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2 h; g% L" [# n1 V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: B: x: A( l+ v* C( N0 ~! I8 y0 D3 b
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【更新内容】:
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Change History:
& {( j, Z/ ?$ t+ ^- b3 C0 _! Fv1.00.95 - December 7, 2009
! k4 d4 M5 w) j• Second Official Update – This release is comprehensive and updates ALL previous
; U1 w0 |, n) Y: t, ?) nversions to the v1.00.95 level.
+ W; F2 s6 f* o% |5 zIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
: L/ h! m$ U: k$ i4 |Management Addendum” which have been added to your Documentation shortcut subfolder
! g) v5 X( q# p2 |, g- U* T! C0 Fand can also be found in your /Manuals installation sub-directory. These two
% z& O# C( c8 ^$ A/ N" W! Y+ Ydocuments contain very important information on improvements and changes in these- n; S6 `/ f% a) L2 J" Z' I
areas.
, e) q0 l2 P. V$ l2 X& \• Code Changes
* d! h X4 ?/ ?" w1. Interface Improvement: New Screen for Industrial Management
; q- q1 i" ~+ V4 P1 t2. Gameplay Change: Air transport mission was using all ready planes. Now the
3 g, n% }% P# y! H! N, Pnumber of available planes for the mission will be adjusted by the rest/training' j8 t# @) \: C
percent as on other missions.
" c$ E+ K1 Z+ j4 I B' E3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes& E6 X/ G& x( K
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
* p* _# Z( c$ ` S% z) Q/ A" Cshow in change command list
% A+ t. C( y/ ]) f9 V5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
! G4 y9 F. G, t! }& rBombs’ flag rather than the altitude setting
& }4 L) z1 Q+ g/ k3 d% U6. Gameplay Change: Full base screen now show the consistent over-stacked AF; b' ]& a$ ~3 r# y8 ~
indicator ‘*’
- F/ j4 E1 r' g, R/ y7. Pilots who are captured or killed were still being counted in some group totals. They
/ x/ W; X) ?" j# X9 C* g: _are now removed from group’s pilot count, but still available for ‘Top pilots’.
! _- E0 m/ c9 _) C8. Interface Improvement: The buttons in the lower panel of the main screen have
4 V& t7 f& g% P; h! ]been improved. With the mouse over the icons on the far left, the number of groups,
$ P! O+ y! q1 u: Y8 K" r1 ktask forces or LCUs at the base is shown. Added a previous page button when there
( C I5 b' w+ m! Pare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
6 h4 [ t. z) d9 v$ V/ x6 ?, o* Utooltips sometimes were corrupted when other screens were displayed on the map and
$ ?7 O8 w/ a% }, _2 l, Y$ @the bottom panel was still active. This has been corrected.. R* O4 s5 F$ H$ h
9. It is now possible to repair planes in excess of the group’s size. e4 o9 z& u# F$ O; Z. ]- D
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill# L& g7 f! E8 Z
training is incremental. Points are accumulated and once a certain level is reached, a" S: r- k1 ?( L( ~8 R
point is added to the skill. The cutover level is the current skill level; so as the skill
+ J u# Z& [; T0 h; v: _level increases, it takes more accumulated points to reach the next level. Combat
1 u; V! k7 \/ L- u6 ygains points faster than training, and combat is required to reach 70+ skill levels.1 c& t; J0 d% D- r: H f
Experience levels behave similarly with the one exception. If the Experience level is0 p1 w$ e6 V3 T" c" |& m
higher than the best skill by more than 5, a skill based on the group’s mission gains
9 R H. N! c' t" n( q7 C+ f; \the accumulated points instead.0 J* E* }# _4 [9 d' M
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
* l- A/ M& c# f: Mammo and return to base if required
3 B. @; @$ M; P6 u0 l0 Q12. AI Aircraft production will now stop based on comparison with on map aircraft totals
' x4 A. W3 k0 N1 U# I" V; x+ E0 m13. Gameplay Change: Malaria effects adjusted
; I6 a: m- x5 j9 Z2 u14. Fixed bug preventing port construction in certain cases
8 K2 ~$ Z- V2 ~! Q( p* L7 ?15. Fixed bug preventing combat engineers from building0 u* f+ I) e/ e) m
16. AI improvement refining settings for LCU attack levels
, R: y/ d1 w5 J4 c8 z9 B" o17. Corrected unit TOE loading bug
