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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* V, h0 C8 R3 U- H- p6 Y
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J! M& S, h/ D7 x【更新内容】:; J2 t3 h6 Q" l
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% h& j$ X$ N; S2 _Change History:1 e. O, ~+ p- ]+ x2 ~9 ]
v1.00.95 - December 7, 2009
, z0 @% r6 _2 B( j" c4 H• Second Official Update – This release is comprehensive and updates ALL previous
9 F7 V7 ~. T# ?2 i( wversions to the v1.00.95 level.9 ~. @* q! R% Q& h
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
/ N! U' `3 w* |) m" RManagement Addendum” which have been added to your Documentation shortcut subfolder& \) e# u) H8 B! b
and can also be found in your /Manuals installation sub-directory. These two- I" ] X' l2 p
documents contain very important information on improvements and changes in these, |8 S R# P1 }' v9 ?! A( x, r0 J
areas.4 o U( ^) v7 o/ A
• Code Changes
1 m4 E' [4 [( p1. Interface Improvement: New Screen for Industrial Management
4 b g. B9 W9 i# L8 \9 D2. Gameplay Change: Air transport mission was using all ready planes. Now the* x& p- d1 S5 J3 l% |2 I
number of available planes for the mission will be adjusted by the rest/training) n0 X( E, k9 x8 B$ t
percent as on other missions.. i8 L7 ]% u% G5 x8 _+ G
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
5 R7 M# h* C7 k4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to- p9 N/ ]* \$ ]2 g& `6 R
show in change command list% w3 l1 {6 G# d/ O, v& \' S1 {( d# d! N
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
+ g4 }& x X. ~7 x' kBombs’ flag rather than the altitude setting
0 T2 d0 z M8 B+ o; u0 U) F+ M6. Gameplay Change: Full base screen now show the consistent over-stacked AF, j" a4 L9 O, S( p b( ~
indicator ‘*’! \; t) A, x1 R
7. Pilots who are captured or killed were still being counted in some group totals. They
+ L! Z Z. `/ f5 ]2 E- D" _are now removed from group’s pilot count, but still available for ‘Top pilots’.
5 Z# I. D& k* `6 I( T* u( m& H! A% F8. Interface Improvement: The buttons in the lower panel of the main screen have' H) u& G5 W, o" w3 c8 ]5 P
been improved. With the mouse over the icons on the far left, the number of groups,6 `& A% N) G: |7 B
task forces or LCUs at the base is shown. Added a previous page button when there3 B: @$ |3 N7 f$ m$ E
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The3 C2 U O4 p! l
tooltips sometimes were corrupted when other screens were displayed on the map and' `. Y0 M2 X6 Y* H3 E' @' ]: ?$ F% z
the bottom panel was still active. This has been corrected.
; C, Q2 v( g. I% a0 d9. It is now possible to repair planes in excess of the group’s size
& D! x5 C: G9 @5 G# s10. Gameplay Change: Adjustments made to air skill in training and combat. Skill. a0 [+ q( u& A/ U! K
training is incremental. Points are accumulated and once a certain level is reached, a9 O0 `% i6 g5 x4 e' ~" l# A+ r- t$ s
point is added to the skill. The cutover level is the current skill level; so as the skill3 F& n3 O/ F( g/ i
level increases, it takes more accumulated points to reach the next level. Combat2 \5 |0 o m% B6 K4 h, }% h T3 y2 d
gains points faster than training, and combat is required to reach 70+ skill levels.
; d3 E3 A3 v' v" |Experience levels behave similarly with the one exception. If the Experience level is
6 n% ^) L: M" Fhigher than the best skill by more than 5, a skill based on the group’s mission gains
; Y8 O. ^: u! j. Pthe accumulated points instead.
