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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】:- q8 @! Y2 G8 F
http://www.matrixgames.com/forums/tm.asp?m=23138508 x$ D) o* \8 `" j+ {4 |7 [

$ ^2 K2 H% f. Q. _: [/ a, _英文版未汉化,,暂时也没有汉化计划,建议不熟悉AE界面和操作的先用第一版汉化上手
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【下载地址】:
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地址1:rayfile下载9 e: O6 |- u7 b* e
http://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/4 E1 `. ^9 h# s( Z7 N
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地址2:HTTP直接下载
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3 b$ b0 h7 [0 N) W- L- bhttp://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html3 N# x  E( U. D% Y5 s$ \

: w; ^8 X3 @4 |& O5 P【使用方法】:
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! V9 j0 B& b4 J. K/ d5 B0 u将下载的压缩包内所有文件覆盖到你的AE安装目录。
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【更新内容】:. T6 @. F' A7 L3 G5 V% n3 Z- d
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Change History:) l3 J/ C2 H( N' i. h$ L5 J
v1.00.95 - December 7, 2009: {9 y9 d, c3 m
• Second Official Update – This release is comprehensive and updates ALL previous& ?& u; W, K2 u' P+ {4 Z
versions to the v1.00.95 level.0 ~$ C- i* f  g9 R% ^7 ~. G
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot. n; J% z, N( W7 q7 C4 {0 ~
Management Addendum” which have been added to your Documentation shortcut subfolder
! Q# Q( i! D) F0 b, \and can also be found in your /Manuals installation sub-directory. These two) o7 m. N) b0 H. L! x% K
documents contain very important information on improvements and changes in these& ]* D5 p" N$ P- S) b
areas.- B1 y6 Q# N7 i& n5 Y5 t9 d
• Code Changes3 w( Y6 b- k! z& e5 \) i# O# b
1. Interface Improvement: New Screen for Industrial Management
4 Z+ ]7 Z( k" m+ A1 i: x0 w7 o& ~$ n2. Gameplay Change: Air transport mission was using all ready planes. Now the
4 A+ I, ^# S# fnumber of available planes for the mission will be adjusted by the rest/training
/ k# i8 t, ^: W  t. u# cpercent as on other missions.
9 m2 ?- @, c) j" h) `3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
6 r3 w0 l' D( A. G! l$ Y2 A' D9 k0 W: c4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
$ I- |* q! ~1 L7 Fshow in change command list
8 O; L$ U5 ?+ R. O5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use' A: ^4 L4 _7 k
Bombs’ flag rather than the altitude setting
$ N+ L' O( P' l8 x5 Q4 ?3 i9 O6. Gameplay Change: Full base screen now show the consistent over-stacked AF
/ d. R* @) V0 |! eindicator ‘*’
8 v5 a& K* d& |; g7. Pilots who are captured or killed were still being counted in some group totals. They, o# R$ E& o0 |7 W( K$ A8 ]$ C! @; C) s
are now removed from group’s pilot count, but still available for ‘Top pilots’.) D2 p7 Q' ?- N1 _% G
8. Interface Improvement: The buttons in the lower panel of the main screen have
- C3 a: d$ j% H9 ]; ebeen improved. With the mouse over the icons on the far left, the number of groups,$ P. Z  i- m8 d8 g
task forces or LCUs at the base is shown. Added a previous page button when there
5 x3 W' ^& c3 @+ Qare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
! a4 A- A, |; |0 B& O- Z9 [tooltips sometimes were corrupted when other screens were displayed on the map and% ]! m6 w/ L7 a4 L3 d- c
the bottom panel was still active. This has been corrected.3 Y; f) }  M& V6 z. K: h3 `
9. It is now possible to repair planes in excess of the group’s size
! K: d6 |$ u# X1 T5 ?, {$ w10. Gameplay Change: Adjustments made to air skill in training and combat. Skill7 a. ^( R9 x3 D3 ^) |+ Z
training is incremental. Points are accumulated and once a certain level is reached, a
3 M" h2 N; K8 }9 Ypoint is added to the skill. The cutover level is the current skill level; so as the skill
. {: T2 n+ B' n5 G) x* m: }level increases, it takes more accumulated points to reach the next level. Combat
- h. }6 t  R! h$ i# Ngains points faster than training, and combat is required to reach 70+ skill levels.
