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) Y* Z+ t6 [5 @6 l【更新内容】:
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) b" Z& ^2 w9 m, v: FChange History:
: }/ d3 w) |- V& L" t- B. @" Kv1.00.95 - December 7, 2009
T9 _5 _ H9 | w4 F" M! i# p• Second Official Update – This release is comprehensive and updates ALL previous3 d4 A* l/ o" H0 a9 J8 R
versions to the v1.00.95 level.+ R! ^$ P. L' q4 o+ T8 \
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
# F* R# [" y& \% K( G# ~7 ^6 mManagement Addendum” which have been added to your Documentation shortcut subfolder$ Z& m8 P8 ]% n- n* y- ?! B
and can also be found in your /Manuals installation sub-directory. These two
2 Y1 Z/ N5 f0 L7 n0 U1 a$ Qdocuments contain very important information on improvements and changes in these
: [6 t/ d/ g) `# D: q* {areas.: S. z8 j6 i8 A3 }# N! ]
• Code Changes
( l& l, o! [& m- W9 P0 s F1. Interface Improvement: New Screen for Industrial Management
) L3 I2 l/ X! M' q" Z" E2. Gameplay Change: Air transport mission was using all ready planes. Now the# T3 u) ^ A u
number of available planes for the mission will be adjusted by the rest/training
$ l! F. \" ?5 F& s8 s' @percent as on other missions.
$ b# r1 ^8 J9 l: k4 d/ f3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
6 ?# B8 ?- E9 a3 @. E- A$ |: r) a4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
& ?2 l5 l5 o0 Zshow in change command list" @ d; _, c+ \5 X3 k
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
v8 H4 m3 U; i+ d' a5 b# n) }Bombs’ flag rather than the altitude setting$ X9 g" g1 h; l" A
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
6 z; a4 J/ o& n/ z9 ]2 ?indicator ‘*’
9 c; K7 V+ g0 E0 S: i7. Pilots who are captured or killed were still being counted in some group totals. They
( x7 H$ k9 W* A) U& kare now removed from group’s pilot count, but still available for ‘Top pilots’.
6 O4 K% }4 }9 h5 y+ L6 ?1 Z8. Interface Improvement: The buttons in the lower panel of the main screen have
; E! n% e* S1 P9 K0 T* ~. G% }been improved. With the mouse over the icons on the far left, the number of groups,
: e. V1 y/ R% V+ F9 etask forces or LCUs at the base is shown. Added a previous page button when there }, I+ L+ p1 X$ O
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The2 F8 Z0 G' C. {0 p& i) d; M! ~
tooltips sometimes were corrupted when other screens were displayed on the map and3 g# Q% r! Z6 @2 c0 a( B( s& ?6 \
the bottom panel was still active. This has been corrected.
1 l$ K- E3 X# j5 s2 q [, D5 A* y9. It is now possible to repair planes in excess of the group’s size
4 W; {9 B' T6 E- G/ i, o10. Gameplay Change: Adjustments made to air skill in training and combat. Skill ^6 \8 Q0 u" B. w0 ?) o) d( g- l
training is incremental. Points are accumulated and once a certain level is reached, a
9 |: X; N6 i4 j) U8 z$ W! `2 tpoint is added to the skill. The cutover level is the current skill level; so as the skill
l2 y/ l! o: R2 }! P+ Dlevel increases, it takes more accumulated points to reach the next level. Combat
" W9 D+ k% C& N4 C! qgains points faster than training, and combat is required to reach 70+ skill levels.# f6 O+ y% ]4 ~% E5 G; F. M
Experience levels behave similarly with the one exception. If the Experience level is
# s! d3 Z7 G3 e: \# xhigher than the best skill by more than 5, a skill based on the group’s mission gains
! y4 i8 L' g; J6 k7 w" ^5 dthe accumulated points instead.