$ g) ~- v9 t. V& d2 f18. Correct bug setting default morale and experience when not provided by editor
, |. [0 I& M! H: _! C9 G19. AI additional checks for level bomber base sizes+ V9 B2 }! W7 }0 @
20. Numerous supply tracing improvements
) }1 F# |/ n: K21. Numerous supply/resource movement improvements
) u, \7 _/ K B: i9 e k6 a22. Corrected several land unit fragment bugs.' M4 }! M" x' z' i" }3 \# B
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
' U# x+ e a& Carrives at the destination of the “met” TF before the “met” TF does. Also adjust
h8 T; ]3 Q& j1 L# Xmeeting process to reduce chances that the meeting will not take place until one or the* V _. D, u( n- `' H4 E" P
other TF reaches the “met” TF destination. Also correct a problem TF could
- D1 s1 X! Y" X2 V" [6 ]! w, q0 Z1 d“merge” with a TF that no longer exists under certain rare circumstances.9 G8 D+ W* U; j* r6 J* c Q
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of* } O& \: ^# f' v
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
2 } @6 m P: D) L" c" m( Afueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
9 w- V: J4 ?+ X, Mdocked if the port has the dock space for them, but will auto-undock when adding a
) K4 B$ B' x' Y0 |, bship to the TF causes it to exceed the port capacity.1 v6 S7 @& v% ]# {0 q8 G! _
25. Adjustments to naval retreat determination. TFs retreating after combat will now be3 o% D' z1 l) ]( w, |; A
less likely to retreat to hexes containing other enemy forces and be more likely to; B% \& x' w, s! o' e9 t U
retreat toward a friendly base.4 z# ]1 t! m3 k1 b, E/ d
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
+ i, F* f" ~2 G) w4 ^ E% Kis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
" a5 K6 t6 i/ f) Kin port, (c) ships in port (disbanded).
0 ^6 R# d3 [3 |) i( p( X4 P" s27. Interface Improvement: Implement search arc drawing on map8 I; l2 R0 Q& F! ^' O- x0 `3 g5 D: P
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,7 s- q1 e! C# b: u) F
ensure partial rearming is in full mount increments, and adjust ops usage according.3 C0 `( Z" e1 H& o1 f' I
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
8 J1 H0 y# y' a- q4 va base were incorrectly excluded from Naval Support totals at that base. This was/ y& o& c& ^5 l& }# b
due to an error in calculation of Naval Support availability over HQ Command radius.
5 M, W% z7 c& M; ?; G8 j/ ]30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
6 t# S' t" S4 T9 H* ] q7 | {3 i. Fcould improperly interact with fragments of the same parent that were at other# R- q0 r8 Z1 e2 f6 H
locations and had been previously loaded by either the TF or one of the ships0 k% S2 e5 C, \, C# @" t7 R
currently in the TF or, if the load required multiple days, when unloading of other( b' E8 _6 {* R4 k9 p6 K2 v5 Q! t
fragments of the same unit caused and automatic switch of a fragment to the prime. l) `3 k) W) |# p% j
unit.+ k T/ b5 \" D) h( Y8 m7 Q: `
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
" R6 t) x6 H+ APreviously repair of all system/floatation/engine damage would terminate repair of a
& Y$ O( o9 h$ f- v4 ]ship that also had a damaged device (weapon, radar, etc). Damaged weapons will3 \) G( `1 i4 w0 h0 Q
now prevent full repair of systems damage and may “create” small amounts of system! t3 c2 A: n! k4 {( M0 [
damage to keep the ship eligible for repairs. Note that this may have the affect of* x( G4 X1 d k( G
small amounts Systems damage being not repairable at a location where it normally
' ^, r6 x: Y9 g! vwould be repairable if that location can not also repair the damaged devices(s). l+ Q9 `5 ~2 _2 [
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
! s5 O- B) S# @& {/ d( o+ Mof aircraft; j8 C8 `$ z$ H I. h8 |* g
33. Corrected several menu bugs
5 L- X7 g9 C1 k8 ?34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of4 [, P. ~5 [* ?, X
land units by TFs.5 X) ~2 [% D- S5 w
35. Interface Improvement: Add “undo” for ships being transferred during ship
8 I; G" o% @/ G& ? }+ R8 Ntransfer. Previous undo only functioned properly for ships being transferred into the8 W1 A% }0 t% {2 ?+ A, H6 `) E
selected TF. Provided undo for ships transferred out of the selected TF.