, L( A+ A6 y. `1 N4 i) ?, j% G& f4 qExperience levels behave similarly with the one exception. If the Experience level is5 L- g4 x6 j- ~4 l3 x
higher than the best skill by more than 5, a skill based on the group’s mission gains- v7 Q. ]5 L  g7 \' m. I6 U
the accumulated points instead.
/ W* q  |# z0 q* k9 c11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,) E# K/ q, W0 T0 {0 o
ammo and return to base if required4 z! r: c  }7 B
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
. U. X. C4 A$ s& }13. Gameplay Change: Malaria effects adjusted
) }* d/ b2 }! M- g/ _14. Fixed bug preventing port construction in certain cases0 s. [! Y1 C/ t! a
15. Fixed bug preventing combat engineers from building7 a( U1 y+ a% e2 _2 R/ P9 F
16. AI improvement refining settings for LCU attack levels6 a, d0 @! t4 H- U& v* w3 g- k
17. Corrected unit TOE loading bug* G4 V. P, q, j3 o' F2 g. d# F
18. Correct bug setting default morale and experience when not provided by editor4 r3 s1 ]% p: d& U
19. AI additional checks for level bomber base sizes
# }5 j- _0 B5 v20. Numerous supply tracing improvements2 K# w$ @4 d3 M. u: D
21. Numerous supply/resource movement improvements$ @  U  k5 M8 p& K7 B) o
22. Corrected several land unit fragment bugs.0 P. z: M* G3 I! S( r. U
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF! B, x) z. E4 p/ l
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
8 h  K7 ^9 r  a, bmeeting process to reduce chances that the meeting will not take place until one or the
; X: F8 z* n. R0 U) }) Dother TF reaches the “met” TF destination. Also correct a problem TF could8 [  s& t0 Y9 f/ P
“merge” with a TF that no longer exists under certain rare circumstances.
% F( j  `6 c! o2 p/ H" u24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
( Q2 J! |4 w& ldocks at a level 0 port and the standard practice of creating TFs as docked to facilitate
" s9 y6 w) D2 \' _* ifueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
3 n8 a  A4 Q3 rdocked if the port has the dock space for them, but will auto-undock when adding a  Z: m0 Q" ?/ H, h' l$ w" C
ship to the TF causes it to exceed the port capacity.
$ O7 v* p$ g% `$ z+ e25. Adjustments to naval retreat determination. TFs retreating after combat will now be
3 @& ~7 L/ I7 P* [' Sless likely to retreat to hexes containing other enemy forces and be more likely to- ]/ l. s4 a& o8 r. e
retreat toward a friendly base.2 ^" j4 I! M& S
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it6 z# k$ S% t" B0 u9 h8 [
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded$ Y+ [! U3 M; D! Q
in port, (c) ships in port (disbanded).
  Y% S- c0 R4 v( ]7 ]# k27. Interface Improvement: Implement search arc drawing on map
- Z7 N: ]0 o, `1 ^28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
3 S$ J$ D9 P4 \3 I$ censure partial rearming is in full mount increments, and adjust ops usage according.
+ K) g) h* J' x4 b9 v: \( ~29. Fixed naval support availability bug. Naval Support in HQ units that were actually at( R1 ?( e" ?: ~* Q- c1 \& B
a base were incorrectly excluded from Naval Support totals at that base. This was
' u, f( q! P; C: M$ Vdue to an error in calculation of Naval Support availability over HQ Command radius.( f; l+ h% Y& }8 b
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location6 g  S* @3 G4 e
could improperly interact with fragments of the same parent that were at other
% i" m  g: p+ O; ?1 vlocations and had been previously loaded by either the TF or one of the ships
; l7 A& r/ Y( G% `3 Z2 ucurrently in the TF or, if the load required multiple days, when unloading of other6 p! ?" f8 w  c* J2 J8 v8 F9 C% X
fragments of the same unit caused and automatic switch of a fragment to the prime# N) _0 T4 t, s: `5 v
unit.
