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2 C, M# _4 h( s5 V/ [; l# g7 K6 E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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地址1:rayfile下载- \ a0 |* ?/ [& P; `
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【更新内容】:/ R) n* }3 R6 n
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$ K& Z1 G! I2 W! R: [+ RChange History:+ T; i2 \" K" W# z6 {
v1.00.95 - December 7, 2009& ?' X) K' \$ }0 {
• Second Official Update – This release is comprehensive and updates ALL previous+ ]9 B/ B2 ?9 U: L5 [
versions to the v1.00.95 level.
3 q# s$ y% A! m0 R! y9 f: YIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
1 Q# G, Z; g# [Management Addendum” which have been added to your Documentation shortcut subfolder
$ q1 B) j y6 a s" xand can also be found in your /Manuals installation sub-directory. These two
, }/ m+ E) m0 n: A1 e1 C& adocuments contain very important information on improvements and changes in these& A* D3 s) V7 o, I5 d, b+ ]9 E
areas.6 }5 j) p! e+ [( l% G
• Code Changes
; J7 z+ w! B: d7 N& i d/ e1. Interface Improvement: New Screen for Industrial Management- r! f( A( r& N2 k
2. Gameplay Change: Air transport mission was using all ready planes. Now the
/ _7 k7 {' B" n) C% Z7 V+ I knumber of available planes for the mission will be adjusted by the rest/training! P" @9 Y ?; k% T
percent as on other missions.
4 {$ J4 V+ k+ C) G3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
/ E4 m; ]# a. ]4 r% p/ U4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to8 O' `0 ~8 H9 E- A
show in change command list# d9 {7 A# W% _2 K
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use4 M1 E0 d" M) L" P/ y" u: c
Bombs’ flag rather than the altitude setting
6 [+ N, }4 S+ G% ~+ m# b, y {6. Gameplay Change: Full base screen now show the consistent over-stacked AF5 p+ z( K: {9 h# w. H$ ?9 i
indicator ‘*’
2 F9 L- w R$ ^& X1 H; b7. Pilots who are captured or killed were still being counted in some group totals. They, @1 N8 C/ I- M5 y
are now removed from group’s pilot count, but still available for ‘Top pilots’.
/ |# ^$ X' G, B: E. X8. Interface Improvement: The buttons in the lower panel of the main screen have
/ G0 l7 @ e( Z' j' T+ P# N8 K6 gbeen improved. With the mouse over the icons on the far left, the number of groups,
' h' x+ X. Q+ \" {task forces or LCUs at the base is shown. Added a previous page button when there
; U3 Y- v" H7 t: }* f$ k8 r" ?; Zare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
+ r8 U' H- J" f8 C% S! ztooltips sometimes were corrupted when other screens were displayed on the map and
, f+ V7 Y* s( N1 ]; S" Wthe bottom panel was still active. This has been corrected.
* T3 K [0 ^& G% e2 e! k6 Y X9. It is now possible to repair planes in excess of the group’s size
. z! f5 V5 [* v4 s4 ~3 u10. Gameplay Change: Adjustments made to air skill in training and combat. Skill& r8 ?5 w3 H" X
training is incremental. Points are accumulated and once a certain level is reached, a; z! Q, s" G* s8 e8 H7 a
point is added to the skill. The cutover level is the current skill level; so as the skill
5 S5 C6 V& t, V8 y1 @- j7 Llevel increases, it takes more accumulated points to reach the next level. Combat
, q+ D c4 F7 _0 [! j* ygains points faster than training, and combat is required to reach 70+ skill levels.
