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[AE] 【分享】WITP-AE 1102 官方第三个正式补丁

AE第三个正式补丁已经发布,应求提供下载。最值得期待的是从本补丁起,AE通过在EXE快捷方式之后加参数的方法支持宽屏显示了,具体用法见下面的说明。
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【官网原帖】:
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http://www.matrixgames.com/forums/tm.asp?m=2391705
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英文版未汉化,不日将启动基于本版的汉化计划,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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6 Q+ A$ p5 X1 x# q【下载地址】:9 Q* f) R/ _& q9 V, x( Z* V5 \
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地址1:rayfile下载
( W4 l1 V4 ?1 i3 W3 z' Shttp://www.rayfile.com/files/7b0c0582-275f-11df-8b82-0015c55db73d/9 J$ a% X' e" @/ m" P7 n

4 _/ U* B8 H9 b% Y, n地址2:HTTP直接下载
$ q3 f1 l9 ?; c& P- {: Y- z& E6 p" t+ v  C/ P
http://u.115.com/file/f6641d3cf6
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【使用方法】:  z6 F+ @: ^$ g4 d% C; W
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将下载的压缩包内所有文件覆盖到你的AE安装目录。! v: x! T! ^) E! s) s

8 }2 H* P5 c$ Y% U0 X" t' X; `+ j【更新内容】:详细更新内容请阅读压缩包内的WhatsNew.pdf文件
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Read me File – 28 February 2010

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Version 1.01.02a


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5 x3 ^8 _+ |" w6 H, QWelcome.
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( V" f3 j$ A$ N# G  wThank you for playing War in the Pacific: Admiral’s Edition™! We are always looking for ways to improve your gaming experience.8 K. {3 u+ Z8 b+ |
For the latest information on the game, please go to the Matrix Games web site at
www.matrixgames.com.  h$ ~- i& f( F7 B7 m
7 S  h* d) T6 u- m" \3 ]8 l; Z
Below 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.
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Troubleshooting:
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Ensure that your system meets the minimum system requirements.
- g6 b% i2 b$ P  s+ JThese are found in the game manual.
5 _+ a7 R8 t7 p1 f/ Y8 \8 }& Q/ v1 {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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  B7 W; y# H- t: H% u8 A* V; S) _3 h3 b- W
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.* s7 ]2 ?4 Y6 f2 w( u  z% D" _
Please provide as much detail on your issue as soon as possible.

: U" J, U8 D! p% L* H. c7 O2 wTo obtain optimum game performance, close all other applications before beginning a game. # G+ Z6 i; D5 A
IMPORTANT - Dual/Quad Core Performance and Command Line Switches:
. o) ?( b- g, b/ h" }  XWe’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.
7 Z* M  f, A5 H* d- ?: p9 Z" UWe’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.7 o1 H5 m. o  r2 D/ J3 _/ `
They 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.
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There are also a number of other command line switches that may be useful to players.
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" k' o/ E4 Y8 C8 f  wTo 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).2 }: a# X3 f" B8 L2 L3 I
Do not edit the default desktop link, which points to an “autorun.exe” as that won’t work.6 o8 p/ B9 s( W/ n- O. Q: N
You have to use the Quick Start link which points directly to the game executable.& q# `9 A! S2 H1 G: n! B7 n
You’ll want to add these to the end of the “Target” field to get them to work.
# P$ Z3 `3 l. j6 W% Z0 wFor example, when you are done your target field could look like this:

7 N6 n. x2 x7 c7 _: M( d"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw
$ }) f" |! W: \; I* z! O" XPerformance Switches: V: q( K( C1 ^2 G) \
(Please note that the old –dual switch has been removed in favor of the below combination of more configurable switches)" X9 o% e  }5 f9 ^8 @
-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later.
* O. {* Q# O& y: J0 t7 a" H5 XWe’ve found this to be useful on some multi-core systems, especially AMD processors.

/ g6 F) K7 [* o) X. y2 f3 V& J; O-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.
% U9 p: F6 r4 {3 s; ?We’ve found this to be useful on some multi-core systems, especially AMD processors.! |3 e* u- Y: c5 @* Y& e
Use this or –SingleCpuStart, not both.
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If 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.
; b! Y% Q5 r  \-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).
5 I* S6 Y7 p' q; r8 o* e' GWe’ve found this to be very useful on some multi-core systems, especially Intel processors.