2 y+ X9 I/ @4 q2 [; ^+ n ]+ m36. Corrected bug causing ships to move in excess of maximum speed when in a TF that) m: V2 x; y% [/ G; Z& Z2 x
is following another TF that is beyond the player-set follow distance." u2 F' X, ^' {: E3 c
37. Change ship based aircraft repairs to be by plane, instead of by group" v% q; R0 r: V/ h3 {4 `3 S
38. Interface Improvement: Made air group screen larger to reduce clutter+ ~7 [* |6 l' n8 v% {
39. Gameplay Change: Adjustments to supply consumption by land units, {8 G8 j I1 X9 e$ }. p
40. Change to AI shock attack determination
1 {& w7 U7 @- t2 h41. Improve AI awareness of intel on nearby enemy LCU
F% k0 k* u. e! o8 l4 f42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
7 p" D9 r3 e3 w2 ~" l; m$ S43. Gameplay Change: Changes to AI production on “Historical” level0 L3 Y- ]4 u4 Q+ m% i2 @& i7 l; w
44. Improvements to save file process to reduce chance for file corruption, especially by
9 ?- f$ m, l# mdeleting the old save before writing the new one* B$ z9 f$ d6 Q7 V; U3 J
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
9 L6 Y/ R- w, f46. Improvements to refueling calculations and processes. Ships are more likely to fuel
, f* j- E( L7 J8 r# Pfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
9 Y+ {5 u5 A- a/ w0 ksources for the “from port” and “at sea” variations.
' ?, g' `5 l( c( R• Replenish from Port will now use the available fuel/supply at the port and on all
" K, W, i3 @: ^: L$ D) F2 ~. l, X, zreplenishment ships disbanded into the port. For those disbanded into the port, { ~& i$ j+ w4 y
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.5 W* v: R& p% _% D5 {4 M
Tenders must be of the appropriate type for the ship being replenished. Note that# z# \- |: Q8 D9 w8 W* K
port facilities are used in preference and ships in the port are only used if the port: ^" z1 G' Y) K
is not able to completely replenish the ships in the TF.% w6 `# N0 m* H+ Z$ q/ {
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
; R, T0 D7 t; @& p% M+ L# N1 wuse all ships in TFs in the same hex but will no longer use ships disbanded into a
" N0 ~' v2 @5 ^! j. P" I3 F$ A& Hport in the hex.
4 E$ e/ n& [1 `* j47. Interface Improvement: Add new map icons to highlight certain events8 Z' l" z9 `! v
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some8 a( ^5 f# V5 G7 ]
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap* V6 l3 v6 N' X5 j$ }) q8 m
port or from any TF that is currently off map. Ships that are not badly damaged& D! D: V! O- G5 z% j
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
- N2 `( Y) c9 A/ kFor on map, ship may not be on fire, total damage may not exceed 99 and no9 r" x$ d G/ y% e2 C
individual damage type (system, floatation, engine) may exceed 50. Ships may not
$ l- y0 T2 l }8 g, r; {. L- v5 Ube withdrawn from any on-map location where the enemy has air superiority. The6 X( T+ b; J$ O8 x) V; Z4 m
intent is to prevent withdrawal as a method of saving a ship that stands a good chance
c% \$ Y$ S: x8 a: K+ X6 H* Q7 aof being lost or further damaged. On map withdrawal ports are set based on the
% j1 `1 ~' s+ ^) w1 ^2 D$ M1 Ahistorical exit locations for ships leaving the Pacific:! D/ T5 `- P$ o' D8 O& ]7 w( Z9 H7 |8 T
