【官网原帖】:
: X, H9 C7 G5 V! J( ]0 p1 K) Khttp://www.matrixgames.com/forums/tm.asp?m=2313850
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( {6 O; V' V2 s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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【下载地址】:
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地址1:rayfile下载
5 T3 S1 x& V- s' z1 Uhttp://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/
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/ X3 J* _3 P" n- w' H; C0 x地址2:HTTP直接下载$ q! A: b8 Z! j: j
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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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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5 \; h# g4 X' X4 k【更新内容】:
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Change History:6 b8 V) _( O, ?8 d, j' X9 e% P4 Z
v1.00.95 - December 7, 2009, Y0 s" Q/ P1 x
• Second Official Update – This release is comprehensive and updates ALL previous7 d, g2 B2 p7 q9 q& Z$ {% I/ b1 K% N
versions to the v1.00.95 level.
7 \3 c! F* l4 Q0 W5 T2 AIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot6 i* [, N' D9 [ U& V
Management Addendum” which have been added to your Documentation shortcut subfolder2 r# @" b! g6 q- T2 I
and can also be found in your /Manuals installation sub-directory. These two
! {: ?& u6 u* b) e+ \documents contain very important information on improvements and changes in these
2 P- m. {- J+ jareas.7 V0 a* ^" p0 g: T
• Code Changes
' k8 @# r7 j7 P' b+ _' B2 E1. Interface Improvement: New Screen for Industrial Management/ W+ a8 h1 J! J2 p) i, g
2. Gameplay Change: Air transport mission was using all ready planes. Now the
3 t$ n/ y( C) Z& w/ q. K1 Rnumber of available planes for the mission will be adjusted by the rest/training
- {; x$ _6 l" _1 }percent as on other missions.; \, w% s" m" {5 A& n* H
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes0 l6 k( b( }# g0 P9 `7 W& o P
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
% M/ g/ H' `( Qshow in change command list( ?6 {8 u1 M( M( ]" `' }
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
7 y9 ~6 E7 {& YBombs’ flag rather than the altitude setting
: ?' |8 F% p+ b2 W s% l m6. Gameplay Change: Full base screen now show the consistent over-stacked AF
' V8 @+ L+ u6 \0 {5 eindicator ‘*’8 C5 }+ o4 l6 ]; a* B
7. Pilots who are captured or killed were still being counted in some group totals. They- t- P$ n' q5 D! R& {! ?3 U }+ W
are now removed from group’s pilot count, but still available for ‘Top pilots’.
; M" U, J; Q+ B" [4 K) }+ y8. Interface Improvement: The buttons in the lower panel of the main screen have
, y4 Y( `0 Y6 F$ X+ F7 bbeen improved. With the mouse over the icons on the far left, the number of groups,
) ? ?# F3 S) o0 m# K, k, K7 X. U0 Rtask forces or LCUs at the base is shown. Added a previous page button when there9 s8 [5 c+ u# R+ \( n p1 v' D
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The7 S# {- M9 d3 r1 m+ F
tooltips sometimes were corrupted when other screens were displayed on the map and7 U8 ]0 C% Z. I! j( \& y
the bottom panel was still active. This has been corrected.- _9 r5 @+ q# R/ C B
9. It is now possible to repair planes in excess of the group’s size/ ?/ |3 M/ X. b! @# F
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
3 t H* F) S7 }- W6 Qtraining is incremental. Points are accumulated and once a certain level is reached, a/ U0 `$ }8 u( o; R U0 d
point is added to the skill. The cutover level is the current skill level; so as the skill
% ?, T& ~. {5 V, q! t# e! dlevel increases, it takes more accumulated points to reach the next level. Combat1 v3 ]7 v% b) y$ E
gains points faster than training, and combat is required to reach 70+ skill levels.
