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8 M p1 ^6 {) FChange History:
9 a5 Y3 i. c5 o, e% q* |v1.00.95 - December 7, 2009
, F* s) I2 a" C) Z) v• Second Official Update – This release is comprehensive and updates ALL previous
- c1 H8 u, P5 k6 Y& w! ?- Pversions to the v1.00.95 level.; a8 E# n+ `" U8 b
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
( n8 F2 A) D8 M ]Management Addendum” which have been added to your Documentation shortcut subfolder
/ D& o5 i2 H2 R2 J5 Sand can also be found in your /Manuals installation sub-directory. These two3 ^6 c, ]# k, X' W; t
documents contain very important information on improvements and changes in these
2 c" Z2 V' m/ H0 W' xareas.
Y$ ~. N, i7 a! ^3 w• Code Changes7 Y3 |% O; N5 F1 z# w! K
1. Interface Improvement: New Screen for Industrial Management
b. ~: R9 g `$ m0 L2. Gameplay Change: Air transport mission was using all ready planes. Now the& T$ k) V2 D4 O
number of available planes for the mission will be adjusted by the rest/training
7 c. u& N- B5 N5 Y3 H! Bpercent as on other missions.4 P N- \1 a3 d R8 U
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes/ G- ^7 H2 n5 a+ B+ h. v& Y S0 a
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to h. R& V F+ O) v7 l
show in change command list
2 n0 i# L) l. [- ]; Y0 u5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use% H6 d0 [ P d* J
Bombs’ flag rather than the altitude setting
' \# d. ?, F. s6. Gameplay Change: Full base screen now show the consistent over-stacked AF5 u) B; h& V& l1 }( G5 X
indicator ‘*’
+ w' f; G) f5 o6 a9 V8 _1 u, V7. Pilots who are captured or killed were still being counted in some group totals. They
5 t6 X* M! E5 F j0 F3 F! Oare now removed from group’s pilot count, but still available for ‘Top pilots’./ N/ b+ j, J% G+ c% k, B
8. Interface Improvement: The buttons in the lower panel of the main screen have$ R- L* o! r- j* r
been improved. With the mouse over the icons on the far left, the number of groups,! ? ~) I \8 O! g- Q! }
task forces or LCUs at the base is shown. Added a previous page button when there. S1 E ^/ n+ g+ I
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The2 {( s( c( M4 G" k( @
tooltips sometimes were corrupted when other screens were displayed on the map and
[& c' O: \/ m5 G2 U# y6 ithe bottom panel was still active. This has been corrected.
+ R7 r, A0 I+ i) Y9. It is now possible to repair planes in excess of the group’s size
1 ]8 D: |0 Y2 D7 k10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
4 ~/ ?3 \. Y4 m8 Ztraining is incremental. Points are accumulated and once a certain level is reached, a3 t' _, O4 O4 Z6 @9 R
point is added to the skill. The cutover level is the current skill level; so as the skill7 s: r5 M7 ]7 \9 U) [0 Z& r- I
level increases, it takes more accumulated points to reach the next level. Combat
# A& R( j% A: [- ?5 v1 ~gains points faster than training, and combat is required to reach 70+ skill levels.$ e' O; x7 U) E) y& i) d
Experience levels behave similarly with the one exception. If the Experience level is0 q* o" Z3 i1 |& `' p3 Y* l
higher than the best skill by more than 5, a skill based on the group’s mission gains- }* A( k0 O! d8 t1 _9 D3 M- P( ?
the accumulated points instead.