$ \* V* x x7 Z2 [: s) y11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
! {3 \/ E+ Y2 oammo and return to base if required* v% p& I4 k* O+ j `
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
" O- d( K& O& W13. Gameplay Change: Malaria effects adjusted. J# A$ p: z0 R
14. Fixed bug preventing port construction in certain cases
' E& r1 T* W& X/ ^; E6 k2 u15. Fixed bug preventing combat engineers from building
% r7 @8 z4 L1 D& n& b. Y16. AI improvement refining settings for LCU attack levels; I+ @ r v0 R1 D2 V7 Q7 `
17. Corrected unit TOE loading bug" ?" r: g1 H6 z6 B/ b
18. Correct bug setting default morale and experience when not provided by editor
6 X, n' n s+ f. l, j x19. AI additional checks for level bomber base sizes
, q- G6 g3 n& w0 c& Q) @20. Numerous supply tracing improvements
. x' Q- Z7 A2 `$ r21. Numerous supply/resource movement improvements: l% c- v H6 m1 u& ^2 N
22. Corrected several land unit fragment bugs.
7 ^3 ]( w5 n! x. `# T( h23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF3 o l* F5 t' M. |+ B0 z
arrives at the destination of the “met” TF before the “met” TF does. Also adjust. R% L3 L! B& \, N% d- h
meeting process to reduce chances that the meeting will not take place until one or the8 [) s0 ]. d$ V7 o
other TF reaches the “met” TF destination. Also correct a problem TF could
/ o2 p( k( P$ E0 L5 l9 {5 _“merge” with a TF that no longer exists under certain rare circumstances.8 b+ D9 t# M( D. `" p6 e) E
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
% J: D: Z v4 j, [docks at a level 0 port and the standard practice of creating TFs as docked to facilitate% M3 |# i6 [! h; b: G) V
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be# @# P# ?% a% k) c7 B8 g
docked if the port has the dock space for them, but will auto-undock when adding a) N9 H4 _. `2 u- y6 n9 x
ship to the TF causes it to exceed the port capacity., ]! Q6 n" a2 \+ q5 K# v% J
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
! \$ y- T- A3 A$ R2 o) i, bless likely to retreat to hexes containing other enemy forces and be more likely to
% J* s1 O( w8 Q! a" n- | u8 i% `retreat toward a friendly base.$ E% [3 [/ K9 u4 ]
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it0 s, O# i- | U% y' T+ A
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded! M8 f4 O1 [) j# }9 _. V1 Y- |
in port, (c) ships in port (disbanded).; q2 z8 B( B- W$ \2 I
27. Interface Improvement: Implement search arc drawing on map5 U4 ~8 t0 X- O! H) y& ~
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
7 u- |! F! R' S( Yensure partial rearming is in full mount increments, and adjust ops usage according.
m' o6 A r! g3 b; {8 c8 `9 e1 X29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
- M8 h( _) C% q2 ^a base were incorrectly excluded from Naval Support totals at that base. This was2 Y7 x4 B; `8 Y- ~0 X
due to an error in calculation of Naval Support availability over HQ Command radius., _' B |: U1 b* ^, Q7 ]
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location. Y6 A9 C3 S. X4 l- q! R& d
could improperly interact with fragments of the same parent that were at other2 Q& J" V* y1 ?4 i. g1 v
locations and had been previously loaded by either the TF or one of the ships
- E" ?% G2 j' f% E2 q7 Ecurrently in the TF or, if the load required multiple days, when unloading of other
7 C1 {0 @# d/ S2 R+ t- M5 P3 nfragments of the same unit caused and automatic switch of a fragment to the prime
& ]( _+ D+ d) H8 Kunit., g5 o. |; v3 p6 [# \ N
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
3 y# ~8 y) r8 h: c' {$ K# k6 N: QPreviously repair of all system/floatation/engine damage would terminate repair of a
7 X! K5 S2 b D" A9 [6 }: Gship that also had a damaged device (weapon, radar, etc). Damaged weapons will
2 U3 c/ R. G! d+ `7 b8 wnow prevent full repair of systems damage and may “create” small amounts of system
+ E3 Q* q- x6 R {1 jdamage to keep the ship eligible for repairs. Note that this may have the affect of3 T- m$ W: F2 S9 N
small amounts Systems damage being not repairable at a location where it normally
! m8 e8 t1 ^6 M6 E# k! Nwould be repairable if that location can not also repair the damaged devices(s).