) l/ J! m8 ^% Y: `) UExperience levels behave similarly with the one exception. If the Experience level is7 p M: b0 N: ?! R
higher than the best skill by more than 5, a skill based on the group’s mission gains* }) F' Y, ?( _9 q
the accumulated points instead.; ?) M K! n0 l# A# ]% v
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
0 R% U+ y) `' n L6 y% F# Qammo and return to base if required: A) a+ h6 b% |7 i0 g6 R+ S1 I: U
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
& p& {8 c0 H" ~$ r' ^7 Y13. Gameplay Change: Malaria effects adjusted
. w- Y! U; l: X6 @; n14. Fixed bug preventing port construction in certain cases1 ~, T T: A/ O. u l9 U
15. Fixed bug preventing combat engineers from building$ j: k) l4 a; `2 B* O% P" a& u
16. AI improvement refining settings for LCU attack levels
; w1 ~5 h3 C. O17. Corrected unit TOE loading bug9 b8 q3 {% ^6 L! G$ E* l& Q. C& R
18. Correct bug setting default morale and experience when not provided by editor( H5 z1 g- s" ~4 j5 C/ Z8 \ p
19. AI additional checks for level bomber base sizes
$ L1 M8 F3 u# m1 `9 w20. Numerous supply tracing improvements
5 o6 I: e/ x# {3 q0 y- `21. Numerous supply/resource movement improvements/ E. {) V9 K! F' l# W6 r0 `7 t9 ~
22. Corrected several land unit fragment bugs.8 A4 w/ W9 N# e+ Z9 [
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF! \+ S, z6 c+ ?, |3 x7 A
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
: \- ]3 S5 F3 o3 S8 w* Umeeting process to reduce chances that the meeting will not take place until one or the& I' a8 r m( \
other TF reaches the “met” TF destination. Also correct a problem TF could4 @- j# e! l6 m
“merge” with a TF that no longer exists under certain rare circumstances.7 ^# F# ?7 o6 }7 P
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
, H+ R# y1 b" Sdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
. O% e! b/ T( F3 Z9 tfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be' c! }- _/ a( H7 U% m! n
docked if the port has the dock space for them, but will auto-undock when adding a/ E+ G& m& z- ~8 p, E6 t
ship to the TF causes it to exceed the port capacity.1 l" C) n2 G4 n' y5 O
25. Adjustments to naval retreat determination. TFs retreating after combat will now be* t# D( E u7 o# o5 w& u
less likely to retreat to hexes containing other enemy forces and be more likely to
0 {/ M( M1 h8 |3 D, Oretreat toward a friendly base.2 o* u0 j, g$ {$ C1 h, j( g6 S
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it$ M' W+ t2 U w+ ?
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded( W% v) `/ |. ?( |3 d
in port, (c) ships in port (disbanded).
. J- ]# w$ }8 h- E/ \1 R% d, e27. Interface Improvement: Implement search arc drawing on map- Y; P5 ~& S, u; b3 F8 @' V3 J0 x
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
. T9 P% m" Z3 y) O9 m8 |ensure partial rearming is in full mount increments, and adjust ops usage according.
% }* _. @ ~1 B! `29. Fixed naval support availability bug. Naval Support in HQ units that were actually at1 T- _- ~( R7 R4 E4 c Y, b3 B
a base were incorrectly excluded from Naval Support totals at that base. This was
g \% ]1 \7 t9 e4 k8 adue to an error in calculation of Naval Support availability over HQ Command radius./ |2 B. `$ x/ V6 }2 e4 l& L
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location; ]5 |* Y8 |) Q% |
could improperly interact with fragments of the same parent that were at other3 ?* i% S; n9 {8 w
locations and had been previously loaded by either the TF or one of the ships
, C! ?, O \2 N9 O) G% kcurrently in the TF or, if the load required multiple days, when unloading of other; ?3 @7 e3 N) v
fragments of the same unit caused and automatic switch of a fragment to the prime
! C0 h$ ]7 l+ H2 D) zunit.
( j9 [0 g! n' `/ v31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
' Q2 J% Z( Y+ `- f. aPreviously repair of all system/floatation/engine damage would terminate repair of a
" C& ?. D. x* ?9 F5 C& e4 ~ship that also had a damaged device (weapon, radar, etc). Damaged weapons will' {6 ^9 U, ?/ x+ j0 q, q6 X
now prevent full repair of systems damage and may “create” small amounts of system9 R% }: r( a4 g( G. m
damage to keep the ship eligible for repairs. Note that this may have the affect of& N( P$ t' U H! l. w `
small amounts Systems damage being not repairable at a location where it normally3 X2 `. V( X% m a
would be repairable if that location can not also repair the damaged devices(s).. H/ D. ]$ B9 x0 s
32. Interface Improvement: Changed Allied aircraft replacement display to show nation- s; L2 p0 L; h6 c0 V4 d6 r- q
of aircraft1 w! D7 s Q, L6 r" T
33. Corrected several menu bugs- c) }# h2 j. ~# m+ q v) `. g
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of" Z- }- Y+ d% q; w# m
land units by TFs.
