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Change History:* j+ ?" Y! V' c) M# k
v1.00.95 - December 7, 2009* X! f" O+ j: ]: i9 Q
• Second Official Update – This release is comprehensive and updates ALL previous* d( F5 E$ d# a' D
versions to the v1.00.95 level.
) s% }$ J% F: e/ HIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
' N( E& |3 A3 ^5 O& _Management Addendum” which have been added to your Documentation shortcut subfolder
- {7 {' P8 T. M* B; N( g8 I) _and can also be found in your /Manuals installation sub-directory. These two
7 _ ~; i0 U f2 h& D0 B, P: |6 Gdocuments contain very important information on improvements and changes in these
' x% u; O8 C4 F2 }& Iareas.
6 w9 v+ H; k# K, e• Code Changes
3 k/ ^1 L/ p3 g0 w. ^2 h1. Interface Improvement: New Screen for Industrial Management
5 B; M# {6 U7 }: S; M$ V2. Gameplay Change: Air transport mission was using all ready planes. Now the
% E- f* ^9 S7 s, B; x/ _9 Bnumber of available planes for the mission will be adjusted by the rest/training
3 O7 i2 I1 }! y; h+ @' y8 Vpercent as on other missions.
0 w1 Y, {7 k5 m( @+ R3 z3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
; J7 \: V; U" }* t4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to8 _( v; z1 z! J) a% Y
show in change command list2 U0 O) {8 W& [! x
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use- r/ T* b; W% E# r
Bombs’ flag rather than the altitude setting$ W: g7 u1 H8 r D6 m
6. Gameplay Change: Full base screen now show the consistent over-stacked AF9 A& U7 z6 o7 ~, T4 `4 }! L1 M6 I
indicator ‘*’" q8 d8 `' x. o: g8 y% g& v, ~
7. Pilots who are captured or killed were still being counted in some group totals. They1 Y' I5 `. M) t6 P/ c; U& k. R4 E+ x
are now removed from group’s pilot count, but still available for ‘Top pilots’.
) ]! {' O/ b8 c5 g, d8. Interface Improvement: The buttons in the lower panel of the main screen have
$ h. _5 w2 ~' l4 l1 D8 wbeen improved. With the mouse over the icons on the far left, the number of groups, y3 i% D/ {: L% h) M+ S/ x5 d$ q
task forces or LCUs at the base is shown. Added a previous page button when there2 Y* e0 t! Y! s$ P
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
& T" W% M, r7 w- Ftooltips sometimes were corrupted when other screens were displayed on the map and3 z& r, l$ O% x: C+ ~. x2 x4 C
the bottom panel was still active. This has been corrected.) b2 s6 R4 [ f5 ] L
9. It is now possible to repair planes in excess of the group’s size
+ T2 | ~, l7 f3 Q9 x9 M10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
4 P' B* z3 n, N' htraining is incremental. Points are accumulated and once a certain level is reached, a/ h" \5 A8 v% @) m( ]0 I! o+ }
point is added to the skill. The cutover level is the current skill level; so as the skill
8 L X) r, ?7 ]( mlevel increases, it takes more accumulated points to reach the next level. Combat
4 g/ x5 f, f+ V1 L8 Igains points faster than training, and combat is required to reach 70+ skill levels.
9 W$ Y2 d# c% @2 c+ fExperience levels behave similarly with the one exception. If the Experience level is
) d* K4 s) F+ chigher than the best skill by more than 5, a skill based on the group’s mission gains
1 t, r9 M/ {; f' ythe accumulated points instead.
* D2 j& N& s. P* J; r/ A, K11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,: |. `* M ^6 u6 i& f
ammo and return to base if required0 `& P' F, ?% E' k$ u- Z5 ?/ H! h' X
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
! ~5 w# c2 f3 s, d13. Gameplay Change: Malaria effects adjusted) ?1 P5 G/ q0 v% q6 m
14. Fixed bug preventing port construction in certain cases
( o( `! E: N' L15. Fixed bug preventing combat engineers from building
) Z& t0 t- |1 e, h" n16. AI improvement refining settings for LCU attack levels& D! I ?6 W' Z9 [/ \: ]8 i6 W7 v& k
17. Corrected unit TOE loading bug3 j1 d) R0 Y& C& Y, t5 C
18. Correct bug setting default morale and experience when not provided by editor
+ O J* Z, b! q19. AI additional checks for level bomber base sizes
}% M' U7 h- p( C a20. Numerous supply tracing improvements+ P9 r% O* I7 K# p5 ^( a
21. Numerous supply/resource movement improvements
% e1 r( o; N9 i! e# h5 U22. Corrected several land unit fragment bugs.