* e6 t: K3 ^) U& D31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
8 L; _' X- q; a( ~3 b5 \8 uPreviously repair of all system/floatation/engine damage would terminate repair of a
9 T- a2 |! s+ i6 D# xship that also had a damaged device (weapon, radar, etc). Damaged weapons will
7 Y; N0 N( J5 o0 K1 H1 }  _now prevent full repair of systems damage and may “create” small amounts of system
/ C9 _/ j9 }5 L& i% H: m* Wdamage to keep the ship eligible for repairs. Note that this may have the affect of3 Y0 w9 K2 d) j4 y* H' Y% a9 Z
small amounts Systems damage being not repairable at a location where it normally
4 \/ [5 W! D  b( iwould be repairable if that location can not also repair the damaged devices(s).  a* F. |; |$ K% y: r
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
0 f' |; x9 J! T2 ~; ^of aircraft6 u& N2 o1 t0 u3 M. `
33. Corrected several menu bugs. `) F* ~5 e3 D8 g$ V9 V
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
" p7 `: v3 W: u; M3 G5 V2 uland units by TFs." Y; m3 m9 D, }$ I5 G
35. Interface Improvement: Add “undo” for ships being transferred during ship6 U, i& c* H' g- ~8 h1 c
transfer. Previous undo only functioned properly for ships being transferred into the% g. H4 D# M# ?
selected TF. Provided undo for ships transferred out of the selected TF.+ [' H2 B' N+ ^/ I; B. @
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that5 ~# s2 f' Q9 R' b
is following another TF that is beyond the player-set follow distance.2 n2 S3 q2 o. ~( ^- z! t9 r
37. Change ship based aircraft repairs to be by plane, instead of by group
. J) p2 s) d8 [' c( [* i) J* K38. Interface Improvement: Made air group screen larger to reduce clutter
0 f% }. @: }# V' L3 S9 J39. Gameplay Change: Adjustments to supply consumption by land units3 v2 W* E# {% W/ G. N/ A
40. Change to AI shock attack determination
; F9 x7 a" \# f! L41. Improve AI awareness of intel on nearby enemy LCU9 b! v; r! ?: A# ^8 n
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level  e, v- B9 ?" N! D# B+ {
43. Gameplay Change: Changes to AI production on “Historical” level# Y8 r2 l8 ]4 J* U5 [
44. Improvements to save file process to reduce chance for file corruption, especially by+ J6 B! ~7 T! i% h; U/ V! a
deleting the old save before writing the new one
; ?. z  i8 l' R: P8 t: p45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
9 F" l1 j8 v& H46. Improvements to refueling calculations and processes. Ships are more likely to fuel
! `% }5 z. j- P8 yfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming9 m- R; A. P* b4 C- l4 k
sources for the “from port” and “at sea” variations.% z7 D  B8 x; p) N3 d- C* M
• Replenish from Port will now use the available fuel/supply at the port and on all
4 `3 Z# {" P* w) ~, n- K7 Oreplenishment ships disbanded into the port. For those disbanded into the port,
2 g: G+ n8 b. s4 l/ x6 @2 Monly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.9 u  ?$ x0 n: ]
Tenders must be of the appropriate type for the ship being replenished. Note that% E# `; D% z, {2 j4 H
port facilities are used in preference and ships in the port are only used if the port
) A& _7 z+ u( a; g, His not able to completely replenish the ships in the TF.
4 R; m% t, w  t% U• Replenishment at Sea when the TF is in the same hex as a friendly base will now
3 m8 |/ l! w' M7 ouse all ships in TFs in the same hex but will no longer use ships disbanded into a
. e* b) m; L' mport in the hex.
/ A. A% _* h( o; \8 _47. Interface Improvement: Add new map icons to highlight certain events) W- s& S- S& Z
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
: d1 \! L& z- z- H; \4 L* Ysmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap6 u+ U! _0 b1 p4 j7 [
port or from any TF that is currently off map. Ships that are not badly damaged; |" z+ n* ?% J" Z# P  l: x  ]
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
  {) k7 P! F$ j* hFor on map, ship may not be on fire, total damage may not exceed 99 and no2 g& S+ F1 v; i3 Y) [5 X0 h
individual damage type (system, floatation, engine) may exceed 50. Ships may not, c. A- D  R% \* s) X! A
be withdrawn from any on-map location where the enemy has air superiority. The9 ]/ P7 T8 {  h3 ?
intent is to prevent withdrawal as a method of saving a ship that stands a good chance
* D6 a9 b  g. fof being lost or further damaged. On map withdrawal ports are set based on the1 {! e1 I& L; b) \' u+ H
historical exit locations for ships leaving the Pacific:
5 w8 h8 X  {5 ^& M% y3 J1. Any level 9 port.