: v- }6 S4 b6 P' ?: k35. Interface Improvement: Add “undo” for ships being transferred during ship: G" I- ]% Q: P: _
transfer. Previous undo only functioned properly for ships being transferred into the
H# q l9 p- Q6 A% O. pselected TF. Provided undo for ships transferred out of the selected TF.
% T" J7 i1 Y0 z3 K4 T' V36. Corrected bug causing ships to move in excess of maximum speed when in a TF that l: V" A" Q7 i% m" @, Y. u+ p, p. r
is following another TF that is beyond the player-set follow distance.
' c, G! k# x3 @$ c X! A9 P37. Change ship based aircraft repairs to be by plane, instead of by group; g4 f) W" Z9 r! p0 ^3 O0 N" j
38. Interface Improvement: Made air group screen larger to reduce clutter
& E8 r. ~; Q+ K4 _ x" a39. Gameplay Change: Adjustments to supply consumption by land units
* N7 a2 }& r+ Z6 f2 _. y40. Change to AI shock attack determination
4 [: e! R' @& o0 b+ b h+ K41. Improve AI awareness of intel on nearby enemy LCU
1 P; |, c t7 e+ c42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level* B- M2 P* O5 q9 X, G
43. Gameplay Change: Changes to AI production on “Historical” level
( z" Q& Q/ l; U44. Improvements to save file process to reduce chance for file corruption, especially by
& {6 F" e0 ?5 v9 y- k( ^6 Edeleting the old save before writing the new one
) J; f, [* I) C' s1 M# D8 |45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active; L3 P. M9 {2 Q8 U8 W
46. Improvements to refueling calculations and processes. Ships are more likely to fuel: V/ d0 F+ q$ a# u6 I: r1 W! z7 W% p7 t* D
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
6 l" K; l; R' {3 Q& L4 {sources for the “from port” and “at sea” variations.
/ I% n& P( q+ d; A# ?7 ]8 @! b• Replenish from Port will now use the available fuel/supply at the port and on all
% ~3 W/ w2 h. q9 M0 Sreplenishment ships disbanded into the port. For those disbanded into the port,! M) A0 `0 x0 c2 q8 U! t7 t) @
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used., i( n" i( [' P3 F
Tenders must be of the appropriate type for the ship being replenished. Note that v* [6 ]) T; n: [0 U5 X9 k
port facilities are used in preference and ships in the port are only used if the port* ?& ~7 U8 ^$ x+ _7 D' ~7 V
is not able to completely replenish the ships in the TF.
\8 T* \/ Z, @/ B; | Y• Replenishment at Sea when the TF is in the same hex as a friendly base will now
: z! j' _: e ~& Y. r, ~ _% d' puse all ships in TFs in the same hex but will no longer use ships disbanded into a
% E7 s, X9 [5 ]' d4 gport in the hex.
z. Q( D4 `1 g: R& z* w47. Interface Improvement: Add new map icons to highlight certain events
, k- T3 h( ^4 q' n* j$ o48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some% l: ?6 I! Q7 ]/ g( E
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap. K# |2 D0 c2 e' E( {# [$ m8 \
port or from any TF that is currently off map. Ships that are not badly damaged
7 p7 K2 [9 c" S1 mcan be withdrawn from some on-map ports or from TFs in certain on-map regions.
) t5 a) V8 \2 r% d/ R3 X0 _For on map, ship may not be on fire, total damage may not exceed 99 and no% |. n+ T/ O3 g+ j& j6 z- u: W
individual damage type (system, floatation, engine) may exceed 50. Ships may not
6 V, I- m# I" d) J& |* R- [. tbe withdrawn from any on-map location where the enemy has air superiority. The
$ Z3 {5 G8 w: ]" f& k8 \- T( ?intent is to prevent withdrawal as a method of saving a ship that stands a good chance) j# f0 e1 j% |8 g9 I
of being lost or further damaged. On map withdrawal ports are set based on the4 F* o2 ^3 {1 G* F- n& K3 J
historical exit locations for ships leaving the Pacific:
1 t: I8 V+ w* m) u" E- t1. Any level 9 port. J7 |8 n7 _; D0 F# k3 p/ {+ g
2. National home ports of the United States, Canada, India, Australia, and New$ N1 x5 U$ q( N* Q+ |/ _" Z: O
Zealand (with no port level requirement)
