable if that location can not also repair the damaged devices(s).( |' [2 C% P) w# J. U# X
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
) K& j; [6 g* T1 k5 Tof aircraft, U1 N4 Y+ p8 X1 ]6 o* P
33. Corrected several menu bugs, s1 { I% G6 y
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of3 D! s6 z: A4 C- M$ r0 b
land units by TFs.3 E6 H: H' N R, g6 D+ Q. v6 Y4 ^
35. Interface Improvement: Add “undo” for ships being transferred during ship
" x: P+ G h: D4 c! qtransfer. Previous undo only functioned properly for ships being transferred into the
; `! o. G+ l& a1 K2 _& d$ l: U$ _/ m7 Hselected TF. Provided undo for ships transferred out of the selected TF.+ Q* p# k9 c# j( b$ ]
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that( r, X. v# m5 V8 p2 h
is following another TF that is beyond the player-set follow distance.. ~. M# c; }( A o% n3 ^3 ^* F* R
37. Change ship based aircraft repairs to be by plane, instead of by group
" B' T" x4 w" f0 ]+ d- A, s38. Interface Improvement: Made air group screen larger to reduce clutter' }5 V6 H. A$ J
39. Gameplay Change: Adjustments to supply consumption by land units6 M1 z3 @/ B/ `. ]! W5 d
40. Change to AI shock attack determination
/ k2 B, z5 \3 G/ b" Q41. Improve AI awareness of intel on nearby enemy LCU
: h/ g! s! @! C! ]' p' n42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level9 p+ N) ~% @$ ^8 n. I# o
43. Gameplay Change: Changes to AI production on “Historical” level7 h. w8 w2 E( v$ {5 b3 Y' k
44. Improvements to save file process to reduce chance for file corruption, especially by
& \/ X; R( y) e9 H+ P- Hdeleting the old save before writing the new one }$ `/ w2 ~0 a! Q
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
) u) z3 Z- |4 |! l46. Improvements to refueling calculations and processes. Ships are more likely to fuel+ s1 E4 x- _" m) ?
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
4 P# b( U: a0 N& F& K7 nsources for the “from port” and “at sea” variations.
) E) b7 i( H- K& V6 j• Replenish from Port will now use the available fuel/supply at the port and on all
& s* J- z3 [: E+ U2 I; S! V9 o1 Creplenishment ships disbanded into the port. For those disbanded into the port,6 n- S# d5 X( E' i* G L
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
2 C* A+ c6 |1 r! K. r0 WTenders must be of the appropriate type for the ship being replenished. Note that
% r% m% H: \, O! ~port facilities are used in preference and ships in the port are only used if the port
o- V" Y9 Z7 w/ m' Zis not able to completely replenish the ships in the TF.
; i+ l3 \6 Y; h• Replenishment at Sea when the TF is in the same hex as a friendly base will now
, Q+ V" V5 q; Z' S6 ^use all ships in TFs in the same hex but will no longer use ships disbanded into a
/ y' [1 L' g* R1 o) [1 I) @% ]' Yport in the hex.9 ?7 g. y# ?$ p5 d" Q2 \
47. Interface Improvement: Add new map icons to highlight certain events$ g, v) R3 ]- v% T
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some& {: X- g+ D4 b( }2 ]0 x1 z
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap- a* @' M- q- |. \# i# I L
port or from any TF that is currently off map. Ships that are not badly damaged4 c; Q) u) J- @! i1 a
can be withdrawn from some on-map ports or from TFs in certain on-map regions., r* j! N4 E4 [( _0 O6 z+ a
For on map, ship may not be on fire, total damage may not exceed 99 and no
4 ]) w3 @4 d9 s9 T, g7 V4 j0 E1 Sindividual damage type (system, floatation, engine) may exceed 50. Ships may not
1 w8 i Q7 H% \5 ~8 l4 b# Gbe withdrawn from any on-map location where the enemy has air superiority. The: k2 _: q0 C2 L W
intent is to prevent withdrawal as a method of saving a ship that stands a good chance" V: F j, S1 C2 j. L: m
of being lost or further damaged. On map withdrawal ports are set based on the
7 x4 K) h5 T$ S" [! ~historical exit locations for ships leaving the Pacific:- G3 s8 H! s: J