" _. z) z$ {: x' _ k' a% R23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF5 Q2 I2 V6 Y. s
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
/ P) z( ?# ~; Xmeeting process to reduce chances that the meeting will not take place until one or the' o* z, O. Y S4 \% Y- A5 J. [& b
other TF reaches the “met” TF destination. Also correct a problem TF could# h w% z' f9 R1 h. R
“merge” with a TF that no longer exists under certain rare circumstances.% V' w! z" ~9 [+ I u, K
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of H4 a' H6 L$ \6 p6 P( H1 W5 v
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate; K) ]4 p# ]5 T% p$ }3 k1 X/ B
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be* u5 G" X- o9 R6 G
docked if the port has the dock space for them, but will auto-undock when adding a4 j7 F* Y l& G3 {+ D+ _
ship to the TF causes it to exceed the port capacity.1 J; W- W* `% b" t
25. Adjustments to naval retreat determination. TFs retreating after combat will now be$ j3 ~3 o; J: g- c
less likely to retreat to hexes containing other enemy forces and be more likely to* r! h" |( H# Y( e8 L
retreat toward a friendly base.
2 ?+ e. u7 B# N* i% J, }3 V9 ^1 k26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it+ \1 P$ k# \) S: v- ?
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded* H. Y0 w" \ Q% a
in port, (c) ships in port (disbanded).
0 `3 N* f1 ?+ F+ [& m5 ?0 n27. Interface Improvement: Implement search arc drawing on map
) s# i3 X: p: K28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming," r9 h( O8 a: `9 H3 l. ]* ]
ensure partial rearming is in full mount increments, and adjust ops usage according.# `( V& R& R9 ~: I8 U8 K+ T; z
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at; G7 Q9 o( V# u2 O4 w
a base were incorrectly excluded from Naval Support totals at that base. This was. v+ u* [5 d3 O$ s
due to an error in calculation of Naval Support availability over HQ Command radius.$ K$ T& g9 r0 }2 a }* F
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
0 X: P6 ^/ Y7 L; W8 Tcould improperly interact with fragments of the same parent that were at other
, b" ?6 ^& S4 olocations and had been previously loaded by either the TF or one of the ships
3 J* p- l+ Q: L; |currently in the TF or, if the load required multiple days, when unloading of other3 c7 Z7 `; [- a w; Q& h* W
fragments of the same unit caused and automatic switch of a fragment to the prime
4 W+ _: \* ?3 @# Nunit.
9 e5 ?, Q7 }3 d9 y31. Corrected bug to allow repair of damaged devices even if ship has no other damage.: Y0 g7 V* z5 h; z% j5 U
Previously repair of all system/floatation/engine damage would terminate repair of a
) o5 ?" o7 W7 m2 _ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
& M: J* P1 B F+ Z f2 ~' t) ynow prevent full repair of systems damage and may “create” small amounts of system
7 B$ @ D& r/ idamage to keep the ship eligible for repairs. Note that this may have the affect of7 s% \* q* J7 Z+ t
small amounts Systems damage being not repairable at a location where it normally G% p7 k# [8 t6 p9 k5 r
would be repairable if that location can not also repair the damaged devices(s).
# ]# [+ x+ H' I32. Interface Improvement: Changed Allied aircraft replacement display to show nation- F) z$ w+ j: c$ w* K
of aircraft
# C% y( Q' |5 ?' \33. Corrected several menu bugs
2 h) @8 \4 Q! W! A l( J34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of# s' o" o9 y H2 \0 r8 y$ z6 Z* f
land units by TFs.