# e8 _3 Z" \+ t* R; C0 k6 O5 j: E11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
: {% Z# @) d, t: a1 v# ^) d) Vammo and return to base if required C# q" k% m# ]
12. AI Aircraft production will now stop based on comparison with on map aircraft totals& R, @: O7 Q$ Y8 f ]% U9 E
13. Gameplay Change: Malaria effects adjusted
5 R: H: K+ Z/ l8 F14. Fixed bug preventing port construction in certain cases3 ?$ a E2 d5 _( M. A
15. Fixed bug preventing combat engineers from building6 z4 F+ R G6 o4 t4 }/ i, _2 u. K3 ?
16. AI improvement refining settings for LCU attack levels
& x4 T# J' l* }1 P17. Corrected unit TOE loading bug8 X- b0 D, B% K2 e U
18. Correct bug setting default morale and experience when not provided by editor5 V: |( h' b+ Z7 H- ?
19. AI additional checks for level bomber base sizes0 r& ^' U) x' ^% w5 R) Z) y
20. Numerous supply tracing improvements: Y: s: B/ E, r
21. Numerous supply/resource movement improvements$ T; f) d* S8 M9 q5 F
22. Corrected several land unit fragment bugs.
9 S: x; b7 u/ m6 c$ J- I9 ~& p1 m23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
6 j7 q9 T X% Barrives at the destination of the “met” TF before the “met” TF does. Also adjust
" w+ W4 c, g3 O% t. W+ hmeeting process to reduce chances that the meeting will not take place until one or the
7 D" |, o! N3 M. jother TF reaches the “met” TF destination. Also correct a problem TF could8 S: F \* u9 [/ R: r; [. ^- `- r
“merge” with a TF that no longer exists under certain rare circumstances.
+ o1 e' O. _( V- s5 V& a24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
+ ?3 E: r+ y. p- I7 N# h: t5 T* Odocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
; [, ]' |9 ~" J8 J6 rfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be& A* `! ] l# \7 `, v- n8 W
docked if the port has the dock space for them, but will auto-undock when adding a
, e: e3 b! H# N7 G! ?7 H$ r9 vship to the TF causes it to exceed the port capacity. L& d2 D+ K# ^$ a) L
25. Adjustments to naval retreat determination. TFs retreating after combat will now be0 V; H/ g7 z8 S7 U0 O( R9 s; f U3 f
less likely to retreat to hexes containing other enemy forces and be more likely to" d3 Y8 ~9 E" y' p' k# o
retreat toward a friendly base.' H* z1 }; i' Y8 Y
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
8 Y. e! C/ Q6 Q8 S. `is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
. ~( m% e. k; Uin port, (c) ships in port (disbanded).
& D) m2 v* T# D' m27. Interface Improvement: Implement search arc drawing on map
) w4 ]3 w$ G9 F28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,) l5 A7 H" @$ y# B) f
ensure partial rearming is in full mount increments, and adjust ops usage according.2 F* U5 ^8 a7 m8 a& j7 b& R
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
- z0 {: o$ B, |+ J9 h' P# va base were incorrectly excluded from Naval Support totals at that base. This was- D3 P4 x7 U4 A
due to an error in calculation of Naval Support availability over HQ Command radius.
; | d. m7 y' a2 b30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
6 j ~( W) G: b! H5 tcould improperly interact with fragments of the same parent that were at other
6 z- K b" ]- J Ulocations and had been previously loaded by either the TF or one of the ships' i9 ~+ R$ N( d/ X- q, w: F. |
currently in the TF or, if the load required multiple days, when unloading of other
: C0 @ L% }) B! u- }( Vfragments of the same unit caused and automatic switch of a fragment to the prime
1 F7 m! o) H0 Qunit.' j3 M5 y E; v) b
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
4 J- R+ @! w0 ], DPreviously repair of all system/floatation/engine damage would terminate repair of a
) ~' I* U& M5 g0 Sship that also had a damaged device (weapon, radar, etc). Damaged weapons will' Z% c# W+ Q) ]1 I" ~- C
now prevent full repair of systems damage and may “create” small amounts of system
7 H9 f! ]( H* S2 {8 \; ~/ U, D# cdamage to keep the ship eligible for repairs. Note that this may have the affect of
/ h Q) i6 }# T" e* ssmall amounts Systems damage being not repairable at a location where it normally
" T" H) E- A* G: T% Y. B3 s# ^would be repairable if that location can not also repair the damaged devices(s).: H. p! E2 @; n$ p+ q4 c% Q
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
2 a0 s' \$ V+ W9 jof aircraft
/ }; Y* \5 {+ Q5 Y) o; P% n33. Corrected several menu bugs
5 f- q& j& K5 m8 s( P! I9 A34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