1. Any level 9 port.
" k% d4 w9 z4 B$ t2 |/ G* ~2. National home ports of the United States, Canada, India, Australia, and New( R0 z* T7 m% s* G! a% |% F. @0 `
Zealand (with no port level requirement)& z0 E% O! ?& h1 v( T4 s
3. Any level 7 or larger port on the US or Canadian West Coast., }0 f8 n' T: ?( e" \! c' j+ i
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)' t1 \3 ], [" ?$ X% I! u
5. Any level 7 or larger port in South Eastern Australia, plus Perth.( {, o6 Z( J- D& l3 R( d8 C
6. Any level 7 or larger port in New Zealand.. E! A' T- j4 C
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
# u" U! \' v6 q( Z6 j( }2 wanother ship actually sunk, the data for the two ships could be mixed. Depending on
% }8 z T$ z) y* p4 ~- }) P5 Zcircumstance, this might result in one or even both ships being reported as sunk.0 D' J% g! @4 ^* f% k& F5 e
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
5 W6 Y5 ]! U( z* j" _TF list screens. The calculation will continue to show the remaining ASW capability
- e9 [" g9 b; _(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
' X7 q7 L4 e- G. k) [now based on full load for all ships in the TF.
$ K/ C8 D; K8 t/ k51. Resupply capacity for bases added to editor# l9 k& m* W! b# C8 w
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
1 L. b* R: L' A+ r+ a6 `& Z53. Adjustment to AI unit planning level based on AI difficulty
* c2 I H9 g ^. I4 W1 p# n54. Ensure minefields are created for proper player when a single TF lays multiple types
! c' F8 J8 B$ _4 Aof mines. Player of minefield properly set when first mine type laid by a given8 ^ A. L1 ^3 x& _: Z
minelayer but a similar check was missing when the TF contained minelayer(s) with9 i4 m, x: ^" v0 M8 {2 v, v% z
two different types of mines.
" Z/ n# g: f1 Y4 d D: I& y55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and. R9 G1 o5 E! C+ [. ]5 R" n6 V
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex* ~: S9 H! o6 V: [! h: F) y0 J: X
for owning player, if partisans attack and cause damage.
. |0 S) L% V1 M56. Gameplay Change: Movement rates for clear and desert changed to 25 for* ~" N& o7 a( [
mechanized units$ u3 d2 j8 I2 U# a- T: z
57. Gameplay Change: Land combat effects toned down8 _8 ]- i6 d) k2 g z
58. Ensure AI captures empty bases7 v, t6 p8 y( ~$ P
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
4 s) o: m% t- d2 p2 e1 {% ysave from moving them ashore. Training from disbanded ships does not increase the
( n* [5 N& m6 @2 `2 B. X' Apilot mission count.
& y* M# `# w4 h) W+ b4 L60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in0 e) |& K! x+ S" G( A! d# T, h
order to help identification of saves/ K# h( v% l3 G( ~. x) Q0 C
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
1 f. L5 B" ]' w: i62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group. n d% H, A6 ]# j5 J
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level$ t+ K1 a( T% A5 `. U/ t
bombing attack. Groups were at maximum altitude and conducting glide bombs$ `6 _+ v5 C9 E" P0 ?% c0 B
attack, sometimes without engaging CAP or flak.
8 W* a {8 A% [& b% J63. Changes in order to standardize inactive Soviet group’s training options;2 h/ D. q5 K9 r+ G- K* b9 k
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
5 O4 |' a0 H- A% RPilot Management for more details). The number of pilots on the group lists is RED if
2 ^7 Z( k& s! A8 r4 x* ]8 Uless than the number of ready planes in the group, indicating a shortage of pilots. This9 h" s5 j# S: r1 X3 c$ n4 I
shortage may be filled automatically or manually for a mission based on the pilot5 T! n9 |% E0 l1 w6 Z$ P6 z
select mode.