" ?" A6 g2 n# O: h* _35. Interface Improvement: Add “undo” for ships being transferred during ship; d. O, ~3 F) a. A! o# {6 t6 ^" D
transfer. Previous undo only functioned properly for ships being transferred into the
- u1 R2 O6 h6 C$ A9 ^) R& uselected TF. Provided undo for ships transferred out of the selected TF.9 s' A' t; }1 b& ~: i
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
+ N& M7 j0 T4 Q# F+ M- ^1 C+ sis following another TF that is beyond the player-set follow distance.( l$ K: y6 ~* n9 q
37. Change ship based aircraft repairs to be by plane, instead of by group( _( R. D9 _6 f4 F4 O1 _, C
38. Interface Improvement: Made air group screen larger to reduce clutter6 W5 G8 ^/ R6 m* P
39. Gameplay Change: Adjustments to supply consumption by land units! b" b. N* e P, o9 y0 l4 f/ V
40. Change to AI shock attack determination
- V8 J9 G k& h' [0 Y( L41. Improve AI awareness of intel on nearby enemy LCU
# H1 H0 @0 Z- P! ]. |42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
L; }0 D' e6 ]" m1 V43. Gameplay Change: Changes to AI production on “Historical” level" }3 y* L+ f9 L3 ?2 x
44. Improvements to save file process to reduce chance for file corruption, especially by
2 K7 g$ V8 m( F* t v/ ~5 ]* tdeleting the old save before writing the new one
! [6 N2 T0 h. K45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active; c) [6 J% b+ g) |! X# ]" `$ n
46. Improvements to refueling calculations and processes. Ships are more likely to fuel6 L- g7 S1 K* ~, Q" ?9 b
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
: D( R* d& D r9 jsources for the “from port” and “at sea” variations.
J) _" U6 S+ M" l6 |9 j2 w- j• Replenish from Port will now use the available fuel/supply at the port and on all
! z- g# T6 m0 Z! b! t4 H/ nreplenishment ships disbanded into the port. For those disbanded into the port,7 R$ c, |% D+ W* {
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
. q9 A+ ]+ @' ITenders must be of the appropriate type for the ship being replenished. Note that
* Y5 R$ b) W; o# k6 `0 o2 Pport facilities are used in preference and ships in the port are only used if the port
5 [0 v j. D! z' o0 v7 R. U1 lis not able to completely replenish the ships in the TF.: V! l2 N- z0 k" g* u4 X
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
8 x1 B1 N9 E/ Z7 G6 i+ uuse all ships in TFs in the same hex but will no longer use ships disbanded into a& D3 s8 ?) I) ?$ s2 S1 x( M
port in the hex.# P% l# y; W; P ~# U
47. Interface Improvement: Add new map icons to highlight certain events0 E3 D) C1 e) \. _7 o
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
1 Y. [5 S8 k' `* O/ Ksmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap, C! U2 N/ @, O$ v- Q1 U. {, t
port or from any TF that is currently off map. Ships that are not badly damaged
: S- i( o6 y# H% Zcan be withdrawn from some on-map ports or from TFs in certain on-map regions.( w' j9 n+ D& P) y
For on map, ship may not be on fire, total damage may not exceed 99 and no
- U/ m2 B$ t0 E) }" f+ N7 L2 h- rindividual damage type (system, floatation, engine) may exceed 50. Ships may not% U8 Q; v) v% P8 z( j9 k6 l) `
be withdrawn from any on-map location where the enemy has air superiority. The; `2 {8 d4 Y, ^2 k' i5 o/ r
intent is to prevent withdrawal as a method of saving a ship that stands a good chance6 G+ i2 q8 P( C8 m+ S7 a% Y, S
of being lost or further damaged. On map withdrawal ports are set based on the
8 x+ ^1 K; @* A Phistorical exit locations for ships leaving the Pacific:
/ C! w/ |+ v7 f% X$ f2 T& s1. Any level 9 port.( E0 h2 L0 B5 ?* |6 O
2. National home ports of the United States, Canada, India, Australia, and New
) J3 M4 ~. D" I2 N- G" a* Y4 F0 u; GZealand (with no port level requirement)
& M& W& A# N$ Z8 L7 D# s3. Any level 7 or larger port on the US or Canadian West Coast.
