标题: [AE] 【分享】WITP-AE官方第一个正式补丁V1084 [打印本页]
作者: championzhao 时间: 2009-9-11 10:16 标题: 【分享】WITP-AE官方第一个正式补丁V1084
矩阵官方在AE发布一个多月后,针对初版的一系列问题,千呼万唤始出来,终于发布了第一个正式版补丁V1084。3 e; u, _3 v$ n0 ^; K7 e, m
2 a& Z( Z/ U8 g( l- E7 ~原帖见 http://www.matrixgames.com/forums/tm.asp?m=2235533
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7 A" H: U3 [% C6 L3 R值得注意的是,无正版序列号的朋友是无法直接下载安装本补丁的。于是我将补丁更新的所有文件提取出来,放在rayfile上供大家下载,将压缩包直接覆盖到你的AE安装文件夹下即可。
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" c! q$ Z' n8 w6 M文件名: WITP-AE V1084正式升级包.rar
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下载地址: http://www.rayfile.com/files/026ba878-9e75-11de-a161-0014221f469f/
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经过连续奋战,AE汉化包的制作也接近尾声,如果顺利的话,将基于本版在国庆节前制作完毕。
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6 n8 ]) Z9 v1 ~' G6 _2 J1 AV1084补丁更新的内容非常的多: b; s& [* T) v5 c3 T, Q
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% u- @0 \5 W4 {9 f( @3 C* O) J6 cWar in the Pacific: Admiral’s Edition
# g# G" c) I) `0 b8 a% BRead me File – 9 September 2009
( l4 Q( b& Q! ^5 X0 X" Y0 eVersion 1.00.84
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! h6 K) \& E1 M: B+ M/ U. h% d& Y
' q r) j& Y0 hWelcome., f* \, q, A( b
8 h3 U+ A* K: e m6 X- _Thank you for playing War in the Pacific: Admiral’s Edition™! We are always looking for ways to improve your gaming experience.5 n$ `2 {$ B; ?& A& _1 A, v0 S+ [
For the latest information on the game, please go to the Matrix Games web site at www.matrixgames.com.* c, z, p$ K2 W& H
; h% @- B3 J% R! iBelow you will find the latest and greatest information on War in the Pacific: Admiral’s Edition™. Information in this document supersedes that in the official game manual.3 N+ y* ]7 B, o5 r
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1 ?3 @! x# t% w9 |/ gTroubleshooting:
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Ensure that your system meets the minimum system requirements. c6 g& A3 N+ t9 m
These are found in the game manual.0 m$ h l! X) Z
Also, ensure that you have the latest video and sound drivers available for your system and that you have upgraded to the latest version of DirectX from Microsoft. The vast majority of reported problems are resolved by upgrading all drivers and DirectX to the latest versions.
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If you are still experiencing problems with the game, please post in the War in the Pacific: Admiral’s Edition™ Tech Support Forum at www.matrixgames.com/forums or contact our Help Desk at www.matrixgames.com/helpdesk.
/ G: ~3 K0 F0 G+ s$ GPlease provide as much detail on your issue as soon as possible.
# W* B+ R' V( S4 w' n% a Q: ^To obtain optimum game performance, close all other applications before beginning a game.
4 q4 h+ m" o$ b4 A# M% KIMPORTANT - Dual/Quad Core Performance and Command Line Switches:
* y2 ?, d, [! I5 eWe’ve found that a number of newer multi-core systems with multi-threaded graphics drivers can be particular about how they want War in the Pacific: Admiral’s Edition to work.
9 t5 Q) y. O, W: SWe’ve added a number of new command line switches which, in our experience, make it possible for every system to get the best performance out of War in the Pacific: Admiral’s Edition.
* t5 ?0 U+ l. n d C# s% aThey are defined below as “Performance Switches” and we recommend that every player give them a try as they can even improve performance on older systems in many cases.
; z4 x' i+ ^# @" B" nThere are also a number of other command line switches that may be useful to players.
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To use any of these, Right click to edit the Properties on the “Quick Start” shortcut to the game (located in your Start Menu folder for War in the Pacific: Admiral’s Edition).
3 z5 b6 n" a7 cDo not edit the default desktop link, which points to an “autorun.exe” as that won’t work.8 u4 a7 T- }/ l* n3 _6 ^
You have to use the Quick Start link which points directly to the game executable.& a5 ?! Q8 Z4 f6 s( G$ A; Y. o
You’ll want to add these to the end of the “Target” field to get them to work.
! K4 [8 @( D" J1 q; UFor example, when you are done your target field could look like this:
" n6 j& v" h4 i! Z7 @"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw/ |1 L4 m% l# d; f. v& K5 |
Performance Switches
1 p4 e9 V% L7 V! B, m! c(Please note that the old –dual switch has been removed in favor of the below combination of more configurable switches)/ S( y' D7 {. m3 s( {0 D' {
-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. z, J& k# j- O* V
We’ve found this to be useful on some multi-core systems, especially AMD processors.4 T7 i$ }- u2 i0 ?. c0 q) [
-SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for the next orders phase. ~7 t, U- C) {, ]* T
We’ve found this to be useful on some multi-core systems, especially AMD processors.
! R9 F* C8 X# p1 r# J8 \, c/ x8 zUse this or –SingleCpuStart, not both.
3 d7 |5 j( G# e7 o: \ n/ F! GIf either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and one of these -Single switches are used, the turns will always be processed in multi processor mode.& |+ E( z# E% ]- g5 m1 j, ~ _
-cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system).
* d q7 D! d7 tWe’ve found this to be very useful on some multi-core systems, especially Intel processors.
; D* N6 J& j9 |; E: z6 f* zIf used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core.
5 M) P$ [& i9 G N5 Y% J/ x-multiaudio :Invokes a fix that changes audio timing for multicore machines.
8 y6 Y. \, J1 C* b& L( H! e-dd_sw : Handles DirectDraw via Software.
& q% F% }. L; E* a5 G; j% z, w. vWe’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive.
- o; h E& F9 J* s! uOn a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system.( k1 ] |$ N9 M& p
Performance Examples
3 L7 R. B4 g# o" i7 e0 uFor example, on an Intel Dual Core system here, we use the following switches:6 S4 b9 R0 M" W. c; {/ \1 N9 r
-cpu2 –multiaudio –dd_sw
7 R: y/ O, R! ?! {On an AMD multi-core system, we use the following switches:
( {: p" Q! J& i: a; n- w7 x: g-SingleCpuOrders –cpu2 –multiaudio
! d2 K, u0 P; u2 M" j, \Try these switches in different combinations to see what works best for your system as what works well on one may not be ideal for another.
. U; j9 G3 a8 @8 T9 z0 ~0 yHowever, we have yet to find a system that didn’t benefit at all from at least one of these switches performance-wise, so test them out!3 Z0 A4 ]$ `/ y0 a- d
Other Switches
4 c) S* Q: \/ C" x/ A- z' x-colorBlind : Support for color blindness
" v4 g& a2 n/ @-deepColor : Enables 32 bit color, intended for Full Screen mode6 V( ^5 S2 S7 _7 e% c* T
-altFont : Enables alternate in-game font (Lucida Sans Unicode)% b) I- n+ G+ m6 V
-w : Windowed mode
! o+ W R3 N% w. h- @* x' P, i-wd : Windowed mode, daily autosaves& J, B* x; Z; O _, }
-ww : Windowed mode, weekly autosaves* e& U& W/ \, u
-fd : Full screen, daily autosaves; M4 c6 u& ]! l' }& C
-fw : Full screen, weekly autosaves
. N# t6 a& ?/ h1 g# z-r : Show Roads% M- @' c h( J% u/ f
-autosave : Daily autosave
! r5 f# \3 W& ]: r. n6 v" z0 yWorking with WITP Staff
9 r) m3 d; Z8 STo work with WITP Staff, a very useful third party utility which is included in the WITP Admiral’s Edition release, make sure to read the developer’s thread in our forum here:
, V9 G) u0 m0 q& J# m/ L8 whttp://www.matrixgames.com/forums/tm.asp?m=2182987
' g" j7 W8 m; ^And please note that you’ll need to install one of the Microsoft installers located here:3 e% j6 Q& Z# A9 h7 U. C
http://www.microsoft.com/downloads/details.aspx?familyid=766A6AF7-EC73-40FF-B072-9112BAB119C2&displaylang=en
( v. H) J$ A3 X3 k& S4 Q' Y# o" X1 `( rFor your convenience, we’ve also included them all in the first update release, you can find them in the /redist sub-folder of your WITP Admiral’s Edition installation (normally in C:\Matrix Games\War in the Pacific Admiral’s Edition\).
