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[AE] 【分享】WITP-AE官方第2个正式补丁v1.095下载

【官网原帖】:
. E. J# J+ R) q: P$ g, \, A% shttp://www.matrixgames.com/forums/tm.asp?m=2313850
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& V0 x  G# P" Z- W* r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6 J5 Q2 E5 H- ~. y1 g
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【下载地址】:! P& q0 c+ E& t# i" U
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地址1:rayfile下载
' R( P# Q6 [) A! Qhttp://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/
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地址2:HTTP直接下载4 x% a0 n! \. X6 ]
( i5 O- w. z) q, v: X% [
http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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【使用方法】:
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1 N, x. t1 U  m  f# s' K将下载的压缩包内所有文件覆盖到你的AE安装目录。  l; E4 i; Q# x
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【更新内容】:' L0 e$ C' j- _2 I

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3 }; k, X3 L5 C8 QChange History:+ m1 B# h. ^( r& M
v1.00.95 - December 7, 2009
0 J5 ^/ Y* N4 p% w5 y  U' u• Second Official Update – This release is comprehensive and updates ALL previous
" g1 i4 ^% t3 b8 B8 Y0 q$ M6 jversions to the v1.00.95 level.& S" _* a* o# Z2 n
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
2 m4 K- |! P: b" \2 {Management Addendum” which have been added to your Documentation shortcut subfolder" n) J% r8 H! I  r: z
and can also be found in your /Manuals installation sub-directory. These two/ }2 v5 i% c6 T5 [8 k# g
documents contain very important information on improvements and changes in these
- D& @8 Z7 u  O: w) o6 z5 tareas.
: \$ ^7 j1 a0 l# H# U& t• Code Changes& E+ ~7 _0 l" q3 N& l( V9 e
1. Interface Improvement: New Screen for Industrial Management' S; U4 ]$ ^! R  b. j1 O
2. Gameplay Change: Air transport mission was using all ready planes. Now the
4 d, ^# f3 y. q4 Y. Unumber of available planes for the mission will be adjusted by the rest/training( ?+ V- D9 y. p9 z2 r( ]' t0 H
percent as on other missions.1 r% f6 O  ^2 k
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes  K0 A! g1 o: @# p
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to9 @+ E- |( G8 I0 \7 H, [
show in change command list
  F# u! R1 w& T5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
' `- ]4 X4 r  M, B/ wBombs’ flag rather than the altitude setting
  Z& r9 S2 a/ k5 j6. Gameplay Change: Full base screen now show the consistent over-stacked AF
  `9 Q: J7 x2 D' Uindicator ‘*’
- E  w0 v% v. C7. Pilots who are captured or killed were still being counted in some group totals. They
# ]; f4 _5 X- s4 N0 oare now removed from group’s pilot count, but still available for ‘Top pilots’.
% E( t$ [6 e7 r8 i! t4 T5 z4 {' N: f8. Interface Improvement: The buttons in the lower panel of the main screen have9 r& G  H; N$ [  }
been improved. With the mouse over the icons on the far left, the number of groups,4 ^  H) N8 o; U  ^' E1 f, S
task forces or LCUs at the base is shown. Added a previous page button when there
5 @' f9 O3 Z5 E1 ~8 jare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The9 B% i  A$ e4 o: \' e. ]
tooltips sometimes were corrupted when other screens were displayed on the map and
, n7 F+ j; t! e2 |$ n  lthe bottom panel was still active. This has been corrected.2 n! E* }& M: m; ~" r( l8 a' _
9. It is now possible to repair planes in excess of the group’s size
  e' @3 i8 |+ o# k' C0 f2 p; j( m10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
. U/ D8 K0 _* A& Dtraining is incremental. Points are accumulated and once a certain level is reached, a# Z6 f/ r' O; M
point is added to the skill. The cutover level is the current skill level; so as the skill2 d1 R6 A9 {, h$ S1 ?6 H
level increases, it takes more accumulated points to reach the next level. Combat+ c8 |( o! o/ T
gains points faster than training, and combat is required to reach 70+ skill levels.
* \5 O- F7 z; M2 X8 T! dExperience levels behave similarly with the one exception. If the Experience level is6 F! k; C2 C  z8 q( c% F7 d
higher than the best skill by more than 5, a skill based on the group’s mission gains3 k% r: b- h+ t+ l6 @# ]. j
the accumulated points instead.