{8 q4 U8 `! C( Q w. @! A9 t; R32. Interface Improvement: Changed Allied aircraft replacement display to show nation1 _1 ?: d, O9 L R* R4 |
of aircraft1 s) W- _7 V' b/ f3 p* C3 S3 }
33. Corrected several menu bugs$ k9 E. x8 T" z7 V& S" i
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of6 _ |+ Z0 G0 Z
land units by TFs.6 V- ?5 A# p, u- v u
35. Interface Improvement: Add “undo” for ships being transferred during ship+ h8 n) \0 g' z) ^6 m L* y9 w
transfer. Previous undo only functioned properly for ships being transferred into the
2 ]4 }9 U8 g0 J8 K% U1 g. c# E" V: {selected TF. Provided undo for ships transferred out of the selected TF.& k. C" h3 S; R! L+ k* B) g
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that8 H3 E4 j6 }6 s' W( z* w
is following another TF that is beyond the player-set follow distance.
9 I! A* I4 h$ b/ X0 W+ y3 _. P37. Change ship based aircraft repairs to be by plane, instead of by group% `, k( o4 y1 l/ } q* H
38. Interface Improvement: Made air group screen larger to reduce clutter; a3 ~+ F! `: k# S
39. Gameplay Change: Adjustments to supply consumption by land units) {# r5 [. q: E1 U8 J/ I; y
40. Change to AI shock attack determination
4 r9 X; @- A. v( D) V/ r3 X41. Improve AI awareness of intel on nearby enemy LCU* U0 E/ D. j! o8 t
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
! c! X5 n5 T: [1 [4 k [5 U43. Gameplay Change: Changes to AI production on “Historical” level
2 d' x9 Z. ^# r* R P8 i. Q0 I+ Y44. Improvements to save file process to reduce chance for file corruption, especially by7 `+ N1 S: y2 a: z# W! w4 {! L
deleting the old save before writing the new one
' n6 Q" e0 }5 m f45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
# _& s; Y% h, [2 M: e" I46. Improvements to refueling calculations and processes. Ships are more likely to fuel
1 m- a% v9 ~/ R [) X) {from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming) d4 p1 R9 X+ Y2 s9 `9 {
sources for the “from port” and “at sea” variations.
' u& T# B+ e! [% a- S• Replenish from Port will now use the available fuel/supply at the port and on all1 t- k4 J; G5 X! j! U0 ~" z: t8 l
replenishment ships disbanded into the port. For those disbanded into the port,
* u% Q) V" b$ G* |& V8 ronly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
( A* z$ x9 P* J, QTenders must be of the appropriate type for the ship being replenished. Note that
" y# c# m- U. y0 p! ?port facilities are used in preference and ships in the port are only used if the port
/ e! ^* S2 ~8 W" kis not able to completely replenish the ships in the TF.
3 q; L) M6 }7 D: w! J0 ?0 o1 e• Replenishment at Sea when the TF is in the same hex as a friendly base will now) d. e+ f4 a3 ~" J* o) x9 i" ?* q
use all ships in TFs in the same hex but will no longer use ships disbanded into a
4 s. S* ?6 P" M. N/ ?port in the hex.: ]7 r3 S9 Q* m0 i
47. Interface Improvement: Add new map icons to highlight certain events# p) K" B( p2 S5 l/ {! `
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
$ P3 U& `" _; W* w% I6 wsmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap2 A$ N' w% R# z$ f+ U; b
port or from any TF that is currently off map. Ships that are not badly damaged
/ w, s' s# @" ]# v$ r- r# h8 dcan be withdrawn from some on-map ports or from TFs in certain on-map regions.! k5 i6 }8 v; L3 q4 o
For on map, ship may not be on fire, total damage may not exceed 99 and no: L8 b' D) ?- s- v+ a
individual damage type (system, floatation, engine) may exceed 50. Ships may not: B& H1 A3 U( n1 F
be withdrawn from any on-map location where the enemy has air superiority. The
/ V4 {: S6 v" Yintent is to prevent withdrawal as a method of saving a ship that stands a good chance! c5 g2 K/ w$ u. |$ J* e; j* p5 ?. { p
of being lost or further damaged. On map withdrawal ports are set based on the; v5 r4 ] l9 j0 o; P& ?
historical exit locations for ships leaving the Pacific:
$ K! r% h4 l9 Z7 j1. Any level 9 port.