1. Any level 9 port.
" W. e. u* E9 u) R2. National home ports of the United States, Canada, India, Australia, and New' Q3 _4 {" w& s0 ^& \
Zealand (with no port level requirement)9 l$ @9 v1 M# v' Z) z
3. Any level 7 or larger port on the US or Canadian West Coast.2 O" B9 F) o/ h4 }7 w0 j
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
6 s( s. T& D9 u: w. u( C3 w* }5. Any level 7 or larger port in South Eastern Australia, plus Perth.1 O' P: Q- D: m8 p% ~% f) j
6. Any level 7 or larger port in New Zealand.
g8 j5 M* p! S49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
. T' U( R" d. Fanother ship actually sunk, the data for the two ships could be mixed. Depending on
# k: S/ M, [+ p, w. ^8 W, u' P. }circumstance, this might result in one or even both ships being reported as sunk.
. ]! I1 e! `5 C+ o* a: G9 O50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
: Z9 X. q; _3 {' XTF list screens. The calculation will continue to show the remaining ASW capability
# P1 X3 P5 ~0 n2 ]3 Z+ c(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
/ s9 T( n0 u: Know based on full load for all ships in the TF.
2 |) Y" \6 P1 L, E+ y51. Resupply capacity for bases added to editor# }- k) E. j/ k8 m3 }
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
7 R. w+ Q4 p1 { I7 d1 r2 i. C& B7 F53. Adjustment to AI unit planning level based on AI difficulty" `9 e0 a% f; O* X9 R4 k. q
54. Ensure minefields are created for proper player when a single TF lays multiple types
3 ?+ w+ p) A: H" _9 V3 Nof mines. Player of minefield properly set when first mine type laid by a given4 k5 c0 R$ Q5 T, N; T8 }% T/ e0 B
minelayer but a similar check was missing when the TF contained minelayer(s) with
1 y1 i1 O. k! _two different types of mines.! Z2 X! s, n* h' D
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
) P6 d3 \. o" a4 r4 x- P: V10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
8 a1 X8 Q) N9 R9 afor owning player, if partisans attack and cause damage.% K: b7 }1 g- u% ?2 C' M# B4 w+ N& t
56. Gameplay Change: Movement rates for clear and desert changed to 25 for& H) k! _, i6 @
mechanized units
- P2 f6 c, V+ j+ K57. Gameplay Change: Land combat effects toned down5 k% S2 W U# Z& L& X" s
58. Ensure AI captures empty bases
+ S/ @; R# O$ J. U4 }59. Gameplay Change: Allowed groups on disbanded ships to do training missions to+ a$ ~) e. A% T) [2 V
save from moving them ashore. Training from disbanded ships does not increase the0 S: E B3 t2 \
pilot mission count.0 H" h2 F+ x& _+ S
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in: i2 {% d" j: U
order to help identification of saves
+ R1 z" D7 a, J+ g! r/ ~61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
1 {- u9 y5 t$ P62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
/ U2 x- e; K& n8 }9 g$ e/ E, bmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
w) C0 x$ |! D8 W8 p. w) obombing attack. Groups were at maximum altitude and conducting glide bombs# ~2 n5 o3 o x
attack, sometimes without engaging CAP or flak.6 v6 N5 [+ m3 w' }: R6 b2 a
63. Changes in order to standardize inactive Soviet group’s training options;
. m# w+ q' V* t64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see' L) S+ P$ z* l
Pilot Management for more details). The number of pilots on the group lists is RED if
) s* @3 |* T: g1 W; ^& v# Wless than the number of ready planes in the group, indicating a shortage of pilots. This( t9 X7 T% f" `$ O$ Y
shortage may be filled automatically or manually for a mission based on the pilot
: g; j5 L$ @6 L Vselect mode.