/ d0 h: X8 f1 Q0 \11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,! Y, R/ M. N( p7 b
ammo and return to base if required
& A. L! t$ W% \* E! x0 z3 Y' q12. AI Aircraft production will now stop based on comparison with on map aircraft totals
! N* I5 J, Q. [13. Gameplay Change: Malaria effects adjusted
6 A* b( l4 n- \$ E14. Fixed bug preventing port construction in certain cases; l3 }# l+ X  z$ S$ l+ e8 Y
15. Fixed bug preventing combat engineers from building
' b9 _# K$ H3 g0 {1 R* Y# Z16. AI improvement refining settings for LCU attack levels
( B8 B0 }: S  V1 ~, Q17. Corrected unit TOE loading bug& F# T( S; N! o
18. Correct bug setting default morale and experience when not provided by editor; l! j" O: u6 K+ h6 L# N
19. AI additional checks for level bomber base sizes1 a/ h* Q9 X/ z% I' l1 g% f
20. Numerous supply tracing improvements
$ F, @2 W5 D% _- p2 @: `21. Numerous supply/resource movement improvements
$ N) _" @  x8 I  ]9 ^22. Corrected several land unit fragment bugs.
0 q# A# F, p& j8 g' |23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF9 G. e3 F3 J4 m
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
5 A4 v. w! _- s9 o$ v0 b( Wmeeting process to reduce chances that the meeting will not take place until one or the
% P3 W% M, \+ ~2 }) |" Yother TF reaches the “met” TF destination. Also correct a problem TF could
9 n* X9 f& h4 s0 j- Q“merge” with a TF that no longer exists under certain rare circumstances.- D- b$ F' t, K# s3 t) ?# H% B
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of+ h  E( s5 l. e1 A0 I
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
7 Q) H5 }" n8 O' j5 W$ Kfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be9 r/ K1 N+ V! n9 L* w
docked if the port has the dock space for them, but will auto-undock when adding a
  [- T( x4 a3 n/ _0 ?ship to the TF causes it to exceed the port capacity.: y' y9 B* r) Y8 J
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
- x& M0 Y1 I" L/ N$ Iless likely to retreat to hexes containing other enemy forces and be more likely to! V" }( k& Y; y1 g, i
retreat toward a friendly base.+ }5 U8 }* V: h5 n$ X7 q
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
: k2 d7 B: ?. h+ z$ yis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
: t! h- J. G4 n0 v* T/ R0 [in port, (c) ships in port (disbanded).
. s- {5 r& Z9 d  |- {27. Interface Improvement: Implement search arc drawing on map
/ E" Q3 A4 H, W# l/ f# T8 V  [( o3 P28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,: ?) ~" G) |/ [7 X
ensure partial rearming is in full mount increments, and adjust ops usage according.) l0 g) i5 `, k
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
% X) p+ ?0 i. _- Pa base were incorrectly excluded from Naval Support totals at that base. This was0 T+ L/ I- g2 u7 t
due to an error in calculation of Naval Support availability over HQ Command radius.2 H2 f% r' C7 m0 G. ~
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location( F7 _7 I" V4 i) a' ]9 S; p
could improperly interact with fragments of the same parent that were at other
8 m  ~' m% D: n6 Y2 r- d1 W" {locations and had been previously loaded by either the TF or one of the ships9 U8 i! n4 w( V
currently in the TF or, if the load required multiple days, when unloading of other
( i( o4 H" ^( o3 h6 _fragments of the same unit caused and automatic switch of a fragment to the prime
2 y- D- z9 u, G8 s8 ~' {" yunit., c4 P0 ~2 e4 ?; B8 O. [
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
0 y3 [$ X7 Y$ D5 u* R4 Z, P' ]Previously repair of all system/floatation/engine damage would terminate repair of a* B/ B9 T9 H( u% D- u6 `2 v  M
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will4 u) v4 G3 x. I3 w$ M
now prevent full repair of systems damage and may “create” small amounts of system
8 u; t: h6 R( t+ g$ G3 c7 Y3 Ddamage to keep the ship eligible for repairs. Note that this may have the affect of
* j( @2 a' {6 ]8 \7 A* Bsmall amounts Systems damage being not repairable at a location where it normally
4 |( i8 l- ~7 _' q# {0 V' iwould be repairable if that location can not also repair the damaged devices(s).) m/ G5 u" {4 ]. |4 e' ]& `
32. Interface Improvement: Changed Allied aircraft replacement display to show nation+ a4 f# }/ S" v: @' R
of aircraft2 `: o% }3 F) l9 h5 O/ {" M
33. Corrected several menu bugs8 u1 {$ A. j) [! P4 S' w
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
% Y; r( K. ?" P& |5 G! Nland units by TFs.$ i* A8 G- t4 _2 Z
35. Interface Improvement: Add “undo” for ships being transferred during ship/ h( A  a8 z" _+ R
transfer. Previous undo only functioned properly for ships being transferred into the. Y& R. x7 F9 b7 y
selected TF. Provided undo for ships transferred out of the selected TF.3 A  ?" |2 ~/ P! n4 M1 h& J
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
/ H% y5 z% _7 R. f1 r" {is following another TF that is beyond the player-set follow distance.