) u/ l* H$ R6 Y! k$ h$ y" `2. National home ports of the United States, Canada, India, Australia, and New9 v/ T8 h( V( B8 q
Zealand (with no port level requirement) E; R0 o; C+ H
3. Any level 7 or larger port on the US or Canadian West Coast.% z, ?( f9 W% _- B
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)- e) A& C( G- [. C, p% E8 ~
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
K( y4 R& O, X; T2 ^6 ^) r6. Any level 7 or larger port in New Zealand.6 j4 [; O" H' j* q) w8 S5 l: w
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
. o) V, a# ]$ [& B L4 `/ janother ship actually sunk, the data for the two ships could be mixed. Depending on: H( ]& E; [$ A3 i# n( {
circumstance, this might result in one or even both ships being reported as sunk.0 x# z9 X# {# N% O
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and4 W. g5 s: u N& W+ ~& q
TF list screens. The calculation will continue to show the remaining ASW capability& ? a" G9 @9 C, o
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
4 z3 @2 I8 E3 G; o' jnow based on full load for all ships in the TF.( a6 w$ t3 G1 B# y
51. Resupply capacity for bases added to editor/ `) c+ i: U" J. ]6 A
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
4 {* S) }! [% T6 i2 l9 E4 Y2 m; \53. Adjustment to AI unit planning level based on AI difficulty2 i2 N, v0 @" H
54. Ensure minefields are created for proper player when a single TF lays multiple types
2 _+ Q- P9 F: ~3 g+ S: y2 d' dof mines. Player of minefield properly set when first mine type laid by a given
: {9 h s2 i+ l: r7 q! s- Mminelayer but a similar check was missing when the TF contained minelayer(s) with
$ v6 [! ~4 q1 [two different types of mines.- S! B; [7 L3 |! G0 T$ V; Z g. |1 k" C, {
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
9 \# Y4 `% k/ L; I10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
6 Z$ S, i0 X" A- x& b( Vfor owning player, if partisans attack and cause damage.6 S/ V! R r$ Y+ i% p
56. Gameplay Change: Movement rates for clear and desert changed to 25 for. V$ x8 g( s- Q0 j' w* q
mechanized units/ r/ T( t, b1 I$ [0 ~$ e; N4 d
57. Gameplay Change: Land combat effects toned down
5 B5 o- h' W a; s1 ?4 G58. Ensure AI captures empty bases! \4 E8 Y% o% x' k, j4 t6 y
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to4 K: j7 _' q7 K1 C
save from moving them ashore. Training from disbanded ships does not increase the
- R$ {2 o3 L9 c5 P$ @! V; e* Dpilot mission count.
$ r- e' h; H+ @$ t60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
8 B- U7 s' L% P; J( sorder to help identification of saves% M, H6 L& w5 j, M9 d$ Q
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
3 D$ q# l- u' l62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
( |! P& N( K1 @must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
1 R" t" b* M& I8 C- J7 O% Jbombing attack. Groups were at maximum altitude and conducting glide bombs
. t7 r) [ _4 Z4 h: qattack, sometimes without engaging CAP or flak.