9 B3 \7 o' Z+ B4 {. ]2 d65. Corrected issues with group destruction on scuttled or sunk ships and groups on
" n6 n: q' J6 w0 e9 I# S/ n& ?withdrawing ships# y. a4 K q; [: ~
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
5 Y2 h }1 y/ d6 Dclose range
0 G: `9 p# z/ w, P& V( Z. B67. Gameplay Change: Greater weighing of crew experience in surface combat
$ M7 Z' W' G# D1 O1 K8 S68. Gameplay Change: Limited radar directed fire, increasing over time4 x) i7 f' b; [% n% f n
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface7 R# _" A g6 g6 Z" D2 N
combats at 1000 yards+ Z( O2 ^9 ?$ b( s
70. Gameplay Change: PT Boats less likely to attack in daylight
; A' T# M, Q" n P( G71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be1 R G. \5 U+ }) v, B2 ]; Y
hit in ports and rivers; e, d9 R' Q& b# N
72. Gameplay Change: Submarine captain ratings have more influence on Submarine3 s6 @/ t: {1 N. Z: c
performance
% Q2 t. ~* p; K0 f/ C73. Torpedo hits on escorts not showing in combat report bug fixed9 ]& U( W) o. z( `
74. Gameplay Change: Aerial ASW less powerful in early war
6 c% U4 L7 A" k; m7 u+ W$ |. C75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
- n2 Q6 t4 R& D. g0 ?( ~/ xdiverted fragments having planes but no pilots. Pilots still flying planes are now
; b/ |6 @' _; _2 b5 m1 Gignored for sinking ship purposes until their plane lands.5 Z6 x7 }7 _' r: O4 Q! s Q5 H
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
, M7 Z( ^$ Q8 q: P+ Z8 qbeing delayed ‘4’ days. There should be no delay.; h; W% W, R# O: A
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
5 {" n& N# z7 |5 F- S" `the convoy disbands.0 p }" V3 D; N7 V
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
/ S! R1 Y- E8 ^ i: U5 Rhexes. The range was not changed when the game scale was changed., ^ g/ j+ g% x1 C5 d: F
79. Fixed bug when displaying search arcs at a base7 x |5 h& n" P" ~8 U( ]
80. Fixed Escape key on Industry Management screen7 T$ O+ d' F0 T4 k# S! N
81. Fixed oil and resource in totals on Industry Management screen) ]: x" T* z/ _$ [5 e' f
82. Interface Improvement: Add an extra line to the Industry Management to show total' `7 {, J7 j% y7 d; R4 l# A3 x
shut down industry on Industry Management screen* {0 U1 f8 ~9 S1 H" N3 x
83. Interface Improvement: Add base select to Industry Management1 E, C @; e. h) G% H
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as! l r. _6 I2 ^2 s
ONE group for Admin stacking purposes; the presence of all three in a base counted4 X Z! ?9 z8 j& [2 E( u7 V
as 3 groups for Admin. a/ }! {8 ]. X% |
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
4 [& R8 w! Y; @1 r. G0 Z86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
1 F9 E4 V9 Y, m, o/ |& jFF being affected by old stock code that cleared the secondary mission.
+ q: v3 F+ Q B9 [; n( s87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.5 H8 a# Q3 |8 }2 o% y6 W& F
88. Fixed an issue with tool tips being offset from actual hex when forming new
8 C. J5 C( Q1 O' O( Y, Y, z+ Wtaskforces% q9 C0 i* V5 {$ n$ Y
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
: Z( p2 F3 l3 @6 Fthe end of turn save only. Preferences are now restored as saved for the player at the
3 k: S$ j1 y3 y" P! M! c9 }# E Mtime.0 y' q6 i* x) \# ?
90. Changed air supply mission to use a friendly base as destination, if both a base and
2 b D* P/ h: L. OLCUs are present in the hex; it was sometimes giving the supply to the first unit only0 J7 p& ^- f; F, H( o3 K9 V* k
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the' B) c" @7 v. _3 u$ t3 x
mission was canceled because the enemy LCU was selected as the first unit in the
& ?9 U6 X, X1 n% P" i, {hex.' Y3 l5 x- U( ?: ?$ \
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
9 l6 {# B6 R* G' l: b8 b$ x93. Prevent very low grade TF commanders from returning single ship TFs to port to; n4 y4 w) |- e( K
rearm when rearming not needed.
8 f; R; W7 V2 M/ m4 x7 [94. Fixed the supply cap and monsoon effects on supply' o# [/ }; x) z4 _9 D9 }2 R4 h
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland6 |3 c4 o% c, ~9 e0 L
movement.