8 }5 Z" H8 W7 [$ |Experience levels behave similarly with the one exception. If the Experience level is+ E6 M! p* G% H+ K9 c4 x
higher than the best skill by more than 5, a skill based on the group’s mission gains
, O" ]% C- [8 j6 Q" |$ [the accumulated points instead." N2 ` t! V- l8 G$ g0 I
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
* w" S3 }9 e$ W# D( ~0 W1 zammo and return to base if required
, f( u8 c. J4 P( T3 g$ a/ z9 s12. AI Aircraft production will now stop based on comparison with on map aircraft totals3 n v4 b: y; V& O
13. Gameplay Change: Malaria effects adjusted
! h: r( l/ u2 U5 U2 W14. Fixed bug preventing port construction in certain cases4 `9 }" S1 z; A, R7 s6 L
15. Fixed bug preventing combat engineers from building
* b/ E6 ~- ?5 N: u3 g16. AI improvement refining settings for LCU attack levels
l+ v( }, l5 ^17. Corrected unit TOE loading bug
, p8 j0 Z5 P1 O6 ~ ?18. Correct bug setting default morale and experience when not provided by editor
; F# ^- P; f1 [2 b19. AI additional checks for level bomber base sizes
3 ]7 S/ U4 W G: d" c20. Numerous supply tracing improvements% n6 Y5 \. E/ D3 W( d
21. Numerous supply/resource movement improvements
. @! ?0 Q9 P- L- I1 y22. Corrected several land unit fragment bugs., u; B: d8 \, @% l X- b
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
2 k) t" K/ Q+ V! v4 f1 d _. jarrives at the destination of the “met” TF before the “met” TF does. Also adjust
5 f9 j9 U! r% z3 nmeeting process to reduce chances that the meeting will not take place until one or the' J6 {" Y4 O/ o& ^. `
other TF reaches the “met” TF destination. Also correct a problem TF could6 B. P/ G. u( a, q% `- ~
“merge” with a TF that no longer exists under certain rare circumstances.
$ j0 b2 E4 s2 k0 r24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
/ ]% R2 l3 e2 U7 t; bdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate: E3 ]6 C1 ^7 r( U# F
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
& q8 }1 s s) V2 k1 ^2 sdocked if the port has the dock space for them, but will auto-undock when adding a4 w& F S. A1 T4 y" v
ship to the TF causes it to exceed the port capacity.
& }8 W* N3 @6 G1 h0 H9 }. l" g% ^25. Adjustments to naval retreat determination. TFs retreating after combat will now be
7 i' l2 c, t0 ?less likely to retreat to hexes containing other enemy forces and be more likely to
9 d6 L* o9 B. \4 [retreat toward a friendly base.! G$ r. q& X/ V4 n9 u/ S* j
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
7 `/ \7 v8 W1 G! F* A/ q* I7 Lis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
$ m+ f& A- `3 L: b# jin port, (c) ships in port (disbanded).- I, K/ t; N J4 Q
27. Interface Improvement: Implement search arc drawing on map
; Q' z5 {( P9 y0 z8 ?% C! R c8 O# {28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,4 s Z: Q+ ?' r( P/ Y1 s8 y
ensure partial rearming is in full mount increments, and adjust ops usage according.
9 b, Q5 A# C3 |29. Fixed naval support availability bug. Naval Support in HQ units that were actually at( ]0 _$ T$ `6 g2 u
a base were incorrectly excluded from Naval Support totals at that base. This was3 c. C; _( r& e) M+ B* X! {1 V% ]
due to an error in calculation of Naval Support availability over HQ Command radius.
, ?% h0 e. G( T) k9 p. n% k4 t30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
% V {4 ] _# k$ G( m, w2 I$ @2 kcould improperly interact with fragments of the same parent that were at other
- Z6 B& B: e1 K- C: m1 Plocations and had been previously loaded by either the TF or one of the ships0 G, g* x3 B. l/ v1 z
currently in the TF or, if the load required multiple days, when unloading of other' t0 P* z6 W% x
fragments of the same unit caused and automatic switch of a fragment to the prime2 _4 V0 } T9 S& S8 E
unit.
' y0 A; ?+ v4 v# E31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
/ R! v+ ^$ n, }Previously repair of all system/floatation/engine damage would terminate repair of a) Q5 O7 j! v4 ~3 l
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will- f$ X0 Z1 E3 W; K; q* [+ [' ]
now prevent full repair of systems damage and may “create” small amounts of system) _" b2 q/ ^0 w2 ^
damage to keep the ship eligible for repairs. Note that this may have the affect of
) a. o: P0 y" ]/ ?small amounts Systems damage being not repairable at a location where it normally
& m: g- \- g7 A% awould be repairable if that location can not also repair the damaged devices(s).