. X# K" t _0 J+ }Most people will need to run the “vcredist_x86.exe” file to install the necessary libraries for WITP Staff to work as expected.' U' v5 c" K: t' K" ^5 b
Change History:v1.00.84 – September 9, 2009
: ?# u- O6 w" [4 G FMore Performance Improvements for all systems, especially those with multi-core processors.
. w0 h6 n2 J' B5 W& {See the “Performance Switches” section above.7 }) ^1 }3 `# A3 m9 k; d: ?
- Upgrading an Existing Game
When you load an older save file, the following improvement/changes will automatically be incorporated into your game.2 O) f ?/ `9 }- B6 H- y- L
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Code Changes" |" J1 {- }4 a" R, N
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Device Changes2 f0 v/ } ~' p7 J. d
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Aircraft Changes" L% y* n3 \: C$ [' C
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TO&E Changes (these will only take effect when a unit gets to its next TO&E upgrade point)/ a# S O9 Z: k/ t' a
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Ship Class Changes (these will only take effect when a ship gets to its next upgrade point)
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Map changes
2 _- [+ c: l1 o$ u lThe following improvements/changes will only be immediately available if you start a new game.7 Y8 Z/ r# Y) S, C0 X8 G8 |8 ?. L
Some will be applied as noted above when a unit reaches its next upgrade point.
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Air Group changes3 @9 n6 B D: Z* V. Z
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Ship changes# U3 p$ S4 v& T% ^2 C
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Base Data changes
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Unit Location changes& A: B- [: }; H% j4 N
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3 D3 l" P j+ p# z1 YAI Script changes
3 j# p1 U5 u) }; k- HIf you are playing a PBEM game, make sure both players upgrade at the same time or you will see out of sync issues and other possible errors appearing in your game.
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New Scenarios #7, 8 and 9: “Quiet China” variants., d" C% U6 F3 q2 k3 V! O T" G* Y
These are identical to scenarios #1, 2 and 6, but with a chance to the AI to make China a “dormant” theater.- i" t0 t4 j+ r; O
These are intended for players who do not wish to concern themselves with operations in China.6 _- z" }5 w" z* E1 R
By playing these variants, you can effectively ignore China without having any significant effect on the rest of the war.. N; D! k6 j: U
Important Note:; U8 g9 J# L7 `; ?0 K6 G
You will still see some initial activity in China in these scenarios, for the first few weeks, as the AI makes adjustments to its local positions, but it should become dormant soon and not embark in major strategic offensives.. [0 v' E- G. Y1 h% c: f7 W
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New Scenario #10: “Ironman” variant.
, D" J% h0 f: yThis is a scenario intended for play against the Japanese AI.
4 m; _5 X3 d" Q3 B4 m; LThis is for players who want the most challenging experience possible against the AI, but be aware that this adds forces to the Japanese AIs roster that are beyond the historical roster of forces the Japanese had available at the start of the war.
3 h( C4 K' ], N/ JStill, for those who want the ultimate challenge, try fighting this “beefed up” Japan.2 f* d( n- l* Z
For those who want a tougher AI fight without any ahistorical forces, give Scenario #2 a try. s0 F' N' R6 u$ m( H. L; ], |# j7 c
1.
, y; J% Q/ j x) wInterface Improvement: A button has been added to the LCU list screen to allow global operation mode setting.
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9 }/ A9 A5 K- ?3 x; _) uInterface Improvement: Buttons added in the Base list screen to allow global build set for port, airfield, and fort independently.# J# v: ^* u7 K: m3 W: |
3.
7 x$ Q4 J" ]! KA problem with aircraft side art being drawn on the map has been prevented by ensuring the icon pointer can never get too large and point off into the aircraft art.
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! z, r2 l2 f# l6 E& xCross loading of Motorized support as if it were regular support was preventing some Task Forces from finishing loading. Fixed.
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h ]( o1 d! d8 wImproper use of data for base “0” by an undocked TF that is loading from a base has been fixed.1 c; r# @: S" _* M7 c, j3 g5 Y
6.
" A) J% B. ?. N% C: X' g( |Land units that were aboard ships were being landed without proper supply levels. Also supply was not being transferred during unit merge or prime unit swap. Fixed.7 C1 W( Z* l# J" p
7.
+ u! q4 j' @! o3 B$ uThe conditions for dash-in/dash-out by Bombardment, Surface Combat, Fast Transport and Mine laying TFs include a check intended for AI forces being used for human controlled forces as well. Fixed.
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When a TF was in a large region of enemy air superiority it may not have properly found a "safe" location to retreat to, setting and resetting a retreat for each hex moved. The selection of retreat path algorithm has changed to reduce the chances of a TF retreating too far away from its destination.1 U; G! x0 x7 S/ V8 r
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In the Naval Database, some AA weapons were being listed as ASW weapons. Fixed.. v) K" a3 R- {. x9 A
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Naval Support Squads in Command HQs were not being used. Fixed.8 ]0 e& s' ^" k3 W
11.
9 H, j9 J# C k' a3 f% N1 r: mThe transfer of loaded ships between transport and amphibious TFs is now prevented.
' b5 A8 c3 C: C( ~9 Y5 O12.
2 n8 j( `- x! P* ZNew Feature: Threat Tolerance. The ability for players to specify differing threat tolerance levels has been added (on the Task Force Routing screen). The new function allows the player to specify a TF’s Tolerance for detected enemy threats that could cause the TF to auto-retreat.
4 M/ Z7 @ c3 B$ H4 GTolerance has four levels:( r* D' j' F; E: F# I. s
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Normal: No offsets to retreat calculation.
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Low: Lower threat tolerance = higher chance of retreat from detected threats.
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- U: C" }8 x$ H+ ~! b& X% b9 EHigh: Higher threat tolerance = lower chance of retreat from detected threats.% d1 L- Q4 w) v1 _
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5 F8 ]. v7 J+ b! M9 QAbsolute: Absolute threat tolerance = TF will never retreat from detected threats./ Z7 J5 G" S0 ^" k6 }8 _! Q
13.6 E, R3 h* j& E C$ H# ~
TFs set to FULL speed do not actually go FULL speed. Fixed.5 f" \4 m c$ w; P2 J# X
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TF post-battle retreat logic has been altered. More intelligent one-hex retreat after battle, considering destination and home port distance, and the presence of enemy TFs in possible retreat hexes, has been added.
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Damaged subs were attacking enemy TFs. Fixed.
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In some cases, having an unusual set of options and random target assignments for a sub patrol TF could result in the TF not routing and the game to crash. Fixed.
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Mine laying TFs were not mining their home ports. Fixed.
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$ K! c% z6 f. o, R' m& MThe “Transfer to base” function within “Transfer Ships” did not check the nationality of base in the hex and was allowing the transfer of ships from one side to a base of the other side. Fixed.
% }: P" |2 a9 R: S W p19.
S! E* n4 u% E+ e" dWhen a ship was to be upgraded, the program was forcing the ship into Pierside Repair if the total damage (upgrade plus pre-existing) was high enough. However the existing repair method was not being checked, so ships in other repair modes (Shipyard or Repair Ship) were being blindly moved into Pierside Repair. Fixed.
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A "No additional repair possible" message was being generated when a ship assigned to Repair Ship repairs could still be repaired by repair ship,s but the Repair ship(s) were out of ops for the turn. Fixed.% u: C% x6 E! |: t% G# z! `
21.
6 h- M( D2 e5 a* L# M6 D' AChanging the repair mode of a ship, then cancelling the change would result in the clearing of the minimum conversion delay value for that ship. Fixed.- O( `/ y/ D) \" Y1 _: Y |0 A
22.