1 \4 U- U- c2 K3 s11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
! N2 b" N1 J- Dammo and return to base if required- W5 {7 `. w8 s5 l& K
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
- J! y0 r) l. H: O13. Gameplay Change: Malaria effects adjusted
, p' R, b; m% D14. Fixed bug preventing port construction in certain cases
9 ]& P" A# t3 q15. Fixed bug preventing combat engineers from building
' e# p! ?5 T8 x8 n/ ~/ D16. AI improvement refining settings for LCU attack levels& ~/ s. h7 e* |- s1 y9 a
17. Corrected unit TOE loading bug" m& F s7 C+ L9 S: s
18. Correct bug setting default morale and experience when not provided by editor7 N" C, R: a1 a9 |
19. AI additional checks for level bomber base sizes
7 y- C. z! e( H! Q* |20. Numerous supply tracing improvements
: ] ^3 ?' Y# _% H; i6 v21. Numerous supply/resource movement improvements
9 h+ X- M: F7 w8 F6 b# [22. Corrected several land unit fragment bugs.& R) W$ B8 c' s: p6 \, Z: ^
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF. t* m6 L7 I: d& U9 s/ o* r$ `8 ~
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
) v8 _5 H3 j$ v' @2 Tmeeting process to reduce chances that the meeting will not take place until one or the8 Z$ u9 d- h# a3 l% E
other TF reaches the “met” TF destination. Also correct a problem TF could3 l! g) B- O1 Z# G! @$ m
“merge” with a TF that no longer exists under certain rare circumstances.* J+ q) h4 \. y6 A+ ^6 I3 U9 x$ M
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
1 h3 R1 s W4 b9 ]* F+ E) g m9 mdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate/ Y& R0 w0 p' K- p* Z7 X
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be+ h) \+ G1 L5 _+ c* I
docked if the port has the dock space for them, but will auto-undock when adding a6 z& u% f; [5 [8 W
ship to the TF causes it to exceed the port capacity.' h9 }4 q: P- f% z2 Z. G
25. Adjustments to naval retreat determination. TFs retreating after combat will now be C, K- n3 C* ?
less likely to retreat to hexes containing other enemy forces and be more likely to
5 ?# R/ C+ D$ B8 jretreat toward a friendly base.1 G8 K; \$ r% H+ V5 R& c9 k
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
5 b5 `" I% s M2 O8 ais possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded) V# f- A8 ]$ Y0 q
in port, (c) ships in port (disbanded).: P4 ?/ ^" P$ k" s5 c
27. Interface Improvement: Implement search arc drawing on map
8 F* H( `& D; |4 F0 f+ M28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
, v. C7 Y; K! {4 N1 Tensure partial rearming is in full mount increments, and adjust ops usage according.( r) T! h$ j/ X
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at! T, \4 w: L0 E; X0 N. s# C: N
a base were incorrectly excluded from Naval Support totals at that base. This was
- Y: z; q6 O* f" N+ Y9 Kdue to an error in calculation of Naval Support availability over HQ Command radius.' \3 D/ g/ J) g3 M: F5 w
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
- ~ C$ V. t% D, t, P6 ~could improperly interact with fragments of the same parent that were at other
1 z% `% |/ M4 y! o2 f& @locations and had been previously loaded by either the TF or one of the ships
. \! n: q# @2 l; V7 b1 N7 S: A6 Acurrently in the TF or, if the load required multiple days, when unloading of other
* B( a: t7 H* T+ afragments of the same unit caused and automatic switch of a fragment to the prime
; J1 x- m( I5 p) }; \; A. Cunit.
- f' ?( J# o- f4 j; n9 d31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
1 [$ B" c% x9 c' q* aPreviously repair of all system/floatation/engine damage would terminate repair of a
" J2 j+ d) Y- l2 W3 ]ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
) H; Y( \6 a7 n/ N/ `& L9 r' [now prevent full repair of systems damage and may “create” small amounts of system2 U% z& E3 G$ r1 A$ k" _, A* ~7 C% W/ `
damage to keep the ship eligible for repairs. Note that this may have the affect of5 U+ u* n; c3 c1 {* p
small amounts Systems damage being not repairable at a location where it normally
+ B' S0 w* ^$ fwould be repairable if that location can not also repair the damaged devices(s).$ N: l- b, _& D" ~& }
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
* N& W* ]- O# _5 b% nof aircraft: K9 `" K* r" g5 I; z6 s: {
33. Corrected several menu bugs
" N4 P% x8 v m9 D* q34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
& T& s. L0 v: ~. v! Gland units by TFs.