5 M/ z. |4 v/ H. `+ a! }# U96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
1 _. `, _ T/ o! Awhen Soviets are inactive.% ]% C+ ^2 t6 U
97. Tweaked resupply task force to Japanese bases.
. |3 [/ e3 L& {& }9 {98. Fixed a HQ/Chinese unit respawning bug.4 x4 V" [' I* c2 _8 z
99. Restricted permanently disband/withdrawing air groups from being able to the the
+ j# i7 D% g% `: _# A1 X“Trainer” option in the type of pilots to use.4 @1 @1 U$ T+ @8 S7 }4 b5 `
100. Restrict the options available to pilot movement in permanently6 D& h1 R; j5 {7 D. q( B
disband/withdrawing air groups; mainly restricted to making them active or in-active
8 a* H; d- F( hwithin the group." {" G2 L, t; N5 ~; w+ L' ]$ l
101. Fixed error in splitting air groups caused detachments not-in-play still attached to. ~8 Z& ?( }$ d' R
parent group - stops divide ability/ T8 `2 ~) r: ]0 {
102. Fixed an issue where some autosaves could reset game options.
% F0 y6 v3 a& I& c( b' m103. Disabled the ability to make a group a temporary on-map Trainer. d7 M: N# T6 f$ a* i
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
; p7 t8 z A) A. D" v% j: OFATIGUE pilots.8 ` s" c1 M/ L/ }
105. Made some adjustments to Kamikaze effectiveness.) [& Y9 Q4 F5 N {% A: f
• Naval Data Changes
/ [* I) u. A- `+ S, p. A9 a1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
% \7 C1 p- k$ A) p! R- F# pClass
- V' m4 X( Q% y( ]) k% [- m- P8 \Scen 001, 002, 006 (007, 008, 009)
/ }0 |/ X2 B- z0 @' U2 g5 i( D0021 – Australia – correct weapon facing$ }# H3 }4 j7 O$ b% L
0418 – Helena – correct tower armor from 0 to 125
6 V5 P- G: w, x) `8 F0767, 0769 – Chevreuil – correct endurance and fuel7 ?9 j5 o; U9 g% @1 ^9 ]
0770, 0771 – Duguay Trouin – correct weapon facing
8 f4 u8 Y7 J8 s; Z0772, 0773 – L’Adroit – correct endurance and fuel( n; z" N8 }; X' a& d
0774, 0775 – Fantasque – correct endurance and fuel
+ X n1 b/ g5 M, w' m' _0776 – La Galissonniere – correct endurance and fuel+ Y8 }3 ~- Q' j0 D& |) e
0776 – La Galissonniere – correct weapon facing; T+ T% `6 c6 n+ b* D
1013 – Yubari – correct weapon #4 turret armor/ G( W! b* j3 T. y B# ]
1102 – Furutaka – correct weapon facing
5 e7 p: ]. s* y, m) m. C$ V1107 – Aoba – correct weapon facing
" k! z! `5 V1 A& F. L1112, 1113, 1114, 1115 – Myoko – correct weapon facing: h! X! J+ Q8 E; C
1730 – Yamato – correct weapon turrets# D/ {1 t' I! B! b5 l, w
2025 – Kongo Maru – correct weapon facing M! n( i, {7 [( x
2202 – ARD 3000 Ton – add Japanese small ARD class
6 g' L; `1 w! x. J1 i4 Q! ?% L+ m2903 – Gnevnyi – correct weapon facing- X4 E2 x u# b& e# o, K: [
2915 – MK Cargo – correct weapon facing
* ?/ I7 j% f0 k: |. A2918 – KT LST – correct weapon facing
/ y1 a& c+ T. g7 aShip
3 u* g9 w/ u* I4 v# h, uScen 001, 002, 006 (007, 008, 009) changelog4 L1 {0 e# M4 E( U! e2 n' ?; J
All – update weapons from class to reflect weapon facing corrections3 [/ ^6 o' E1 ` v1 R; a; h
0999 – Dublon ARD; add small ARD to Truk
! M( ^+ [- L0 `; C* A3550 – Laffey; correct entry date to 4204305 C: C+ W, Y( m5 j, O. K2 m