$ z. {( i% y# y5 R65. Corrected issues with group destruction on scuttled or sunk ships and groups on
/ {* v: ~/ S# H' U/ e' n& L$ i. Z( ?withdrawing ships/ Q; o/ G) M+ J/ e' g
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at: J" L2 @% E1 Z6 l
close range
; I; N- S" f# \4 p A67. Gameplay Change: Greater weighing of crew experience in surface combat$ M& M% p: N; m1 m& R; J9 k8 [+ D
68. Gameplay Change: Limited radar directed fire, increasing over time
- i( r8 k2 Z& y5 {- I& F) x69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
, Q. W+ T" ^5 D! v2 acombats at 1000 yards6 l& {( R: D: v: g8 ^
70. Gameplay Change: PT Boats less likely to attack in daylight- `5 I$ O& u9 z# \% d& c3 I0 @
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
6 R2 J1 l X+ `8 l. O$ N8 n1 v Ghit in ports and rivers! J5 G( ?) v) \" m# n
72. Gameplay Change: Submarine captain ratings have more influence on Submarine# g- ?; |6 @" W# |3 y0 a
performance
: R3 G% S1 H4 u: X" p$ I, n, d73. Torpedo hits on escorts not showing in combat report bug fixed
8 ]" @6 E+ h; g9 ~& ~- J) `/ w74. Gameplay Change: Aerial ASW less powerful in early war
9 k" ^* Q# Y. ~0 B6 Q- L! K75. Pilots still flying planes from sunken ships were treated as losses, resulting in any G$ e; w6 H) p- S3 ?; w5 X+ g
diverted fragments having planes but no pilots. Pilots still flying planes are now
+ U8 e4 B( q+ Mignored for sinking ship purposes until their plane lands.$ Z+ T7 h! d: g0 |; ~5 U" N$ ]4 [
76. Group transfers in off-map bases from a ship in the base hex to the base itself were( n2 o; p" d- }, x" X, e! q. I
being delayed ‘4’ days. There should be no delay.& S2 m0 f, W [6 G2 S* Y
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
' w: \. K$ c' W& K othe convoy disbands.
: s5 I! a8 s* a) S5 N! m/ B: S78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
/ o3 ~' N4 }9 Whexes. The range was not changed when the game scale was changed.
- y! ?' z7 {: N. c" P+ |0 y& b3 D79. Fixed bug when displaying search arcs at a base
# u9 `. ~/ n' H2 d80. Fixed Escape key on Industry Management screen
4 ]$ K9 m5 V, y* g81. Fixed oil and resource in totals on Industry Management screen
; I) V1 j( R1 R: l1 P" p82. Interface Improvement: Add an extra line to the Industry Management to show total0 `& }: k, }2 L/ X. L% W$ i
shut down industry on Industry Management screen
3 X2 k: t5 M' b/ U% c. v* Y83. Interface Improvement: Add base select to Industry Management
* C# N' [' l0 ~+ ]+ Q84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
5 y. W; ?! D# I4 }% ^1 Q9 f! wONE group for Admin stacking purposes; the presence of all three in a base counted
; R6 N. c& ~7 F) H$ Was 3 groups for Admin
1 n1 q! Z, |) Q; A8 M) \85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
" {# T% f; L1 o+ e1 u1 ~* Q86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
% {; M. P7 v% `* OFF being affected by old stock code that cleared the secondary mission.0 b4 a9 X6 l7 {. E
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
, b0 w$ Y3 T% l- ]1 `88. Fixed an issue with tool tips being offset from actual hex when forming new
) D% V; ?; P3 s, g9 S3 htaskforces$ E" R/ g7 d+ _: n2 k
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on% Y( r, K" {# Z
the end of turn save only. Preferences are now restored as saved for the player at the. o0 e& h& r! i; O- [: I* c; m
time.
, ? z+ f2 Y- I/ `90. Changed air supply mission to use a friendly base as destination, if both a base and7 d6 K, a8 a; N: _" y
LCUs are present in the hex; it was sometimes giving the supply to the first unit only- c" c2 h. R' L4 E4 C j! a* R, |
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
! X9 H7 w9 i6 }2 X0 j7 tmission was canceled because the enemy LCU was selected as the first unit in the
) e8 Y4 u9 }3 G6 ]1 p1 O/ Ghex.