. z, e* r4 T+ {" j" N% X2. National home ports of the United States, Canada, India, Australia, and New
# ^3 X- n% Y! e& ~Zealand (with no port level requirement); y8 [6 {' d+ t6 y. _
3. Any level 7 or larger port on the US or Canadian West Coast.; d8 w( H' z) Q1 Q# t- l* [
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)) j  E+ t$ v/ b; @! r/ j
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
/ Z' u1 h; r2 {, }- a7 N' X6. Any level 7 or larger port in New Zealand.
" S) G4 Z& p9 }9 O49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of( ], F; {2 `/ f, N6 Z; D8 ^
another ship actually sunk, the data for the two ships could be mixed. Depending on
0 V6 P. r/ U* y% a6 ocircumstance, this might result in one or even both ships being reported as sunk.5 z' j: b. c0 [+ v8 r; w
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and, K) K" S) m" G: z
TF list screens. The calculation will continue to show the remaining ASW capability$ x! c' ]3 ]9 }  @4 ^
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is' K- e& g- C6 B$ r
now based on full load for all ships in the TF.7 f  C; @/ y/ o+ c* w/ \
51. Resupply capacity for bases added to editor
2 Z1 N# R8 C5 h) N" X; `52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units& @' H/ ^6 q* H
53. Adjustment to AI unit planning level based on AI difficulty+ ]! V3 u2 S! U* X
54. Ensure minefields are created for proper player when a single TF lays multiple types+ ]) o: `, `; |0 J& ^. f
of mines. Player of minefield properly set when first mine type laid by a given8 i* d6 p$ D0 Y  f' @7 x& Q
minelayer but a similar check was missing when the TF contained minelayer(s) with
( v6 k8 V8 U) C% G" rtwo different types of mines.- n0 R/ Y9 S8 b6 v+ V1 U
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and, p1 [# V' n6 u; R5 w. V6 j/ t
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex" f6 k, \% E1 ~; i, X
for owning player, if partisans attack and cause damage./ M" r4 k2 {* U" c+ \
56. Gameplay Change: Movement rates for clear and desert changed to 25 for4 a9 u% H1 H3 ~9 [
mechanized units
! `" r, p6 f7 T0 ^4 v: V. l8 z57. Gameplay Change: Land combat effects toned down
: U4 J! J# y$ z/ E58. Ensure AI captures empty bases  E/ n9 K# Q  D
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
& I6 k  t% G8 |8 Q  ~1 isave from moving them ashore. Training from disbanded ships does not increase the* _! Z' k- L2 f
pilot mission count.. u' `9 y7 M1 @3 f$ {- x4 R
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
$ e- c) `0 ?8 e& n8 f  b6 {# X7 torder to help identification of saves
0 _1 v) Y" j0 ~0 M$ ^* E61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
7 z3 k6 Q- |0 k) ?; G/ |62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group* Z/ N% \  d) A' E, ?: ~/ G: A9 v
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level- @4 ?* f% c# M7 b. _5 _+ n+ L
bombing attack. Groups were at maximum altitude and conducting glide bombs' \* N/ o8 f* h% l. h, [
attack, sometimes without engaging CAP or flak.+ B2 p5 E% E8 B% A
63. Changes in order to standardize inactive Soviet group’s training options;
) t/ U3 G8 a% f  `! F7 _64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see7 y9 Q$ Z+ O: t% k
Pilot Management for more details). The number of pilots on the group lists is RED if
  i. I8 h7 L1 m& T" g5 J5 kless than the number of ready planes in the group, indicating a shortage of pilots. This: E7 c6 x- S; x& V
shortage may be filled automatically or manually for a mission based on the pilot+ S% N2 M# {) k+ V
select mode.