; q# @) N6 D8 u32. Interface Improvement: Changed Allied aircraft replacement display to show nation
# u* d& ]$ }' a# i* o8 qof aircraft- f* T7 K2 a6 w& F7 j
33. Corrected several menu bugs
L7 N# k/ M- ?. T0 [; l34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
# ~: O& l7 m1 e0 h- G& ?land units by TFs.5 {4 q0 P3 K' p! z
35. Interface Improvement: Add “undo” for ships being transferred during ship) K( r$ w/ J8 \) e6 z3 e! I. c
transfer. Previous undo only functioned properly for ships being transferred into the/ q8 P- e7 J j3 E3 s
selected TF. Provided undo for ships transferred out of the selected TF.' k# y4 R# y! m* g2 F. _7 g
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
7 C4 h, t/ c6 V# dis following another TF that is beyond the player-set follow distance.
0 O4 @" d q9 K37. Change ship based aircraft repairs to be by plane, instead of by group
& Y7 q7 }2 O! H+ y$ `1 l8 w38. Interface Improvement: Made air group screen larger to reduce clutter
2 Y$ F5 j( j5 i% ?6 p39. Gameplay Change: Adjustments to supply consumption by land units
9 h* h" L7 U# Q" i2 X7 h40. Change to AI shock attack determination
/ g0 {* {; w. M5 t3 L$ m" q7 L# }41. Improve AI awareness of intel on nearby enemy LCU5 S) Z) {( o) S* j
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
/ v1 ] p# ~: p, [, P43. Gameplay Change: Changes to AI production on “Historical” level2 v; t1 K4 v* A0 t( o+ n
44. Improvements to save file process to reduce chance for file corruption, especially by2 [2 W! W$ T# U
deleting the old save before writing the new one
4 X% d% ~) n5 k F5 d- @1 i; l45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
; {0 K! B# n4 p46. Improvements to refueling calculations and processes. Ships are more likely to fuel
& C& J# R& c6 r% d2 {7 I' }from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming, f* E8 j2 ]* U; N( n
sources for the “from port” and “at sea” variations.% }, B% B( @& d2 a
• Replenish from Port will now use the available fuel/supply at the port and on all( \. Q- T, W1 e5 a! {$ h
replenishment ships disbanded into the port. For those disbanded into the port,
& f% A- b; J( ~5 ]+ G7 V& |only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.4 _! J, {+ T) s$ G
Tenders must be of the appropriate type for the ship being replenished. Note that
# b# E, Q- i, e0 r" o3 Vport facilities are used in preference and ships in the port are only used if the port9 O; O( T- e7 u) q% s4 d* b
is not able to completely replenish the ships in the TF.
9 A2 l$ n- D" c5 b! b4 Q2 m( f0 V• Replenishment at Sea when the TF is in the same hex as a friendly base will now
G3 S' b2 N: X8 d! [) q6 vuse all ships in TFs in the same hex but will no longer use ships disbanded into a" j- j) N# b+ G/ j) B+ m5 w
port in the hex.2 x! x" ~. G. e* }* u# k
47. Interface Improvement: Add new map icons to highlight certain events R3 q* i4 K" r% m/ d6 {* G* Y
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some- Z. r9 R) r9 ^* P; ]( z3 k2 m
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap9 M( S! Q% a3 N# w
port or from any TF that is currently off map. Ships that are not badly damaged
4 H2 o* N8 a5 J1 D! O4 {2 O4 lcan be withdrawn from some on-map ports or from TFs in certain on-map regions.4 S4 E! t1 N4 e4 j
For on map, ship may not be on fire, total damage may not exceed 99 and no1 z3 H- j% {- ?1 G' X. J, m" D
individual damage type (system, floatation, engine) may exceed 50. Ships may not
% E/ I4 q! m% Xbe withdrawn from any on-map location where the enemy has air superiority. The- q7 h8 Q1 @, X6 ]0 J; S8 s5 e4 m# `0 N
intent is to prevent withdrawal as a method of saving a ship that stands a good chance7 Y$ M6 B6 z. _/ {: R9 G
of being lost or further damaged. On map withdrawal ports are set based on the0 }; i, D) |' V' L) v* J) v
historical exit locations for ships leaving the Pacific:5 Y6 }1 z" ]* B4 Z- P8 |( D# v