1 J1 i7 D% s& S5 D# fland units by TFs.
! O( i3 E: h& K( S9 S; r35. Interface Improvement: Add “undo” for ships being transferred during ship) Z. I3 l6 r/ k/ y; @; S
transfer. Previous undo only functioned properly for ships being transferred into the4 N8 b e1 {5 l! F/ o* s
selected TF. Provided undo for ships transferred out of the selected TF.0 F9 G9 x& q- s1 ?5 ^
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
( @" I( y) @! p* F e: b! L* Mis following another TF that is beyond the player-set follow distance.( {1 m9 F! q6 h6 |7 B
37. Change ship based aircraft repairs to be by plane, instead of by group! I2 l" D( q( ^( o$ O8 l5 Z
38. Interface Improvement: Made air group screen larger to reduce clutter
: ]: H' M0 A( r- ]/ L5 X39. Gameplay Change: Adjustments to supply consumption by land units0 r! L" C7 Z! S t2 d! G$ ]
40. Change to AI shock attack determination
* H; H- q0 l: \% `! Q t8 n41. Improve AI awareness of intel on nearby enemy LCU
6 [ y+ E" p& z42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
8 f% M+ q" O) ~4 ?9 l5 P, P0 G6 C @' d43. Gameplay Change: Changes to AI production on “Historical” level
4 ~( C$ Q/ k% d4 v `44. Improvements to save file process to reduce chance for file corruption, especially by
r, Q! }# N x4 _: _2 kdeleting the old save before writing the new one
/ c! Z6 j5 C+ ?& O' I! F! V45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
, ? f# j( Q$ G6 f46. Improvements to refueling calculations and processes. Ships are more likely to fuel, T4 a- Z$ d0 U, }
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming7 A* C3 v0 V+ x+ s7 o* N
sources for the “from port” and “at sea” variations.
+ O4 S* P$ t& S0 G8 H; U8 C8 ^• Replenish from Port will now use the available fuel/supply at the port and on all+ o8 y5 Y" ] d$ [, ` o# H/ t; {
replenishment ships disbanded into the port. For those disbanded into the port,- E) Y& H- m9 k6 k$ c* O- T
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
. i7 o* `. {9 ^% s2 |Tenders must be of the appropriate type for the ship being replenished. Note that$ \; K* `+ s) O( J7 z
port facilities are used in preference and ships in the port are only used if the port( ?4 M" [" V2 `+ P
is not able to completely replenish the ships in the TF.- |: d% f1 D% }* \. \; t
• Replenishment at Sea when the TF is in the same hex as a friendly base will now, Z$ I9 V( w: H8 N4 y
use all ships in TFs in the same hex but will no longer use ships disbanded into a
& |5 R9 [. x' V( R0 I4 k: ?* S$ ?port in the hex.
: U0 k$ c4 n0 i3 G# E+ f47. Interface Improvement: Add new map icons to highlight certain events( l$ V: }( g. G4 { W
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some* {8 A/ {8 D+ h7 V- u5 U6 ~
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap8 n( ^* h* e2 ^. a- ]) s+ U
port or from any TF that is currently off map. Ships that are not badly damaged2 N2 n1 o F4 ^" _
can be withdrawn from some on-map ports or from TFs in certain on-map regions.8 _* `/ p3 |# z
For on map, ship may not be on fire, total damage may not exceed 99 and no. I5 v# W, R# z
individual damage type (system, floatation, engine) may exceed 50. Ships may not
2 Q9 b' |; X+ w: Ibe withdrawn from any on-map location where the enemy has air superiority. The1 ^) U" U; p" N9 D( t2 G
intent is to prevent withdrawal as a method of saving a ship that stands a good chance
) P' _9 b& [* V7 Kof being lost or further damaged. On map withdrawal ports are set based on the
4 I- r' K* C$ ?( R9 @historical exit locations for ships leaving the Pacific:
. @9 [9 N4 {% `5 f0 b9 A% ~4 E4 i1. Any level 9 port.