9 Q E! _8 {/ w, V63. Changes in order to standardize inactive Soviet group’s training options;% G% v- |* I$ Y0 M# V& [
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see: C+ g) O% v7 }# ^
Pilot Management for more details). The number of pilots on the group lists is RED if* S: q4 [* t& n! s4 P: ~
less than the number of ready planes in the group, indicating a shortage of pilots. This& T6 q3 _: { M ]
shortage may be filled automatically or manually for a mission based on the pilot
, }0 X) k! Z# e9 @4 zselect mode.6 }& n* Q- o/ T f2 L$ g9 M( L
65. Corrected issues with group destruction on scuttled or sunk ships and groups on) ~( t3 \ W3 V, I s, H
withdrawing ships
' U- |5 p1 j$ D! K7 @' d3 s8 a66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
9 o- k, ~& I& fclose range
. ~/ y9 E: `6 L6 a& o/ ]$ g5 N6 h& n67. Gameplay Change: Greater weighing of crew experience in surface combat
8 x% W, H i/ r: e68. Gameplay Change: Limited radar directed fire, increasing over time2 Z- B/ k7 n& o7 ~
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
6 K- H3 j0 y3 V4 E9 K: Scombats at 1000 yards0 H1 L( |0 v7 O* k! ~
70. Gameplay Change: PT Boats less likely to attack in daylight- K/ u4 n! I1 M4 x
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be2 A* H' a- c- I
hit in ports and rivers& x1 j/ Z6 n2 S7 y6 _! G" T, P
72. Gameplay Change: Submarine captain ratings have more influence on Submarine; t1 e! |1 v6 @2 n& Y f! `
performance
3 q, P9 b7 w6 L73. Torpedo hits on escorts not showing in combat report bug fixed
1 y4 l: d9 q) ~$ O74. Gameplay Change: Aerial ASW less powerful in early war
) @' }- X; d- a/ f, R i) y75. Pilots still flying planes from sunken ships were treated as losses, resulting in any: g" H, c0 f: L+ N' X
diverted fragments having planes but no pilots. Pilots still flying planes are now
1 `# w( j+ U9 i9 `ignored for sinking ship purposes until their plane lands.- d6 S- y, p! Y% |6 c5 G. L$ T+ g( h
76. Group transfers in off-map bases from a ship in the base hex to the base itself were3 t$ B6 h+ H) n( J! h8 Z" `# m1 @4 I
being delayed ‘4’ days. There should be no delay.$ h2 _8 i8 M; P1 Z! s- D
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when4 Z! o/ Y7 |) q
the convoy disbands.
* z, a3 d# V/ _3 _78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
+ K E" g V5 ^hexes. The range was not changed when the game scale was changed.$ L4 A: ?$ o# Y/ p$ b7 ^3 v- X9 D% f( R3 i
79. Fixed bug when displaying search arcs at a base
, T# ^ ~% r* N+ J% |* x& t2 Z/ t80. Fixed Escape key on Industry Management screen
+ V- F; X) C4 s1 h" U81. Fixed oil and resource in totals on Industry Management screen
* l* _9 o0 f0 Z2 O' v }2 }82. Interface Improvement: Add an extra line to the Industry Management to show total
4 L" X0 D, L0 y5 ~* V" F) _shut down industry on Industry Management screen! D: B% `2 x, z2 ^
83. Interface Improvement: Add base select to Industry Management
! S) W! m0 I% n& B4 s8 p! ^9 y. t84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
3 q& l2 f- a C2 G z2 L( @% kONE group for Admin stacking purposes; the presence of all three in a base counted
# |0 X" @; d; B% P* d1 n2 Uas 3 groups for Admin0 f, Q7 h) @3 R- D
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
" e6 ]6 ]; u! w7 q3 [! d86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and4 c9 E# n3 v, b1 a7 G& b
FF being affected by old stock code that cleared the secondary mission.
, G+ Y, h) Z9 ]/ O9 ]87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
/ v5 s* ], A5 u7 n. S, x88. Fixed an issue with tool tips being offset from actual hex when forming new
7 N) l7 J+ _7 M- {) v4 ptaskforces
c: Q2 }. T9 I- S: A* p89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
6 \5 o" ]+ E8 P i, \+ _7 \the end of turn save only. Preferences are now restored as saved for the player at the7 A2 z8 {5 H' w- {) e% U/ ]0 O0 \
time.
j$ ~* O- x* W/ T' b/ `90. Changed air supply mission to use a friendly base as destination, if both a base and; ]; ?1 A5 {0 ?8 A
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
* i |/ x S/ Z91. Fixed air supply drops to a hex containing both friendly and enemy units; often the/ Q2 a# }, y; z$ ~, y
mission was canceled because the enemy LCU was selected as the first unit in the
* Z# j1 k$ O; a3 x6 ]hex.$ x: _; ?+ h9 m$ s7 e
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
+ d p4 a; m+ e# M y93. Prevent very low grade TF commanders from returning single ship TFs to port to
& T# e- e: g0 P1 N/ k% a1 Orearm when rearming not needed.) p [7 [! {. ?7 s" E, F
94. Fixed the supply cap and monsoon effects on supply' P: O- e4 q* P$ p# O
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland/ v$ q6 z: \+ M
movement./ D5 _* H5 W. ~9 W( ~4 x2 |6 G, `
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base7 I4 _* s! Z; ^- x2 v+ z
when Soviets are inactive.