1. Any level 9 port.
' Z" U5 @# ~4 @/ l6 I3 `9 a- U2. National home ports of the United States, Canada, India, Australia, and New" r/ M6 @& g1 Y% V' f$ x2 U$ D* i
Zealand (with no port level requirement)
0 B$ v: Y, D. C% [3. Any level 7 or larger port on the US or Canadian West Coast.5 O5 z# U$ W2 p6 j8 E7 x5 V
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
) m9 q% y8 M& {5. Any level 7 or larger port in South Eastern Australia, plus Perth.1 p+ P0 u* ]; N/ O" r% R
6. Any level 7 or larger port in New Zealand.
' C2 s% F$ H2 R: o8 V' D& b49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
5 J5 U0 k- h9 s2 S3 E3 z: [ X- qanother ship actually sunk, the data for the two ships could be mixed. Depending on* e6 K% d# W7 E- D+ `% a! s% K# c
circumstance, this might result in one or even both ships being reported as sunk.; T/ T+ P4 q3 M) W& P2 j/ ^& f
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and/ ^) Z z- d+ K y' W8 E9 C
TF list screens. The calculation will continue to show the remaining ASW capability
! J. K$ h! c/ i+ u, }( }: n5 h1 i(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
5 ?4 \6 v W% T- q0 unow based on full load for all ships in the TF.. I; U k0 }! J( H! @5 a8 o0 n
51. Resupply capacity for bases added to editor- j/ J+ X( ~4 ^/ S/ s1 v1 i
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
4 |" u U, A& X$ Z5 l1 Y) G, L+ ?53. Adjustment to AI unit planning level based on AI difficulty% E$ ?$ g; n7 B/ e3 z3 \& x
54. Ensure minefields are created for proper player when a single TF lays multiple types! T8 Y9 [& e$ f+ U: R
of mines. Player of minefield properly set when first mine type laid by a given
% p+ d' L/ k. x# t4 I: |1 z6 Uminelayer but a similar check was missing when the TF contained minelayer(s) with
% U r; b) T# Y7 l* Utwo different types of mines.( e. H) H6 b& ]/ e
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
- D2 e3 {: P+ p4 y10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
6 B- Z: w5 t8 K7 @for owning player, if partisans attack and cause damage.
+ ~6 W0 m; V* q( C ^0 S' g56. Gameplay Change: Movement rates for clear and desert changed to 25 for
) L0 G) r9 ]1 H2 i! ymechanized units8 A8 {) x/ ]! n6 v
57. Gameplay Change: Land combat effects toned down
; J9 v4 @$ W0 E$ P' V" u58. Ensure AI captures empty bases; m% }% {; e0 O: j# l1 z
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
+ _" O) Z) F9 k: U* t* nsave from moving them ashore. Training from disbanded ships does not increase the
5 ]3 C1 z/ e5 K- [# Ipilot mission count.1 y" W: F0 |5 M7 {
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in; ^ x# i, v" F0 N M1 m, Z
order to help identification of saves3 L7 d) g% z2 w$ Q J
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
& m; Z$ B3 j8 c0 a3 @' R62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
* w* f* X5 V+ U- Y" a: e4 M3 hmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level: k2 `5 \; O) n! a* V" `
bombing attack. Groups were at maximum altitude and conducting glide bombs
6 S; V" Y/ S' Kattack, sometimes without engaging CAP or flak.2 \, h) j R+ v* [9 ], E7 t. t
63. Changes in order to standardize inactive Soviet group’s training options;
( |8 a" \4 z0 t! d: |3 X64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see G3 e' u/ v, R D/ W2 H
Pilot Management for more details). The number of pilots on the group lists is RED if q E% @. g G/ q! i
less than the number of ready planes in the group, indicating a shortage of pilots. This
4 B1 X+ w: v5 \1 y; S+ X, f& Ashortage may be filled automatically or manually for a mission based on the pilot
! @' t( v$ z( W; f+ Q/ d+ b2 {4 a5 F5 Wselect mode.