; b; B- v! C- ~. K$ t1 y3 Q+ [92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.* a; S0 |0 p$ Y8 U/ [
93. Prevent very low grade TF commanders from returning single ship TFs to port to
2 n9 G7 O; I: h1 q, X/ erearm when rearming not needed." j" k+ b& i; _6 H0 r/ c5 D
94. Fixed the supply cap and monsoon effects on supply- I3 E: m/ D/ n
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland1 U0 A; I4 I: |8 E) q
movement., W- n' I0 H7 C4 d1 p
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
4 {* S G+ T3 l. g# h9 G7 M! owhen Soviets are inactive.
1 d, ^/ l/ f6 Q3 O2 x97. Tweaked resupply task force to Japanese bases.' m) W1 I# `( Y. m7 b. t/ X
98. Fixed a HQ/Chinese unit respawning bug.: ~: x Y @7 Z; l& j) T8 }
99. Restricted permanently disband/withdrawing air groups from being able to the the& u) |& u5 R1 n8 e
“Trainer” option in the type of pilots to use.
v: ?2 D( U- l2 y4 V1 j- s100. Restrict the options available to pilot movement in permanently/ y6 s/ ~$ N7 r- p+ x
disband/withdrawing air groups; mainly restricted to making them active or in-active
( H- G. L' q9 \+ O3 m9 dwithin the group.8 K9 r7 ^* n- y
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
0 P9 y. F4 Q% l: ~& ^parent group - stops divide ability
/ r, m; [; t# n2 m m; Q102. Fixed an issue where some autosaves could reset game options.0 y! W; W5 ]; v; ^
103. Disabled the ability to make a group a temporary on-map Trainer.
: F. z0 G% m- ~6 }2 h; n! z104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high3 j1 z3 a( S& P9 h6 A
FATIGUE pilots.
: C6 ` f* \2 _8 K/ g6 ^105. Made some adjustments to Kamikaze effectiveness.
7 k o. k, F5 E7 J U/ [# v' Q% c• Naval Data Changes! W3 _; F; c) e7 c
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.. T. W4 I$ P! u6 |5 V |5 X$ A2 E
Class
* { [% g! P3 \7 u, z1 {3 {. pScen 001, 002, 006 (007, 008, 009)
: u: k8 o8 a/ o X# M" E5 ?8 H0021 – Australia – correct weapon facing {4 {- a+ C. g; d
0418 – Helena – correct tower armor from 0 to 1256 A: ]# m. Z1 ^$ Z
0767, 0769 – Chevreuil – correct endurance and fuel
0 D# l& d% U& N$ K# i0770, 0771 – Duguay Trouin – correct weapon facing) e# Q4 M& B- C) W
0772, 0773 – L’Adroit – correct endurance and fuel
1 Z0 Q$ C6 z7 r u0774, 0775 – Fantasque – correct endurance and fuel
% _* h4 [- d Y& u0776 – La Galissonniere – correct endurance and fuel
' t% p& [4 T8 [3 m% p, [0 K6 U0776 – La Galissonniere – correct weapon facing
7 z7 o0 A) q" j' P3 ^1013 – Yubari – correct weapon #4 turret armor
5 b8 M, Q/ t$ ?* h1102 – Furutaka – correct weapon facing
2 v7 M, @: s, {9 b0 w1107 – Aoba – correct weapon facing
0 O0 n' X7 v7 W1112, 1113, 1114, 1115 – Myoko – correct weapon facing$ e, F. s& e% h: x6 X; @# ^* O
1730 – Yamato – correct weapon turrets5 U' M: ` F% ]% C) P
2025 – Kongo Maru – correct weapon facing
" Y3 E* [" m- i1 `$ q6 P2202 – ARD 3000 Ton – add Japanese small ARD class- ^6 o: m. I) x0 Z1 I P
2903 – Gnevnyi – correct weapon facing3 J0 `, F$ `, ~* ?1 n
2915 – MK Cargo – correct weapon facing
, b" B- ]# X6 L# h Z1 V2918 – KT LST – correct weapon facing
, @7 ^$ d. k( _5 N: yShip3 o3 a; \! {; X0 A5 j
Scen 001, 002, 006 (007, 008, 009) changelog) Z! Y4 E' D9 j3 S6 [( p" X