# N, v7 P# c1 c& ?# q37. Change ship based aircraft repairs to be by plane, instead of by group
/ U5 c# q2 G! f3 T/ }38. Interface Improvement: Made air group screen larger to reduce clutter2 g- _0 q/ k6 f8 S% t
39. Gameplay Change: Adjustments to supply consumption by land units
7 k" }# E! T1 [0 L: j, B40. Change to AI shock attack determination
+ O+ [9 H5 ~/ \2 |1 L/ w9 o41. Improve AI awareness of intel on nearby enemy LCU, L2 q! K2 T6 a8 R2 ^) T1 B
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level5 G$ P3 q# p! S
43. Gameplay Change: Changes to AI production on “Historical” level; x0 D, F+ w, f$ |, M
44. Improvements to save file process to reduce chance for file corruption, especially by
! N* c& n5 g8 O1 ?deleting the old save before writing the new one* }4 e' J" p  m# i* Z
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active" a3 h0 x5 v0 L7 e5 _- j
46. Improvements to refueling calculations and processes. Ships are more likely to fuel0 a2 H, m4 ~+ X, F; D: l
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming' e, u1 P; Y: [$ l
sources for the “from port” and “at sea” variations.* ~& a! S: l* z* ^
• Replenish from Port will now use the available fuel/supply at the port and on all
2 W3 e) X+ r, N4 x0 oreplenishment ships disbanded into the port. For those disbanded into the port,7 d+ [% M; u1 c8 _- s  k3 E
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
- C/ [, K' Y& |1 H& B$ n5 }, lTenders must be of the appropriate type for the ship being replenished. Note that
, e/ }/ Q0 ^  Q) y9 ^; l! r+ Cport facilities are used in preference and ships in the port are only used if the port  t( {6 I% u" \# u; Z$ @
is not able to completely replenish the ships in the TF.' H. o5 T* c/ n! A# w
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
8 ?4 ?* c. B) Puse all ships in TFs in the same hex but will no longer use ships disbanded into a: n% r, k. o% M& L3 S& `
port in the hex.( |& h$ B0 M% n& r0 k! n
47. Interface Improvement: Add new map icons to highlight certain events3 j( i, A# A7 H+ P6 m. l% b! ^
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some: ^+ A6 ~. n+ g- h- ^5 B% c, B
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
% A5 |' Q) Q/ D  w  A3 Eport or from any TF that is currently off map. Ships that are not badly damaged& H( o' }' r5 i# j8 f$ o
can be withdrawn from some on-map ports or from TFs in certain on-map regions.% n  K$ T4 y& T* C+ _1 s
For on map, ship may not be on fire, total damage may not exceed 99 and no0 W! q! E# k6 F0 N4 ~5 q1 L
individual damage type (system, floatation, engine) may exceed 50. Ships may not
0 @: @; k6 O2 Zbe withdrawn from any on-map location where the enemy has air superiority. The; ^! J, ?7 S: O( R# y) L
intent is to prevent withdrawal as a method of saving a ship that stands a good chance1 W6 f; I3 H  W" w' l* W
of being lost or further damaged. On map withdrawal ports are set based on the& k' r" K; }1 `/ P* f
historical exit locations for ships leaving the Pacific:
$ B; N5 p" A) H+ U- e1. Any level 9 port.