$ Z; n! i4 Z2 x% B6 b" g: F  O65. Corrected issues with group destruction on scuttled or sunk ships and groups on' |; g7 J. d3 C/ `  G4 L3 F
withdrawing ships
) }, E. ~9 d# O# f5 y8 M$ B66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
0 b- e; V1 d  \6 G4 Pclose range/ ?# q' c$ Y. e0 m5 L2 D
67. Gameplay Change: Greater weighing of crew experience in surface combat. D( g/ m3 d0 v; t) g2 b
68. Gameplay Change: Limited radar directed fire, increasing over time% y$ B8 X1 M1 l! L
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface5 J$ Q9 `) N1 h6 ^
combats at 1000 yards4 N4 o& y" \' n5 A) ?$ Q7 g; @
70. Gameplay Change: PT Boats less likely to attack in daylight
4 S2 O" z+ _$ {. {( A7 L71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be+ r, f' f5 v3 _# L  \0 s, C) B
hit in ports and rivers
% t' G7 j2 f1 j5 x72. Gameplay Change: Submarine captain ratings have more influence on Submarine, z4 I/ Z. {! F8 F' ~# {
performance5 T# I: j4 S% u9 F' C! j, W+ g
73. Torpedo hits on escorts not showing in combat report bug fixed
6 D1 m( ^, X% }9 c74. Gameplay Change: Aerial ASW less powerful in early war
& `9 d, ^& a2 I75. Pilots still flying planes from sunken ships were treated as losses, resulting in any' i8 A+ p2 y5 s5 ?2 G
diverted fragments having planes but no pilots. Pilots still flying planes are now
1 E7 M5 y( I" T3 fignored for sinking ship purposes until their plane lands.5 v& h6 R* L  v$ b- I. T
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
9 @9 J# U( B8 y# Fbeing delayed ‘4’ days. There should be no delay.
9 [( Q% g5 ]2 h  y77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
# a) ~( ^! r9 R6 m2 Tthe convoy disbands.
* x( C) {0 @6 p/ a+ ^% R78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
& g* M. ?6 a1 s( Z% X$ bhexes. The range was not changed when the game scale was changed.
/ w) K% [8 u6 ^& S# l79. Fixed bug when displaying search arcs at a base
$ x+ z! z# k' w! K0 L7 _, g9 A, f80. Fixed Escape key on Industry Management screen
4 R; u- ]1 `- [* {2 U81. Fixed oil and resource in totals on Industry Management screen/ I  w9 Z. B7 X# g& b* n
82. Interface Improvement: Add an extra line to the Industry Management to show total
0 i3 c2 y! F! ?+ a) hshut down industry on Industry Management screen5 a% e* g! ^8 r' S* A* |8 b, O/ Y
83. Interface Improvement: Add base select to Industry Management
( J" [7 X0 U  a. a- ?0 v4 R/ a9 e84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
& J% `. o  W9 XONE group for Admin stacking purposes; the presence of all three in a base counted2 ~. e( e4 A. P5 d: F
as 3 groups for Admin( e( B; N/ d9 N& }1 n9 A) N7 E
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups: M$ S' Y$ l- ]( p! T
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
4 H3 G$ R; N$ o/ m8 Z9 OFF being affected by old stock code that cleared the secondary mission.
2 `" q& f( v5 N9 _' L87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
  J% F  P. P1 g: h7 R% Z88. Fixed an issue with tool tips being offset from actual hex when forming new1 {6 P9 S, F. {6 p
taskforces# V- I. b  D' @
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on1 E1 [  ?2 |9 u- T0 b: D
the end of turn save only. Preferences are now restored as saved for the player at the0 D4 X& {# n" S' q6 h& Z/ i
time.0 [' ?1 X) ^) l3 I& d
90. Changed air supply mission to use a friendly base as destination, if both a base and
# ]6 C- }% U$ H; r4 jLCUs are present in the hex; it was sometimes giving the supply to the first unit only
) [3 x+ |0 r& S1 {$ _91. Fixed air supply drops to a hex containing both friendly and enemy units; often the% K% l7 z: F0 O7 }' S. M, J
mission was canceled because the enemy LCU was selected as the first unit in the
6 |. [9 L* l$ I& f" H9 m, y4 }; x* ehex.# M* n9 M' E+ D6 v! D- L
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
6 ~' h; R, Y; x  [0 D93. Prevent very low grade TF commanders from returning single ship TFs to port to
! O( D5 g/ i  e. p1 d# I8 K9 s: v! }rearm when rearming not needed.