3 H* d7 A. }& s: x7 @" ?. S1 @4 A3. Any level 7 or larger port on the US or Canadian West Coast.
/ ]3 O* \7 v( O# ?4 Z/ O! C- A4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)9 b8 k. X! v" R5 n* H
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
& H" L' A: D6 ?) y3 U7 I L. Y6. Any level 7 or larger port in New Zealand., ?/ K& {6 K; s# q# }3 Q: S
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of1 p) l4 Y# J/ E
another ship actually sunk, the data for the two ships could be mixed. Depending on+ O' ~: G; W8 T9 A! n) X
circumstance, this might result in one or even both ships being reported as sunk.
" }% U1 i: }1 U" `; M/ I50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and1 w' ? c1 {' h K8 M, D* c3 l
TF list screens. The calculation will continue to show the remaining ASW capability
* p& n5 v. w8 n0 w(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is; ~/ J+ q$ C+ Y4 s0 j$ q+ |
now based on full load for all ships in the TF.
$ a- d g" m! P( \8 y51. Resupply capacity for bases added to editor
* y, n) _+ p7 ?/ l( e52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units# W& M* N" l% M# W, j, r
53. Adjustment to AI unit planning level based on AI difficulty! _# ~+ b; F/ R3 |# ~* @% J
54. Ensure minefields are created for proper player when a single TF lays multiple types
0 A; H- X7 y9 U# ~of mines. Player of minefield properly set when first mine type laid by a given
* U, B- g, G9 z- C3 J* \2 _minelayer but a similar check was missing when the TF contained minelayer(s) with& [; z4 d0 x7 s. f8 G
two different types of mines.2 {5 {2 O ], m
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
( T# |7 p0 n; `- [( n9 H10% loss of supply and fuel, and 1 VP and no supply movement into or through hex+ o M+ s- ^7 ?) ^9 z" g4 ~; k* V
for owning player, if partisans attack and cause damage.
6 h$ S3 B+ l- t1 \7 b6 ~ t% F$ C56. Gameplay Change: Movement rates for clear and desert changed to 25 for# ~; q0 N+ i+ r) T
mechanized units+ d0 j5 [! D* j9 Q+ s m
57. Gameplay Change: Land combat effects toned down: M6 N7 a0 C/ B0 t* z G J
58. Ensure AI captures empty bases
5 O3 h9 R/ d/ \- c8 `3 D5 v% S59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
. p' |: N4 H' k' m0 hsave from moving them ashore. Training from disbanded ships does not increase the$ f/ D& {& |( s7 q/ c3 ]
pilot mission count.
* q' E- p0 h$ `60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
" N+ b% p- s* e: Sorder to help identification of saves3 s) Q; @* f, F' o( u6 k" C# \0 Y+ y
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)6 ^1 ~7 E, J8 q% E; a
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group" a0 ?2 @: Q" v# \9 J1 z/ O7 G/ p
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
1 @, o" w1 P7 a1 o( Q& obombing attack. Groups were at maximum altitude and conducting glide bombs
9 T, v, I3 n/ k1 Jattack, sometimes without engaging CAP or flak.
" c! `5 O0 I$ a# q8 l% {63. Changes in order to standardize inactive Soviet group’s training options; k/ O. |$ c ?5 [: H0 A
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see, y$ _ |3 a- Y% U" ]2 t
Pilot Management for more details). The number of pilots on the group lists is RED if
6 x, _& ^7 Z: D. mless than the number of ready planes in the group, indicating a shortage of pilots. This! f+ L; d9 Y" @) K" t
shortage may be filled automatically or manually for a mission based on the pilot
3 f# N- u5 ]: K& qselect mode.