$ _6 W% a! D9 Q8 V% `$ J L N' }: f4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
% @9 z* F7 N9 ^9 V# u" s! b1 D5. Any level 7 or larger port in South Eastern Australia, plus Perth.9 O7 {( j+ y7 Z% w( W4 l
6. Any level 7 or larger port in New Zealand.: Q8 H, Q' I# x0 P
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
0 J4 \6 ^3 r4 {3 a* zanother ship actually sunk, the data for the two ships could be mixed. Depending on5 F' M! V8 z f) T. Z& m
circumstance, this might result in one or even both ships being reported as sunk.2 U5 l3 b; p" l h! v8 k" w S+ J& a
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and( E2 E0 \& C; P: R/ _7 \
TF list screens. The calculation will continue to show the remaining ASW capability
) S/ J' A$ l2 E$ X: i9 _(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
/ b# t9 |% Z7 A5 F' l" onow based on full load for all ships in the TF.
" G$ i% ]+ b; R51. Resupply capacity for bases added to editor2 {3 ?+ [" W9 M! `+ Y
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
1 X2 r0 x/ N; O4 K$ n53. Adjustment to AI unit planning level based on AI difficulty
$ e' a4 ?' l W; M! h54. Ensure minefields are created for proper player when a single TF lays multiple types! v0 {/ ]! e+ c. x' k. T
of mines. Player of minefield properly set when first mine type laid by a given ^! x# ~* R+ i% D
minelayer but a similar check was missing when the TF contained minelayer(s) with8 M7 P" y( q; y3 v+ P0 |( q
two different types of mines.
9 i2 G: b/ K3 l% @% D; ~55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and1 q3 y# X" E3 i6 W" z; F
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex( U0 v4 h% @% v, B% M K
for owning player, if partisans attack and cause damage.
W* b8 p. k2 B56. Gameplay Change: Movement rates for clear and desert changed to 25 for
: `/ n I$ ]* n7 pmechanized units
6 l& d9 E; ], b0 ~* Y; f8 Q% N9 ~57. Gameplay Change: Land combat effects toned down3 Q4 b. ]3 O$ J/ _# G
58. Ensure AI captures empty bases/ N- u; j8 k. ^% h. p
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
# C8 q, ]& P" Zsave from moving them ashore. Training from disbanded ships does not increase the
0 `3 |% q: Z+ S7 Q5 f/ r$ v0 f {pilot mission count.
2 H I' }# B8 v9 c3 @60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in' |& B+ r( }- X3 R& i* x9 _
order to help identification of saves
1 E0 Y) S, ~ m2 q) ?61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)7 W) m8 W% U' x
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group: C/ Y7 h- I: @ L
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
m0 b$ o2 O$ O1 J+ v$ Q& _, L$ Sbombing attack. Groups were at maximum altitude and conducting glide bombs
0 n& B: Y+ N1 l4 P5 Aattack, sometimes without engaging CAP or flak.