5 p1 z/ f p4 }" m. S6 H, S* F8 T65. Corrected issues with group destruction on scuttled or sunk ships and groups on# ^% e# O d% O% h
withdrawing ships" g7 U" ~* X# m
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at* z$ X% K$ \8 w" F) W
close range
$ e; T- v7 k7 w9 r+ p67. Gameplay Change: Greater weighing of crew experience in surface combat
7 V: E& E; | x8 D4 A68. Gameplay Change: Limited radar directed fire, increasing over time
: O) C0 ^3 r8 ~1 Z# o2 H69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
6 p2 ~/ j5 _+ Z7 b" Mcombats at 1000 yards
# j3 p; z/ F l2 p70. Gameplay Change: PT Boats less likely to attack in daylight5 q/ d# i8 K) @
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be* g' v; v8 r3 u2 n) Z/ C# B
hit in ports and rivers( L# Y6 o, u* }' D7 T+ [! h2 V0 J0 m
72. Gameplay Change: Submarine captain ratings have more influence on Submarine
" o# u, T5 C" Pperformance% r) P( r. b7 u* ~/ Z
73. Torpedo hits on escorts not showing in combat report bug fixed
$ e& {5 W& t, u* s+ N74. Gameplay Change: Aerial ASW less powerful in early war4 s: Z6 `/ ?" E! [+ z
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any6 o6 \. C! _- s- a
diverted fragments having planes but no pilots. Pilots still flying planes are now
/ }$ z5 u N- `4 S1 f1 m, Vignored for sinking ship purposes until their plane lands.4 y G6 i4 c1 v% n
76. Group transfers in off-map bases from a ship in the base hex to the base itself were* ~$ e) U% }1 r6 q8 }4 d
being delayed ‘4’ days. There should be no delay.: S( Y( M- U( i+ o+ W. n
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
$ `( K8 @/ @, ^9 t: Bthe convoy disbands.
U u$ V0 Y( \3 o. a' V) b0 H78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
M; \6 e# O5 T/ H! Chexes. The range was not changed when the game scale was changed.
) o( X6 Q* E! r0 u/ Z+ v, i79. Fixed bug when displaying search arcs at a base6 P6 y2 ?! h8 A: Z
80. Fixed Escape key on Industry Management screen q( R/ u! @4 T* C7 L
81. Fixed oil and resource in totals on Industry Management screen
' V5 w( R) F! B' L- m82. Interface Improvement: Add an extra line to the Industry Management to show total- B3 X8 i" |6 @% t1 ?4 [/ B( q3 {' \
shut down industry on Industry Management screen
3 ?& Z) o0 A" O$ t: s83. Interface Improvement: Add base select to Industry Management/ j/ N# H/ w; G8 m0 X5 Q& U
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as& [( x) u4 a' }7 m6 a
ONE group for Admin stacking purposes; the presence of all three in a base counted
( S4 ~+ M1 A+ U8 @6 Mas 3 groups for Admin" q/ ^3 W; Q9 C d; Z, e* D7 F
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
6 {- e% I# e* R4 Q/ n' Q/ Y. A86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and6 x `6 J) R I/ V1 q6 V
FF being affected by old stock code that cleared the secondary mission.8 s( d5 B, T9 |$ M
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.# K+ o% X2 k$ s3 J# `9 G
88. Fixed an issue with tool tips being offset from actual hex when forming new, f4 t" C& z9 ~- h& } g4 h9 u) U
taskforces" u4 J2 ^/ j Q+ y
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on3 ?5 p9 i( z: E) C4 r9 A, {
the end of turn save only. Preferences are now restored as saved for the player at the1 I7 I4 p' v- N* R/ d0 A
time.9 m: F6 F$ N/ t
90. Changed air supply mission to use a friendly base as destination, if both a base and/ z! I& Y9 P! {( S& T7 D
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
9 E/ ?, f1 i/ j1 u, X91. Fixed air supply drops to a hex containing both friendly and enemy units; often the/ Z$ b* F* s1 u. O! I" w
mission was canceled because the enemy LCU was selected as the first unit in the
; r* H( E' j6 T9 T* |) J9 ^( q% Mhex.
d+ M. U0 A% d1 w92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.. o0 V( Y6 S2 ^" U- H
93. Prevent very low grade TF commanders from returning single ship TFs to port to
1 Z. d+ ?. i- O3 ^; c5 M T, Jrearm when rearming not needed.) c; {$ G$ w$ }8 E5 J9 i; z3 a
94. Fixed the supply cap and monsoon effects on supply
0 ^. H7 h8 f: t0 Y" Y3 C95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
8 \; ~( i0 f6 [2 [/ K$ Mmovement.