8 u9 @( \6 F+ Y# T2. National home ports of the United States, Canada, India, Australia, and New
5 `+ m( |8 |1 `' [7 g: `' yZealand (with no port level requirement)
8 C; a& s/ O h$ T0 Q3 o4 d3. Any level 7 or larger port on the US or Canadian West Coast.# P$ Q ?# ^: y: e" H
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)9 {4 z- o7 q- I) ^, } B
5. Any level 7 or larger port in South Eastern Australia, plus Perth.+ u a$ b$ ?% l; u
6. Any level 7 or larger port in New Zealand.
' g, d9 x- M5 g0 t7 w; o49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
" R! W% i+ ^ M1 [8 Ianother ship actually sunk, the data for the two ships could be mixed. Depending on; o' K$ T- z6 M$ `' T( E1 u/ k
circumstance, this might result in one or even both ships being reported as sunk.( W/ w4 P+ x1 ?$ M. b: y ~) ]
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
0 o% r& T" M. i$ h: ~TF list screens. The calculation will continue to show the remaining ASW capability
" h' @5 y/ b" l6 t- Q) ]: m3 t(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is- s- l- N* D; X/ _: T/ ^4 O2 O- V
now based on full load for all ships in the TF.
5 K. a \5 Z9 C: }/ f# _51. Resupply capacity for bases added to editor6 q7 n: j$ Z% N* U0 w8 n( V
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
5 P0 H# z; u. [9 w3 w53. Adjustment to AI unit planning level based on AI difficulty2 \# p1 g' }' J9 P) b& ?' i8 d) u
54. Ensure minefields are created for proper player when a single TF lays multiple types
7 h4 u$ }- G( j' v& x# Z2 ^4 ]of mines. Player of minefield properly set when first mine type laid by a given
4 e- X4 \% @) z8 D* W- q h2 Y$ S, Xminelayer but a similar check was missing when the TF contained minelayer(s) with
9 u9 g1 w. M8 a" ^" f3 }two different types of mines.& J5 o3 d( m5 J! ^
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
# ]0 _ y+ u0 A6 f* W1 ]- Q7 \6 l. r10% loss of supply and fuel, and 1 VP and no supply movement into or through hex. V# y; ^; |$ l1 T: A. _
for owning player, if partisans attack and cause damage.. J+ b- V7 I( J4 n! \
56. Gameplay Change: Movement rates for clear and desert changed to 25 for
1 l# _% \; [; c4 U$ n9 _mechanized units
; H( ?. t1 A7 e$ @/ b57. Gameplay Change: Land combat effects toned down' I) ]2 W1 j8 m# k2 m% k- I
58. Ensure AI captures empty bases( I6 K6 @0 J: ]) [/ Q3 Q
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
! d" _3 a' I4 B8 G) l+ A* Tsave from moving them ashore. Training from disbanded ships does not increase the
; {* y* B- i+ _+ [9 o3 S7 o npilot mission count.
( G8 S M3 d9 g8 }. F: f* Z60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
/ i! Z& p% R: y" Eorder to help identification of saves
U ^5 y& ?! ]& O9 r61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)" Y1 K1 I6 Q% {
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group& a7 ~* b/ j# d1 N5 [. K y+ |
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
5 e" v% C4 a* p. F4 v2 j1 f! Vbombing attack. Groups were at maximum altitude and conducting glide bombs' _$ w. e' g* N' G" {5 N1 }& u
attack, sometimes without engaging CAP or flak.* c0 t1 y6 x2 X' V9 x8 E0 D
63. Changes in order to standardize inactive Soviet group’s training options;
% n1 {- x1 p. U64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see3 _. G6 p. [. Y. }+ m1 @) @& s7 F" {
Pilot Management for more details). The number of pilots on the group lists is RED if9 |. j7 J# M" M" C& O7 L. d# z
less than the number of ready planes in the group, indicating a shortage of pilots. This
6 s- V# }$ H" m; o2 U3 \shortage may be filled automatically or manually for a mission based on the pilot