1 ~4 @! C3 z0 [. M4 p% N63. Changes in order to standardize inactive Soviet group’s training options;
. ^, R- i/ L# ^; Y* d64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see5 [, B' m- P; p, V$ L+ V z
Pilot Management for more details). The number of pilots on the group lists is RED if
. N5 ~- e: T% x3 c, V" ^" o, hless than the number of ready planes in the group, indicating a shortage of pilots. This
! Q( d. E& h% zshortage may be filled automatically or manually for a mission based on the pilot7 V6 r" f! |" `+ B# @: w# k
select mode.$ f2 s( A& ?# U* d5 e7 ]9 G
65. Corrected issues with group destruction on scuttled or sunk ships and groups on
# B" v1 N- A( _3 S- jwithdrawing ships8 p" ]. ^3 m* Z; @! A) u
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at7 z! N7 R/ T2 H( m: d
close range' l7 J: l3 z: \2 r; Z; U/ U! N
67. Gameplay Change: Greater weighing of crew experience in surface combat& Z2 v/ A; u( p3 J' s* S7 G) Q
68. Gameplay Change: Limited radar directed fire, increasing over time* f5 a3 {9 M7 W( Y3 @2 F# P; v+ F
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface+ D- V. w2 G4 d7 _" I2 I
combats at 1000 yards
- m% H! O& J$ }9 ?70. Gameplay Change: PT Boats less likely to attack in daylight
2 t% C8 ~2 O1 N; q71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
$ c' J! W0 U. X$ G- g1 Q0 i8 X6 Whit in ports and rivers
' {9 X) e, ?2 O72. Gameplay Change: Submarine captain ratings have more influence on Submarine( y+ _$ a" h. o' D* k
performance
- T7 x) ?' [$ g7 C0 L6 f+ z73. Torpedo hits on escorts not showing in combat report bug fixed
) \$ z5 W$ J+ L- T) }7 E7 p" K# k74. Gameplay Change: Aerial ASW less powerful in early war! ~7 d- D$ E' T, z2 r( _
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any) @* r9 p- \: R0 R0 F
diverted fragments having planes but no pilots. Pilots still flying planes are now
6 ?* J5 j! t' d3 iignored for sinking ship purposes until their plane lands.% U- U: U O+ y9 t* P0 J
76. Group transfers in off-map bases from a ship in the base hex to the base itself were! e5 z l( S5 ?, ?. l6 g
being delayed ‘4’ days. There should be no delay.
7 L: @/ R0 Q z! z4 [* A( @77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when. I0 o( o$ h" [" x/ A8 _7 N2 V2 g
the convoy disbands.
. E9 [2 {1 T" x& l0 [78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
1 ]1 |7 @9 H0 M0 Jhexes. The range was not changed when the game scale was changed.
) C+ d- V) p& D6 M79. Fixed bug when displaying search arcs at a base: W# X+ M- ^: y+ G$ R9 V$ N1 l
80. Fixed Escape key on Industry Management screen
# K% j; m1 c6 x' P1 E+ T. j5 S% F, ?81. Fixed oil and resource in totals on Industry Management screen
8 D( T4 |7 u# C% ]82. Interface Improvement: Add an extra line to the Industry Management to show total2 B, F _2 H& W2 z$ V
shut down industry on Industry Management screen" v6 d* A( c- M
83. Interface Improvement: Add base select to Industry Management2 a# ^, Q! S$ N! G/ T
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
. X0 p) p3 @* ~: N% I0 bONE group for Admin stacking purposes; the presence of all three in a base counted
, [6 j# k% v D/ bas 3 groups for Admin: F V" p- i4 ^8 t' x* t; Z
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups7 z" B( Z" ~& ?, Y2 v
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and* {0 e+ e# \# Z: t8 A
FF being affected by old stock code that cleared the secondary mission.
! H4 ?/ R! B2 j87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.$ e! q% P" W% Z# O
88. Fixed an issue with tool tips being offset from actual hex when forming new0 }1 D+ J' o' N, [4 C7 t3 @0 e
taskforces
! O$ C# D. a* f4 E( f$ ~89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
1 O1 G, t4 f N/ X, o* Uthe end of turn save only. Preferences are now restored as saved for the player at the
l- Z5 X6 d4 T! F: U$ {time.
: J' W# a& _ k6 Y90. Changed air supply mission to use a friendly base as destination, if both a base and
: |9 Z. `9 y/ d8 g: [! R% hLCUs are present in the hex; it was sometimes giving the supply to the first unit only
1 X8 l( ]2 u4 m9 q91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
/ _# G) h% x+ vmission was canceled because the enemy LCU was selected as the first unit in the
1 j) j+ b2 y5 x+ P; h' A! _hex.( ~# A% |/ Y) ~$ n( f
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.& O6 T- k/ F4 S2 Q" y
93. Prevent very low grade TF commanders from returning single ship TFs to port to: z) }5 G3 ~6 p- N. C, N4 A% ]- [
rearm when rearming not needed.) q0 i/ [/ n |1 {
94. Fixed the supply cap and monsoon effects on supply0 y& f0 j8 e. p0 x( r
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
' R0 J( T9 [, D8 K$ g# q/ kmovement.9 v: K% N9 ^3 ^6 Q. T
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base/ b5 n# p4 ]/ t+ X
when Soviets are inactive.