9 c( g( E& U# L' A: mTransferring ships under repair in a Shipyard to Readiness was allowing them to be selected for Task Forces immediately, instead of after the specified delay. Fixed.
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For Japanese Cargo -> Troop Conversions, ship details changed but the changes did not appear when forming Task Forces, when ships are listed in the ship selection screen for Task Force (TF) formation. Fixed., F+ |" Z. ?/ D Z3 r
24.
; k3 G+ w; x9 \% UGameplay Change: If the minimum specified shipyard size for a ship upgrade is smaller than the minimum shipyard size able to be used by that ship, then the ship can upgrade using “pierside” repair for the upgrade, as long as the ship is at a base with a shipyard at least as large as the size specified for the upgrade, and as long as the upgrade does not apply flotation or engine damage. If flotation or engine damage is applied by an upgrade, then the ship MUST be placed in a shipyard for the upgrade.2 ~6 k( g' q- R; n$ A
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Fixed a range calculation error for TFs moving directly off map, to do with the interaction of the on-map and off-map portions of range calculation. With the direct off map movement BOTH were adding in the entry-zone to off-map portion - one as proper movement and one as improper "return to home port".! S: _$ y' V' [" y7 r3 n
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The calculation for the allocation of remaining fuel operations when a port had large amounts of fuel, and the operations limit was reached before refueling was completed, would overflow the ship fuel value resulting in a negative endurance value. Fixed.5 C% d6 s* x. d7 V
27./ E& |1 y$ C9 u; Q
A following TF may teleport to the location of the followed TF when the followed TF reaches its destination. Fixed.$ u" k9 [" j! z' N0 J* S. v
28.
+ l8 H$ ?" a5 bThe “Rearm from tender” process was using the wrong variable in checking what ships can rearm from an AG. Also for non-DDs from an AD. Fixed.7 c; s# F' w3 a8 Z7 t+ K( a
29.
/ j8 D4 W+ Z. \- N- F6 p. lGameplay Change: Adjustments have been made to the routine steaming damage function to make it more difficult to keep PTs at sea for long periods. It was modified to accumulate considerable damage for PTs under extended steaming and also increase chances for major events (breakdowns, running aground or on reef, etc).2 p( L$ w7 I3 ` I6 H" M8 A
30.
" t E# m( |0 z( m. Q3 ]9 IGameplay Change: The React range for PT boat TFs has been restricted so that it may not be set higher than 1 hex.& G2 c) f" j0 Z3 C! Q
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Gameplay Change: To avoid high losses, PT TF's will now mostly evade/decline combat with enemy combat TFs during daylight hours.
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Interface Improvement: When TFs are loading units, any units that are in the wrong mode for loading, instead of not showing up at all in the list, will show up on the "Load Troops" list as grayed out (not selectable) and with text indicating a reason why the unit cannot be loaded.8 r" x0 Y1 d, c5 x# }& O& p
33.! m* M. s& W' V/ S: w3 c( ~+ T( ]& F6 Q
The buttons for step through the TF's in a hex were not working properly. Fixed.
. [/ }; }; | R$ m! ]( p9 b34.
) S* y8 k$ i4 K0 L7 ^+ Z2 ?In some cases, Sub TFs were leaving station with too little fuel to get home. Adjusted the conditions for automatic leaving of patrol zone to refuel. Also found and fixed several AI interactions with TFs en route to home base, and some more exposed by the fact that the home port was out of fuel.
3 v& i& l3 O( N+ Y35.
d, e0 |' t- O: g$ x6 \In some circumstances, US Subs were rebasing to San Francisco when Manila fell. Fixed.0 I: V' t X( Q' L3 ^2 y
36.
1 h8 T2 {! o( K5 N. @; \+ AGameplay Change: The TF selection routine for combat has been adjusted so that surface groups more frequently are chosen by other surface groups for naval combat.. @. Q' G; g& g `! u
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Gameplay Change: The role of ship experience in surface combat has been increased.
3 L9 Q6 b& j3 c" T: G38.
3 g9 R. T: c Y8 Y3 g1 F4 `Gameplay Change: The Withdraw for ships that have a withdrawal pending is now always available whenever the ship is in an appropriate port, regardless of the time before the withdrawal is due.
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Ship nationality and current location has been added to the Ship Transfer detail display.
1 k7 a6 {4 Z# N& r) f; m40.$ A2 z/ b/ S4 {( ]( p2 M" |& d
TFs can now load the last few points of supply and fuel from a base if there are no requirements for them at the base.
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Ships that were not supposed to be able to be transferred into a docked TF, due to tonnage limits, were displayed as not able to be transferred, but could be transferred anyway. Fixed.1 Y, C/ f) J+ |5 @$ Y, t# S0 ?; @$ g
42.
0 g. U1 V- P- y4 i; n2 bIt was possible that some reaction values and other data were not being cleared from an old TF record when a new TF was formed using the same TF data slot. Fixed.
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Gameplay Change: The damage cut-off point for Submarines returning to patrol was too high, resulting in subs returning to patrol with fairly high amounts of damage. The cut-off points have been reduced to the following: 10 points of system damage; no float damage; 10 points of engine damage with no points of major engine damage; no fires.
! _3 m. U; u( i/ k3 U44. _/ [; V; v' j
Gameplay Change: The way that surface radar is used in naval combat has been modified as follows: Visual confirmation is now required before ships will open fire, meaning that ships must close to visual range first. Also, in situations where range is increasing, if it goes beyond visual range (factoring in Detection Level) fire ceases.
+ |' @& K/ v! L45.
: i. u5 {; x7 D2 w. J1 c' iGameplay Change: Early war surface radars now must pass an “effectiveness” check to ensure that the radar worked correctly and that the information from the radar was assimilated through the TF chain of command and ultimately resulted in useful changes of orders being issued to the TF in a timely manner.
6 E* Q" Q3 {8 C$ ]7 E+ K7 l46.
$ N1 R2 `8 w3 @) E: DGameplay Change: Local Minesweeping TFs no longer require that destination be set to their home port to operate in that port. These TFs will now operate in their home port if just the Home Port value is set.- ^ ^2 {; O" L' h6 b
47.
9 m5 _# _+ L, q; E8 W- g0 V6 W8 t/ hGameplay Change: Local Minesweeping TFs will now consume fuel and be exposed to operational damage even if they do not find mines. This makes the operation of these TFs consistent with ordinary Minesweeping TFs.
2 a* R& j: R3 C9 U7 M48.
3 V: w! T: {, ^( }( WA submarine in a mine laying TF with mines already loaded in place of torpedoe tubes, and which was then ordered to rearm, would falsely reduce the mine pool by the number of mines already loaded. Fixed.: y# A( @. e8 t. \
49.
* v3 a( a9 ? ?& H1 b& n: ?6 _Gameplay Change: ACMs maintaining friendly minefields will now consume fuel and suffer operations damage.
. V, I$ g. i1 W50.
4 t, F$ W* i, o% @: B+ O2 { hThe routine that checks to see if a ship has loaded all of a land unit that it can did not properly account for cross load costs. This could give the impression that a unit could load completely, when in fact it could not due to cross load penalties. This, in turn, prevented the switchover from loading troops to loading supplies. Fixed.$ b M& n) d: X9 C7 m2 a" ?
51.
, _& ]+ Q( n T5 CAdjusted Speed in the Reinforcement Ship Display to show true speed, without regard to lack of fuel due to ships newly constructed on-map arriving without fuel on board.
+ G4 n# S5 ?1 M7 p52.
; k, H( O3 `7 k4 f! z K, q* CPilots sent to be instructors were sometimes disappearing from the game. Fixed.% {9 I6 H. K1 e$ O& M! j6 E. \# i/ R
53.
: W/ _; R) F0 Q0 _6 y7 NPilots undergoing training off-map were getting skill increases, but the increases weren't being displayed until they returned from a mission. Skills are now updated at the end of each turn even if the pilot has not flown a mission./ T/ x8 A+ x# B
54.
5 e" O& L/ o+ Y( l( k8 s7 i/ KGameplay Change: Experience gain for training pilots is now slower.* v9 ~* A0 q. S' j8 `- X
55.* @/ Z+ S3 q- f* J! g2 C# u
Pilots not yet in the game were being allocated to new air groups. Fixed.# d) A4 Z9 k* o
56./ g' M5 Z/ ]8 p+ Z* u, u# u ^7 ]
Gameplay Change: When fragments are created by the transfer of air units to a new base, the fragments will automatically transfer to the new base by rail if that is possible.