3 A: M. v% O1 c4 A% M3 Aselect mode.
& ^2 E U9 {- n8 @" \65. Corrected issues with group destruction on scuttled or sunk ships and groups on
O/ `% @1 s5 w% m+ K$ vwithdrawing ships
, b3 y& H7 @7 A5 U66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at1 {0 N) h1 Z3 a+ }
close range+ g7 o* |) w9 B g! p) A- \
67. Gameplay Change: Greater weighing of crew experience in surface combat
) ~5 W- i* l2 j" \2 Z68. Gameplay Change: Limited radar directed fire, increasing over time
0 ]/ E$ F& S4 q% g1 Z69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
: V2 @4 n3 \; t9 Acombats at 1000 yards1 i; G0 d# {0 M: [9 \
70. Gameplay Change: PT Boats less likely to attack in daylight
1 {& |( p+ x' G. r71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be- T, ?- N8 n9 q& q) p2 {
hit in ports and rivers
& t' v( J3 e; \/ h+ k6 z2 i72. Gameplay Change: Submarine captain ratings have more influence on Submarine
5 S; H' o/ c: @9 }performance
% @/ T+ U: e( z. g" s! b) {0 e73. Torpedo hits on escorts not showing in combat report bug fixed& Z4 ]7 f) B, K% @' M4 T
74. Gameplay Change: Aerial ASW less powerful in early war
+ z+ W4 K: Q3 l1 X* ?/ Z8 O75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
- ^' T. j; f8 F0 tdiverted fragments having planes but no pilots. Pilots still flying planes are now Q! M0 L3 C: B9 y* U
ignored for sinking ship purposes until their plane lands.
% T7 j! a3 _$ g76. Group transfers in off-map bases from a ship in the base hex to the base itself were9 o$ p% g$ N; @5 ?0 Z
being delayed ‘4’ days. There should be no delay.
$ w6 `! ^5 l8 B6 \( w! s77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
6 k/ k1 ~1 X% ^1 G4 Kthe convoy disbands.
' s! x+ ?+ [2 z- G78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20/ y5 |. E6 f! }; a( e/ ?! Z
hexes. The range was not changed when the game scale was changed.8 B! P" v% w# p8 h; A
79. Fixed bug when displaying search arcs at a base
/ e: ^2 ]; j7 Y1 ^80. Fixed Escape key on Industry Management screen
% G% a2 L/ ?* [! G81. Fixed oil and resource in totals on Industry Management screen
* d. Y) R* d0 b: P) }! z6 t5 g. {2 V82. Interface Improvement: Add an extra line to the Industry Management to show total; x: Q/ |2 B1 T. n
shut down industry on Industry Management screen* P* @0 H- h1 v- ]5 q( i5 `
83. Interface Improvement: Add base select to Industry Management
v; @- \% t1 n0 ?0 v84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
y* a2 `9 n+ z0 }8 J' z) QONE group for Admin stacking purposes; the presence of all three in a base counted
& o4 v3 h! R/ _as 3 groups for Admin
- ~1 P+ y+ F7 \. B85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups* z8 R$ s! p; a+ J2 p/ m [
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and: ?! M6 r/ @0 B; v9 b' _& a7 A- D
FF being affected by old stock code that cleared the secondary mission.
/ _# E1 L: S. X3 Z87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.* M' U# I. d7 J( g0 d8 U! T
88. Fixed an issue with tool tips being offset from actual hex when forming new( v" L2 r1 x8 O9 M
taskforces
8 W1 X1 n7 ~: ^ H89. Added the saving of preferences on save; the preferences on PBEM saves occurred on; Y% o, L6 l5 P/ L) P. T$ B, u
the end of turn save only. Preferences are now restored as saved for the player at the
$ h3 c! t1 Z% M3 X ntime.
+ c, r5 _' S4 B( l! `0 }* \$ F* _90. Changed air supply mission to use a friendly base as destination, if both a base and
! q/ w" \6 M8 \, h( H8 \LCUs are present in the hex; it was sometimes giving the supply to the first unit only/ z. K- s S; ~( d. F2 j4 X8 t
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the4 W) m- C0 }; P+ F) u1 Q9 `# q' m
mission was canceled because the enemy LCU was selected as the first unit in the& A/ x& M5 b% L0 \9 f- C/ d
hex.
7 F5 R$ _- n9 v% D2 r9 [92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.- K/ N& X# g( d' u
93. Prevent very low grade TF commanders from returning single ship TFs to port to
+ f1 @: @* x) k0 \) H2 A( d/ b M! Zrearm when rearming not needed.