. v) P' ~# p: k/ A' }; M97. Tweaked resupply task force to Japanese bases., S/ F0 c2 g) t! p/ b [( Q
98. Fixed a HQ/Chinese unit respawning bug.3 J1 A9 Z' ~( g" o
99. Restricted permanently disband/withdrawing air groups from being able to the the
( [1 I# g! m1 z1 ?) E1 h+ z+ W“Trainer” option in the type of pilots to use.
0 E) q- V7 J* ~ E" E6 ?4 {% \100. Restrict the options available to pilot movement in permanently
: S) M% |: h8 N, Sdisband/withdrawing air groups; mainly restricted to making them active or in-active' J, F, Q# |4 R- n9 A& x
within the group.
/ H/ s, f1 [; @7 r) e, k: d101. Fixed error in splitting air groups caused detachments not-in-play still attached to
% `" ]; D7 ^# F R) C* Hparent group - stops divide ability/ o0 V7 T$ ^& x& i5 D% Q
102. Fixed an issue where some autosaves could reset game options. Q7 Z8 S# Y% r# J) X' ^3 S
103. Disabled the ability to make a group a temporary on-map Trainer.
+ |1 W, l( q0 f) C5 t104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high& F5 L4 ] Z, y
FATIGUE pilots.
: u4 V* u7 l+ M6 p" C1 T1 o105. Made some adjustments to Kamikaze effectiveness.
8 s! B0 m: T0 R7 I, e• Naval Data Changes' ^2 |' b8 P/ K* S# W
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
) `$ ~8 B* v" M% b: ^$ z% pClass
1 T5 ]6 u6 o8 {4 l, S, qScen 001, 002, 006 (007, 008, 009)
' }# i( X2 X& l0 H0021 – Australia – correct weapon facing
: i1 u( {# T8 }0418 – Helena – correct tower armor from 0 to 125" b3 {; M6 p+ J9 N
0767, 0769 – Chevreuil – correct endurance and fuel* G3 q) R% x: `
0770, 0771 – Duguay Trouin – correct weapon facing
7 g. b* r4 f& K5 D* r0772, 0773 – L’Adroit – correct endurance and fuel' a7 P& _5 Q7 Z
0774, 0775 – Fantasque – correct endurance and fuel
4 V8 V6 X0 ]% ]" C+ [, s, @0776 – La Galissonniere – correct endurance and fuel2 E) h4 M6 n) u$ X' b0 g- f+ l
0776 – La Galissonniere – correct weapon facing
. C# @- |: l( y+ c" J1 s9 v' L: H6 A' U1013 – Yubari – correct weapon #4 turret armor9 H5 s) w) f0 B- f; H
1102 – Furutaka – correct weapon facing
1 R2 B5 A7 @9 a0 \! T, C* f1107 – Aoba – correct weapon facing2 x8 M; q% K' z
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
; m. t8 P% D: @6 b/ _: o2 `# _/ k/ w1730 – Yamato – correct weapon turrets
+ r1 Y& X) t. \" P7 G2025 – Kongo Maru – correct weapon facing
6 o' x! V& N2 C. g5 @8 B' t2202 – ARD 3000 Ton – add Japanese small ARD class
( u; A6 b( K$ U U0 |- E' y* T2903 – Gnevnyi – correct weapon facing0 H& _$ u; S: j7 O' Y
2915 – MK Cargo – correct weapon facing3 O# b z: _7 R }! d7 ]; Z# p3 p) a7 h
2918 – KT LST – correct weapon facing
E0 M" x5 i& ?4 e/ VShip
* Z/ e0 |6 P" f# DScen 001, 002, 006 (007, 008, 009) changelog
, ~* D2 D' ~" m0 p' B, }' [! [( {All – update weapons from class to reflect weapon facing corrections
; u, e& o$ o7 R0 S1 X0999 – Dublon ARD; add small ARD to Truk4 y' M/ ] }& V& f
3550 – Laffey; correct entry date to 420430
. { m$ R( L; I$ I) R" i3580 – Frankford; correct entry date to 430430