1 D% N9 U( q( f; B& e0 }( ^$ [& S N35. Interface Improvement: Add “undo” for ships being transferred during ship$ R% s% {7 ]) g4 v
transfer. Previous undo only functioned properly for ships being transferred into the1 \0 M, b& X2 j
selected TF. Provided undo for ships transferred out of the selected TF.- s* x+ ^# p* {
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that1 m9 L5 ]: s8 H; O: a
is following another TF that is beyond the player-set follow distance.1 {2 ~& x6 r7 B$ \' r
37. Change ship based aircraft repairs to be by plane, instead of by group5 |$ C% S4 J) z4 L. Y" P$ x" C9 @# ?
38. Interface Improvement: Made air group screen larger to reduce clutter
- n, g' I: B# d/ L! B- e39. Gameplay Change: Adjustments to supply consumption by land units
5 n6 I# Z/ Q5 e: ]+ }, E40. Change to AI shock attack determination y" X+ q- o5 e* V/ G) S( q" }
41. Improve AI awareness of intel on nearby enemy LCU
/ M' S7 S* K0 x42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
! y2 V8 P$ p/ {) E2 c5 v9 ^0 c/ \43. Gameplay Change: Changes to AI production on “Historical” level4 J: p ~% z+ c* }# h( B- ?
44. Improvements to save file process to reduce chance for file corruption, especially by
( Z8 a5 `! [1 l' M/ i+ d% E$ O# |* }deleting the old save before writing the new one
+ v3 z, n5 F5 w6 ^$ y45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
* O" o' K7 w# W0 Z1 u. Q46. Improvements to refueling calculations and processes. Ships are more likely to fuel
6 D# W; }+ p- i* x/ k) k. Gfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
: p2 U& r$ @+ |$ Q1 f0 Jsources for the “from port” and “at sea” variations.' D) E& O- N+ C' H: _; r
• Replenish from Port will now use the available fuel/supply at the port and on all) V5 P0 ^% [( Q
replenishment ships disbanded into the port. For those disbanded into the port,9 S# F! e9 L- V3 b4 t
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
, e# J x5 @! W$ ZTenders must be of the appropriate type for the ship being replenished. Note that7 k- n% b- j/ |" U; W/ N& G
port facilities are used in preference and ships in the port are only used if the port9 B5 E- ~/ f, S
is not able to completely replenish the ships in the TF.6 g* R8 b% c: O1 A9 C6 X
• Replenishment at Sea when the TF is in the same hex as a friendly base will now3 {% _2 ]) n F$ c
use all ships in TFs in the same hex but will no longer use ships disbanded into a
1 V, o) g( c" \$ ?& F* tport in the hex. }. T, h# y& w0 T
47. Interface Improvement: Add new map icons to highlight certain events5 D+ r* ^8 r8 U) J! v# i
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
" J- K1 \. c; v' v$ W, a5 @/ Rsmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
6 b' R+ \6 J! }9 M. {* J# Gport or from any TF that is currently off map. Ships that are not badly damaged
( d7 C7 O( n5 d0 v6 X' j1 {9 scan be withdrawn from some on-map ports or from TFs in certain on-map regions.
; w& @$ U# h# A; _- O1 t% z2 V _) iFor on map, ship may not be on fire, total damage may not exceed 99 and no
9 s( c$ C P) K5 i# S9 M6 Findividual damage type (system, floatation, engine) may exceed 50. Ships may not6 V8 d7 P& A& |" d8 h6 C4 \
be withdrawn from any on-map location where the enemy has air superiority. The) }7 {6 K3 ~. ~, Z
intent is to prevent withdrawal as a method of saving a ship that stands a good chance) ]( A: K% S% D7 ?& P4 B Q1 `
of being lost or further damaged. On map withdrawal ports are set based on the! F( c" Z" L6 N/ j' U; y
historical exit locations for ships leaving the Pacific:. w7 W7 ` R# o+ a5 w3 a1 D
1. Any level 9 port.8 R) B# N6 S8 P* }9 \5 {
2. National home ports of the United States, Canada, India, Australia, and New1 _, h9 b1 W( p# X
Zealand (with no port level requirement)
4 D, j, y$ |) K5 x3. Any level 7 or larger port on the US or Canadian West Coast.
, b- d8 }/ V9 V4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)3 \9 L. U2 V0 V9 p
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
K. v$ x1 h6 t( I! S, Y6. Any level 7 or larger port in New Zealand.
5 W; t& D. [5 M. q$ r6 Y# S: { o! p49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
9 A: O/ {, P6 r! ?7 K; K' d& c# Eanother ship actually sunk, the data for the two ships could be mixed. Depending on% s. \+ ?. d8 g3 h3 c+ E4 B
circumstance, this might result in one or even both ships being reported as sunk.