9 A# t4 Q& o/ D0 n2. National home ports of the United States, Canada, India, Australia, and New
6 ^4 ]9 L, L2 [: W8 C& ZZealand (with no port level requirement)- G7 ~( b, R! l8 ~  s) u2 Y3 g8 {
3. Any level 7 or larger port on the US or Canadian West Coast.% v! C9 M% f/ k) V9 H' N' h
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)& p$ s; L9 k( k5 F
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
# K8 E9 I' r2 d0 W& n( I5 D" o" w# b6. Any level 7 or larger port in New Zealand.8 g/ `1 X- X# ], C
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of4 y" C0 k* f/ {( |( U
another ship actually sunk, the data for the two ships could be mixed. Depending on
9 o% P: F' Y  f6 Q. Mcircumstance, this might result in one or even both ships being reported as sunk.4 f: F/ M; ]7 r4 t0 e
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
" {& r& z9 ~8 r; g/ `TF list screens. The calculation will continue to show the remaining ASW capability' {; E) f) L2 k
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is8 V" z, }0 @! d' @# ]' e* l* N
now based on full load for all ships in the TF.
8 L4 I. Q$ G! U51. Resupply capacity for bases added to editor
  V- m, d( |9 ^52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
6 ~. _, c& @  {& K* W! V53. Adjustment to AI unit planning level based on AI difficulty
5 d& P9 i3 t( P  U54. Ensure minefields are created for proper player when a single TF lays multiple types' @( X/ u3 E% H# M& W! i  [/ l* M0 U
of mines. Player of minefield properly set when first mine type laid by a given9 T' N9 j5 Y- ^* b7 Q" \  a1 j
minelayer but a similar check was missing when the TF contained minelayer(s) with+ n0 k- N3 Y1 f1 G' D
two different types of mines.
* z9 }3 Q/ w# q) H, T; F! c3 ?55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
- Y0 c- f! t; ]- ], x10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
3 d, R$ W1 \; U3 c$ Hfor owning player, if partisans attack and cause damage.
4 k5 I" `/ ^. V$ [/ l; S- Q1 ]56. Gameplay Change: Movement rates for clear and desert changed to 25 for
1 W( _; Q) E! bmechanized units4 s; i7 d4 @2 r, A
57. Gameplay Change: Land combat effects toned down1 \- g2 L! ]% f2 o
58. Ensure AI captures empty bases$ a" B$ M" B+ U3 |% n! w
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
8 S3 w+ ?! |* B$ {: o, x* I" Hsave from moving them ashore. Training from disbanded ships does not increase the5 R+ R7 b- [7 ^, b8 T2 v. F
pilot mission count.( V" ]  ^1 Q3 M, }& T, N; ?
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
; p/ ~$ p) c  ?order to help identification of saves- _0 z- E* |# I5 A6 @% H
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
4 }( v9 o8 \! Y& Y. q62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
, a! h9 ~+ {7 c9 q8 |. h- f/ |1 b) Nmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level4 ?* B8 O4 w; _; ~  C* q/ A# q
bombing attack. Groups were at maximum altitude and conducting glide bombs0 G. s* R  v) H! Q: @+ N' M
attack, sometimes without engaging CAP or flak.7 J) z: C8 B4 A& T* l4 U
63. Changes in order to standardize inactive Soviet group’s training options;
. }4 f! Y( [! U, Q64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
& a- i/ W" {4 ^6 F" sPilot Management for more details). The number of pilots on the group lists is RED if
3 V  f7 A  I* _+ A4 ]% y2 Wless than the number of ready planes in the group, indicating a shortage of pilots. This
# a* Z1 ~( N$ w: l; E1 |$ R. z% S8 fshortage may be filled automatically or manually for a mission based on the pilot
) a, T3 ~- K) ?6 v6 Dselect mode.- L) ~7 }" _, {
65. Corrected issues with group destruction on scuttled or sunk ships and groups on$ b4 n$ r' |6 B5 z% e
withdrawing ships. {$ Z+ u5 B6 R9 B
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at0 s. d3 v& j; p2 {
close range
8 c, o# ~0 ]+ J0 S" h' p67. Gameplay Change: Greater weighing of crew experience in surface combat
0 f- e% M$ w7 {6 X* r* b  Q$ z8 _68. Gameplay Change: Limited radar directed fire, increasing over time