5 r C7 ?. ~, }5 T# i57.
6 e/ G2 _6 q5 a, OAutomatic LRCAP should now not occur for human players.1 W8 N$ K9 J3 s! b* ^& {- I
58.5 |3 g* [8 p' D2 T( W
Gameplay Change: Off-map movement of air units without ready planes is now allowed.
# G5 b8 l; t" e59.
& \7 h8 W. f6 u2 V2 P6 |7 wCorrected the transfer of pilots to Training Command – some were being released back to pool or to other groups.
8 E' V4 q* m0 k2 O60.
. j. D- E6 _$ D4 }8 SAdded checks to ensure pilots were correctly assigned to planes in the same group, and in reverse.: t. y: O. [& s; [; v) h
61.
5 k+ m) X9 ?! I$ d" R4 x6 CFixed the nationality filter on the air group list screen. It was not checking the setting for replacements and upgrades.( |$ f- ^! q- g" U' X: \
62.
@8 F; D! r; o$ d: h6 qFixed activation of dormant air groups on a ship class upgrade – VBF units were showing up ahead of time.& I2 h4 N6 o7 o
63.
' L) \+ m' D( I. {' {9 qFixed the error caused by clicking on a base/TF/anchor/etc symbol while setting search arcs on the map.0 i' G1 p3 ^4 r/ a# A
64.. M, u" B# q! V, I! f4 b2 t
Units with Aviation support devices can now repair aircraft at off-map bases.* _5 M5 q7 t( d ~
65.+ L& l S, m* C3 w
Changed the float plane count on the “Task Force” mouse over to show total float planes.
1 O7 \; {7 s) k- ]8 I66.1 Y' f8 g8 S1 V+ u6 A; k% S0 x; _
Fixed air naval attack missions that would sometimes attack bases rather than rest as a secondary mission.# m: \0 h4 k4 ~! a0 `8 ?* K# C, v
67./ o5 D) c6 \0 ~ D
Fixed the faulty check on Air Operational Loss that was adding non-combat losses to air-to-air instead of Operational Loss.
B6 U' r9 L$ l1 k68.* J6 B% W Y* V! W6 q7 [+ M5 A, y
Fixed the aircraft replacement build intervals which were finishing a month too early.) {; B. ]* }3 X7 O- }9 ~/ V: C7 u
69.* S. J4 L: {7 n4 S1 J6 p
Gameplay Change: Seaplanes are no longer counted against the aircraft stacking level when in a coastal base.) Y; [' B$ T( e* a0 p; T1 M
70.' v" e3 G6 o) i' \6 Q$ k
Gameplay Change: Command level headquarter units now behave like an Air HQ for the purpose of determining the over-stacking limits of airfields. The effect radius of a command HQ extends out to twice the command radius, but only applies half the affect when the distance to the base is more than the command radius.0 M* [3 N' j3 }& [# F/ A( u
71.
# t% n" U5 J6 q R, cInterface Improvement: The air skill changes for pilots are shown in GREEN for the last played turn, and ORANGE for monthly changes.
! h& l3 n1 ?# _& {# r! `1 I72.
$ O; Y8 u2 C( |1 _% X8 I1 PInterface Improvement: Added a button to the air group screen to get the maximum number replacement planes if possible. A number of groups come back without planes so this option is important for player controlled replacements.( R! i! I2 g& O/ Y
73.
% y( i3 O2 m" X( u; K4 z R( YGameplay Change: The default British arrival base has changed to Aden, and then United Kingdom.
7 ]* v$ z7 h* m2 a) s* a/ S& `3 p74.8 S& u5 N( `. O' n( ^5 k
The AI now has the ability to request additional supply for bases, based on the need of units fighting close by.* l- x& E9 B6 e# R) r
75.4 e s) ?! Y! i4 G
Gameplay Change: When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the full HQ bonuses.% u2 q# S* I5 U3 }) E
76.
$ h4 `% ]2 a# V% A2 Y- JFor the AI - Better checking for ensuring that an advance base is friendly when building AI TFs has been added.
% F( f, |8 b! G77.
! A4 T) i% Z* s$ Y* TFixed a problem where AI land units were attacking the same turn after unloading in an enemy hex.$ U% ]' C! o+ X
78.. N5 I w& s, u1 w; ^
The text "Defending Units" would sometimes not appear in combat reports and all units on both sides end up listed together under "Attacking Units". Fixed.3 Z% F6 z. B/ F* I+ \
79.9 M: z# q/ m. n. U& j; k9 |
An adjustment has been made to the attack level settings for AI land units. The AI will now be a bit less aggressive.
5 ^# a7 ?8 [3 S80.
8 ]% ?$ E2 p5 J x1 VGameplay Change: Fixed a loophole for units in reserve mode during combat. A check is made before combat commences to ensure the defender has at least 25% of its total assault value in a mode other than reserve. For example, if the attacker has an Assault Value of 100, the defender must have a total of at least 25 Assault Value not in reserve mode, otherwise the game will automatically switch units to combat mode until the 25% minimum is reached – starting with combat units and then non-combat units.
8 A! k9 z2 t1 n( k81.
8 m3 t9 n K( fA problem was found that was causing early Soviet activation, even though the Manchukuo garrison requirement was being met by the Japanese.6 K" C8 M$ h$ O u7 I8 g
82.& [4 l% Q9 x8 ~7 z% m
After a fort level is reduced, the fort construction percentage will now be reset to 0.2 N6 V$ V# _7 e
83.# }! O) d0 r3 @) J) b: c0 q/ Z
The ability to change screen size has been limited, as this causes graphic corruption on the screen.1 ^3 J* x6 A o! u0 Y7 _! L3 U7 P6 j
84.
2 |- E5 h5 v) R Z% ^, qFixed various instances where an underlying scroll box was still active and showed up on top of a LCU, group, or other screen.2 V0 C& E5 |) @
85.: j& A I5 J R
When there were 20 devices to be displayed on the LCU reinforcement screen the list overran the display window. Fixed.4 G# J$ |. c, D- x1 J' U% x5 D
86.1 g x0 p. G# ]7 D7 R# F
Fixed the ‘replacements off’ option on the Land Unit list.. J5 g# K3 r' A( o/ e
87.
3 J1 g1 I4 }' _& _+ q4 oAn issue with loading LCU fragments was fixed.; B+ A+ F. M! h& Y
88.# [8 i9 ^! \: p6 p
A bug with replacements that could wipe out a unit’s TOE in some cases was fixed.1 |% C2 z" Z+ d
89.7 L2 K; J" L+ ]0 q' L; }+ m
A problem with the land Follow command was fixed.3 c" e" T$ b0 A- v( `: s! |
90.' A" G/ q1 @' v2 a1 J
Due to variable reinforcement or updated scenario files, certain LCUs were being destroyed that were due to arrive on map very soon.9 n1 v* Y4 H/ R/ X2 Y& w" b
Fixed.( T, ] }, n9 m& }; M$ Z6 U) b2 Z4 V
91.
& ^7 x; U* C8 n2 _& Q3 CPilot attrition during training has been reduced to 2%.
2 c5 q" h4 s! ~0 w- L92.
" y+ M( Q. d" d$ D3 g, |2 w" n5 DAn issue where some Base 0(0) ports were not building has been fixed.
9 j0 C: L" J) J9 T93.
) _8 h/ q2 a, L4 w. h% ~+ lNew command line switches added for the program to improve performance.
2 P0 q: L- w; p, @, X% S& G& ]8 YPlease see the “Performance Switches” section at the start of this readme file.
% Y" k* a2 u8 W! r- All listed data changes are for scenarios 1, 2, 6, 7, 8 and 9.
- Air Data Changes
1." V7 g# ]) q& f1 m8 e" \& C
Walrus II: Weapon 1/11 changed to Vickers K MG.
1 L" O' A" @8 W3 I# ^2.
; a6 _! k4 Z g5 SAudax I: Weapon 3/13 value set to 4/2, Weapon 10 value set to 1.