- P# C: ~: m& ]96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base% k1 F+ C" h, G
when Soviets are inactive.+ _( g' d9 W& J
97. Tweaked resupply task force to Japanese bases.* h/ P5 ^- `3 I" M8 R
98. Fixed a HQ/Chinese unit respawning bug.5 O: Q9 ]( N3 n+ O& n
99. Restricted permanently disband/withdrawing air groups from being able to the the9 Y' p( c& G0 Z2 a7 C9 R$ Y
“Trainer” option in the type of pilots to use.
" ?+ o6 m9 ` F& U( [. ]% _$ W100. Restrict the options available to pilot movement in permanently
# ]% z! l/ t7 o* Cdisband/withdrawing air groups; mainly restricted to making them active or in-active
( T% \% z' w% S; y3 H+ swithin the group.0 ^+ b" {3 b0 q( K
101. Fixed error in splitting air groups caused detachments not-in-play still attached to4 ]3 ?5 L. U2 ]8 B
parent group - stops divide ability
# R% N: U* f0 |& {102. Fixed an issue where some autosaves could reset game options.: |5 \ ]) R. ^* B6 j$ K8 ]/ j
103. Disabled the ability to make a group a temporary on-map Trainer.
& R7 p, S4 ^ a+ ^; Y104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
1 {; s7 C% n% ]# g0 uFATIGUE pilots.
' h9 ^9 E* {* Q4 M1 N105. Made some adjustments to Kamikaze effectiveness.$ G: b5 t' G( R
• Naval Data Changes
6 \8 b1 a. f/ ]1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
0 }+ e0 L6 q. k8 T1 O' IClass. W. p+ j, i' m3 L
Scen 001, 002, 006 (007, 008, 009)
+ k }' m2 h: ]8 T0021 – Australia – correct weapon facing8 y. }" G6 j) @3 s) I9 |: W
0418 – Helena – correct tower armor from 0 to 1255 |9 Z: q" c/ A+ H
0767, 0769 – Chevreuil – correct endurance and fuel$ @( n2 I7 B3 d
0770, 0771 – Duguay Trouin – correct weapon facing
. }9 u+ M w3 b0772, 0773 – L’Adroit – correct endurance and fuel% @/ m8 ~8 a5 g
0774, 0775 – Fantasque – correct endurance and fuel
3 d7 @2 {- `4 N7 Y# x' c0776 – La Galissonniere – correct endurance and fuel
% C; R) L7 @9 v0 D* ?4 l0776 – La Galissonniere – correct weapon facing
: E* t4 K" f: C( c) k1013 – Yubari – correct weapon #4 turret armor/ R3 l2 Y: ^8 K* q
1102 – Furutaka – correct weapon facing
! R: m) w- K: Q# d I1107 – Aoba – correct weapon facing
+ z8 C; @. N! Y. b0 c! \% j% ^1112, 1113, 1114, 1115 – Myoko – correct weapon facing0 {, b: w* W2 D5 \$ C! Y# x$ u
1730 – Yamato – correct weapon turrets! x* g1 R. {8 k3 {! K! l$ d& `
2025 – Kongo Maru – correct weapon facing, g' P- j) ?8 F/ d/ K! @! c3 H% {, v
2202 – ARD 3000 Ton – add Japanese small ARD class; b4 c5 n X7 d! S+ o+ j- X
2903 – Gnevnyi – correct weapon facing" {' B% f6 j# \$ ]! r
2915 – MK Cargo – correct weapon facing
5 G( ]+ l" T8 ` U0 i6 Q2918 – KT LST – correct weapon facing7 ?, u: N( f4 W, j: X4 `$ G/ |" `( F
Ship5 e& d, ?3 b @1 {8 c, a2 |6 y/ {
Scen 001, 002, 006 (007, 008, 009) changelog
& G! [$ d3 ?( A& Y7 tAll – update weapons from class to reflect weapon facing corrections
. W( ~$ D+ b+ {0 M0999 – Dublon ARD; add small ARD to Truk
" U4 K8 ?, t8 B- B+ `, V3550 – Laffey; correct entry date to 420430