+ ?+ ^8 ?) v, ^- f69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
3 w6 ~  k+ t# c8 f5 M- l  w* m6 scombats at 1000 yards0 L  }* v3 H0 U9 m
70. Gameplay Change: PT Boats less likely to attack in daylight( V, I+ ]9 [% a" \( ?
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be' @( C% }7 ~" K6 _* O* S
hit in ports and rivers* Y/ x5 Y4 e$ M
72. Gameplay Change: Submarine captain ratings have more influence on Submarine# S& P# l1 H) F2 R
performance
$ G* ^+ V$ J' r/ t2 d73. Torpedo hits on escorts not showing in combat report bug fixed  u+ O9 v% F/ m& A- z, T
74. Gameplay Change: Aerial ASW less powerful in early war( C2 S% r+ D# O3 o# b! R
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
$ K  M: q8 H1 Z6 p; s+ Cdiverted fragments having planes but no pilots. Pilots still flying planes are now
9 O; |1 A4 R1 N' Signored for sinking ship purposes until their plane lands.
. Z* q  ^, [+ }: F7 k% ?76. Group transfers in off-map bases from a ship in the base hex to the base itself were6 ?1 m2 i/ X: H* ~
being delayed ‘4’ days. There should be no delay.
6 [4 L# V% {+ j1 [8 |1 h8 ]77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
8 j, x3 }9 U9 @the convoy disbands.
  s3 D  E& d' K$ f& H2 d! [* ?78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20: L% K2 m& O% T$ |# W, T% R
hexes. The range was not changed when the game scale was changed.
. d2 l4 A* b8 z5 u/ u0 o; e$ y79. Fixed bug when displaying search arcs at a base( X& {+ n2 K' U8 ^
80. Fixed Escape key on Industry Management screen
3 b. ]) r7 s" _1 ~1 w2 J7 g81. Fixed oil and resource in totals on Industry Management screen
2 I0 s8 g$ f5 q3 Q1 k, R( d82. Interface Improvement: Add an extra line to the Industry Management to show total
* J* G5 t2 ~$ D- d2 Ushut down industry on Industry Management screen
, j6 v2 r( e- j% b83. Interface Improvement: Add base select to Industry Management
' b0 E( q9 b) D& H6 g* F) T4 u5 l84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
' U* N4 G) {* a8 S5 [7 ZONE group for Admin stacking purposes; the presence of all three in a base counted
$ K( A/ V5 b% X# o# Was 3 groups for Admin
/ ^7 X$ Y- F$ [" I9 Z$ ?- E85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups9 {/ q2 Q% V% n
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
+ }2 Y4 Z9 ]7 D" M2 Z4 WFF being affected by old stock code that cleared the secondary mission.& l; K( w7 l9 X5 A/ o
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
. B8 c  }3 X* T% Y4 u4 N88. Fixed an issue with tool tips being offset from actual hex when forming new+ j4 @+ j& s1 ^9 l2 I2 C% b
taskforces
0 t6 P/ D) I' [& |, r6 j* n6 z0 G89. Added the saving of preferences on save; the preferences on PBEM saves occurred on1 ~* E; x+ r8 N$ d
the end of turn save only. Preferences are now restored as saved for the player at the
$ `9 h/ y* W* b! @time." r8 Y% G8 F  L, I+ a7 m
90. Changed air supply mission to use a friendly base as destination, if both a base and) S+ x% M6 B$ ~1 ~* K9 Q3 I
LCUs are present in the hex; it was sometimes giving the supply to the first unit only, L% X# K7 W$ E6 o; J: R
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
" s  {) N6 v' y8 [2 Ymission was canceled because the enemy LCU was selected as the first unit in the- J/ _# f: v" ?; \. D
hex.8 P% y- U6 Y& T- B" }
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
& a  u5 A! D' _% B- S93. Prevent very low grade TF commanders from returning single ship TFs to port to
! Z1 r) u* i. ?; g8 e# {rearm when rearming not needed.