# n- J+ n5 m+ o6 h$ Z4317 – Thornton; add Clemson AVD at PH
0 h% a- n5 j' W4 I0 T4361 – Henry A. Wiley; correct entry date to 440930
r+ y) f9 l( w5222 – Rixey; rename to Bowie
7 N/ o) E; D* ]& q) O% p5223 – Hercules; rename to Highlands6 O* W# d) p: Z9 x1 Q
5251 – Pinkney; rename to Pickens3 g* I# q: a% x7 e# u' I. b
9253 – Madras City; correct entry date to 4202283 R g1 l0 Z8 i" _8 k
9728 – Indus; delete duplicate ship entry$ Z& Q( n4 g; W0 [, s. C! z
9837-9849 – Soviet Fleet; correct ship name spelling
8 e3 G- C0 S* L, z( p0 B$ z4 y11316 – AFDB-2; change arrival location to # 524 Seattle9 W( N$ v2 U* |: X3 h( F$ l
11364 – BYMS-2055; correct entry date to 430228# U, v8 `7 j& m3 E$ ]) v5 P
11365 – BYMS-2059; correct entry date to 430228) i( ?, W: ]2 b
14070 – Ha232; correct entry date to 460228( n: ?% q8 v& j0 M6 u& A7 s% {2 G) f
Scen 006 and 009 ONLY
4 J& `2 E# ]9 Z9 @* `: }0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
$ G1 m1 ^/ ]2 H; f0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295 Z: q' s, h& F. x
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
) `4 I' }( K5 i1 J0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
1 b S% g' B7 e9 ^0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
/ g! b4 @- i# k. i- z5 y4 v. A0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
+ q2 f' X. l7 o( X/ @0043 – Hiei; adjust fuel to 41758 v. \, K' ?) f. V
0044 – Kirishima; adjust fuel to 4175
0 @. ^" L/ A# m) l: s0067 – Tone; adjust fuel to 1775
) V6 `7 O& R" ]% \0068 – Chikuma; adjust fuel to 1775
3 z* j0 _: Y, W+ f0 `6 [0118 – Abukuma; adjust fuel to 833$ J( b3 b7 {! H
0146 – Akigumo; adjust fuel to 265& p) [* s* l ?9 F+ [ l7 U
0168 – Kagero; adjust fuel to 265
C2 M8 A9 C2 T+ h- p- X0176 – Isokaze; adjust fuel to 265
$ n& H1 z) ?. Y% `& V9 h5 t- D0 g0177 – Shiranui; adjust fuel to 265
U% g# V9 u5 m• Air Data Changes
- D/ C/ ?/ h* r% N5 |; q[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.0 C2 B0 r- E/ J% F$ ^0 B
[177] B-339-23: Name set to B-339-23.
& @7 ` m% l2 F[178] B-339-23 (PR): Name set to B-339-23 (PR).! u: T* [( U7 F# y* a' u
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
3 ^' y0 T4 L6 z2 i0 m[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.6 B# z; \, _8 k. c# ^, Z6 k
[365] Stearman 75M: Nationality set to U.S.Army.
1 M! i* T% Z9 q[451] PB2Y-3R: Deleted., B- H( @: N9 z6 F0 t
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
' ~9 W2 v" `- c2 Z1 z[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
4 E. ?# ]9 A+ M. w# ZMG; wpn 13 set to 500 lb GP Bomb.
0 R9 @( H: w- Z" {: n. g0 G, _, N[1923] No.1835 Sqn FAA: Delay set to 0.
$ P) C& b" _' K[1924] No.1836 Sqn FAA: Delay set to 0.
: o! [, o/ l+ c( u& [) Q" n[1929] No.1841 Sqn FAA: Delay set to 0.
% m1 ?! {" j' l: J9 m" C* X7 Z4 r[1930] No.1842 Sqn FAA: Delay set to 0.3 b, L) n/ j# r
[2587] VMF-211: Location set to [584] Pearl Harbor.3 g* {: r$ ^! d9 }8 T
[2642] VMF(P)-321: Deleted.