# \! s! I  L% [' o94. Fixed the supply cap and monsoon effects on supply9 ~$ X! ^, g/ s1 f1 c
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
' o) @3 H/ {' f  S2 O/ \. ^movement.; W+ X3 f# p" y2 o' e. b, h
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base: N6 {8 A6 e4 n# G* w( @
when Soviets are inactive.+ a! e( a6 j/ N" g4 A" ^
97. Tweaked resupply task force to Japanese bases.
' K4 ^. k. m1 m' R2 C& \) n/ G& g98. Fixed a HQ/Chinese unit respawning bug.8 u, r. s" @: j+ _6 T* z+ j7 Y1 ^
99. Restricted permanently disband/withdrawing air groups from being able to the the) F$ B, R! _$ V9 q2 _* J
“Trainer” option in the type of pilots to use.
6 S7 t- R, c% v$ Y1 d+ o: g100. Restrict the options available to pilot movement in permanently
1 {: y1 T$ P$ h0 h1 k$ ydisband/withdrawing air groups; mainly restricted to making them active or in-active
) t8 D& {3 {, O1 N, Mwithin the group.
! T( X( ^0 w( G3 {6 z& d" r8 M6 C101. Fixed error in splitting air groups caused detachments not-in-play still attached to: N7 m0 M' Y# e
parent group - stops divide ability+ U9 N  c, m8 A) l1 Z6 q# t& Z
102. Fixed an issue where some autosaves could reset game options.8 R  W/ U& a* D% z( a& ?9 D& b2 c( `
103. Disabled the ability to make a group a temporary on-map Trainer.% x( Z0 Z7 v$ W4 O8 L
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high; t  R1 T* |! L* P
FATIGUE pilots.
6 Z. y8 W: d- q. B4 d! T105. Made some adjustments to Kamikaze effectiveness.
2 k* s- ]0 s) v5 c$ s7 a• Naval Data Changes5 N- ~8 v3 T" o5 H
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
( Y0 R/ _) K7 x; z, H0 nClass3 B% e6 N" X) q; t- b& U% V3 H
Scen 001, 002, 006 (007, 008, 009)
4 d9 E" l' v5 ^; k1 x9 S& E0021 – Australia – correct weapon facing
. l! k( M( y5 |1 H1 B0418 – Helena – correct tower armor from 0 to 125
$ k  K1 o* I* R/ p0767, 0769 – Chevreuil – correct endurance and fuel* j. y6 B$ l8 `( C& z3 I. c
0770, 0771 – Duguay Trouin – correct weapon facing( Z7 b2 j5 c+ D* J2 M8 G$ S# z
0772, 0773 – L’Adroit – correct endurance and fuel! _/ R& _; p/ C7 |
0774, 0775 – Fantasque – correct endurance and fuel
. W+ M0 x3 l  I9 i0776 – La Galissonniere – correct endurance and fuel( [6 g) n' W5 e5 b6 r7 l
0776 – La Galissonniere – correct weapon facing
) i: e* W! e: V' r% b" U- y1013 – Yubari – correct weapon #4 turret armor
% O, J: c2 l7 b  ?6 B0 h1102 – Furutaka – correct weapon facing4 Y& x  W/ {( I6 s0 i; v
1107 – Aoba – correct weapon facing
8 U5 n) N" r) R  O! z1112, 1113, 1114, 1115 – Myoko – correct weapon facing
+ a) ]" l  d' X3 z& b5 c& J1730 – Yamato – correct weapon turrets
, D7 {5 d3 w7 }0 k* A2025 – Kongo Maru – correct weapon facing3 r! `* M3 e" l. |# m
2202 – ARD 3000 Ton – add Japanese small ARD class
5 z0 Z/ _5 @  r2903 – Gnevnyi – correct weapon facing7 ]5 }  U8 }9 a& y
2915 – MK Cargo – correct weapon facing
  l6 l5 F  j7 i/ W0 j2918 – KT LST – correct weapon facing; t- Y: m+ p1 j; T# e5 N+ I6 y. N
Ship/ u/ {/ U% b+ i3 W
Scen 001, 002, 006 (007, 008, 009) changelog3 |7 [: }5 d6 y) x4 w+ J) w
All – update weapons from class to reflect weapon facing corrections