) }; t5 d% c& n( {: Q65. Corrected issues with group destruction on scuttled or sunk ships and groups on# H4 p) U7 r( Q/ r) @) J
withdrawing ships
; R/ l1 _' ~% ]; P5 d66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
6 l- k; x) Y T- a" a" ?close range$ u7 d9 Y9 l; ?$ e5 i' z* K
67. Gameplay Change: Greater weighing of crew experience in surface combat. y) _! o# |# z( N2 t+ c& _" e
68. Gameplay Change: Limited radar directed fire, increasing over time- z- c. D5 b, q7 k0 w) S
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
+ @& _/ F1 C' u; M6 tcombats at 1000 yards
% A3 N' i& U, D6 u: ]70. Gameplay Change: PT Boats less likely to attack in daylight
; d+ N0 f7 I0 y; l71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be9 M+ D9 T }* K( X8 d* d
hit in ports and rivers
% V3 i c# x* D& n a. ~72. Gameplay Change: Submarine captain ratings have more influence on Submarine
. x* m$ P" v0 B, a' m2 d+ pperformance
0 X. Y0 [' ^# J7 M1 v6 S73. Torpedo hits on escorts not showing in combat report bug fixed
( E& B! w% [4 e74. Gameplay Change: Aerial ASW less powerful in early war
. X2 I8 ?( Q8 w0 q* G7 W# a75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
+ o+ E8 p, E* @( m& {' J* g4 ^8 Ediverted fragments having planes but no pilots. Pilots still flying planes are now/ [% a3 Z- p! f! k
ignored for sinking ship purposes until their plane lands.
& [: J; _3 s) D6 k3 z$ _4 }- N0 n76. Group transfers in off-map bases from a ship in the base hex to the base itself were$ I5 @5 [9 N( i3 V3 d5 l. {! i9 u* i% O
being delayed ‘4’ days. There should be no delay.
G! W8 @" y9 G1 q7 d* E77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when$ O% i: D/ @& N/ U( t% u8 ?: z
the convoy disbands.
R. _* l! O% D$ N/ \& m78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
* X- _" T0 U% J, q1 yhexes. The range was not changed when the game scale was changed.
j3 |- @8 J3 A$ p) t79. Fixed bug when displaying search arcs at a base/ n! v5 a. m" ?0 b
80. Fixed Escape key on Industry Management screen
! P& f$ B g3 p0 _81. Fixed oil and resource in totals on Industry Management screen
/ r4 V* W) _: x' g, v! _82. Interface Improvement: Add an extra line to the Industry Management to show total% b8 u9 {9 A( g% j4 r3 q- c- M
shut down industry on Industry Management screen' K; d- u% [& j+ Z, G% v( B6 \
83. Interface Improvement: Add base select to Industry Management/ z# T$ c3 Q' Z( \1 u) K
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as4 |# z) M: q; ^' ^9 t% {
ONE group for Admin stacking purposes; the presence of all three in a base counted
! }3 n" q# D& a6 H1 \" y Yas 3 groups for Admin) E' L7 b, M+ s3 g; k7 g# R+ }& i# e
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups1 O: L( Z1 i9 _9 M8 D
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
$ n6 H7 P& O: ^) } g8 A2 `% C8 wFF being affected by old stock code that cleared the secondary mission., _- x$ @+ x, p% {# r8 P
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.0 r4 @. v0 ?" w0 T& R7 w2 [. Y1 _
88. Fixed an issue with tool tips being offset from actual hex when forming new
4 F* E' R- G1 M* ^) l, \taskforces5 l8 j7 W! H9 D* c+ k4 j
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
; g( p; j0 S- i8 n7 E% K! gthe end of turn save only. Preferences are now restored as saved for the player at the
2 b, @" f$ _: D Q; I& atime.# h }7 i/ i8 K& L! ]6 V8 U
90. Changed air supply mission to use a friendly base as destination, if both a base and
+ |) f9 h; n1 MLCUs are present in the hex; it was sometimes giving the supply to the first unit only: d5 n/ o7 y( ]1 R, k
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
$ o8 T4 ?2 l) q9 lmission was canceled because the enemy LCU was selected as the first unit in the
0 c3 M: ~9 T+ t+ \! M, J7 M+ Y/ khex.0 s8 D9 v$ d6 S! `( s0 x1 K
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.9 l6 h {2 `6 V* J6 r, A
93. Prevent very low grade TF commanders from returning single ship TFs to port to
! K% R: \- i# ]3 Nrearm when rearming not needed.
$ ]% W2 I) ?4 ^0 s( E6 J" o94. Fixed the supply cap and monsoon effects on supply3 }' u: j$ ^; H4 u9 J" d/ _% E
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
. Y/ w" w9 ?5 Q3 }% a' ?/ G0 Amovement.