4 o3 @4 c" [6 l- A0 U" g3.
% }( f2 q: P: qBlenheim IF: Weapon 4/14 remove AI MK III radar, add 4x40 lb/2x40 lb.7 E$ d N% O$ g' ?7 T4 F9 U3 ^
4.
) x: t( {3 x2 ^! }Blenheim VD: Month/Year set to 10/42.2 _3 V7 ^4 t- B/ x' ?# g: o2 z; H
5.1 W! X0 S8 h8 x7 O5 Q
Hurricane IIB: Month/Year set to 1/42.. `/ U% D, H6 g
6.( i: C5 h* ~, [! }" G; p& U
Sunderland III: Top Turret added, weapon 2/12 2x.303 Browning MG.1 s2 `2 q/ X8 ]
7.& o! ^4 K- a m i- G1 i% _
CW-21B Demon: Climb set to 2700.
. N8 [( L+ e+ Z/ n: N: f8.2 G( f3 O! O1 j1 B
Hurricane IIB: Built rate set to 12.
6 r" Z+ a6 I. u, B2 ~) L0 G9.
5 G' H! I2 M+ J3 f0 MS.23 Empire: Month/Year set to 2/42; end month/End year set to 3/42; built rate set to 1.
' C# b- B8 ^1 \+ Z# Q0 @4 \10.9 n! {3 B/ M* s- o8 @" f# s
Hudson I: Climb set to 1280.
0 ?/ w7 ]" X9 O6 d7 D11.
]4 v+ z) V; g/ J8 ISpitfire VIII: Rng Max/Ext/Normal set to 490/380/310; weapon 3/4 set to centreline/external.
. }8 X$ N1 h* l$ Z. N9 r12.
( v0 P& b x J% u2 ` Z! kSunderland C.III: Weapon 1/11 changed to ASV II.
% j: ~$ I" C3 }- m# B13.( [' [8 [! L9 }" h n+ q
Seagull V: Weapon 1 changed to Vickers K MG.# V9 K1 S" n; B
14.; A# m* u- H4 x+ R3 n' W
Hurricane XIIb: Climb set to 2245./ h' u( y5 A- Y4 a8 n
15.$ n/ Z1 e9 S2 o6 o J' L
Stranraer: Name corrected to “Stranraer”.
9 r1 L8 ], m6 F16.
9 l9 ^. R; F( D9 C* a9 U) x9 i+ hWalrus II: Weapon 1 changed to Vickers K MG.6 K5 m9 G5 p: r4 P4 x
17.5 ?/ B2 t6 h+ w% V0 f( n3 a: p
B-17D Flying Fortress: End Year set to 41.
) p. W: ]2 y5 J& `# R5 _# ~18.
4 ^- T }7 Y D5 l" K: b) \! }B-26 Marauder: Replacement rate set to 15.2 y4 K6 @8 d1 Z9 O8 N% u8 U- w) G0 A
19.
4 q- P: m1 f& u c8 K( I& KB-29-1 Superfort: Weapon 5/15 number set to 2.
) [0 Z3 s, D; F O& X0 I1 R U20.$ ^+ `' v% O$ x x) C* _( t! E: d
B-29-25 Superfort: Weapon 5/15 number set to 2.6 o% f! {, y$ D* X
21.
' n6 }2 _( _' O8 U" O1 I8 h. a7 sB-29B Superfort: Weapon 1/11 number set to 2.4 T T u+ l" r4 n
22.; P6 B5 l& O! P$ i( J( X' W
P-36A: “Amphibian” untagged.
; L7 p4 R3 m. i/ N7 @% x23., U5 y+ D( p0 z- o! \% a
P-51H Mustang: Rng Max DT set to 1990.
! ~2 N! v" U$ G2 E24.
7 f8 Y8 O7 V& L" p0 r9 R- SF4F-3 Wildcat: Weapon 9/19 2x58 gal DT External./ R8 d, H C b: g7 g0 B. V" s1 h
25.
# Y! m" h* {' `$ s d, |F4F-3P Wildcat: Weapon 9/19 2x58 gal DT External." I* a+ }. W% k9 ^, ?* q
26.) c, B2 E. n" E
F4F-4 Wildcat: Replacement rate set to 45.
+ ?; c. [6 Y! v27.
1 k+ S8 o6 T( h+ @& gF7F-2N Tigercat: ”Carrier Capable” untagged.: d$ L- m' e, M: I) D/ m
28.) ^6 W1 X4 @; E5 Q0 z( W+ z
F7F-3P Tigercat: ”Carrier Capable” untagged.
' j) X# z& O( o0 U/ v3 w3 ~- @29.! v4 `8 b& ~$ d U* n' q% }. r
PB2Y-3 Coronado: Weapon 5 set to 1.
2 P( [* d8 b( g' W5 z3 ]. W30.+ y" j' K# R; A
PBJ-1H Mitchell: End Year set to 45.3 h3 S0 g& L4 ~ s
31.( g, B/ _! |" z7 K& J1 O ^
R4D-5 Skytrain: Build rate set to 5.- X( A0 q; H8 U
32.7 p, U+ z# k0 Q( h3 p- w1 K
SOC-1 Seagull: Float Capable untagged.
6 _' U& l. [/ A33.7 V/ ^0 J' M. v6 O" H& U
SO3C-2 Seamew: Manouver set to 17/13/9/5/1.
& }+ z1 U; u% J# k34.) s1 o6 R8 d8 u1 ^" L# Q
A6M3 Zero: Rng Max DT set to 1065.9 J* @& h3 {: B5 B% z
35.
I3 ]" ]: @6 D" SG4M1 Betty: Weapon 15 set to Internal.+ @2 g) d9 Z- I5 A
36.
0 [+ k' \0 Z& I& y- G# a% V2 f) ~4 QG4M2 Betty: Weapon 15 set to Internal.; i- x' s; | N% V' K
37.
. Z. Z' ], z" ^G4M2a Betty: Weapon 15 set to Internal./ a+ f9 h, x0 O& ?8 x
38.; X8 c4 n5 Z, A$ q2 N* Z- `6 m5 B
G4M3a Betty: Weapon 15 set to Internal.
( a& l/ F6 U% x3 G% E! w' Z) p6 L39.& A: z( e- y+ d" J% F
P1Y3 Francis: Weapon 9/19 2x220gal DT External.
: W" x; q' G. \1 d' y1 _$ q40.
/ ^9 L0 u. _4 j" _, P8 ]- {5 H6 ^Ki-44 Tojo: Weapon 9/19 2x130 gal DT External; upgrade to Ki-44IIa Tojo.
1 j8 l0 A6 y" q' j$ H0 q41." @/ l3 ^9 W& K3 k5 U
Ki-45KAIa Nick: Manouver set to 21/21/21/16/11.
% Z+ C5 u1 J2 m. ]; E7 e42.
3 l% S" z3 g6 z" X( kKi-45KAIb Nick: Manouver set to 21/21/21/16/11.
6 ]9 ^: I' i/ E/ R43.0 |7 X3 x# G/ ?
Ki-45KAIc Nick: Manouver set to 20/20/20/15/10.$ A4 M- R# f( r
44.& I2 ], W* x# I. \, K4 z. _; o8 {
Ki-45KAId Nick: Manouver set to 20/20/20/15/10.
$ A" L8 R7 K6 p$ Y9 i- L6 N45.% U6 m5 d& r/ u& w$ I2 Q* ^+ t2 }0 \; T
Ki-84r Frank: Rng Max DT set to 1060.- M1 @ m0 Z: S$ K% N: `4 [3 Z
46.$ C& u9 Y f9 [" K
Ki-102a Randy: Weapon 9/19 2x200 gal DT External.
! L c& o) ?4 ~, {) `7 X; j47.$ o" z% L' T4 v) @* O- x
Mogami-2: Withdraw set to 0.! _0 q3 J/ O& W2 ~% B* T
48.
+ _: ? }, u' H: H9 G43rd Shinbu-tai: Error in designation corrected.7 W; c: H& Y& \7 W* y
49.
6 e% i4 h- y/ d+ L6 N8 o0 @53rd Shinbu-tai: Error in designation corrected.! k7 ]$ l0 ^5 w/ V( o( S
50.