2 ^+ |2 J- S, \4 O6 S. x1 _0999 – Dublon ARD; add small ARD to Truk! \6 A2 ?1 ^0 D7 T
3550 – Laffey; correct entry date to 420430
3 f0 y1 O: p' d" i, B  S3580 – Frankford; correct entry date to 430430/ M) l; k: v3 ?& F; `0 Q
4317 – Thornton; add Clemson AVD at PH
/ [8 C( O% ^3 E* Z( a4361 – Henry A. Wiley; correct entry date to 4409307 ^' A- r9 L! ]) O" d/ U. \# F' e
5222 – Rixey; rename to Bowie9 M) j& _. S  u0 k1 z1 e
5223 – Hercules; rename to Highlands  u7 l! x; Y7 x0 Z9 H* X9 v8 M( g
5251 – Pinkney; rename to Pickens
' P: x* t. e4 k6 J+ j! s* P( d9253 – Madras City; correct entry date to 420228
# s5 Y. ~$ ?0 Z! N  x9728 – Indus; delete duplicate ship entry
+ W$ q6 Y8 E/ O' ]3 j9837-9849 – Soviet Fleet; correct ship name spelling) m  p% U4 |8 E6 X# }5 l, V/ I1 Y
11316 – AFDB-2; change arrival location to # 524 Seattle7 C% u+ ?* T8 `: i( P9 n/ H$ S: H
11364 – BYMS-2055; correct entry date to 430228
4 K8 y- y, w  Z4 ~11365 – BYMS-2059; correct entry date to 4302284 M; a; v% L9 _: m# F/ q/ e, v7 t
14070 – Ha232; correct entry date to 460228, V6 g$ y% Q& z5 B
Scen 006 and 009 ONLY" O; S" y7 F5 H: B) X' R
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
; M! @$ u: f2 ?0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
& {6 t9 b* t6 s0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
( @6 v5 c4 d; |( g6 }% A4 C, Q0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
/ g: _1 q. m, I9 y+ w0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370) M' `& }3 k1 U; s# u& J: j
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 4454 l9 ]: X  m# x, y
0043 – Hiei; adjust fuel to 4175
( F' [5 S5 Y4 F  N0044 – Kirishima; adjust fuel to 4175
* t9 D6 G% c( Y0067 – Tone; adjust fuel to 1775
2 S8 \4 e! _4 U9 I5 Q0068 – Chikuma; adjust fuel to 1775
/ C$ N' ]( h& }! z' U, X# ^0118 – Abukuma; adjust fuel to 833
* g9 C, P& h& E+ U) \) x/ H0146 – Akigumo; adjust fuel to 265
  f; I5 H+ j) l0168 – Kagero; adjust fuel to 265
/ M8 c9 \2 i3 D. O" [4 B0 ~0176 – Isokaze; adjust fuel to 2650 [; b  Q1 T  n; p( N/ z
0177 – Shiranui; adjust fuel to 265
: |, N7 c" k# P0 |# I) g/ I• Air Data Changes
1 a6 i9 ^; {) T+ v0 [5 ^2 J, c[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.4 |( D) ?7 w, _) @8 ^+ c; B0 |" v
[177] B-339-23: Name set to B-339-23.$ F) |7 V4 V! C- R$ T2 s" `
[178] B-339-23 (PR): Name set to B-339-23 (PR).
0 P: M- ^% n1 T+ O' H[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.' |7 B; S$ q* r/ s( K! O/ R
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
/ F3 E% H& u9 F1 W( B[365] Stearman 75M: Nationality set to U.S.Army.
4 }- y' M& n+ Y! r! {/ }[451] PB2Y-3R: Deleted.
# r, }6 k9 X9 M2 ?. U. f3 P[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.( t5 c; R+ w' f! V: A& R+ A4 r1 B
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning3 m; M2 Z& e9 A7 d0 f% r
MG; wpn 13 set to 500 lb GP Bomb.
+ V$ s# b9 w! x$ H[1923] No.1835 Sqn FAA: Delay set to 0.
* `2 @6 z' d/ J$ ?, N% k7 M8 f- R" H[1924] No.1836 Sqn FAA: Delay set to 0.5 n0 ]4 ^2 n+ ^: B
[1929] No.1841 Sqn FAA: Delay set to 0.