0 B/ @! |+ Y& v) x- `; W97. Tweaked resupply task force to Japanese bases.
7 x$ M6 E P! K6 e% q, y98. Fixed a HQ/Chinese unit respawning bug.* ~3 R' T9 r0 L& z9 D
99. Restricted permanently disband/withdrawing air groups from being able to the the7 C7 k! C; q8 B) l
“Trainer” option in the type of pilots to use.
. U" W, I+ X! Z. h/ p! l9 u# c- E100. Restrict the options available to pilot movement in permanently; }6 e" I9 Y+ y
disband/withdrawing air groups; mainly restricted to making them active or in-active
3 H8 x- N+ T: ?0 I% G- m+ owithin the group.
( c: ~( z% y8 r3 Y% Y7 M101. Fixed error in splitting air groups caused detachments not-in-play still attached to" L8 z$ s- P- ^
parent group - stops divide ability
, F3 f" z% T Z8 `: S9 a3 d/ K: C; j- ~102. Fixed an issue where some autosaves could reset game options.
' d& O, o4 `/ d' Y103. Disabled the ability to make a group a temporary on-map Trainer.
* H( F* E! Q: M- R: _. h- f. a1 G5 D) W104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
" b6 K" ~: R( X CFATIGUE pilots.
1 M5 U! b8 R; o& L105. Made some adjustments to Kamikaze effectiveness.
1 ~3 o2 B, c4 B' A! c% g7 Q8 _• Naval Data Changes
7 Z4 M) _) R- n% k1 S1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
( o+ Z% T, S# Y8 j' EClass
6 D' U. ^8 o; l& }5 u' \Scen 001, 002, 006 (007, 008, 009)' b z: q; z) x1 E( d9 J1 \
0021 – Australia – correct weapon facing# e% [9 q; x% s+ t4 V' C4 _7 h5 Z
0418 – Helena – correct tower armor from 0 to 1254 W- h$ ], B j+ D$ z2 n9 X
0767, 0769 – Chevreuil – correct endurance and fuel
# u A" o! X5 ]: [0770, 0771 – Duguay Trouin – correct weapon facing
' L- g8 }+ D8 N& Y" i! @9 N0772, 0773 – L’Adroit – correct endurance and fuel! A5 ~( e& r, X6 c* `
0774, 0775 – Fantasque – correct endurance and fuel
+ h" o3 `7 N* { Q6 ~* T* T# o, W. \) @0776 – La Galissonniere – correct endurance and fuel
; E- p) ]3 G/ f, L* p) D B" `: \3 z* P0776 – La Galissonniere – correct weapon facing( h8 ~8 q$ I, f4 K
1013 – Yubari – correct weapon #4 turret armor M/ B& Q4 y+ _8 e
1102 – Furutaka – correct weapon facing6 y0 X3 w K Z) a
1107 – Aoba – correct weapon facing
! l0 E* w6 t' t( a3 H4 X/ f1112, 1113, 1114, 1115 – Myoko – correct weapon facing$ t, y6 P8 O: y# o+ Y2 N$ q
1730 – Yamato – correct weapon turrets
: v4 m8 H9 I! S2 q8 c& k2025 – Kongo Maru – correct weapon facing
7 p2 z9 Q, `- p8 ^3 n2202 – ARD 3000 Ton – add Japanese small ARD class
* G/ L. v& H. r i5 b% F2903 – Gnevnyi – correct weapon facing5 H! F# |8 o5 `# T
2915 – MK Cargo – correct weapon facing
) V7 S6 V' F2 t# i2 u9 C: O2 e. p2918 – KT LST – correct weapon facing9 N) v; W ~0 r$ W6 B8 S5 k
Ship
* ?9 F. L" O1 ]3 @5 YScen 001, 002, 006 (007, 008, 009) changelog
E( Z% r8 [3 s# ZAll – update weapons from class to reflect weapon facing corrections& o& n# B9 u& C! \# k0 q$ @
0999 – Dublon ARD; add small ARD to Truk( a; \& v2 t$ a, H1 ^
3550 – Laffey; correct entry date to 4204308 P6 {( ?+ T9 y2 a) t. j8 E& b