/ `3 g& B( q7 I$ r' G50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and5 F! W5 ?6 n: f6 C, a6 L
TF list screens. The calculation will continue to show the remaining ASW capability+ N0 S8 N) ^" f( m7 ]/ p7 I
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is b. P& m, m' P% w+ b
now based on full load for all ships in the TF.
! N$ k' ]4 {' |51. Resupply capacity for bases added to editor
: Z0 t o7 N$ \" c0 K0 p/ A8 }52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units# ?) J# d5 d' k v6 D- r% u E8 m) R2 D
53. Adjustment to AI unit planning level based on AI difficulty2 ?$ |4 m% r' I1 b
54. Ensure minefields are created for proper player when a single TF lays multiple types1 q$ C) L% X0 Y5 ]8 |- c
of mines. Player of minefield properly set when first mine type laid by a given( S3 {$ L9 D% p* Q
minelayer but a similar check was missing when the TF contained minelayer(s) with" A; U1 Y+ g; }9 a: X
two different types of mines.
$ s u( W' n5 U! E55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
& |; r' P A. t4 w10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
& K+ H/ p. t, @! _) pfor owning player, if partisans attack and cause damage. o- b& @- y+ p, ?, x9 \
56. Gameplay Change: Movement rates for clear and desert changed to 25 for, y( _# I' }5 W) q) k" ?7 _
mechanized units0 H& a' n% p; _
57. Gameplay Change: Land combat effects toned down
! o" Z X7 q, Z$ _7 f; C58. Ensure AI captures empty bases
# Z$ p" \7 x9 S. z! b; S" S59. Gameplay Change: Allowed groups on disbanded ships to do training missions to, ~$ E A- e R9 b
save from moving them ashore. Training from disbanded ships does not increase the
# z" v4 n* H. I& s7 _: j* Ipilot mission count.: ?6 k: ^$ B) |
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
# K% d. u& t4 b1 i) Xorder to help identification of saves8 A2 `; c* E+ S `
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
- L; K4 Z8 y7 ~" j8 p) n+ d8 ?7 d62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
3 D7 P* _1 s bmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level% X% \+ i0 h3 c z3 K
bombing attack. Groups were at maximum altitude and conducting glide bombs6 P# a! Z) V( F9 l9 t2 |/ X
attack, sometimes without engaging CAP or flak.* o& A) ]. D B( `/ u; Z0 Y4 J
63. Changes in order to standardize inactive Soviet group’s training options;
) I0 E& q" G* J' g9 A0 [64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
$ a* t' B! d0 A, _. J3 UPilot Management for more details). The number of pilots on the group lists is RED if T% y. Q- h* [; ?$ g
less than the number of ready planes in the group, indicating a shortage of pilots. This4 F& k; D, q3 c: @ v
shortage may be filled automatically or manually for a mission based on the pilot; k' ?$ y l# i9 t( q$ ~
select mode.