2 p! U  k, {  q2 S! G94. Fixed the supply cap and monsoon effects on supply# k  p5 i4 q" o4 W- Y
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland; O" Z0 ~  h4 R: I6 `
movement.8 ]  t# K0 e' A+ e; K8 W  E
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
7 W& O3 ^7 y" Ewhen Soviets are inactive.6 t7 ?6 x/ o: Q0 r, A) M
97. Tweaked resupply task force to Japanese bases.5 U) Z5 p* @. j, y
98. Fixed a HQ/Chinese unit respawning bug.1 N+ H7 U3 s. h, W& Q; t+ [
99. Restricted permanently disband/withdrawing air groups from being able to the the1 [+ V: W% a/ X
“Trainer” option in the type of pilots to use.7 S6 c: H8 p3 U' J5 l( c+ l
100. Restrict the options available to pilot movement in permanently4 ^, y9 F1 Z. Z, a+ B
disband/withdrawing air groups; mainly restricted to making them active or in-active  B3 u# Q9 R. d, ]& i4 S7 H
within the group.9 S# v3 W3 l- X" p' Y1 _; N
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
8 t0 {& r9 I; v' ^/ l& Sparent group - stops divide ability
6 @2 v$ e. m; t& p102. Fixed an issue where some autosaves could reset game options.
  F; L0 Q( s0 Y9 a5 b% Q$ ]( D% o# c103. Disabled the ability to make a group a temporary on-map Trainer.( W5 U; y$ I% u0 P# ~
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high1 F- S3 Y3 q" R2 w- [) ?: b- M/ x* P
FATIGUE pilots.1 d0 W* Z' }* L' B& f- C
105. Made some adjustments to Kamikaze effectiveness.& B: f' X8 z( \- X* j9 o
• Naval Data Changes7 d' y+ R3 S; L- D. S  L4 R  R! J4 z
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
& o6 k# Q% @' `# NClass! O) c" i5 ]3 W# A
Scen 001, 002, 006 (007, 008, 009)
: U. U1 h) b3 a( W% K! A: |  q# H0021 – Australia – correct weapon facing
: }" Y) Y) i3 n! u- I0418 – Helena – correct tower armor from 0 to 1258 ]) i! S% ]& ]7 t, s( O
0767, 0769 – Chevreuil – correct endurance and fuel0 Y6 I$ \# Q4 c9 X
0770, 0771 – Duguay Trouin – correct weapon facing& u+ M1 _; Z' E7 ?' ~; i8 [- C/ O
0772, 0773 – L’Adroit – correct endurance and fuel
8 M2 Z6 T5 u* B8 S) \+ @" t0774, 0775 – Fantasque – correct endurance and fuel
8 i2 Y/ M0 u7 u2 Q8 }0776 – La Galissonniere – correct endurance and fuel& c- e3 g+ f8 b$ @0 I8 N
0776 – La Galissonniere – correct weapon facing
3 d, U1 A& ^6 }. v4 W9 w( w! A3 E* n1013 – Yubari – correct weapon #4 turret armor
# O9 y3 J5 s+ m# E4 V  d2 ?1102 – Furutaka – correct weapon facing4 J3 m2 @* u5 j
1107 – Aoba – correct weapon facing
" C" f- J0 L% u) D+ \' ~1112, 1113, 1114, 1115 – Myoko – correct weapon facing1 J3 H3 V8 U. C' p7 u
1730 – Yamato – correct weapon turrets& ?! {6 \) J. d) i4 g
2025 – Kongo Maru – correct weapon facing
( U/ d0 K5 Z1 v' j: ~3 \! h; }, ?2202 – ARD 3000 Ton – add Japanese small ARD class8 }% S9 M6 [3 W. c/ k/ `
2903 – Gnevnyi – correct weapon facing
4 E2 v2 B  F+ k# h8 e9 T2915 – MK Cargo – correct weapon facing
, I+ X' G/ C* l, q1 m! X6 c- c2918 – KT LST – correct weapon facing
4 U+ H! \$ N1 {* i' lShip
; m, e6 B& v% ?  D0 o* `Scen 001, 002, 006 (007, 008, 009) changelog