3580 – Frankford; correct entry date to 430430
2 U1 ?2 `" G0 B" F6 u T+ t2 M H4317 – Thornton; add Clemson AVD at PH. K+ K5 c) x' H2 O
4361 – Henry A. Wiley; correct entry date to 4409302 L3 Z9 W- ~* J3 Z1 R4 R$ h% v
5222 – Rixey; rename to Bowie( y9 J- z& b) `$ b& `9 n0 H9 d
5223 – Hercules; rename to Highlands; @$ e: E0 C( u5 k! }: x
5251 – Pinkney; rename to Pickens
' E0 j7 @' u% b9253 – Madras City; correct entry date to 420228
: u: r& U, U- x& X2 V5 k( W9728 – Indus; delete duplicate ship entry
# q, E( f& r$ g6 h9 D) W9837-9849 – Soviet Fleet; correct ship name spelling
; @' a6 H. y+ P" G11316 – AFDB-2; change arrival location to # 524 Seattle
. `$ b/ x W( X9 P6 w, g; A11364 – BYMS-2055; correct entry date to 430228
6 m8 n/ W" S' {3 _2 y0 z11365 – BYMS-2059; correct entry date to 430228% A; T' N3 ?' Q) C8 Y
14070 – Ha232; correct entry date to 4602283 n8 ~; Y, Z) D
Scen 006 and 009 ONLY9 J! [4 h; x6 b+ m* r- C" P
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
8 a. X, K5 O. q+ W1 g N$ ?) T4 z0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 ^% T/ A' }+ U+ n5 i W0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295* V3 G( C6 }0 t& o) m9 W* _
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3703 ~2 E8 F! N; Y# p% b! p
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3709 [$ q/ B# [5 ], y
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
) O- m! e" v# D) N* L$ C0043 – Hiei; adjust fuel to 4175
7 r. T1 d; J1 T4 S$ r0044 – Kirishima; adjust fuel to 4175. j$ d$ Q3 y/ ^
0067 – Tone; adjust fuel to 1775
- u0 [! y' i( ~) `0068 – Chikuma; adjust fuel to 1775
" a+ b$ ?8 P9 [0 q# q! G9 s8 m0118 – Abukuma; adjust fuel to 833
. V+ t' u# ^0 [0146 – Akigumo; adjust fuel to 265
7 {- l2 c/ h3 c! s7 Z" y0168 – Kagero; adjust fuel to 265; z# o2 H& c5 H' i+ i5 p$ o
0176 – Isokaze; adjust fuel to 265! B9 A" ?2 X# O% ~# H! J2 L
0177 – Shiranui; adjust fuel to 265
2 }. F) t( I; x• Air Data Changes1 _1 i8 N. A3 \. b6 h- e
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
' m4 J( L) s+ o[177] B-339-23: Name set to B-339-23.
' u/ {2 B* Z6 L9 g, I# ~[178] B-339-23 (PR): Name set to B-339-23 (PR).0 Y. |2 P, m3 d) K% m3 g, ~7 d6 b
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
7 O% `. B, }6 x, [8 m[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.' \4 U. Z: @# U6 [- `0 y4 e
[365] Stearman 75M: Nationality set to U.S.Army.- q3 k) _; r1 \, p8 j
[451] PB2Y-3R: Deleted.3 o. ]8 z2 H% J
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
% E0 R! Y; P' } q[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning# ^8 n, B; n, h$ ]! w& m
MG; wpn 13 set to 500 lb GP Bomb.7 ^$ ~$ O9 e* H
[1923] No.1835 Sqn FAA: Delay set to 0.
# Q- H( a4 l, F/ j[1924] No.1836 Sqn FAA: Delay set to 0.
# L5 Y v2 d a: | ~2 Q[1929] No.1841 Sqn FAA: Delay set to 0.. f) b1 d; d8 E3 L# |1 v2 B
[1930] No.1842 Sqn FAA: Delay set to 0.; G* N( |% Q1 \, |! S
[2587] VMF-211: Location set to [584] Pearl Harbor.