8 w, V* f- x! u5 s9 w7 `6 G! `$ c( y96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
6 r- R2 Z' w% f% Q$ Xwhen Soviets are inactive.+ j1 B, L# V! p1 H3 P9 r& t$ `+ O
97. Tweaked resupply task force to Japanese bases.; ]$ V- Q) _: [/ Q, `
98. Fixed a HQ/Chinese unit respawning bug.
L" P; O6 N2 J7 B99. Restricted permanently disband/withdrawing air groups from being able to the the
; j9 N, K: O0 |' f/ A: O3 S& e“Trainer” option in the type of pilots to use./ A) p) O: J; X
100. Restrict the options available to pilot movement in permanently
8 P: @6 H" i* F1 |5 Mdisband/withdrawing air groups; mainly restricted to making them active or in-active
# S/ a6 m' [& u+ Y2 X. f0 Awithin the group." @6 h: B7 p0 G$ `1 q& U
101. Fixed error in splitting air groups caused detachments not-in-play still attached to" \" R' S2 d1 }6 `7 E, f% I; W
parent group - stops divide ability% R- d6 c' |. S: y; w* {: h% c
102. Fixed an issue where some autosaves could reset game options.* f% P+ v# e! m' ~% i
103. Disabled the ability to make a group a temporary on-map Trainer., r5 J2 j! I0 G
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
, o4 t4 a4 I5 j' X% y, GFATIGUE pilots.3 b) t! d6 U) F; h4 b3 L2 `
105. Made some adjustments to Kamikaze effectiveness.
; }+ ]7 o' U# w' d• Naval Data Changes
) I) C5 D* y, W% X, \/ {+ @1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.6 P8 g! r2 P5 d7 j8 b2 N
Class
# Z0 @' n5 o8 C0 E8 dScen 001, 002, 006 (007, 008, 009)
: U5 q N: m# C, L; y' w0021 – Australia – correct weapon facing
- U6 l$ b8 x# _3 Y0418 – Helena – correct tower armor from 0 to 125
* t8 N( |2 i5 X" W0767, 0769 – Chevreuil – correct endurance and fuel; \. Z, l6 Z% h2 B1 J
0770, 0771 – Duguay Trouin – correct weapon facing4 H) o8 X" z% Q y
0772, 0773 – L’Adroit – correct endurance and fuel& p% P8 V+ _: _& L! O
0774, 0775 – Fantasque – correct endurance and fuel$ Z8 c* m+ O4 a. j! V5 f4 z
0776 – La Galissonniere – correct endurance and fuel
' l- B) V' G4 R0776 – La Galissonniere – correct weapon facing
! p7 v* q9 h w1013 – Yubari – correct weapon #4 turret armor
& p, Q( z. }1 b# V+ |0 A1102 – Furutaka – correct weapon facing
0 R2 `: ~# ^( ]1107 – Aoba – correct weapon facing
! J4 J+ C0 N; p5 w- b/ q+ G1112, 1113, 1114, 1115 – Myoko – correct weapon facing9 A# p8 b/ y3 |
1730 – Yamato – correct weapon turrets3 c/ Z9 k8 L" e1 i
2025 – Kongo Maru – correct weapon facing' B9 Z3 _* n$ Z7 h0 ~
2202 – ARD 3000 Ton – add Japanese small ARD class% F8 g- S% u- k
2903 – Gnevnyi – correct weapon facing
1 j; f$ @ o0 ~0 X% p2915 – MK Cargo – correct weapon facing
& v2 w8 u; E/ t' Q3 f$ L/ b2 p2918 – KT LST – correct weapon facing
3 n3 j" X! ]8 Z: {9 I+ |# d% @Ship
' y! t( Q% G( V3 t. ]- zScen 001, 002, 006 (007, 008, 009) changelog d1 V0 O2 i4 y! C9 H3 v( z
All – update weapons from class to reflect weapon facing corrections
# W" \; y' c4 ]" b& ^0999 – Dublon ARD; add small ARD to Truk
* N J% {( }5 N/ C: o; @; m3550 – Laffey; correct entry date to 420430