! M/ O* R1 ^0 L' ^All – update weapons from class to reflect weapon facing corrections3 l( W7 V6 X+ {: S. D
0999 – Dublon ARD; add small ARD to Truk5 c4 w& B5 h1 U5 q
3550 – Laffey; correct entry date to 4204302 y7 w- W: X/ Q+ }+ L& v
3580 – Frankford; correct entry date to 430430
4 u  k. b8 ?$ [$ {4317 – Thornton; add Clemson AVD at PH+ d  [, P6 U. L
4361 – Henry A. Wiley; correct entry date to 440930* P3 n! t, J! G; \
5222 – Rixey; rename to Bowie
" j% b: R" T6 D" k* S5223 – Hercules; rename to Highlands
: `# V- G, m; n0 k- k: O* h6 K5251 – Pinkney; rename to Pickens
6 C- a' s7 R; M4 [- {7 Z9253 – Madras City; correct entry date to 420228" v( l' k+ s, A# p8 |1 Y: f
9728 – Indus; delete duplicate ship entry/ e! Q! C3 M! T. B( v1 B. V
9837-9849 – Soviet Fleet; correct ship name spelling
8 X0 X& {& o6 m  I8 Y( N11316 – AFDB-2; change arrival location to # 524 Seattle
9 X* t5 [1 M" y5 y# M: \$ S11364 – BYMS-2055; correct entry date to 430228; T" g: {0 b, z, [& [  i5 D
11365 – BYMS-2059; correct entry date to 430228
/ a5 h" B" O. P% b% y14070 – Ha232; correct entry date to 460228, g; k2 p' o& g% i6 `3 h$ D; q7 U
Scen 006 and 009 ONLY
% X& W9 l# h% M6 T: [0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4459 M& ~, j( |& Y9 l; H( f
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 2954 n) h6 }: ?8 H! `$ f
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
* ]6 A0 g. n3 I0 z$ u* d& a0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3701 g8 [- v" T2 w% b7 M( I, p
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3702 C' W% ?, s0 W' A2 o) @
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
1 v6 }, q2 n( w6 ^8 V7 h0043 – Hiei; adjust fuel to 4175
$ k6 w* r0 {- [( {$ f( \0044 – Kirishima; adjust fuel to 4175; Z+ ^, z7 q* D' Y3 y% o' r# L" v
0067 – Tone; adjust fuel to 1775: Z% F; E7 ?" L4 Q
0068 – Chikuma; adjust fuel to 1775
3 N( C* A9 ~# e! n: Y, q0118 – Abukuma; adjust fuel to 833) l% \2 \; |' w' f; ]" F+ ]
0146 – Akigumo; adjust fuel to 265
$ G" I" B' ?2 D0 I0168 – Kagero; adjust fuel to 265
/ J& c) e' L" H: k( m0176 – Isokaze; adjust fuel to 265
: k* I: d( f8 W5 N9 }) @. b, |0177 – Shiranui; adjust fuel to 265
+ K( M6 L) E' B• Air Data Changes
* d, h& V6 G  H$ i9 r[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
3 r$ S+ B* [% `# Y[177] B-339-23: Name set to B-339-23.
( V/ S" x% ~0 q$ U1 H[178] B-339-23 (PR): Name set to B-339-23 (PR).
, Y. u0 F& ~* g, _' C0 [[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
5 K4 N6 ~2 s  u& X3 w[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.; @9 u3 i* T/ i& v6 {
[365] Stearman 75M: Nationality set to U.S.Army.4 R) z' l1 \6 y/ @" e+ N
[451] PB2Y-3R: Deleted.
- z4 j7 X+ B9 ?8 J3 D[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.& a* Y$ M* i& ]- n
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
5 X  b/ }7 @% ^1 P6 pMG; wpn 13 set to 500 lb GP Bomb.0 c, X; n9 B6 T0 s- ?$ c
[1923] No.1835 Sqn FAA: Delay set to 0./ h4 Q. @2 D0 e) _4 s
[1924] No.1836 Sqn FAA: Delay set to 0., ~8 x; u/ E9 ^* a0 l
[1929] No.1841 Sqn FAA: Delay set to 0.