, b% a7 B" F' f% p |65. Corrected issues with group destruction on scuttled or sunk ships and groups on# N; i: H1 z5 n3 c, ^, v8 y/ s
withdrawing ships" G0 o& O R# W; b* i; H; s
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
5 O( c2 y$ d: F$ o5 U3 }+ dclose range% s$ }: m" V5 I6 i" g2 r
67. Gameplay Change: Greater weighing of crew experience in surface combat" N& J$ w+ K6 [
68. Gameplay Change: Limited radar directed fire, increasing over time# h. M7 l; e8 d' T$ R' R2 y
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
* a6 {# F6 m" i! }# N: pcombats at 1000 yards
/ {! ] \+ G5 _70. Gameplay Change: PT Boats less likely to attack in daylight
D1 a4 {& ~* d% _71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be( g y- ^# e0 h; k7 \. B' _) w
hit in ports and rivers5 w3 ?! H2 s1 }. O. _
72. Gameplay Change: Submarine captain ratings have more influence on Submarine! S: s4 o2 n+ a7 g
performance
2 c$ H2 o# }3 i) |0 x! F73. Torpedo hits on escorts not showing in combat report bug fixed) u3 `7 G/ @( ~1 [7 W& d
74. Gameplay Change: Aerial ASW less powerful in early war1 x, b, K# e; f& W& }+ v
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
5 E! s% ]. H( X$ z- ~diverted fragments having planes but no pilots. Pilots still flying planes are now
2 t8 R* |" A- _) J1 N c2 I% L3 nignored for sinking ship purposes until their plane lands.
: {% r: w/ }0 b76. Group transfers in off-map bases from a ship in the base hex to the base itself were
( o/ \" {9 r* `. Q8 B" zbeing delayed ‘4’ days. There should be no delay.
4 g y6 N# Y0 D4 B7 m77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
2 L, Z- o+ T( jthe convoy disbands.4 ?7 O* z! ]/ U+ ^- j; `
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20 v; n! d% N0 F
hexes. The range was not changed when the game scale was changed.' I A: O% Q# A! |% r! W
79. Fixed bug when displaying search arcs at a base
6 E% `& m& R+ {* [* f+ q; q6 z7 |80. Fixed Escape key on Industry Management screen2 H% K0 [8 a% {: b K" r
81. Fixed oil and resource in totals on Industry Management screen
8 U [% P* H' K% E82. Interface Improvement: Add an extra line to the Industry Management to show total
( `9 f) M' y* Lshut down industry on Industry Management screen
8 g1 Y2 T2 p& Z' x" }, Y9 Y W83. Interface Improvement: Add base select to Industry Management: S# j8 n5 _( K( W4 H1 ^$ S
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as9 B5 R0 @* Y4 W: W$ w
ONE group for Admin stacking purposes; the presence of all three in a base counted
0 N& O+ N& ^( t, f& X# a# nas 3 groups for Admin7 P3 S8 z" |4 B8 v# `) J/ G
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups/ {: S+ X" k7 ] ]; X1 Z. C
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
. ]7 Q' p; `* aFF being affected by old stock code that cleared the secondary mission.
2 E- L1 X! r6 k; u- \ _, r87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
* j, W6 O0 s J$ Z+ G1 H88. Fixed an issue with tool tips being offset from actual hex when forming new
& K' r# e+ r0 gtaskforces
# }7 s+ K9 o: Y P89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
* S( k! C& I/ I1 Dthe end of turn save only. Preferences are now restored as saved for the player at the8 h; E% m5 G t& |- [
time.
6 {& M* s! l/ ^5 B90. Changed air supply mission to use a friendly base as destination, if both a base and# |3 `' Y8 `+ |
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
' a: a% C! S' r91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
# }; d' @/ v; L" I) Jmission was canceled because the enemy LCU was selected as the first unit in the
8 b. j0 E. ~" D9 Ohex.
: u- j9 [: \# k4 z+ H0 t+ X* w92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel. \7 y, B* V: e. i/ q5 m1 h
93. Prevent very low grade TF commanders from returning single ship TFs to port to F6 S) w) p# w9 ?/ [* {
rearm when rearming not needed.
* o0 i2 X5 w; k7 t3 u94. Fixed the supply cap and monsoon effects on supply0 G# c Q; U* `$ |+ g0 o$ F. O% `0 D/ y
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
& j" I+ z8 M! F0 Omovement.& ~& v4 {+ Z: h- I; P3 h" q! q, D
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
/ \( x8 y# B: R+ K7 G: a) Lwhen Soviets are inactive.
( d5 M( V$ @1 ]$ J5 N97. Tweaked resupply task force to Japanese bases.