- b8 q: V3 Z s0 {" \- ?94. Fixed the supply cap and monsoon effects on supply
/ g. b: v2 Y$ l" {, [$ ] A95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
: Z7 e6 z+ r3 Mmovement.
$ l* e( ]2 ]0 n% _( \96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base) x9 c: g" a9 s4 I
when Soviets are inactive.; _* e/ }4 ]( Q
97. Tweaked resupply task force to Japanese bases.
! x6 k5 o( l M7 \. f- I9 a) c98. Fixed a HQ/Chinese unit respawning bug.
. E4 K! u7 e. H# c, Q+ i- Y; S$ g99. Restricted permanently disband/withdrawing air groups from being able to the the
+ [/ _6 B5 p: M. x! k( _0 @“Trainer” option in the type of pilots to use.
7 I" J/ `5 a- _( s100. Restrict the options available to pilot movement in permanently! y6 @* T+ O% e$ ]& V P' R
disband/withdrawing air groups; mainly restricted to making them active or in-active' G* q' j `; @% D
within the group./ ~% ?# W7 r3 X/ `( z: ^ @
101. Fixed error in splitting air groups caused detachments not-in-play still attached to! @% t2 T% ~' X$ r
parent group - stops divide ability: A. B( T8 G4 ^
102. Fixed an issue where some autosaves could reset game options.2 O" A' j/ m5 N/ J; q
103. Disabled the ability to make a group a temporary on-map Trainer.
; L0 n5 ?1 L; w9 b104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high/ V8 e8 E% Z* S' ^2 A; R: X' A" q
FATIGUE pilots.
4 ?+ R( x% T# D% D$ z105. Made some adjustments to Kamikaze effectiveness.
+ }6 ~4 M5 Y+ O• Naval Data Changes+ {0 K1 X8 M c3 k# e+ l& U: G
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
5 @0 c. U: D2 I. T6 mClass3 e( a2 f4 j7 T* O) ^: r$ c
Scen 001, 002, 006 (007, 008, 009)1 s- x9 o2 E9 J1 i! u) t
0021 – Australia – correct weapon facing
7 v5 _% P( Y3 I+ E3 @$ J0418 – Helena – correct tower armor from 0 to 125% [+ {" C; d9 l
0767, 0769 – Chevreuil – correct endurance and fuel
% J% s, q* a1 Y, n0770, 0771 – Duguay Trouin – correct weapon facing
( X8 w" d% R% }% l: _0772, 0773 – L’Adroit – correct endurance and fuel( Q1 a8 E7 `3 G2 @
0774, 0775 – Fantasque – correct endurance and fuel- E6 \2 e" k, t! g( y l
0776 – La Galissonniere – correct endurance and fuel
$ }! y% s* f; ?# V8 h% J9 p0776 – La Galissonniere – correct weapon facing5 v7 F2 m+ [5 _& ]% \7 ^" U0 f
1013 – Yubari – correct weapon #4 turret armor
1 c% \3 \8 k8 R- e1102 – Furutaka – correct weapon facing
* w1 S' v3 M+ u1107 – Aoba – correct weapon facing
( Y* Q/ ^7 f" W! n2 U, j" w6 v2 ~1112, 1113, 1114, 1115 – Myoko – correct weapon facing! B2 J/ I j6 ?! N
1730 – Yamato – correct weapon turrets% S# {! K* `$ i9 O5 N% X( i0 W
2025 – Kongo Maru – correct weapon facing5 J, T/ T9 S* ~# C
2202 – ARD 3000 Ton – add Japanese small ARD class9 x% Y! _1 }( @% c8 C7 |" h
2903 – Gnevnyi – correct weapon facing# [2 L8 ?7 Q+ c8 i
2915 – MK Cargo – correct weapon facing) G6 k6 m2 i, [, [1 r; p4 i. r
2918 – KT LST – correct weapon facing
9 a% L& x$ \9 m7 t' fShip
h2 m; K/ T/ l0 ^) ]5 m6 N! ]Scen 001, 002, 006 (007, 008, 009) changelog
9 G- F y: O8 O! NAll – update weapons from class to reflect weapon facing corrections6 j- ^ z* E" q/ A2 M
0999 – Dublon ARD; add small ARD to Truk