1 f5 h' Y/ M4 { L6 t6 ]3580 – Frankford; correct entry date to 4304308 _: O* Q' ~6 `- x. ^
4317 – Thornton; add Clemson AVD at PH
2 Q7 ?, }# N7 q1 ?4 D! Y4361 – Henry A. Wiley; correct entry date to 4409309 I, c) e) \/ \, a- k7 d. F
5222 – Rixey; rename to Bowie
- l0 Y9 c0 D/ R. O, k5223 – Hercules; rename to Highlands& H: o7 f+ @( f, W2 f
5251 – Pinkney; rename to Pickens# G& ^% n" n8 s; J8 q% B
9253 – Madras City; correct entry date to 420228
4 }7 f' }6 S9 T3 M: k' f. N3 a. H9728 – Indus; delete duplicate ship entry
$ D% P1 K3 E x9837-9849 – Soviet Fleet; correct ship name spelling- G$ s9 P- y" H/ i9 M
11316 – AFDB-2; change arrival location to # 524 Seattle
7 ~. `' r) h5 _9 d( B6 ~11364 – BYMS-2055; correct entry date to 430228: C$ n- l/ n. i0 x
11365 – BYMS-2059; correct entry date to 430228' |2 ]0 p3 C( E9 V( H+ z2 F
14070 – Ha232; correct entry date to 460228
2 w9 s$ N8 |+ j. ^% @0 KScen 006 and 009 ONLY+ @. m4 t! u- K$ K0 h$ d% N. j2 J
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
4 I2 W& j5 M6 k0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 2953 B2 Q4 D/ J4 f
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295. E/ T' y' P: ^6 P( ^0 i8 T% E
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
. k3 T9 t, E5 @0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
+ Q- E# I: O7 V. q: m# b' P; [/ w0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
% j x$ L2 d1 Y0043 – Hiei; adjust fuel to 41754 [! W2 `% M% }9 S$ R
0044 – Kirishima; adjust fuel to 4175
; u: R6 W1 y" X( U6 v& Q0 v+ g0067 – Tone; adjust fuel to 1775) n* | Y7 s/ h8 l# B G8 w7 E1 R
0068 – Chikuma; adjust fuel to 1775. J! K+ m; E X) l9 E
0118 – Abukuma; adjust fuel to 833( b! G; F& C' o( S# Q
0146 – Akigumo; adjust fuel to 265* }( m6 h' }* W+ c% z) E2 M1 T7 V
0168 – Kagero; adjust fuel to 2651 o# y$ a5 A1 Y: @
0176 – Isokaze; adjust fuel to 265
3 Q" T5 k9 ?* `' P {! a( h0177 – Shiranui; adjust fuel to 265
2 X8 j: P. E1 E! o3 T% X. `. {• Air Data Changes9 v' U& J1 C" B5 Y7 Z
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
) ?' W$ f6 ~0 I0 m$ _[177] B-339-23: Name set to B-339-23.
; \' y# _6 ]9 `4 f2 T. {0 X7 i+ Q[178] B-339-23 (PR): Name set to B-339-23 (PR).2 o+ R8 q F, I. F) D* \
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
2 n ?8 k; h6 q* g* h8 G* A0 N3 J[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
4 s) c5 S' G. ^% M7 S9 W9 l; L" H5 z[365] Stearman 75M: Nationality set to U.S.Army.9 g3 z, I7 M) V, r5 C7 q
[451] PB2Y-3R: Deleted.6 c s: v6 [! F: E3 G
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
9 Q) M" I) M# e/ h1 Z& I[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning9 x3 m$ H8 c6 C! a/ ~* v' v q+ K' E
MG; wpn 13 set to 500 lb GP Bomb.
/ i! b- X! ^0 K/ |[1923] No.1835 Sqn FAA: Delay set to 0.$ _+ e$ W- N; ~* d
[1924] No.1836 Sqn FAA: Delay set to 0.
0 o- ]: K% I. K8 o( {% ~[1929] No.1841 Sqn FAA: Delay set to 0.3 U5 Q' g1 c! z2 F# G4 W: J9 F
[1930] No.1842 Sqn FAA: Delay set to 0.
( x; l, d% r' e1 R: D/ L! w[2587] VMF-211: Location set to [584] Pearl Harbor.