" j4 p' A' L3 R& i% q9 |98. Fixed a HQ/Chinese unit respawning bug.8 g' M8 S7 u* B+ L1 J" t% B# R/ F
99. Restricted permanently disband/withdrawing air groups from being able to the the/ f( e- l/ K4 u0 @0 K
“Trainer” option in the type of pilots to use.; G, V& C+ A7 K( \/ h
100. Restrict the options available to pilot movement in permanently9 q( _6 x. Z# c1 }) L( f
disband/withdrawing air groups; mainly restricted to making them active or in-active
$ b0 _* H* k0 D4 {* twithin the group.8 H) c2 I5 L6 r3 U
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
7 ?6 j) f+ }) u7 uparent group - stops divide ability7 D# e( k( ^! x1 T
102. Fixed an issue where some autosaves could reset game options./ O! X* f7 D0 s) J) Z7 [& w
103. Disabled the ability to make a group a temporary on-map Trainer.4 R3 k6 u) c9 w, O
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
% T& Q+ I z s& {8 R: }2 t' _9 RFATIGUE pilots.
1 L4 x6 ?% m7 U: q K4 m105. Made some adjustments to Kamikaze effectiveness.3 d1 g' {( F* }3 F W5 u
• Naval Data Changes
1 |4 N& h1 T! o) \1 j6 A& ]1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
3 x0 Z+ a0 g4 B2 z6 r8 X& Q: c- t$ xClass, Z+ H m! W1 _7 Y1 H
Scen 001, 002, 006 (007, 008, 009)4 G" p. ~' _( H; l/ z
0021 – Australia – correct weapon facing
9 X4 B. o+ Y$ s' }% a- T" B- C0418 – Helena – correct tower armor from 0 to 1258 {; Z# |4 c6 e) ]8 D3 t+ Y3 Y
0767, 0769 – Chevreuil – correct endurance and fuel
% Y1 F$ U. l, b5 m" O) |0770, 0771 – Duguay Trouin – correct weapon facing U/ h, }9 M4 L
0772, 0773 – L’Adroit – correct endurance and fuel) G5 `2 k4 }$ \& _
0774, 0775 – Fantasque – correct endurance and fuel+ l8 G1 J; n, G# }# Y1 q$ f
0776 – La Galissonniere – correct endurance and fuel9 ^# |1 `: B# u7 p
0776 – La Galissonniere – correct weapon facing
* }+ Q# d8 G5 m1013 – Yubari – correct weapon #4 turret armor1 Q2 l% G: _) `# U3 S6 I
1102 – Furutaka – correct weapon facing. d) `2 _/ a( F' p% ~+ j
1107 – Aoba – correct weapon facing
( E) [( w7 \" `% u1112, 1113, 1114, 1115 – Myoko – correct weapon facing( f3 s( v5 J8 @( I6 W8 O
1730 – Yamato – correct weapon turrets' U6 X& X9 Z5 y# _+ l9 i
2025 – Kongo Maru – correct weapon facing; F. o2 Z/ b# p: H G, z6 A) o2 t
2202 – ARD 3000 Ton – add Japanese small ARD class
+ I3 I; w) j- S2903 – Gnevnyi – correct weapon facing
' F" X3 R! L4 A8 V2915 – MK Cargo – correct weapon facing
( X- T5 p$ S0 P2918 – KT LST – correct weapon facing' @) V7 e# y6 y! H
Ship& ~* q$ b! k; g, ?: O% F8 M
Scen 001, 002, 006 (007, 008, 009) changelog; {$ O( F) |) Q" k! g# h4 W( ^% b, [/ N
All – update weapons from class to reflect weapon facing corrections
: U1 P" T2 O; r% ]+ J3 ?! S( l0999 – Dublon ARD; add small ARD to Truk
8 ] Z* Q# ^/ c W/ n4 h3550 – Laffey; correct entry date to 420430
& r* Y* e7 x+ q4 c. g3580 – Frankford; correct entry date to 430430' D1 N9 X. u$ g/ \" Y* h8 d: Z
4317 – Thornton; add Clemson AVD at PH: L) N% c# g, t