" }/ V/ J: G& L# c; @3550 – Laffey; correct entry date to 420430
% b/ `' C4 I* H5 M5 y( L8 }7 L) Z3580 – Frankford; correct entry date to 430430
) [2 y# r: |& f% S1 y# K4317 – Thornton; add Clemson AVD at PH
5 g ?$ f* [$ B6 X7 e4361 – Henry A. Wiley; correct entry date to 440930
8 R2 o! G7 R& w' R: D( c5222 – Rixey; rename to Bowie
$ r3 E3 c5 T) ^1 B4 O) v! c5223 – Hercules; rename to Highlands+ t" ~6 X2 w8 w
5251 – Pinkney; rename to Pickens! M G$ y! |% y& n) Z ] b- I/ }
9253 – Madras City; correct entry date to 420228# `: M, v. m$ A- x Y7 g
9728 – Indus; delete duplicate ship entry8 h' w9 _9 u6 F, K, B
9837-9849 – Soviet Fleet; correct ship name spelling
% o) j3 C4 e- Q6 J- V# T( ?11316 – AFDB-2; change arrival location to # 524 Seattle
' F# [ m9 k }11364 – BYMS-2055; correct entry date to 430228
# f& A6 @" h* u7 |11365 – BYMS-2059; correct entry date to 4302283 q1 N5 }; w {& J% j2 s! E, ]
14070 – Ha232; correct entry date to 460228( I6 F- M& F5 _& p3 Y5 f
Scen 006 and 009 ONLY
0 |3 k! T7 f7 ^1 s- _0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445$ V& w' V6 u( l" k( B4 [/ C
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295- D& M# W# d8 u- @2 S" a: _
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
# k3 x4 k+ _- h# b0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
, g5 G5 b% [9 G$ w, C% Y' I0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
. g% f W" E$ y8 Y" @* G0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
6 _! W& Y; H0 e0043 – Hiei; adjust fuel to 41755 @4 n! B' v" T3 ?, d$ H
0044 – Kirishima; adjust fuel to 4175
t1 C5 o4 @! q4 L0067 – Tone; adjust fuel to 1775
4 a) l2 a2 f4 n7 T. V8 J0068 – Chikuma; adjust fuel to 17758 I3 l; [6 v8 v8 {
0118 – Abukuma; adjust fuel to 8331 i! O y& t7 [/ @
0146 – Akigumo; adjust fuel to 265: |# B) v* A2 A# E! ~( ]- M
0168 – Kagero; adjust fuel to 265
* ^6 s1 x; t9 A( J/ U2 d" H4 {0176 – Isokaze; adjust fuel to 265" P3 }' G* H3 Q# h
0177 – Shiranui; adjust fuel to 2655 v! Y8 | R0 M) t# y, n
• Air Data Changes
' t; g' f9 ?; z2 L; ?[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
# E' w% J. o: _6 y+ ~- a[177] B-339-23: Name set to B-339-23./ T' ~% y0 Z( f a# h
[178] B-339-23 (PR): Name set to B-339-23 (PR).1 s, L& }" v+ [1 _
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.; Z" i+ \; b7 F) z
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
, D% ^( x N( x[365] Stearman 75M: Nationality set to U.S.Army.( M! c$ u8 R- G/ [0 l
[451] PB2Y-3R: Deleted.9 B6 W& x( d# g
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
6 v4 ?3 F% c! t' y[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
: c% S. p4 t: g9 \MG; wpn 13 set to 500 lb GP Bomb." R0 @ c. M& }6 d; j0 a# C2 I' f4 E
[1923] No.1835 Sqn FAA: Delay set to 0.5 C4 p% |& Q, A5 E
[1924] No.1836 Sqn FAA: Delay set to 0.
' L6 h( h; f3 Z! o. Q[1929] No.1841 Sqn FAA: Delay set to 0.
) ]; O7 p; k/ W f# }[1930] No.1842 Sqn FAA: Delay set to 0.# q/ B& }- H) z# K, l2 u ]
[2587] VMF-211: Location set to [584] Pearl Harbor.$ n2 I4 g3 ], `$ E5 l" b5 s% S9 f) u/ {
[2642] VMF(P)-321: Deleted.