9 e% J' I5 T1 A+ G/ j0 D3580 – Frankford; correct entry date to 430430
* f7 ?- A& q5 p7 q$ c# W* {' O4317 – Thornton; add Clemson AVD at PH
* ~0 Y* \1 u! e) n4361 – Henry A. Wiley; correct entry date to 440930; ` w. c/ l5 }
5222 – Rixey; rename to Bowie
- ^ Y/ `& m. ~/ y4 I5223 – Hercules; rename to Highlands
" n1 R$ e/ b& P& t/ @9 m5251 – Pinkney; rename to Pickens% U' z1 q) F! J; n3 V
9253 – Madras City; correct entry date to 420228
; D* m$ t1 m5 _$ B8 r9728 – Indus; delete duplicate ship entry
( L$ @, h( c; Z* s: e. Y- L8 ^9837-9849 – Soviet Fleet; correct ship name spelling% T$ N9 O& d: q, ]& o
11316 – AFDB-2; change arrival location to # 524 Seattle
: a$ L" _; `2 R7 C& M0 z" e11364 – BYMS-2055; correct entry date to 430228
9 Z4 m8 Z: K1 y" K3 h* R# X- l11365 – BYMS-2059; correct entry date to 430228 b6 u. e; ~# s
14070 – Ha232; correct entry date to 460228
- E3 p" S2 i6 Z% T) tScen 006 and 009 ONLY4 m& b( v( a$ F
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4458 F) B' e( n# G4 t3 X! \" j
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
) X, H* _6 Z6 C1 i& R3 K0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295* E" Y) E# s/ U% ?6 u4 \
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3708 |! @1 A5 x' x+ d8 }2 D
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
/ `! d' }/ @/ S0 I) x/ p& U: O1 {0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445+ ]1 ~/ p T9 T2 t
0043 – Hiei; adjust fuel to 4175& v% _- [0 N3 ]: q# y. U
0044 – Kirishima; adjust fuel to 4175
3 [3 p0 L( N. j; U# d3 O3 F- ]+ F5 _0067 – Tone; adjust fuel to 1775
% e+ n8 P6 d7 B% A: t. d& }0068 – Chikuma; adjust fuel to 1775" t2 }! c; t/ g" t1 G$ U3 O+ @7 M
0118 – Abukuma; adjust fuel to 833
1 G9 e; T, \, u+ l: Q& ^7 T* M0146 – Akigumo; adjust fuel to 265
! x1 m7 x9 t; x9 Y" ^- m6 D4 Z& c0168 – Kagero; adjust fuel to 265: ?5 p) i( s2 v8 E+ J
0176 – Isokaze; adjust fuel to 265$ M# ^# D6 A$ _4 b. M: V& ~
0177 – Shiranui; adjust fuel to 265
5 ?+ o. \# T( O. A0 o* H• Air Data Changes
" P; D- T3 W. K0 A! J[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.4 F- I; Y) z) ^) }* y, A
[177] B-339-23: Name set to B-339-23.
( @* j8 q' {/ Y" y" {# ?) \[178] B-339-23 (PR): Name set to B-339-23 (PR).
* `! V4 I( V# |$ a$ [/ i$ T' v) d[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.) f9 \" H0 ^. u
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
1 @8 E1 _7 r6 W# f) i[365] Stearman 75M: Nationality set to U.S.Army.- {* N4 e) S* x4 ~" S' w4 E
[451] PB2Y-3R: Deleted.
- x2 p$ N) O1 U/ j, \7 [' `[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.* ~/ S) t% R4 A7 O% \; J! s' C
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning8 _7 N- w9 O. z6 l1 k6 J! z
MG; wpn 13 set to 500 lb GP Bomb.+ k6 E3 V/ T' s1 a' M9 A
[1923] No.1835 Sqn FAA: Delay set to 0.
( [0 Z4 l6 z2 q, C[1924] No.1836 Sqn FAA: Delay set to 0.3 _" K& b3 g0 t+ _( {, P3 N
[1929] No.1841 Sqn FAA: Delay set to 0.# S' u1 B) E7 [
[1930] No.1842 Sqn FAA: Delay set to 0.. Q" x7 L9 H, v8 J1 m9 ?