$ ^# ~, ?! G7 m& _/ \; EIf 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.
" \3 |) q" o2 t-multiaudio :Invokes a fix that changes audio timing for multicore machines.
3 I: O& h# q, _, S-dd_sw : Handles DirectDraw via Software.1 t' `& {  m# t4 `4 ~6 k: a; [
We’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.
' ~: z4 l. Q/ w) [5 k8 {% \On 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.
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Performance Examples! ^+ f  [. b+ S4 L/ I
For example, on an Intel Dual Core system here, we use the following switches:( f/ K1 J1 H" _7 w
-cpu2 –multiaudio –dd_sw9 Y! b8 P; b+ T
On an AMD multi-core system, we use the following switches:; R  \% h) R) T# F$ T
-SingleCpuOrders –cpu2 –multiaudio
# }3 t/ Y9 q" C5 {/ [' A# |$ vTry 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.+ A; P+ k- X, d* l. S
However, 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!
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Wide Screen Support
  v4 j5 E7 a4 p' NNew in the third official update:: ^2 n3 x6 W5 l( z. b$ ~/ k
-px -py
+ N, ?, L: S$ n2 x- J9 @# j/ gTo have any effect x must be greater than 1024 and y must be greater than 768.- b% @8 V8 }4 a) l; J  I
If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.
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Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.
; X/ v3 L* j& M8 oWe were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display behavior.9 q% l( d% ^0 w: ~
Examples:# Y( U: Q* M; X8 A. _: n4 A
-f -px1920 –py1200 for a 1920x1200 monitor in full screen mode
' q2 A. q& A% N7 T-w –px1680 –py1050 for windowed mode, so that the window is within desktop3 G, T4 K; c6 {. W
Other Switches
& Y8 |  q6 h; Y- R* P1 B: Y, {. L8 Y-colorBlind : Support for color blindness
6 f7 Z6 K& G- c; I! @7 i-deepColor : Enables 32 bit color, intended for Full Screen mode% C- Y( B) P) Z( E
-altFont : Enables alternate in-game font (Lucida Sans Unicode)3 {( C6 b; _2 u3 V& \- J# v6 D6 u& ~# }
-w : Windowed mode
, r- n  U* P: B8 h$ I: ]4 m-wd : Windowed mode, daily autosaves! O3 }, p" o% H7 x, W
-ww : Windowed mode, weekly autosaves# P) X! T3 g5 t4 j6 H3 i4 ~2 N% `0 m
-fd : Full screen, daily autosaves
# g  [4 z# v: v-fw : Full screen, weekly autosaves
: p) ^6 t  |' o, D-r : Show Roads
% |* Q! t. P& F  {-autosave : Daily autosave" k2 C2 d8 }9 O, P+ C+ k
-archive : Put data reports in archive directory. U2 e1 X8 ]1 J2 L" M
Working with WITP Staff6 }! c7 G: B; c2 Q7 k* \) c
To 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:7 c* C6 R6 b6 h! M, O* O3 Z; I
http://www.matrixgames.com/forums/tm.asp?m=21829872 C0 }$ g  v  _! `# {( u
And please note that you’ll need to install one of the Microsoft installers located here:
, s0 \1 z: k& G, w9 m& [+ W" C# lhttp://www.microsoft.com/downloads/details.aspx?familyid=766A6AF7-EC73-40FF-B072-9112BAB119C2&displaylang=en
- u7 s- o' P+ ?! CFor 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' f- Z  F# D3 _* f+ m: w8 U
Most people will need to run the “vcredist_x86.exe” file to install the necessary libraries for WITP Staff to work as expected.

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* c# A* e% P0 c0 ?' GChange History: 5 ~0 e$ }: e) ]2 k& b; H- R
V1.01.02a – February 28, 2010
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·
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Third Official Update – This release is comprehensive, thus updating all previous versions to v1.01.02a.
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·
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Code Changes

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1.
% N+ G6 o6 i6 {4 w% ?Fixed - Only show army units of the current player; in base hex it was possible to get the units from the owner of the base to show.
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Fixed - Cross-assignment of land units grabbing air/sea leaders.