All – update weapons from class to reflect weapon facing corrections% H+ S3 P1 o" M' p! r6 [
0999 – Dublon ARD; add small ARD to Truk
+ l/ Q+ k8 Y% O# \! c7 K: V, x( B3550 – Laffey; correct entry date to 420430
" R6 y8 {1 K7 V+ [/ n3580 – Frankford; correct entry date to 430430. |- G5 u+ k' v. b$ P. Y1 E- H# r
4317 – Thornton; add Clemson AVD at PH
# v( _* L3 T( Z* m5 W) M4361 – Henry A. Wiley; correct entry date to 4409309 y8 {* v6 m6 E! ^- f& Q
5222 – Rixey; rename to Bowie
2 z/ Y% x+ ]! P* J" N/ D; \" u5223 – Hercules; rename to Highlands2 C. {; }3 t+ K* S; x! M+ y" U
5251 – Pinkney; rename to Pickens
/ ^/ q+ M. m" C& m7 W* J9253 – Madras City; correct entry date to 4202288 n/ ~; H w! V; f0 q3 s" A6 j, b
9728 – Indus; delete duplicate ship entry
! l7 H9 S" P3 \8 w! b ?# L4 s' _/ {; a9837-9849 – Soviet Fleet; correct ship name spelling( y+ w+ e: h! P
11316 – AFDB-2; change arrival location to # 524 Seattle2 b& V: \8 q7 S! M
11364 – BYMS-2055; correct entry date to 430228$ {! @ X! S. X: n/ d& F/ b
11365 – BYMS-2059; correct entry date to 430228- R/ Z$ K1 Q7 I' b4 ^5 Q8 ~* v
14070 – Ha232; correct entry date to 4602284 f2 s: _, H7 e. L9 a1 A
Scen 006 and 009 ONLY
1 Z1 x ~ [3 |5 j5 w+ ^6 [0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4453 c# W$ @6 W9 G6 Y3 C/ [
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 m. \, {+ b6 A# [0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
, ]& T: U9 P/ ]6 _6 |& t0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370/ Z5 S. m0 X- B; F; q$ T
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
4 @, |5 y7 l6 b0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445/ y4 i' v6 _4 V: d; Q
0043 – Hiei; adjust fuel to 4175
8 E$ g+ N" f1 A3 N0044 – Kirishima; adjust fuel to 4175) B& a B. [! s& c% Z0 P+ g
0067 – Tone; adjust fuel to 1775& Q- F: k1 L. f6 H
0068 – Chikuma; adjust fuel to 1775/ h# z: ^5 e. b' c
0118 – Abukuma; adjust fuel to 833
$ x Q# K" J5 ]5 r- E% c0146 – Akigumo; adjust fuel to 265
( v) q- G9 d( e; f3 T: `* s" _0168 – Kagero; adjust fuel to 265
7 G4 E r5 a+ B% H5 Z& m3 b0176 – Isokaze; adjust fuel to 265% h( {% E# o8 `- h0 I5 M" @
0177 – Shiranui; adjust fuel to 265' J; t7 _; W" r" O
• Air Data Changes
2 P. h/ Q. \) F5 z( j8 N+ R[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
, n6 s4 X" \: @/ q- p[177] B-339-23: Name set to B-339-23.
; y- t! v1 w* C8 Q7 |$ x/ Y[178] B-339-23 (PR): Name set to B-339-23 (PR).
' B; ^7 l6 O" M) S9 ~8 u# j[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.4 Q# b5 ~: {1 o3 v, O
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
# F& o9 }) X3 t% C[365] Stearman 75M: Nationality set to U.S.Army." P% w' m& N7 Y8 D
[451] PB2Y-3R: Deleted.
' q' d, S4 z$ w% F C& t7 Z[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.0 G0 v) @, [ t
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning( ~7 d& X% _8 H
MG; wpn 13 set to 500 lb GP Bomb.
1 z. E" G8 P4 ?$ T. ?1 s[1923] No.1835 Sqn FAA: Delay set to 0.
# u% I& _' h! D3 m[1924] No.1836 Sqn FAA: Delay set to 0.
G% p6 |! O( X/ i- I$ T- t[1929] No.1841 Sqn FAA: Delay set to 0.! M5 b/ `( T! e7 Z4 v4 D
[1930] No.1842 Sqn FAA: Delay set to 0.