4 f8 D$ s, b4 F+ m1 U8 V* |% b[2642] VMF(P)-321: Deleted./ |7 `; v4 p F h9 _
[2652] VMO(P)-351: Deleted. r9 j" u: b8 a
[2668] VMF(N)-511: Deleted.1 l3 o' \: b( X4 c$ S
[2669] VMF(P)-511: Deleted.& ^" g+ E( y5 M0 [% y5 E
[2671] VMO(P)-512: Deleted.
0 G; {( k- F! ?& J' y[2673] VMO(P)-513: Deleted.2 W2 ]; m R5 |4 O" k! Q9 P6 F
[2675] VMO(P)-514: Deleted.* Q0 V; m7 C3 W- ]5 r7 o
[2827] VR-2: Deleted.
2 `! j! f- W6 i[2828] VR-4: Deleted.
# c$ ?) ]7 `' [2 V[2829] VR-5: Deleted.; ?5 Q; X2 j7 t. A$ u' Q
[2830] VR-13: Deleted.
- U: B/ d* X* b% Z[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.* g7 F. r6 ^! h: G% Q
USN patrol-type squadrons 4301 resize to 15 deleted.+ K/ |3 V* w7 x$ P2 z# U
USMC squadrons 4301 resize to 24 set to 4410.
5 [! n9 u. I" x7 u1 y+ r, I9 W9 zUSMC squadron upgrade paths reworked.
& W( r& s' G5 @ ]4 I. D4 v) E* }Gameplay Change: Units with a/c MAX strength six or greater now able to split into
2 A7 G* Q/ ?! @7 q5 B$ I @1 Zthree subunits.9 C! h* J% |# h3 N# m: o5 M
• Map/Base Changes
/ h2 ?. O/ a% H1 f: K; q* w: c. k8 I1. Garrison levels in China have been increased for both the Japanese and the Chinese.5 u: Z. v# d( E, t$ ?' A
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400! O- k' J% H$ M0 Z) f& w2 i* B2 Y
AV.5 ~9 A7 q4 _. G3 ?" T
2. Garrison levels in Japan have been significantly increased for the Allies.
7 k R3 i6 w& v" X) y3. Garrison levels in India and the Philippines have been increased for the Japanese.1 u9 R P7 T3 k2 `* G
4. Garrison levels have also been adjusted in other locations, with some areas having
2 n) w6 f& T, A6 L) r. Ssmall increases.
! \1 b/ D0 z2 |+ I% H) E! D4 @5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
% x( K/ `7 O Z5 ?% x) _+ }4 b ~( }Airfield.3 t" S9 l5 k& c8 A
6. The starting fuel level for Los Angeles has been increased.
8 F5 R+ S ` M% C# l4 r& _# {7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.. e5 F6 C6 X1 h4 S8 n( B# Z
8. Anchorage in Alaska now generates a small amount of resources.# @3 r5 {% j- h6 n8 P3 U: w' y$ J+ Y
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.( E% F8 W" h) e8 ?9 f
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
+ _4 a1 c( D* A11. Nukufetau has had its port level decreased from 1 to 0.- a/ o; O5 j- f3 R
12. Pago Pago has had its port level decreased from 3 to 2.
6 q7 u5 V# _* n* ] z1 }0 }13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
' k- x1 A% u Nbase does instead.) `0 j3 `2 C/ q' u* p: I: r" y
14. "Ahmadabad" has been renamed to "Ahmedabad".
, y2 m9 K$ ]3 W Q; g) i, r0 H! z15. The generation of Daily supplies at Chinese bases has been distributed to more bases,8 H2 k/ Z8 Y0 e1 r7 }& a4 E8 ?, d
rather than being concentrated in a small number of locations. Overall, Chinese g1 a; v; |8 _1 _6 G
supply point generation has increased, to about the same level of supplies as in the
( j1 I; D! P. C3 E2 T7 Noriginal War in the Pacific game (it was a bit lower before).
8 S0 e/ k0 I( \. t4 B3 ?7 _16. Australia now generates a greater supply point surplus than before - about 5,0001 Y, R2 \; d4 g$ @" i i d
points per day as opposed to about 4,000. Fuel requirements remain the same.; X6 }2 t% X A5 [8 Q1 Y
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
+ b6 p; k9 t5 X. U3 j' kinstead of hex 200,40 - and the road and railway networks in the area changed to) k" ]) V2 p f% f E: ~6 M5 g
match |