, s& C, r6 x0 t7 I( F$ p[2642] VMF(P)-321: Deleted.) \1 F! H+ X# @$ ]( f/ E4 ~! {3 [
[2652] VMO(P)-351: Deleted.
8 q( C" \: P: t# A8 R9 X[2668] VMF(N)-511: Deleted. j$ E8 ~+ g; y( A5 U+ N' P. B
[2669] VMF(P)-511: Deleted.3 R Y: c, v+ z1 g& v
[2671] VMO(P)-512: Deleted.- e4 D0 ^4 n9 a# |! T, [
[2673] VMO(P)-513: Deleted.
# w, D* ?. C0 s- N: F$ [3 a1 S[2675] VMO(P)-514: Deleted.* X7 @- e5 X& m1 J3 m0 C& ~
[2827] VR-2: Deleted.
1 _4 `2 X5 a R3 p+ S2 _/ j[2828] VR-4: Deleted.
8 L! ` I$ `8 C e) M[2829] VR-5: Deleted.0 A, Y: x8 ]( U( L
[2830] VR-13: Deleted.
R9 q. R/ M. A1 L( s9 @* v[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.* |1 {6 l4 D- Y
USN patrol-type squadrons 4301 resize to 15 deleted.. w, B# {2 H2 _; b; X2 y7 c: t- m: l
USMC squadrons 4301 resize to 24 set to 4410., P, D5 G A4 y+ G& \4 M4 Z
USMC squadron upgrade paths reworked.. ]. Q6 l: p1 c5 u
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
" _: E" Z7 M+ S! @& R7 |three subunits.
9 q4 s" @8 H0 M1 r. R• Map/Base Changes" P2 f7 L* Q$ t% M ]
1. Garrison levels in China have been increased for both the Japanese and the Chinese.4 j' _; s% [( }' R
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400& M8 K2 c/ z F1 Z, X& g
AV. q9 u' J: l- I0 j3 T& y5 z) |
2. Garrison levels in Japan have been significantly increased for the Allies.
1 o+ V4 W$ B0 Y3. Garrison levels in India and the Philippines have been increased for the Japanese.% p! E# R4 f, w; b7 s0 E6 f& i
4. Garrison levels have also been adjusted in other locations, with some areas having
! S) r% m2 ^3 Vsmall increases.( `/ @: n7 l+ B- g
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
) V8 v, b/ P! m1 q4 E$ M# R; h1 CAirfield.
5 T2 l, r; e0 f. |2 Z6. The starting fuel level for Los Angeles has been increased.
" t4 l% H- {, |( O7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
$ T% w0 h: h1 {2 {! [$ f8. Anchorage in Alaska now generates a small amount of resources. D* p7 U8 T/ b
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.6 P6 y% n/ O* z o$ B* s& ]( s; S7 A$ t
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
" }# r, u% \ b: J/ l11. Nukufetau has had its port level decreased from 1 to 0.
& z9 ]7 g2 E% S g, g9 ^4 @12. Pago Pago has had its port level decreased from 3 to 2.
7 S& l# e) _) `2 Z13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
. o$ _; O. ^( o! Q: C3 y3 Tbase does instead.
& n! b$ D7 `$ y$ {14. "Ahmadabad" has been renamed to "Ahmedabad".7 [: ]$ R3 F' J, q, d: ?* M
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,5 Q% d, Q2 C: y1 R
rather than being concentrated in a small number of locations. Overall, Chinese! g" z+ {# o, ?5 n) L+ l* n. n
supply point generation has increased, to about the same level of supplies as in the$ E- l9 l+ F' G# |; o- n
original War in the Pacific game (it was a bit lower before).
; o& |* v9 C) S0 h0 I16. Australia now generates a greater supply point surplus than before - about 5,000& A4 ?+ U& ?& C. w( q1 {
points per day as opposed to about 4,000. Fuel requirements remain the same.
* ^7 w7 D" ~) B5 \( y! k17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
4 p% o3 u* X% T' zinstead of hex 200,40 - and the road and railway networks in the area changed to( b) J2 j- Y& h2 f2 B' [
match |