4361 – Henry A. Wiley; correct entry date to 4409301 R0 a j9 H7 h) D* L, q' l
5222 – Rixey; rename to Bowie5 T* C* M8 V9 w3 m' L1 \! o" G
5223 – Hercules; rename to Highlands2 t) p4 X& N! t3 c
5251 – Pinkney; rename to Pickens
2 b+ o' O7 `: X7 l% @) k9253 – Madras City; correct entry date to 420228& n; f. O0 a! m7 D+ l$ |+ b8 f2 L: R
9728 – Indus; delete duplicate ship entry
" j& w4 x8 v2 p& w, n' L# M% I1 u' Z9837-9849 – Soviet Fleet; correct ship name spelling
) T/ `! K, Y! r9 {4 A11316 – AFDB-2; change arrival location to # 524 Seattle
7 y- i; k0 A4 _% Z11364 – BYMS-2055; correct entry date to 430228
, z; V, \! d8 _# C, w Y11365 – BYMS-2059; correct entry date to 4302289 z) Y" L% v0 Q; Z# T
14070 – Ha232; correct entry date to 460228
; N: }: U) x' j w: X mScen 006 and 009 ONLY
9 m) u( S& H! e; ^& K0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445* b, u8 {. H6 M1 s/ Y* t
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 2959 Q+ g% B. g1 t9 o& |2 j. p
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295$ w- }- ~3 \- G: z4 i
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370$ k: ?+ m/ u9 v1 ?/ [" Q
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370; L- ^. B c$ X p" o# ^: y0 e" e: l
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445( t" k& K8 O9 U: e: d7 r3 Z
0043 – Hiei; adjust fuel to 4175
( d# d* R* N; H7 w7 K" ?0044 – Kirishima; adjust fuel to 4175
& s- L. W8 u7 @: ?7 ~! y7 }0 y0067 – Tone; adjust fuel to 1775& \' N' d* e% U% Q: B
0068 – Chikuma; adjust fuel to 1775
1 t4 z. @ i. l1 b0 ~0118 – Abukuma; adjust fuel to 8332 U) T p/ H3 U* } {6 k% p j
0146 – Akigumo; adjust fuel to 265, o2 m* l6 ]- b3 ~/ q+ j8 V
0168 – Kagero; adjust fuel to 265
2 ^' Y+ K- v& x+ @' @: {" n0176 – Isokaze; adjust fuel to 265
: O) k8 ?' n; Q9 J# s) X% @0177 – Shiranui; adjust fuel to 2659 w ] ] S+ d% O5 w+ W5 C# a
• Air Data Changes/ h ?+ a+ d; u! Z/ B, p; L/ M. J
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
' Q+ m5 o4 |5 t4 J8 h[177] B-339-23: Name set to B-339-23.* `3 c" H# f1 v" j8 `1 s# ^
[178] B-339-23 (PR): Name set to B-339-23 (PR).6 K1 c1 C* S9 C9 w% d5 K: z4 p
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.' A8 g5 w7 f" i0 D( J6 i+ O
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG., C+ M) S K Z& d
[365] Stearman 75M: Nationality set to U.S.Army.
/ I7 J- O: O& Z" _[451] PB2Y-3R: Deleted.
9 k0 t } W9 x3 z/ j. c# [[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.7 L' D+ u4 c! I$ G
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning+ o. n( [2 l# T4 E2 t
MG; wpn 13 set to 500 lb GP Bomb.
% C+ ]' G" r9 g[1923] No.1835 Sqn FAA: Delay set to 0.0 J. o& A( l& @2 E8 P' M
[1924] No.1836 Sqn FAA: Delay set to 0.
G2 V0 S7 a9 f' h) x: o- e[1929] No.1841 Sqn FAA: Delay set to 0.
3 s8 Y5 g/ z* k1 c7 H1 j[1930] No.1842 Sqn FAA: Delay set to 0.1 l: U+ B" i9 d7 k! m; G
[2587] VMF-211: Location set to [584] Pearl Harbor.2 T% e8 k6 O- e% [7 B4 _: W
[2642] VMF(P)-321: Deleted.