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Fixed - Jumbled line on Industry Management Screen when sorting.

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Fixed - City attack not working when using 'Commander Discretion'.

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Correction - Allow reforming groups to use the HQ nationality if normal group national bases are not available.

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Correction - Wrong location variable used in checking for Soviet airgroups, causing random carrier groups to appear Soviet for missions

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Corrected inconsistency in low-level altitude determination.

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Fixed - Don't show 'manage repairs' if no ships can be repaired. Otherwise the repair screen can be shown with a phantom ship.

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/ |2 a; }2 Y; H% hGameplay Change: Changed Allow Seaplane tenders with organic air groups to fly day patrols even if disbanded in a port 1-3.
, k( q# y2 r0 Y8 A3 x: d! l, _The port restriction is not in affect for the AI.
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Changed - Suppress 'Done' on change of command screen until change is choosen – caused Political Points leak.
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Changed - When PGM is used, it will be reported as "missile". The actual name of the device will appear on the combat report under the plane's weapons.
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12.
- r9 J" H! r0 t8 E* y1 E3 @; [Fixed - When planes aborted missions, the mines and missiles did not get returned to the pool as 'unexpended'.

2 r* V+ U4 P- E; X" `  X13.
5 H6 _' x% H+ d2 LAdjust repair and conversion time when a ship is concurrently undergoing both Temp AP conversion and regular Upgrade/Conversion.

* D, D) Y2 E" v1 K$ {9 F3 q1 Q- Y" l14.
4 b* a, s6 W2 v6 L, \Corrected TF selection display on TF screen when in "in this hex" mode.

0 t, B+ m# d# r" @9 D+ `15.
# j9 b" f& j# T5 C6 Z, xSuppress Upgrade Yes/No option when repair controls are expanded on Ship Screen to prevent overwrite.

& f" X1 U( D6 \% V' p' k* X# p" j16.
+ P" \  ?: \3 {! VCorrected distance calculation for TFs that arrive at off map bases and then return to onmap bases.
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17.
6 ?0 Z5 N$ A+ ~0 CCorrected mis-spelling "Withdrawalls".

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Prevented improper destination/follow setting for off map TF from teleporting the TF onto the map.

" N4 B* U. K" H1 u' o) j( ~19., N1 C" p! i' `( L& n$ _8 t; p
Prevent overflow in capacity calculations during TF Load Allocation, add cross load capacity shortfall and load safety factor messages.

3 |) S( m- J9 i2 c20.
) D# @% c, b5 T* g9 l1 O$ a5 MGameplay Change: Torpedo accuracy reduced a bit in general and a bit more against escorts.

, p: U# E. B0 a5 u+ O21.  t) C" j# j6 K
Gameplay Change: ASW bombing experience effects altered to increase effects of ASW aircraft over time.

6 W" e, l% n4 w& ^! [2 @5 D22., }" ~0 _% ^; C# c6 M
Major Interface Improvement: Added wide-screen, high resolution support.

1 a9 ?% V3 i# n9 A6 {23.
) Q1 G; ^6 Q. ^! |Fix for AI not repairing captured industry.

0 Q0 Q0 F5 f  F0 E1 h/ g4 P24.. h) t/ Y: L# d! ?, ?
Fixed TOE not upgrading devices which was causing units not to get replacements due to mismatch.

  H" G9 c0 i1 Y& D25./ b6 c) f& d3 X3 E' P) @( r
Fixed units in strat mode not waiting for packing up when following.

6 I/ |5 a% {; t4 @4 R26.
1 j6 U1 t( l: J2 eFixed reducing TOE delay when delay is invalid (9999).

0 Z: D$ x5 k$ i3 L% }27.% G$ e$ b: O: m4 U" [. e' A
Fixed convoy units with invalid delay.

% F7 p2 s+ W. F7 n6 w% z28.
6 b4 n# L- I7 c- w% ZFixed units not able to get replacements when device does not match TOE.
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Made add supply button literal based, the unit will try to get only the amount listed.
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30.
; f, c2 M& Y1 E5 p$ M) |: k5 |" ]/ R+ fFixed partisan check, some units not being counted at base due to faulty 'on ship' check.