9 L5 S4 Y, d3 s, |: g( ~* }[1930] No.1842 Sqn FAA: Delay set to 0.
% P: c5 r; m" x6 l) e- B[2587] VMF-211: Location set to [584] Pearl Harbor.
3 P- f8 Q5 X3 Y[2642] VMF(P)-321: Deleted.3 e  L* B! ^+ J" r$ G
[2652] VMO(P)-351: Deleted.
* C% z6 b3 n) _; _" I+ b[2668] VMF(N)-511: Deleted.& {8 t( u5 G1 O* q0 r$ ^
[2669] VMF(P)-511: Deleted.* z( ~1 F6 B' L: t3 f
[2671] VMO(P)-512: Deleted.! R) d( ?8 f# Y% X
[2673] VMO(P)-513: Deleted.5 g( w9 g) V1 t0 {7 K
[2675] VMO(P)-514: Deleted.
5 v0 {  Y; r6 F3 O" P! V[2827] VR-2: Deleted.
7 K4 f1 W, s, S[2828] VR-4: Deleted., [" d* X( ^" p. E
[2829] VR-5: Deleted.; R- N9 m0 U' h. K5 t' a
[2830] VR-13: Deleted.
4 [8 _6 t2 s% r- ^[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
" C& M- C  R* g8 R6 X9 nUSN patrol-type squadrons 4301 resize to 15 deleted.
+ O( J0 [# C) lUSMC squadrons 4301 resize to 24 set to 4410.
& p7 }9 g0 s  `% c4 UUSMC squadron upgrade paths reworked.
; |( M) N$ b- n, q3 R. t2 QGameplay Change: Units with a/c MAX strength six or greater now able to split into4 E1 T: \- M( x# F" R
three subunits.
) Z5 ]* C7 H* N+ {7 h* x5 j; ?• Map/Base Changes+ s' _3 S" R( }  F: ]8 J
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
2 m* Q; Q5 g+ R- lNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,4001 X1 H2 C1 F9 v- M% T0 O4 `9 T
AV.
" K3 k/ Y$ G9 f6 t5 H2. Garrison levels in Japan have been significantly increased for the Allies.
' e9 \! t% h$ h" j9 Z2 Y3. Garrison levels in India and the Philippines have been increased for the Japanese.
& [1 i! y2 [; m' z& }4. Garrison levels have also been adjusted in other locations, with some areas having
8 E+ A8 s+ ~* F1 ~$ u6 Ysmall increases.; x2 m/ [4 c, y- r$ b- S, \/ M1 O
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
+ Q! j! |% ~5 O! pAirfield.8 E& W: \) H% a9 k. I: a4 L
6. The starting fuel level for Los Angeles has been increased./ Z0 {, `+ O$ }) y
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.( ~$ d" [. M- L* f1 c
8. Anchorage in Alaska now generates a small amount of resources.
5 v. ?/ }5 n  `- \9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.9 Z1 |6 R& Q4 s7 s: n
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
, o( y# {, X: r" q8 I, l11. Nukufetau has had its port level decreased from 1 to 0.$ [! x. u5 z* x8 E" w  T
12. Pago Pago has had its port level decreased from 3 to 2.
* {4 D1 ^& A  s' }13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
6 p/ i2 B5 h! g+ B6 [$ Kbase does instead.' }) G# N! r1 i  _9 b( R) T
14. "Ahmadabad" has been renamed to "Ahmedabad".
& A+ |- V, `6 O15. The generation of Daily supplies at Chinese bases has been distributed to more bases,, `1 D% M% z, d. m$ _' f4 F" }9 _
rather than being concentrated in a small number of locations. Overall, Chinese, l% |6 a2 b5 \! d
supply point generation has increased, to about the same level of supplies as in the
# l+ `% U' Z: [# @; Qoriginal War in the Pacific game (it was a bit lower before).' j0 t$ a! @. _
16. Australia now generates a greater supply point surplus than before - about 5,000! A) v4 \4 k8 K6 }8 w' y
points per day as opposed to about 4,000. Fuel requirements remain the same.. e$ C9 W& i* y& w, N
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41. R* c' Y, x8 W5 _. j
instead of hex 200,40 - and the road and railway networks in the area changed to( |, x- b) @8 Y! z, @0 @
match
The most persistent sound which reverberates through man's history is the beating of war drums.
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