; @% g7 }4 D6 z# s. f[2652] VMO(P)-351: Deleted.* w6 w( J/ ?! y ]
[2668] VMF(N)-511: Deleted.
' g* u4 \! ]5 V6 g! s T[2669] VMF(P)-511: Deleted.
# i* U) O: u) _[2671] VMO(P)-512: Deleted.; [5 S$ x' b! k, m o i- S- ]6 i4 P
[2673] VMO(P)-513: Deleted.0 N8 T. S7 W- Z) v1 R: s6 Q
[2675] VMO(P)-514: Deleted.5 w' Q# Z% {4 G$ ?3 j2 h% g
[2827] VR-2: Deleted.
! T! `) I' v0 H9 q$ a6 A[2828] VR-4: Deleted.
* n; X6 i8 j; U. q$ e, ^' W$ `1 f[2829] VR-5: Deleted.
* l- X% H( r5 t/ z) ]9 U[2830] VR-13: Deleted.
6 c9 l: u4 x }[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.+ z. |. b1 a, c4 |9 Z' p9 t
USN patrol-type squadrons 4301 resize to 15 deleted.7 G5 _# z0 q1 l t) A: G+ g* z; \
USMC squadrons 4301 resize to 24 set to 4410.
+ W- G6 y6 G2 i/ I# Q7 wUSMC squadron upgrade paths reworked.
7 A) Y* D1 k2 j, Z! h4 p. l3 ^/ E! g" JGameplay Change: Units with a/c MAX strength six or greater now able to split into
7 W3 [+ _9 l H$ J8 C% o6 Othree subunits.2 D$ x7 s& |' t
• Map/Base Changes# d( M6 e8 b( s' ?# M) u+ T
1. Garrison levels in China have been increased for both the Japanese and the Chinese.+ t6 I! I+ W+ c* Y J& ~
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
; [0 |/ ~9 h8 E( O7 TAV.
1 Y1 W( W/ g6 i6 n9 e2. Garrison levels in Japan have been significantly increased for the Allies.
: T n0 X. q/ g3 K3. Garrison levels in India and the Philippines have been increased for the Japanese.
7 @' j( c1 H' r4. Garrison levels have also been adjusted in other locations, with some areas having( [2 q }8 V6 R
small increases.
/ g" o0 Z: ` ]5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
! g; y3 g$ k6 oAirfield.
' ~# Y( w+ [6 a1 P. q8 U8 L6. The starting fuel level for Los Angeles has been increased.- z' o. v. G k6 _( v
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
1 h0 F. W: K% N8 D. S: F4 @8. Anchorage in Alaska now generates a small amount of resources.
- e/ f( \( J5 x% _6 |9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
8 W/ H- J- a9 T0 ~10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
% m! X4 x9 w7 H/ d3 \11. Nukufetau has had its port level decreased from 1 to 0.6 m [7 h) {9 A& E6 P
12. Pago Pago has had its port level decreased from 3 to 2.
% P2 I L% k% K1 |3 U2 N8 f13. The Christmas Island base no longer generates resources. The Christmas Island (IO)* j7 Q& y$ h3 M: W( N
base does instead.
- _7 z) g- N# S6 o4 B14. "Ahmadabad" has been renamed to "Ahmedabad".9 c9 w: h1 c; J: j4 p0 | m4 Z
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
K# C6 Q: P5 ?! U+ |rather than being concentrated in a small number of locations. Overall, Chinese
5 D/ j" v; f$ K: y, }3 p4 Wsupply point generation has increased, to about the same level of supplies as in the
. b9 `! ]& H6 y D5 }7 z3 v' V" ?2 poriginal War in the Pacific game (it was a bit lower before).
7 v# w6 a/ n9 |1 B% q16. Australia now generates a greater supply point surplus than before - about 5,000
; W% D- s+ V6 d' s* i# Opoints per day as opposed to about 4,000. Fuel requirements remain the same.9 N- {7 E$ H( @: m c
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
7 _& s$ N. E- T9 _$ \instead of hex 200,40 - and the road and railway networks in the area changed to) [) O- q3 u& ]2 i3 V8 V* v$ e
match |