0 {" k  @: l! Z( f$ m9 Z! m31.
8 u) R+ q6 a" n; b" @5 w4 Q6 TGameplay Change: Changed Fast transports were using a different 'coast hex' check to every other instance. This stopped places surrounded by water hexsides from showing.

- `0 g4 N$ |# M  _/ b32.
) [% [7 g8 l7 h7 WFixed issues affecting fast transport pickups.

7 V) F8 |4 K% d. N/ z/ F8 j33.
3 b! O2 Y1 g' I2 P+ UTweaked Ship bombardment affecting port base.
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34.
3 \/ s& x; F* ~5 V& g" j7 UFixed - Don't allow transport ships to be removed from TF in the "Verify Load" if only one ship or not in a friendly base. Detaching ship in this case causes it to disappear from game.

# q! e, ^" J; {( U) n- o; Z3 I35.  U, f, N/ O5 N) n
Changed - Suppress some of the 'leader reassigned' messages.

. x9 x3 M: y: n- X' ?* @# {7 ]$ j36.
; @- l5 B  }0 E" bFixed - Variable reinforcement was incorrectly setting leader delay if the delay changed to before game started.

# B+ ?3 w* W( [37.
6 F' o, E  r& z/ I( w1 iFixed - Changed blanks in Air Unit Organization to use 'unknown' so sorting doesn't mangle lines in list.

" t, l: ^- P& z8 e# ?: r: `38.
! g0 {* W+ i9 D: t% d7 q% GFixed - Choose TF leader screen was displaying some details on map rather than in text box.
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39.
$ Y& t! H0 @0 i; |. W: o+ Q: g6 ^Changed - Clear 'followed by' data from TF being dropped - TF following a removed TF attaches itself to the new TF# if used in same turn.

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Fixed - Change of ship (prev/next) in the ship lists is not setting global original repair values for that ship.
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41.
' f' c9 h: z: d6 S! ~Gameplay Change: Add PB to list of ships eligible for Auto Convoy.

' s2 H( [9 I0 ^& b: k. n42.5 v9 Y; b  l7 s2 [0 {% W0 S
Fixed issue to ensure Jeep carriers don't count towards a/c operational in TF.
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Improved AI use of CVE.
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44.
$ X$ ?( ^% E. o5 g! v  JFixed Loop in viewing TF list.
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45.
: F& Q6 A  j( T* T9 {Fixed issue causing wrong nationality of TF leader.
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46.
4 W5 v, z  \6 Z2 U; ?, YFixed issues where CV sunk in same phase as planes land, they might not divert.
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Tweaked AI replenishment TFs to stop them from switching back and forth between different TFs.

( m: U7 W, b8 H$ M, l; O48.
6 a  C. o0 f; p5 OInterface Improvement: Added a mouse over on aircraft upgrades giving clues as to why upgrade in not possible.
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49.
0 u5 ~& L9 i9 W1 S, f& N3 DInterface Improvement; Added a P next to the withdraw data (Withdraw by dd/mm/yy *P) on the Group screen. This indicates a most likely permament lost of the group when withdrawn.
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Gameplay Change:
Change to river assault – reversion to original rule - when crossing a river into a hex all units entering should shock attack in the turn they cross, unless# i( n/ K5 ?% L8 V" _% F' M
1/3 of the unmodified AV of the defenders has already crossed from that hex side in a previous turn.

1 _1 N/ ]# s1 I& N& f; @8 j51.
3 z, E: s# R$ }Rationalized supply draw rules.

# ^% j. G% R9 \52.1 I$ F/ v- o8 |# m
Reset movement direction and miles if enemy in the way.

% o1 q% \7 e9 _1 g* e53.
$ `- L$ k+ G6 Y3 ~* V' hPut in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
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Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.

7 h* e+ J/ m& c* E$ f55.
5 X5 R' `+ ?. u- U) jPut in Stop and Start industry repairs and reset add supply to zero in base list screen.