9 h5 t  R4 s  O# B1 j3 q% `[1930] No.1842 Sqn FAA: Delay set to 0." D' I1 W- X0 |4 `# _9 g2 p4 u- U
[2587] VMF-211: Location set to [584] Pearl Harbor.
) B/ H9 y" Q+ W4 ^[2642] VMF(P)-321: Deleted.
2 G8 O6 S( H) c% ]. `+ C[2652] VMO(P)-351: Deleted.$ ~3 \( C- [- k8 _7 d
[2668] VMF(N)-511: Deleted.
& T- M; p& f1 r[2669] VMF(P)-511: Deleted.. K7 z' A+ f- f0 h+ H/ {8 n
[2671] VMO(P)-512: Deleted.3 W8 ~) f5 F/ x; y
[2673] VMO(P)-513: Deleted.7 F1 g# M7 W5 r* Z! \
[2675] VMO(P)-514: Deleted.
5 e0 H8 J2 z; f( M[2827] VR-2: Deleted.
! q& P. R; {0 D[2828] VR-4: Deleted.  O$ }/ P+ V$ D) A9 J
[2829] VR-5: Deleted.+ [- [, S( ]5 t) P1 M  r& ^2 f
[2830] VR-13: Deleted.
2 I6 ?& u0 ?! Y& r% o; A* u/ m[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.; B; f4 P8 }( _8 H+ E
USN patrol-type squadrons 4301 resize to 15 deleted.
- Q. z4 E2 \4 v8 t  M4 j6 CUSMC squadrons 4301 resize to 24 set to 4410.9 P( T& T9 s0 s
USMC squadron upgrade paths reworked.
: d6 d% C7 F4 c' o# RGameplay Change: Units with a/c MAX strength six or greater now able to split into
, B$ l' y; r3 F5 ethree subunits.  ^! p  j8 m: I* W! L
• Map/Base Changes6 z0 g; }0 n5 Z- o
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
, l& a2 j. J8 x. V/ q% }5 y) ]New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400! B9 }( s. C8 @7 L5 r
AV.  y9 L* g( L; f% M
2. Garrison levels in Japan have been significantly increased for the Allies.) S; ^' p% ^" }. |
3. Garrison levels in India and the Philippines have been increased for the Japanese.5 H6 I+ S# b5 x- v6 @3 M/ |
4. Garrison levels have also been adjusted in other locations, with some areas having, {% E+ J* T8 g( X4 e
small increases.
9 k, F3 i1 j4 [5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
/ |$ G& E4 l( n- {5 a2 @Airfield.
- D1 t2 q4 S; ~1 }) F3 v6. The starting fuel level for Los Angeles has been increased.: R. }+ ^+ ^; r- b) ~
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1., D/ o3 q7 K9 A6 |3 U
8. Anchorage in Alaska now generates a small amount of resources.. ?( b3 q# p; S4 S
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
, ]0 e; x0 z/ u+ X. C; P7 L7 b10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
* S4 _  p( f2 h1 O) k+ e11. Nukufetau has had its port level decreased from 1 to 0.* V7 H2 v" c* J9 p6 d0 e
12. Pago Pago has had its port level decreased from 3 to 2.( E. G& Q' k+ |: R& ?1 S
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
. f% X0 K8 i7 e& O: s  n- bbase does instead.
$ q: }$ E: w# F. v* Y; g) A: }  ]14. "Ahmadabad" has been renamed to "Ahmedabad".
( ?$ \! Q8 n' o. o8 [% D15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
* h( ^* G8 z3 @: B1 L( I: Nrather than being concentrated in a small number of locations. Overall, Chinese5 A: M# C- ]' G/ t( @( X7 n
supply point generation has increased, to about the same level of supplies as in the
1 ^7 g& t8 D. Voriginal War in the Pacific game (it was a bit lower before).
  V( S7 T, x( u+ v. F16. Australia now generates a greater supply point surplus than before - about 5,0004 m* D$ c$ @: J. A+ s3 `: H
points per day as opposed to about 4,000. Fuel requirements remain the same.* l! Z6 N3 d1 o% c8 @) @
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
' _2 E" p4 [" d: u* j7 r" Uinstead of hex 200,40 - and the road and railway networks in the area changed to
+ T* u' M" E% Z9 z0 |match
The most persistent sound which reverberates through man's history is the beating of war drums.
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