3580 – Frankford; correct entry date to 430430+ f, o- P/ k+ A7 f6 e, u
4317 – Thornton; add Clemson AVD at PH+ G S2 |* k9 K5 Q) J' [' m0 o& L
4361 – Henry A. Wiley; correct entry date to 440930+ j$ b1 ^" C: V1 j
5222 – Rixey; rename to Bowie
& i$ H/ B% Z3 T$ ?9 E% n5223 – Hercules; rename to Highlands
0 W3 p2 ^* C0 m& f; `; Y9 o# w5251 – Pinkney; rename to Pickens: D, {5 t( Q3 a# R% Q. o
9253 – Madras City; correct entry date to 420228
$ l$ [9 l" C$ Y; q3 V9728 – Indus; delete duplicate ship entry
( L' Q8 n5 o: f2 q9837-9849 – Soviet Fleet; correct ship name spelling- K$ |0 ?+ B9 @ A+ h _; Z3 Z# J
11316 – AFDB-2; change arrival location to # 524 Seattle
3 e4 {7 Y/ q2 Q- x6 Z11364 – BYMS-2055; correct entry date to 430228
. ]9 s: H3 @2 ^( q4 k; g11365 – BYMS-2059; correct entry date to 430228
% P. N# V, [) u" T. p14070 – Ha232; correct entry date to 460228
. B3 I% B# k: w* WScen 006 and 009 ONLY
% Z; [+ j7 z8 p. u9 \( c1 \1 K0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445! v: R5 U1 k8 V" A
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295. |: ]0 U% l# @1 M1 q0 Q
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295$ Q9 e# S% S2 O7 a
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
" y( a8 v* A5 Y. F4 F0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370* X b9 d0 Y( x% ]
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445- M3 Z2 W* q& [7 \5 a$ o4 Y/ Y
0043 – Hiei; adjust fuel to 4175! v& M7 q+ \4 w6 Y9 J
0044 – Kirishima; adjust fuel to 41753 k) h* N; g: @7 V6 n+ x& E
0067 – Tone; adjust fuel to 1775: O: i2 G2 i" h
0068 – Chikuma; adjust fuel to 1775% O* T9 {' F% p
0118 – Abukuma; adjust fuel to 833: j+ \; n- T8 o: R
0146 – Akigumo; adjust fuel to 265
1 {- z1 S1 V2 ^% l) e0168 – Kagero; adjust fuel to 265
% q% B. ]9 z0 b/ `( v6 F9 z0176 – Isokaze; adjust fuel to 265
6 j( n0 }! t j0177 – Shiranui; adjust fuel to 265. ? }/ U& U3 j
• Air Data Changes+ ~ r1 ]& ^# o/ x3 z
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
' n3 ]4 Y; W5 V G[177] B-339-23: Name set to B-339-23.
/ V& ]9 i9 y- \[178] B-339-23 (PR): Name set to B-339-23 (PR).
0 ]" F4 q3 w e# p! s$ w[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
* c. G; w5 z1 Y: }[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
. c2 G4 Z5 Y% z1 i: z& X5 O[365] Stearman 75M: Nationality set to U.S.Army. l) v& X7 q, \+ M8 u/ \
[451] PB2Y-3R: Deleted.! E) t; O: j: |% Y0 G. \1 O, N7 \
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
' X+ u5 c5 v6 y2 j! j2 o4 [[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
6 Y+ E: c& k! n0 M2 |MG; wpn 13 set to 500 lb GP Bomb.* y/ c) i! Q3 w, s1 b! j
[1923] No.1835 Sqn FAA: Delay set to 0.
+ L* q6 i; y+ q[1924] No.1836 Sqn FAA: Delay set to 0.
1 E# l, @- y- a[1929] No.1841 Sqn FAA: Delay set to 0.
0 l( h2 H" D' V! h[1930] No.1842 Sqn FAA: Delay set to 0.
" O& b3 z8 w( L. V/ d9 P1 N[2587] VMF-211: Location set to [584] Pearl Harbor.: U8 G( j% M& K- g0 v/ {
[2642] VMF(P)-321: Deleted.0 ^8 N3 T4 h' K0 f
[2652] VMO(P)-351: Deleted.