[2587] VMF-211: Location set to [584] Pearl Harbor.
" f- r1 N- R9 n; B4 [# t[2642] VMF(P)-321: Deleted.
! B( _$ v3 O2 y0 A t8 h$ r[2652] VMO(P)-351: Deleted." ~& t6 Y( V+ g0 M
[2668] VMF(N)-511: Deleted.
" M ?& _8 l( d[2669] VMF(P)-511: Deleted.
0 A h1 |6 g5 D# _8 V: j& O[2671] VMO(P)-512: Deleted.5 Z+ O7 d" u8 w1 {7 [/ N$ v
[2673] VMO(P)-513: Deleted.
3 Y, Y5 F# n- N+ L4 R[2675] VMO(P)-514: Deleted., S8 F1 e" p6 ?) r
[2827] VR-2: Deleted.
: u1 L4 }+ F7 m1 v+ n$ c[2828] VR-4: Deleted.
1 i9 t& s$ P& k" o[2829] VR-5: Deleted.
* |! y8 f0 |' ?' ^7 v4 ^[2830] VR-13: Deleted.- u; u3 o& M; n( l4 K
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.3 A) O% V6 f% h% ]
USN patrol-type squadrons 4301 resize to 15 deleted.2 n& ]- ?3 i$ T+ m
USMC squadrons 4301 resize to 24 set to 4410.
) o" Z: S6 c9 I% ?USMC squadron upgrade paths reworked.3 a v9 g/ ]1 m! A: V; @
Gameplay Change: Units with a/c MAX strength six or greater now able to split into( Z3 i+ Q6 }$ L. Y
three subunits.
7 H/ C! z9 _: b* ~$ t6 [) h; {0 ^4 k• Map/Base Changes* G$ `* F+ Y/ a- E4 `/ B! [
1. Garrison levels in China have been increased for both the Japanese and the Chinese.5 d e" h0 t7 o$ m0 j
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,4001 h ?" Y. `9 c5 j. m( \
AV.
8 L/ q* _: N! g! C H# E2. Garrison levels in Japan have been significantly increased for the Allies., k5 n1 \+ A Z. ~
3. Garrison levels in India and the Philippines have been increased for the Japanese.8 H9 }, Q8 n8 u9 N
4. Garrison levels have also been adjusted in other locations, with some areas having
( @4 p \5 s* h3 F; _: q* Bsmall increases.
! f) V* @1 k0 w* R [5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
/ {, W/ X6 J3 a& dAirfield.% N0 o# ?- r7 D, c8 t* n( a9 g2 Z
6. The starting fuel level for Los Angeles has been increased.8 k3 k) M* g" E6 F( _) \
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
/ z3 `( c8 c+ o# e' F8. Anchorage in Alaska now generates a small amount of resources.0 m# k6 o: W% ~: d X) l3 C
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.6 g5 q+ d6 b7 |) B
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.! ]* k# V( d1 {% z- s, y8 L
11. Nukufetau has had its port level decreased from 1 to 0.& L' @* u$ w. w5 g$ g
12. Pago Pago has had its port level decreased from 3 to 2.! h- V- _& H) v4 r* ]# d
13. The Christmas Island base no longer generates resources. The Christmas Island (IO), K9 v: t5 H9 a$ x- j/ Z
base does instead.9 k9 R7 C8 U+ `
14. "Ahmadabad" has been renamed to "Ahmedabad".
/ c! ]: c: j+ M! X15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
# H( O' X' X9 D" q+ xrather than being concentrated in a small number of locations. Overall, Chinese
8 y, V7 w! C* L5 y+ csupply point generation has increased, to about the same level of supplies as in the/ F( k% f! r0 j& {- ?( K3 O0 G$ }
original War in the Pacific game (it was a bit lower before).2 I+ u: R- U8 ~
16. Australia now generates a greater supply point surplus than before - about 5,000/ W5 W. X, z6 A6 W7 r
points per day as opposed to about 4,000. Fuel requirements remain the same.
2 s3 r& H, R7 d% b2 [3 O! j L17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
8 O: S' z) i% ^ l/ y5 z1 oinstead of hex 200,40 - and the road and railway networks in the area changed to1 V- T. W. C4 r8 X. e
match |