8 D9 g, u3 {" b, o: j) B* D# B5 e56.
! L, |. @, F% \( h0 B% W  }Fixed land unit recombine from editor - not using upgraded devices.
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Fixed Issue with ship weapon repairs.
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58.& U. ]7 M5 Q: x7 x1 I
Placed cap on pilot training cycles so strange experience levels are suppressed: Y  X" l+ [" u" U- \; s% {' D0 g) Q0 Z

2 \; F3 o1 A# z+ x6 sThe following items were also included in the three hot fixes for patch 02

* ^% Z1 f; l  N( o) n59.
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Resolved supply/fuel/resource/oil overflow issues causing loss of same.
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Fixed issue that was preventing some bases from being resupplied.3 S5 Q6 ?* g" Y6 o

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61.
4 ?! P& w; m- S- X: vGameplay Change:
Added terrain and fort effects against artillery attacks.
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62.
! T: S+ A! E: U( |" N1 tGameplay Change:
Artillery when used offensively use 2x amount of supplies. ; |1 u2 m4 a+ C: b/ Y/ K( V# n, F" O
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/ Q6 J- q, x# H% M+ F" w3 d. _/ [63.% L" y( w; i; s2 q4 v( I
Fixed save not reading properly issue.
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64.4 a. C6 ?5 H$ r9 g- x: u& d
Fixed overflow issue with air skills going backwards . - ]5 B: U4 P3 W4 ~$ i; W" i
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65.
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Fixed some display issues caused by Transfer Ships. , n- ^: Y$ Y/ Y2 u! x; o: b
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Fixed CTD issue with Clouds.4 p$ S/ l" u& N6 b* w
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+ ?' `5 N6 v+ l0 n: U67.0 u  R+ ]% y9 Y
Fixed issue displaying LCUs at enemy base. ) [0 @% @) o' Y( e& y

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Fixed issue with groups that are on withdrawn ships.
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: j7 ]7 A- I5 _6 Z' y( ]9 g69.
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Adjust ASW/Escort/Submarine attack issue.
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" [1 k; O/ B( B  M+ \7 s, K7 K$ R70.' F7 a# n( l  q9 O5 t
Fixed group totals were not correct always during Air Phase.  ~) o2 b# l% @1 w9 k
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- g4 _0 h, g+ X- |& ?9 c+ j3 G7 ~1 |71.
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Fixed overflow that was stopping new ships in TF from a Base screen.7 I8 k4 {0 j8 [* X0 j1 m% r. P4 b

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72.3 O. j8 _7 F, {7 r. R% x% k, ~
Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map.
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73.0 M# r- w- m7 E
Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations.& B5 h0 T% d$ v* E! R9 t# P
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74.
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Fixed Surface TF wants to fight.. a& Q( @2 z) ?7 h  D) [
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Fixed Task Force Loading/Unload Check.3 G$ T" G' ?7 ?% P* x
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+ V" p& `, N- Q1 m76.
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Fixed "Sunk by".
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" f' t" ]. D. J6 i77.3 [6 ~7 z9 L2 _( Z( q# L1 I3 T5 k
Allow para-troops to drop on damaged enemy bases.- s, L; b  z9 j6 C

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: r$ h( H( z% ]' R# m$ C2 f. ~78.  w& t- E9 f/ q+ Z0 j' I
Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs. 5 I4 D6 a# L2 x( H7 J
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: \% f, y' ?1 l: }8 C79.
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Fixed Returning groups on delayed ships not correctly account for.
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9 D9 I  N9 X8 Y" f: c+ {' Z) {# k80.
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Fixed No bonus PPs if withdrawing on the actual withdraw date.
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' R) p9 @% G0 {/ m81.! k$ G% m5 L, ?+ C# C# n" k6 s
Fixed patrol levels when complement less than 10.
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5 u+ U" Q& `2 |6 |- I9 d( Y9 h: S82.) x" A3 X7 A# c) n, _0 V* ?# Q
Fix aerial mining missions not working.
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# ?& h8 D( n! F5 s, ~: Q4 I83.
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Fixed issue causing ships to carry wrong land unit. - C$ N& @  U5 a4 R" Q4 ?4 a
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! P! v: S& g" U0 h( ^+ @% @84.4 g1 n! [# u8 r3 w5 k% \( g0 v
Fixed AVD AVP Problem.
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85.
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Fixed Industry Management Screen - was allowing free expansion of industry. ( s/ k) t: x- c# [5 R5 |
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/ ~* E1 q& b' w3 ]6 Z86.
" ~! Q; I' g  [3 X" AGameplay Change:
Submarine reaction range toned down for human players and historical difficulty AI players. 0 e# H* l$ ?! Q1 A