% M9 W3 `) ~, o0 v a. F% b' |1 ] R6 i[2652] VMO(P)-351: Deleted.
. Y" W, X" _9 I/ E' P[2668] VMF(N)-511: Deleted.
0 H/ ~" G1 j& h" y7 b[2669] VMF(P)-511: Deleted.
9 j4 I. k4 c0 r' g7 v[2671] VMO(P)-512: Deleted.
2 E3 {$ _+ X; l% c( L5 _% |[2673] VMO(P)-513: Deleted.
- c) d; I) j0 _9 v[2675] VMO(P)-514: Deleted.
+ c) H0 F& N: j2 S+ \4 \# n q[2827] VR-2: Deleted.
4 ~& P9 b# {4 u/ I$ o[2828] VR-4: Deleted.
, f' R! z, b0 O[2829] VR-5: Deleted.
" z: F4 v9 C6 P4 m b7 p( X# r[2830] VR-13: Deleted.
8 a) w5 M% E8 C, I[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
# N; \% ]( Z" [# Q8 u$ z% wUSN patrol-type squadrons 4301 resize to 15 deleted.! c) T% D) N9 p# z7 x1 r$ Q
USMC squadrons 4301 resize to 24 set to 4410./ F( w |6 \; h6 m
USMC squadron upgrade paths reworked.
& A& G9 D3 Y8 ^$ M9 |Gameplay Change: Units with a/c MAX strength six or greater now able to split into0 a1 X! [1 F0 @6 D) K- n
three subunits., s0 x! j, l5 f
• Map/Base Changes% l$ Z" a- M- s' h+ M# C5 `) S* q5 X3 m
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
/ g& G3 {- I; E& X8 t: ~New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400+ s/ x# r& A8 K5 X4 ^' z1 n
AV.0 p% |9 _) Q3 F1 U& Y$ j
2. Garrison levels in Japan have been significantly increased for the Allies.
7 V% o i; y- G0 c3. Garrison levels in India and the Philippines have been increased for the Japanese.
, b) F+ G& L5 C! M, [: A4. Garrison levels have also been adjusted in other locations, with some areas having% v* ?4 k- N0 Y" J1 o p
small increases.% b4 \- D( u- w# L: p! W5 O, o, H
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an1 l$ @- q: N3 c2 W7 s# M, ?- q
Airfield." c% V5 p' @: t( l1 a
6. The starting fuel level for Los Angeles has been increased.
1 X. I K7 d( h7 o$ u/ c7. The Adak Island base in Alaska has had its port level decreased from 2 to 1." d- j+ E7 Z2 u @! F/ @4 a% L2 b( x* L
8. Anchorage in Alaska now generates a small amount of resources.5 ~5 Z, G0 A \: y' }
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
, w% Q. ^7 D, q10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
6 P( R% m5 }8 O- t" s11. Nukufetau has had its port level decreased from 1 to 0.
5 L" i5 y# R) L+ H12. Pago Pago has had its port level decreased from 3 to 2.2 _" M! E0 I" s6 P8 e! q$ N
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)5 H) w( ^6 X1 ~& C" F u
base does instead.
" `3 T2 z/ P) w% E- a14. "Ahmadabad" has been renamed to "Ahmedabad".6 E0 m! Z+ Y: h' a
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,# F, { c6 | ?5 A9 F% Y' ]7 S
rather than being concentrated in a small number of locations. Overall, Chinese
) j1 m! N, F/ o# I& Vsupply point generation has increased, to about the same level of supplies as in the" }5 P( v+ f; E% u0 |: T
original War in the Pacific game (it was a bit lower before).
+ {% X W% B" k. R: E5 g. h. m( n16. Australia now generates a greater supply point surplus than before - about 5,000
0 x' R. F- t$ ~: n+ S' f0 u8 Kpoints per day as opposed to about 4,000. Fuel requirements remain the same.8 U) @3 @# x, ~
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
- P7 j @1 ~) l- winstead of hex 200,40 - and the road and railway networks in the area changed to' k6 E/ m# w0 j" b$ b" T: b
match |