/ {! @: e+ |# N/ u& w[2652] VMO(P)-351: Deleted.4 S$ A# Z+ O/ j9 A X: F, n
[2668] VMF(N)-511: Deleted.
' x3 q2 Y' q3 _, [$ L# J$ f8 o[2669] VMF(P)-511: Deleted.
5 M/ G5 j6 w7 v2 h[2671] VMO(P)-512: Deleted.& R' R/ G/ ]7 z; e' Y+ s
[2673] VMO(P)-513: Deleted.# Q, l {4 o4 J' I, k n8 ?
[2675] VMO(P)-514: Deleted.0 ^/ \* ?% P; B& B S; g2 G9 x' U
[2827] VR-2: Deleted.2 q3 |* E. a" D! ~0 b) M; x
[2828] VR-4: Deleted.. Z' y E% `/ K2 M% J+ x! j* F
[2829] VR-5: Deleted.! x' V, }: ^" E6 G* A' {
[2830] VR-13: Deleted.
4 t* {4 m* K* O7 k5 Q[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.) n: s1 f X2 O" l: y* }* h" ^
USN patrol-type squadrons 4301 resize to 15 deleted.: [/ K) y0 @3 `& h- [
USMC squadrons 4301 resize to 24 set to 4410.
, ^+ K4 ~9 q4 H% S: g% M. @8 |; YUSMC squadron upgrade paths reworked.
3 n: _' A$ W' ^' Q: J0 TGameplay Change: Units with a/c MAX strength six or greater now able to split into
# a# G; G: }& Nthree subunits.
2 M+ h6 x7 {( c• Map/Base Changes% Q' K: z, v# R& ^
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
- \8 p: h d0 V' q& V0 k- GNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,4009 g8 o* N7 A9 ]+ o8 N+ M# W
AV.9 I" X3 {' Q d0 ?. g1 f" O
2. Garrison levels in Japan have been significantly increased for the Allies.
# u3 L7 ^+ b! e3. Garrison levels in India and the Philippines have been increased for the Japanese.
2 Y. M9 Z' |& Q2 ? G3 L4. Garrison levels have also been adjusted in other locations, with some areas having
0 M( y( q, i$ A; O7 Z( z% u1 E( osmall increases.5 n/ S* y+ _4 k) t& _/ | X! N
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
# m! u) H! j0 H( ?% d# DAirfield. p9 P% [9 n1 o2 ^$ s
6. The starting fuel level for Los Angeles has been increased.* V# a6 n' o l3 F1 }" a
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.2 ~) z8 f$ ]+ V( G
8. Anchorage in Alaska now generates a small amount of resources.$ q+ k+ M' s, u; o, q, ~# q
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.' G- h& y' X$ o' X4 J
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
6 Q2 u$ M4 a5 ` i! ^11. Nukufetau has had its port level decreased from 1 to 0.5 v0 T- }9 p6 n, M- v
12. Pago Pago has had its port level decreased from 3 to 2.: {9 g8 ]% D0 i4 m$ [1 D
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)5 v3 i/ }) Y' B; a7 v/ F
base does instead.
$ u, l6 L& ?$ A; M8 `. b# x14. "Ahmadabad" has been renamed to "Ahmedabad"., z$ e/ M. w/ k0 G
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,- |0 u8 [6 E, E- S% b3 T% o& k
rather than being concentrated in a small number of locations. Overall, Chinese( p4 K2 D5 V6 e( t) X) @( u
supply point generation has increased, to about the same level of supplies as in the# T5 m5 f7 N+ y/ E$ |
original War in the Pacific game (it was a bit lower before).
3 e( R; o6 b E/ q16. Australia now generates a greater supply point surplus than before - about 5,000
' P4 g6 L3 k# ~0 m: M; \points per day as opposed to about 4,000. Fuel requirements remain the same.
) T' ~1 g% W3 G' S( O- |17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
9 B1 b2 f' d- a8 @9 x7 Kinstead of hex 200,40 - and the road and railway networks in the area changed to3 @, U9 J' \! E# J7 k7 X7 ^
match |