?6 a4 X5 B7 S* B& }5 p[2668] VMF(N)-511: Deleted.
X2 |# {; a1 x) [2 M. r) o, _[2669] VMF(P)-511: Deleted.* H% m( \5 Q$ o8 ~
[2671] VMO(P)-512: Deleted.( m* \/ L( {* Y% s
[2673] VMO(P)-513: Deleted.0 L. ?6 Y1 ?: `' w$ Y7 F% t
[2675] VMO(P)-514: Deleted.
3 W3 x; M9 Y" J9 r3 f[2827] VR-2: Deleted.
8 L$ B, y2 S4 u[2828] VR-4: Deleted." q0 K% K+ K, `' K
[2829] VR-5: Deleted.) \; l6 a: |! J% | Y
[2830] VR-13: Deleted.
0 o/ O4 b- d" ^, @[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.( Q; A7 f5 J+ \0 d& E- ~7 o7 W
USN patrol-type squadrons 4301 resize to 15 deleted.
) t* m) W' P8 tUSMC squadrons 4301 resize to 24 set to 4410.
" e' g- k3 R+ ^7 K$ _USMC squadron upgrade paths reworked.
% \/ J' Z, o# m tGameplay Change: Units with a/c MAX strength six or greater now able to split into5 P+ ?2 E# b" k% x0 U
three subunits./ j# ]& M6 S" ]9 s+ h8 L0 d, K
• Map/Base Changes! L2 u( l3 u8 k; D1 z: t
1. Garrison levels in China have been increased for both the Japanese and the Chinese.+ x* O0 p4 G7 ` [ Y/ H# W: q( c
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
) o, C6 E% n& U! i. g4 _AV.0 O' \5 G* ]$ E' C5 R1 }% a
2. Garrison levels in Japan have been significantly increased for the Allies.
# x6 v+ V+ v7 D/ x! i$ V2 r4 g% g3. Garrison levels in India and the Philippines have been increased for the Japanese., H) [+ f/ B- e6 W7 k( c
4. Garrison levels have also been adjusted in other locations, with some areas having
" S5 H) d( U0 G3 e! i, ismall increases.
1 {2 ?% z# p, F) {5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an6 `3 J! A7 S1 R
Airfield.2 J; |# ^. L3 A6 A* m
6. The starting fuel level for Los Angeles has been increased.
/ t! \- G% S* W" I/ U1 D2 ~7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
! V# Y5 l( t8 [1 U2 h9 w8. Anchorage in Alaska now generates a small amount of resources.
5 n* e1 Y+ ?1 J& E3 v9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.0 ^) A; C* w! d
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0." i- @1 ?5 ?# B! Z/ S5 _ C
11. Nukufetau has had its port level decreased from 1 to 0.
: _% F8 A- ]& z. {, {12. Pago Pago has had its port level decreased from 3 to 2.
% }7 B! Q7 K- j0 ?3 E2 _* ^3 ]13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
$ J/ D6 c" c$ _- W: D" D9 p2 ]6 hbase does instead.$ c1 S8 Q5 ?" p7 X9 T2 x- N
14. "Ahmadabad" has been renamed to "Ahmedabad".
4 `1 O6 T1 ]2 {& k% H# `3 X! j15. The generation of Daily supplies at Chinese bases has been distributed to more bases,* i( y% ^# n# n- b
rather than being concentrated in a small number of locations. Overall, Chinese
# _0 x3 u' z2 ?! l7 ]7 H( esupply point generation has increased, to about the same level of supplies as in the
) r: J% C5 K" ~- yoriginal War in the Pacific game (it was a bit lower before).6 q( T, ^( `8 a% o- C/ M" ~
16. Australia now generates a greater supply point surplus than before - about 5,0005 s% C; q; U* }9 K+ A
points per day as opposed to about 4,000. Fuel requirements remain the same.
+ B" q) p5 \6 ^8 L# E7 `17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
) z1 q: ]! c& n2 pinstead of hex 200,40 - and the road and railway networks in the area changed to4 _! {* s P* M5 a$ j1 \
match |