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" T" u9 c& ~3 H87.0 M* G! `  y2 l0 i7 t/ V
Gameplay Change:
LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit. / ?$ w9 B6 S/ S% q% Q
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88.
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Minor adjustment to upgrade land devices. 9 h6 w+ P% m8 t! |7 ?* R: F
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' N( m  R/ r: q0 n8 M3 J4 H9 N89.1 @2 Z3 j: a8 z5 p' D9 s0 k5 h$ d! S
Gameplay Change:
Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed. * h+ m& ?' p: N$ X1 k

" ~* V# U% Z6 x; [

0 \, N6 R! r; m90.
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Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources 1 h- {' L  B" I
however there is still a production cap for oil.
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91.
+ m$ D/ M  s' F6 B7 iInterface Improvement:
Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9). # ?4 c+ s! w! T0 i
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92.0 w' I+ K9 S2 N1 k+ _
Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.
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Additional Changes for Patch 03
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93.
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Fix to withdrawals due to incomplete scenario data, for example convoys.
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( L( C% s7 e& g9 s$ L94.
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Splitting air groups will preserve the permanent withdraw status of the group.1 a- d: Z. r; `9 i% o% v

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95.
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Fixed Transport type TF to better handle a hex destination that does not permit amphibious operations.
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& Z9 @2 }8 s( f( g1 ~& V+ K7 x96.8 J6 _6 o, P/ y6 s/ E3 Q) y% I
Fixed Blank out map screen when game exits.  l  a, ]8 I% u; a$ c
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% [9 A. R. q5 b8 k5 t  l97.
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Corrected Exchange of leader when sub-groups created/combined.6 s( H& K# G, g. s4 n
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98.6 K8 ~0 C" H$ ^: q
Reporting Improvement:
Dated reports go into an archive directory if command '-archive' is added to quick start shortcut.
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Submarines will now fire a more appropriate number of torpedoes at various targets.7 Y  ]! Q5 y" @4 G. q9 m* r  M

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( Q! ~6 Z* N# o$ L100.Protect combat summary from invalid casualty numbers.+ o0 f: e( G+ R! w7 a0 x( u

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1 y7 a7 {+ i) G5 `( m, ?# H101. Gameplay Change: ASW increased depth charge accuracy so that ports and bases are more dangerous for submarines.6 U  D+ H) I: X5 B* }

; K! G6 V, k% e* G' h7 c102.Cleaned up detachments and parents on small map scenario.- X" ^& N# @4 _1 C, U& ^" [& p* P  v

& m+ `$ S4 i$ D, W5 A103. Gameplay Change: Included seaplane tenders from a TF in same hex when checking for support.; n  Q9 H( n) W

" I0 A' o9 `9 C: d+ Q% T( r104.Changes to improve Coastal Gunnery effects.
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The most persistent sound which reverberates through man's history is the beating of war drums.
本帖最后由 championzhao 于 2010-3-5 07:56 编辑 % R, M; ]+ u7 q

1 P- \0 T: Z" Q; |5 C! M1 \沙发?下班回去下载了。感谢老赵!
非常感谢!已经下载并安装
泛舟太平洋
非常感谢赵大及时放出
请问大大们该怎样加参数?
Downloading.  Thanks.
请问大大们该怎样加参数?; X, o7 C: X/ Y0 ]' s
麻老虎 发表于 2010-3-4 21:13
/ @8 A5 \5 @) S6 I" w/ @
  ~4 ?& f! ^! b6 h把War in the Pacific Admiral Edition.exe文件在桌面做一个快捷方式,右键点快捷方式,然后在快捷方式的目标指向后面加参数,具体看红字部分。
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或者看这个帖子里有讨论
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http://www.biku.net/thread-8850-1-2.html
The most persistent sound which reverberates through man's history is the beating of war drums.
又更新了,支持下楼主发布讯息。 期待最终完善。
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