) P1 I. A; d* \ V' e8 C$ h% O5 c63rd Shinbu-tai: Error in designation corrected.- h* L) W7 k/ L w1 t/ O
51.
: V# u6 E8 Z8 Q. d- z6 Z" c73rd Shinbu-tai: Error in designation corrected.
, ~% G9 `" n0 z( E) l1 Z52.& \& g7 _: a+ n7 E) u2 a: t
83rd Shinbu-tai: Error in designation corrected.
. L" ]8 I+ n5 J. ~53.) y5 K7 i4 a6 R1 a+ d+ L
93rd Shinbu-tai.: Error in designation corrected.6 l, W6 k; G" M( {7 ^ H
54.
: I& B. j; O& O; X/ I9 ]No.1790 Sqn FAA: Air Class/Upgrade 00 set to Firefly NF.1.
0 p) W; k( @: H% j7 h9 P1 S# F4 ]/ \55.
7 [% s8 z9 W. dVRF-3B: Ready a/c set to 24.7 I# v9 t0 i" ~. g- t/ F. e- U+ ]
56.2 a7 E. e) Q ]. E( J# G
VP-23 Det 1: HQ set to USN Forwd AirCenPac.$ v! b4 p. z2 P
57.
. p+ ?0 y0 T; J! u5 m, yVP-23 Det 2: HQ set to USN Forwd AirCenPac.
2 ]+ G0 r# @* X58.
v3 E3 [* a y y) rVMF-211: HQ set to USN Forwd AirCenPac." B) H! B( t0 F) U! N( K, x8 p
59.
! z( V( w, Y7 t8 Q! m/ t& Q( mNo.44 Sqn RAF: Nationality set to British.2 Y) I9 Y, u# J" z
60.- ^* G- N/ n; G& `3 e* S! G, O
No.211 Sqn RAF: Reserve set to 8.4 r3 g8 D% P( o' J. ^4 W
61.
6 a% ~; |" s" a& K7 H3 rNo.232 Sqn RAF: Reserve set to 14.0 p$ o9 S$ h" t6 Y9 c
62.
! Z3 \! Y$ n& S' w6 c- GNo.258 Sqn RAF: Reserve set to 14.- `% D) y; d4 Q: @) u3 S% z7 @
63., @9 B* n, f- A0 j. {& L, v
30th BG/27th BS: Upgrade 00/02 set to -> B-24D1 -> B-24J.
4 f# R! o' W; |8 } z64.
5 [ q% e0 x/ ]: l: \8 `7 O27th BG/91st BS: Error in designation corrected.& j1 n& d$ J0 [* T" y9 e
65.
- J8 Z3 h4 v4 v r# l Z* y+ F0 X307th BG/371st BS: Error in designation corrected.- Z" a0 D4 R: V9 J
66. x2 \, C+ ~% z' d
307th BG/372nd BS: Error in designation corrected. y8 q4 `/ ^; W8 y
67. R" V& i$ H: Q- N8 h
308th BG/373rd BS: Error in designation corrected.1 r {! |& h1 q/ Z/ ?
68.
/ n! f+ Y0 @% y4 [. U333th BG/507th BS: Error in designation corrected.
3 O2 t& G% L& h+ @69.
6 y1 J0 ^/ _# v: u# X407th BG/633rd BS: Ready set to 12; error in designation corrected.7 K* o) a+ U* W3 K) W
70.
6 B: T2 ]9 K7 t% E4 r5 h266th Sentai: Reserve set to 12.5 F5 a& q. x- P1 ?3 W: b8 H0 ?
71.
; d( E9 x9 }( F/ qChuyo-2: Location set to Chuyo.
5 J, O. K1 X; l5 `72.
: ^' S) n! J8 C I% n: J+ b% w5 [Kaiyo-2: Location set to Kaiyo.; f1 i2 b1 v9 n' G% W' J& U- t
73.
$ I1 d2 O6 |1 jSome air unit and pilot XP values tweaked.4 K9 `. N$ |7 ^+ t9 q' i% {4 \9 u$ q6 w
1., M8 F: O7 }. u3 L/ h& e
Properly assign their TO&E device to the Corps HQs "Alaska Defense Cmd", "III US Corps" and "IX US Corps".; A o9 N# a/ k% r( { `
2.
3 N4 O/ U2 C# L7 ~) N# c" J* h5 FThe Japanese "80th Infantry Rgt" has the wrong device in slot 2. Fixed.
" \# y* t4 M/ E% A: k3.
: f, {( n7 g" H: V# I% S. [6 l0 w& kAustralian LCU "2/1 NAOU Det." Arrival date changed to May 1942.8 u. s; Z' x# ?' }% D1 _
4.
2 Z% F$ `% Q" @British AA units "1st HK&S Heavy" and "2nd HK&S Heavy" should be present at the start of the Campaign game(s). Fixed.; ?+ y$ z/ t# d5 J( a* _/ J" F
5." t4 a J y* k9 V+ P2 u/ g" K
A large number of LCUs were equipped with radars that pointed to the “old” (unused) device slots, instead of the new radar device slots for AE. These have all been fixed.
[$ s: u* H' f, J& c2 e% C7 C3 ?6.
& |7 `9 ~3 l4 Z5 w6 jTO&E entries 2514 ("Samoan Marine") and 2515 ("Samoan 42 Marine Bn") made static by the addition of a static device.0 h2 `% ^" L% p3 U
7.
" i, a9 W4 N6 y6 oRemoved the duplicate 2nd Hyderabad Base Force.8 ^9 K6 M* D q
8." q) z. b, w5 U$ d2 @8 S2 q
Remove the duplicate 109th RAF and RN Base Forces.7 i# ~: R1 ]6 `% x' o2 L* b; n3 `
9.
. {, z) _9 c& m' C9 g8 N4 `2 V; ^Remove the 5th British Div as it is properly outside the scope of game (it arrived as restricted unit at Mombasa)
' U$ ~) Y# e( B' |' A4 {8 a; X1.
% q$ c0 |" _! z7 x9 JBangor Diesel classes 0171 and 0172 - corrected armament slot # for 2pdr gun.
6 a+ `3 R+ \8 n8 [2 Z2.
' s4 c7 K8 T5 bPennsylvania class 0314 - corrected upgrade Year from 54 to 45.
& m' f' C; Q! }3.; g9 o( a9 Z1 D5 E' N; j
New Jersey class 0383 - corrected duplicate 20mm armament entry.
7 t- W' L. w5 M* y6 ?! I4.
2 V' L# T, Z: iMomi class 1392 - added conversion delay.
$ ^) v" Y( O& J& D K0 M& l5.! J( J6 _4 I# [% l$ S% u1 y2 |7 q1 z d
Shokaku class 1826 - changed the Belt Armor from 215 to 165.) P' W1 {3 Q, y: {# Z4 L6 E
6.
; G/ H( V# o8 m# \Taiho class 1846 - corrected the armament from 12.7cm 1674, to 10cm 1678.
6 H1 _% \5 b* t7 a* ?- _+ X1 v) @7.4 S. \) w6 z5 v& l
Std-CT TK class 2122 - corrected armament slot # for Type-93 AAMG.9 k4 }9 b8 E8 F. `( v* x" P) I
8.$ j# |/ J0 i8 ~- V9 P! p$ v' a
Akashi class 2168 - changed Durability from 1 to 31.& p8 \' w$ ~$ I8 F6 D: x4 w
9.2 {) M! D) P9 g( m* E) p
Shirataka class 2179 - corrected armament slot # for Type-93 mine.: W8 R" a% t- @! o- _
10.. g! _* z) }6 F' e# l
C2 Arcturus class 2534 - corrected ’42 upgrade Type from AKA to AK./ Z+ o; L) v* A @ d0 r
11.
, `7 H' a' a( `# Q, M5 F+ }5 fShip Tade - corrected the Class from 1393 to 1392.
! f. |3 {1 @# p" b, b: u" E6 q) w12.
9 y! @: f# t5 r O5 ]: PCorrected the spelling of: Akasisan Maru, Ansyu Maru, Kunitu Maru, Ramillies./ i% U2 E! @& s& z$ `$ \% v; {* d4 {
13.1 @5 B* b6 P6 o" d
Tyrrell - corrected the Class to 2436 Tolland.