! [: P3 s1 \* F* F. p[2587] VMF-211: Location set to [584] Pearl Harbor.
# \, I4 e8 ^, u$ k- h[2642] VMF(P)-321: Deleted." A. ~' w: L# z& \- E! u
[2652] VMO(P)-351: Deleted.2 Y) ]: {% }. D3 R8 \( i5 L
[2668] VMF(N)-511: Deleted.3 A" l2 M( k( M* k
[2669] VMF(P)-511: Deleted.
. G( B6 S, d4 @1 j& h8 ~[2671] VMO(P)-512: Deleted.. y* ^, Z* a* h& J8 ^ }& d
[2673] VMO(P)-513: Deleted." Q7 N' N; V8 q* `2 H; L
[2675] VMO(P)-514: Deleted.; u* ?; q2 b" y" o
[2827] VR-2: Deleted.
/ g! H* j9 ]1 `! t8 j: s[2828] VR-4: Deleted.
6 @( W* t4 E2 a! I[2829] VR-5: Deleted.& n, `4 z7 C& H* l7 ?; [
[2830] VR-13: Deleted./ y6 |8 L$ w7 ~; c8 Q5 U
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.% B; n0 G$ A; w9 u- A' F/ I
USN patrol-type squadrons 4301 resize to 15 deleted.
/ R+ u- M: I) i' q" A( a' GUSMC squadrons 4301 resize to 24 set to 4410.: X& t) `: [; I6 l* r6 H/ z* t
USMC squadron upgrade paths reworked.- ]' u/ y. K+ C O
Gameplay Change: Units with a/c MAX strength six or greater now able to split into7 w' K" j/ `% {/ Y
three subunits.
1 ^2 u9 ^+ D. E9 L. ?4 m% ]• Map/Base Changes6 |# I3 |: S! }8 @: ?7 k% W
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
5 M7 @0 C1 y: L3 kNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
6 h8 Q! E% o. ?6 ^/ D& HAV.& e5 l7 j {$ H3 X5 M1 ]' E" V
2. Garrison levels in Japan have been significantly increased for the Allies.+ ]8 q& G2 U, d' j8 l" c
3. Garrison levels in India and the Philippines have been increased for the Japanese.
( [* h6 I4 n0 J- y0 \3 g2 Y" ^4. Garrison levels have also been adjusted in other locations, with some areas having( ~4 f% F2 E. e
small increases.
; \) s& ~/ F) y5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
4 N$ |" W+ A. X) V% l9 lAirfield.) [5 @6 V I( h2 z5 \ J0 Q
6. The starting fuel level for Los Angeles has been increased.+ t) @* K9 k! o/ l* g3 I
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.: X; I% E! v3 W! k- ]* ]. h
8. Anchorage in Alaska now generates a small amount of resources.
( v: X+ K I& l; D1 ~9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.7 S8 B6 l! O; t# r9 A, d: R& z3 t, P
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
, v( ^* P+ J" o, `11. Nukufetau has had its port level decreased from 1 to 0.
]8 x4 K2 `& B12. Pago Pago has had its port level decreased from 3 to 2.5 z' T/ o& Q0 n) \0 O3 q$ S/ l5 a
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
3 V% [0 _ O& ^0 K, D Obase does instead.
+ \+ W4 X- M+ [( w- p' K* x4 x( s& l14. "Ahmadabad" has been renamed to "Ahmedabad".
6 G; A! I5 \/ S/ n5 X: a15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
" S- {6 q, m; ^0 @. Nrather than being concentrated in a small number of locations. Overall, Chinese9 ^) S- I5 B1 b6 K' {& V
supply point generation has increased, to about the same level of supplies as in the
; U2 X5 G: w$ x- \% _9 ?original War in the Pacific game (it was a bit lower before).' `$ X7 n9 W+ E$ R" i* s
16. Australia now generates a greater supply point surplus than before - about 5,000$ q/ K" ]( _2 P% w) O
points per day as opposed to about 4,000. Fuel requirements remain the same.
1 C- i) p0 w7 Q2 |+ Q+ v! R8 ?17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
; d) ]! t8 c8 p* r4 Vinstead of hex 200,40 - and the road and railway networks in the area changed to5 z# y6 w' {$ f
match |