# v( T3 v" S% z- i$ q9 L* K( U+ H. j: N14.5 v! E& O+ o7 j: E9 @
Oregon City - corrected the Class from 405 to 406.- e/ @+ k6 w- p. {+ c7 b: G
15.2 c& T8 U' _3 ^' R' Z' k8 e
Kamekaze class 1422 to 1425 – correct the upgrade slot #s.
2 B& d% r9 D0 s4 y5 o* z- t16.1 V l) `/ R5 h/ v+ V2 F
Akitsiki class 1492 – correct the endurance9 d m$ `0 D# @, ]* T
17.
) ~) v3 J& u, yvarious xAPs – reduce endurance and increase fuel
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: e( e! ?( h, TSCR-270 radar - changed the introduction Year/Month from 4312 to 4112. Load cost changed to 40.
8 {' H5 v& K' X, \" A9 g7 b/ e2.8 {! @8 c5 E% C5 |- q$ @) ?
CPS-1 radar – Load cost changed to 40.
4 Z: i) j( m8 [7 l4 \! g3.3 B( d6 u2 C, M3 W6 v4 f
12cm AA (1684) - added PEN, EFF, A-Soft and A-Armor data.
/ H6 d$ D% {4 H9 E! j4.
4 u* ^& q; V$ Q( ?' NCamera (1853) - change EFF from 0 to 4.. p5 h* b7 q6 q
5.# e- H, R2 M; R
40lb GP Bomb (1886) added.
2 I$ a" c* U+ m6.
1 \# e* _* C8 f% u0 _* `. Y75mm Cannon (1913) - changed Side from “A” to “J”.
1 d- u( W* X$ l( K' K7., X6 k$ I- h, K2 L Z
Add new STATIC NW Frontier device (same stats as Indian 41 Rifle Section) with a Rate of 2 per month until 12/42, upgrading to device 919 “Nepalese Section”.5 M5 E7 _1 H* x7 e! Q& C G
8. c% c' Y) X0 b& H( r
Added new “Nepalese Section” with the same stats as the Indian 42 Rifle Section, a Rate of 1 per month from 6/42 to 12/43.7 d6 q( Y7 R0 ?! i& [7 }- _
9.8 E2 F/ a+ h: \7 ?# P0 W
150mm CD Gun (998) made STATIC.
2 U! i6 }/ m0 k2 k6 X1.
. p3 S- h+ f4 |3 H+ Y/ nMaebashi factory number 18 correctly set to produce “Ki-44-IIa Tojo” instead of “Ki-43-1c Oscar”.) q8 b. K& n2 K G) i2 \
2.
5 u3 h0 }& G+ \1 x! {: t- J3 V“Chichi-jima” (111,74) and “Haha-jima” (110,75) have their Airfield SPS values reduced to 0 to match the updated terrain types for these islands.
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Truk now has a size 4 Repair Shipyard.5 m9 D8 B0 M& o4 `( w: r
4." E4 S2 G/ s3 b" [; ~
Perth now has a size 3 Repair Shipyard.
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San Luis Obispo now has a size 2 port.
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Bataan port size has been increased from 1 to 2." {8 L ^$ o) X2 k" o4 j% w
7.3 e' y3 N2 R3 H4 I1 K% i
A number of remote Soviet bases did not have local supply generation, which leads to them eventually running out of supplies. Sufficient local supply generation has been added to these bases to ensure that they do not run out. In addition, excess resources and oil has been disabled to prevent these from building up to huge stockpiles. The affected bases are “Anadyr” (158,30), “Magadan” (138,32), “Petropavlovsk” (141,44), “Alexandrovsk” (126,41), “Okha” (128,37).. Z# P- s$ i; s$ U6 J
8.
1 M+ ^& n& u+ P0 L0 k0 HThe daily supply and fuel point levels for the United Kingdom off-map base have both been reduced to 100 points per day, from their previous levels of 5,000 and 500 respectively.& C3 W- f$ \% ~: B2 N" N/ S
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The terrain for the Japanese islands of “Chichi-jima” and “Haha-jima” changed to “Forest + Rough”., V! n- h7 O/ E* |
2.
' J7 Y, L. T& j+ g7 |A missing segment of railway has been added connecting Diamond Harbour with Calcutta.& x" Z) z! y3 J8 F# t% `
3.8 a, q- J2 L% L: L5 K3 _
A number of minor map data inaccuracies (terrain data not matching terrain as painted on the map) have been corrected.
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A new 64-bit Editor has been included for those who are running on 64-bit systems.
* A. q" C, V, G) b2 d; U) X* kCheck the Start menu folder for the shortcut.) u3 L' z; `/ T9 B; v- W2 D- U
2.6 a! q* e: d* K7 N
A Back button has been added for cycling through units.% W$ Z2 N+ @3 W( a) ]4 A0 b* E
3.
: u; T9 j+ O) JFixed air group totals.
: V; P7 W1 Y1 @! ]. J! Y5 h5 k- Q4.: ]/ J% ?1 y) f8 o- l+ s# Z. f
Fixed display problem for scenario view.* l' q/ p" [( R/ x( R# w
5.( ]* o, Q6 @# F6 g; _/ b1 Z
Fixed a compatibility problem for list view controls for Vista machines.
+ j. A" o, S/ O% i7 g" g+ ]( z1 s9 y- H% d# h5 Z
v1.00.80 – July 31, 2009
$ U1 K& ^2 z6 |# V0 G- D- Hotfix Beta
- Resolves interface lag issues on some dual core / quad core systems.' \/ _' r( a; Y; j# O5 _
Improves performance overall on most systems. - Fixes an issue that could cause TFs moving at cruise speed and full speed to move the same distance
- Fixes an issue with the Guadalcanal scenario where some Allied units were restricted that should not have been
v1.00.79 – July 20, 2009
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作者: 阿姆罗 时间: 2009-9-11 10:25
我靠,这改的东西也太多了点吧。。。。。。。。满屏幕英文要人命啊
作者: kevin_hx 时间: 2009-9-11 11:17
1084的代码、装备、飞机、TOE、舰级、地图,都改了& f* ^8 l, e; c1 p. f
飞机铁路转场,造成的碎片,会自动过去合并: U/ b8 D+ W5 r ]- N
上次是谁说的,把高经验的飞行员丢到训练中心去,结果过了几天都不见了,这个BUG这次被修正了
$ l" q& S1 Q0 ^基地建设可以在列表中进行了,不需要一个基地一个基地的点击了( X( P6 p1 p* ]: f
还有个Threat Tolerance指数,看起来不错,似乎有点像以前舰队司令的好斗性类似,值越高越会决死突击
/ m" ?" K4 G" q! w剧本10钢铁战士,日本加强了很多部队,主要是初期,看来剧本10,才是对战好剧本啊0 G6 e8 F9 v. [2 E$ J
新增剧本7、8、9,来自剧本1、2、6,只是中国静默
作者: zj1985 时间: 2009-9-11 11:20
终于出了,可等到了
作者: ensign 时间: 2009-9-11 12:06
請問有加強零戰初期的優勢嗎??0 o4 _; g$ V1 F- H! y3 n" H
現在玩AE, 零戰都打不過P40啊........
作者: 四喜丸子 时间: 2009-9-11 12:37
看到字母哥们就晕了,不过还是多谢赵老大,
作者: 梦的追寻者 时间: 2009-9-11 12:48
第一,P-40和零战的性能差距并不大" @( O6 j/ ^( G; f. u
第二.估计你让零战长距离护航,这种情况被打火机很正常
作者: cristianwj 时间: 2009-9-11 13:39
确实有了很多改动,而且能更好的支持不同处理器了。
6 S; `( Y b/ e7 z* k" G要是谁有空能翻译一下就好了
5 L, l* p& k2 b) a
% c, M, X* `! w9 p1 B期待在国庆时见到汉化版问世
作者: bla1 时间: 2009-9-11 14:10
AE里面把20mm机炮削弱了,包括所有机炮,只比12.7mm机抢效果多1,而发射速度比机抢少很多,所以零战火力变弱了,常常只是击中只是受伤
作者: bla1 时间: 2009-9-11 14:14
整体和beta版发布的无太大变化,数据文件没变,修正了beta版的几处致命bug
作者: kevin_hx 时间: 2009-9-11 15:06
注意,beta版是不可能发布的,beta测试版一般都是内部测试版,这个版本我以前接触过
作者: brokos 时间: 2009-9-11 16:41
alpha是内测
: ~8 \/ ~2 ]& L- G. V5 p' xbeta版是给某些志愿者测,自己申请或者公测
作者: kampfgruppe 时间: 2009-9-11 19:36
装了这个补丁后,Truk的size 4 Repair Shipyard怎么没了?
作者: 爱妻号 时间: 2009-9-11 19:50
支持,等汉化。
作者: sean76 时间: 2009-9-11 19:55
改进还是有不少可取的地方。 @+ z/ s/ j0 T6 Q0 b: K1 D2 `
剧本10看来不错。
作者: championzhao 时间: 2009-9-11 20:40
装了这个补丁后,Truk的size 4 Repair Shipyard怎么没了?" f6 I( v' ]# k: C
kampfgruppe 发表于 2009-9-11 19:36
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# T+ Z/ [( ]7 ^; }/ y% o5 f- @& s" M4 R$ z! e
所有剧本已经取消了TRUK的修船厂
作者: joysnow 时间: 2009-9-11 21:53
RayFile无法在单位下载,只好忍到回家下了。不过已经万分感谢搂主了。又要重开剧本10又要重开剧本10了。
作者: joysnow 时间: 2009-9-11 22:01
对了,我已经在用1.00.80beta. 不知道正式补丁和beta的修改有哪些不同?如果数据相同,只修改了程序中的bug,我是不是就不用重开剧本10了?
作者: championzhao 时间: 2009-9-11 22:49
18# joysnow
. A" `7 k6 |2 E) u0 ^4 O: _# ~1 d4 }) b- \4 e8 ?1 {) \) Q" k( V D
玩AE的剧本在升级时可以不用重新开档,具体办法见
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$ g7 T1 T' M3 x6 H. |/ ~http://www.matrixgames.com/forums/tm.asp?m=2233574
作者: joysnow 时间: 2009-9-12 02:14
I read the following at the official forum:( E! H+ o7 q/ x: X! |# F+ N- X
Quote:6 L( _2 f$ w3 b* ]; s
"Are there any AI script changes in the official patch that were not in the public beta?
" Z5 _3 ~$ B( l [* m% X4 Q6 fAccording to the 'What's New File' there are no differences in Air Group, Ship, Base data, and Unit locations when upgrading from the Public Beta to the Official Patch. If so, that means the only thing I could be missing by not restarting are AI Script changes which are understandably not listed."1 k* f8 z L+ ]# b2 U, b+ G
Reply quote:; _8 G, [9 r) K5 c' c( k) X- R+ K
"Duke yes but all I tweaked were the late war allied scripts so if playing v Jap AI it will be the same for beta/offical allied AI scripts have small changes not really material enough to warrent restart."
4 O B/ T) ]7 N7 J1 Z* M
# d0 P& ]7 q& m) Q1 u. r0 p! H9 m, KSo to me it indicates that all data files are the same between beta and official patches. I play against Jap AI, so I can just apply the official patch without restart.
作者: kevin_hx 时间: 2009-9-12 15:00
For those of you running PBEM games, here is a recommended update procedure*:
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(Note: v1079 refers to the game Release version and v1084 refers to the Update version. Your current version may vary.) ) Z) I0 G2 f/ j2 ]' g
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1) Japanese player resolves latest turn using current version v1079.
$ Z1 X9 m. {# D9 w' Q2 t6 e3 l2) Japanese player saves game.
5 `4 p" n# r8 C- D& Y3) Japanese player exits game.
- Z; W( p4 `. l# B1 j3 p4) Japanese player sends combat replay to Allied player.
$ Q9 a9 M% n# S+ O" ?5) Japanese player upgrades to new version v1084.
' O. E2 [: Z7 t4 l) t5 v8 e( O: n6) Japanese player issues orders and advances turn. . W* J' a3 i* J+ ^5 W% {
7) Japanese player sends turn to Allied player.
3 d2 A) R. _! T; r. j" E3 Z' R$ w3 V) m; ]1 g" P1 J3 d
8) Allied player plays combat replay under old version v1079.
" n! H6 V) g3 ?( v2 F9) Allied player upgrades to new version v1084. ' m2 {5 j% z( {( M* e
10) Allied player issues orders and advances turn. , o% e+ w- w/ E' x4 k
11) Allied player send turn file back to Japanese player.
$ U! F. ?3 @1 b4 _ f" W! {. e5 ~7 k9 ~; X7 f. Q* @- L `
The key is that orders must be entered using the same version and then the turn resolved with that version i.e.:
0 w' _7 a1 \# D6 O6 |-J Orders v1079, A Orders v1079, J Resolve v1079, A Replay v1079;
: W, q( d4 e; n. S-Both update to v1084, J Orders v1084, A Orders v1084, etc.
. ]: T( h3 d. G# E) U1 O
( A2 J6 `2 d7 [6 x7 U, Q9 iFor Japanese players playing multiple PBEM games, what this means is that you will need to collect all of your opponents' turns and run them before updating.
8 M7 u/ k& C f* L3 M( t* g" Z p) @1 G4 _1 ?( q- w9 t
After you run each turn, send off the replay file to the Allied player, and ask him to play the replay under the old version. Once you have resolved all of your PBEM opponents' turns, you can now upgrade.
作者: sunjiafu 时间: 2009-9-13 17:19
买新电脑准备开档AE楼
作者: fuhrer 时间: 2009-9-15 20:28
這次的更新非常大,不過依照往例,應該會有幾個更大的更新.
作者: 越骑校尉 时间: 2009-9-15 21:30
楼主的资源绝种了。
作者: championzhao 时间: 2009-9-15 21:39
楼主的资源绝种了。
# ^8 x- ?: g8 Y+ x8 w. u, l- I越骑校尉 发表于 2009-9-15 21:30
% X- p$ c3 v3 _9 \# C: d" O1 u- _9 |7 n" [4 r: i' V, {
经测试,一切正常,可以下载
* F2 r( Y( H$ v' ^8 ~
, B1 ~0 y9 j. ^' r7 [. T4 t. Shttp://www.rayfile.com/zh-cn/files/026ba878-9e75-11de-a161-0014221f469f/6657cc16/
作者: 越骑校尉 时间: 2009-9-16 19:29
资源很不稳定。时有时无。
作者: key3027 时间: 2009-9-17 22:20
发现AE可以正常显示中文的指挥官名称,问一下有没有把知名指挥官汉化的计划?PS:AE自带的Editor对中文的支持很不好,有没有其他好用的编辑器?
作者: championzhao 时间: 2009-9-18 08:56
发现AE可以正常显示中文的指挥官名称,问一下有没有把知名指挥官汉化的计划?PS:AE自带的Editor对中文的支持很不好,有没有其他好用的编辑器?* {' q2 w# ^, w9 J5 F& _9 V" I
key3027 发表于 2009-9-17 22:20
' j! [9 [- Z" y, k# J
! H, ^5 B: Y; `! G/ R在群共享里有支持中文输入的Editor,如果你有兴趣汉化指挥官名称,可以报名参与。目前暂无此项汉化计划。
作者: key3027 时间: 2009-9-18 09:54
本帖最后由 key3027 于 2009-9-18 09:56 编辑
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! ?( x u/ a' j$ ]4 v7 f; j8 S( Q3 _5 a) [% G" f( M5 `/ o: }( H: Y, s( [1 J2 |) @
在群共享里有支持中文输入的Editor,如果你有兴趣汉化指挥官名称,可以报名参与。目前暂无此项汉化计划。8 S) {' C2 V7 r+ I, Q
championzhao 发表于 2009-9-18 08:56
+ s+ e& k+ T u! u$ K兴趣是有,不过能力有限,不能保证100%正确,为了不误人子弟就不报名了。群共享里是 AE Editor.fix.exe.zip这个文件吗?谢谢老赵。
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