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# f) U$ |9 L2 G8 E" b: F' _0 mhttp://www.matrixgames.com/forums/tm.asp?m=2313850
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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( f! e: D& O% j! H6 P* m
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【下载地址】:: F/ z& o+ C# W( l5 l$ ]) s/ S$ q
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地址1:rayfile下载
6 T+ h0 \: s) v3 ]8 Ihttp://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/* W7 _3 w _+ m& M; c9 Y
3 o4 b( Y) n. U$ I9 L) I地址2:HTTP直接下载. [& p+ z" O1 ^% ?
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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7 h3 g4 \, V4 `9 _. L【使用方法】:
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' m4 Z& c+ `9 K+ J' _" T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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) w/ H/ v$ f7 T9 h+ c3 H" u0 d e【更新内容】:3 F5 M! ]9 Q$ b y9 D& A+ v
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Change History:
, `- n( t3 J& O( ?% I9 Ov1.00.95 - December 7, 2009
8 o6 j7 [1 ]& O" K1 F' W, A1 g• Second Official Update – This release is comprehensive and updates ALL previous7 D$ K/ y5 l5 J' {7 R3 w+ ^
versions to the v1.00.95 level.
% e' r+ |! [. m6 J' kIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
; I$ `9 W* I3 w- [$ F- uManagement Addendum” which have been added to your Documentation shortcut subfolder2 T5 W l4 r( n& o: K7 F3 z* E" ]
and can also be found in your /Manuals installation sub-directory. These two
: _3 c2 S: B! K2 G+ p3 Edocuments contain very important information on improvements and changes in these7 f/ G* N' ^1 H- ^1 I5 A
areas.+ C4 g2 M$ M: A
• Code Changes) G3 T& U. V9 v" c( S
1. Interface Improvement: New Screen for Industrial Management
5 u9 X( `: t3 D3 Y2. Gameplay Change: Air transport mission was using all ready planes. Now the
3 j2 @: k$ Q& @" C4 Tnumber of available planes for the mission will be adjusted by the rest/training
2 a4 A; H+ n" Gpercent as on other missions.
* v; v( ]4 |# b+ o3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
5 o7 v+ ?* i1 F2 g% ^# |4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to6 ?) V" t4 T1 _* ]& {& D* X
show in change command list9 f8 c d- p! t: Y& l) Z
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use: O2 B0 y9 ]) D$ m, F
Bombs’ flag rather than the altitude setting1 o4 P1 E9 K" E- ~! a/ v
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
1 a" G7 W, _ M( k/ c l! Xindicator ‘*’4 o9 T4 x8 a. d" r- W' s* M
7. Pilots who are captured or killed were still being counted in some group totals. They" v) M/ T5 T z$ A, [; n' d9 w
are now removed from group’s pilot count, but still available for ‘Top pilots’.
8 G+ J" X' e1 c: u, a% i6 [+ ^8. Interface Improvement: The buttons in the lower panel of the main screen have
4 Q" a7 i ?% [/ V: tbeen improved. With the mouse over the icons on the far left, the number of groups,4 M5 v8 `9 f" j/ y7 @+ B
task forces or LCUs at the base is shown. Added a previous page button when there
6 }1 W8 j5 }7 } r4 Bare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
7 ?) H2 [ y v) }tooltips sometimes were corrupted when other screens were displayed on the map and
( \5 Q) S# l D* a* ]* ithe bottom panel was still active. This has been corrected.
# w) z+ A) h* i4 C: B2 s9. It is now possible to repair planes in excess of the group’s size
! w1 r- j( q& K5 g w10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
8 J3 ~& f% h" V1 M3 i0 n& `/ d+ Etraining is incremental. Points are accumulated and once a certain level is reached, a3 U0 e2 j5 H0 ]1 Q- h9 m# Y
point is added to the skill. The cutover level is the current skill level; so as the skill/ S- J% K* l0 f9 S; k/ T$ I9 w; W
level increases, it takes more accumulated points to reach the next level. Combat6 m3 O- D: B" a$ N
gains points faster than training, and combat is required to reach 70+ skill levels.
U- ]. g/ p( o" X, e1 J5 c: qExperience levels behave similarly with the one exception. If the Experience level is/ s( u: K6 e# U2 f
higher than the best skill by more than 5, a skill based on the group’s mission gains( T5 V' j) m8 A9 g0 Z! p
the accumulated points instead.
, e. V7 M8 [; ?11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
% o7 K w3 |# `; c0 Wammo and return to base if required
% J# E; \" {) X" Q; A0 e12. AI Aircraft production will now stop based on comparison with on map aircraft totals) n- C2 a8 ]$ V
13. Gameplay Change: Malaria effects adjusted" E N# W3 X- ^" c& u
14. Fixed bug preventing port construction in certain cases2 p \2 x9 u$ h) U8 p
15. Fixed bug preventing combat engineers from building2 B- y$ C1 t# J$ i2 \$ Y$ @& }) M
16. AI improvement refining settings for LCU attack levels
5 i; N+ b. F0 y# C# H0 y17. Corrected unit TOE loading bug
& f3 L' L. ]& p1 z18. Correct bug setting default morale and experience when not provided by editor! x( A/ E: y9 ?; [" G# T
19. AI additional checks for level bomber base sizes
m; D$ e r5 }20. Numerous supply tracing improvements
' K7 S) a+ _' H, {* T( V0 T% A21. Numerous supply/resource movement improvements, X( a1 e& C) Q. x
22. Corrected several land unit fragment bugs.
5 [) b0 O0 e% b& ^. q( _23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF; T/ }3 Y# s/ b
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
1 i9 G% @9 U2 }& j3 H- cmeeting process to reduce chances that the meeting will not take place until one or the& V' Y0 x v4 D: _# F/ D
other TF reaches the “met” TF destination. Also correct a problem TF could O, r1 x8 J3 u6 \
“merge” with a TF that no longer exists under certain rare circumstances.+ V1 ?% Q! a# m
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of3 {1 V$ e' {) u% S
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
, X& @: h' `( |( o6 H% lfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be; h( b' b5 d1 O$ ]9 e5 Q; r0 ~
docked if the port has the dock space for them, but will auto-undock when adding a+ }/ A% s. [8 S m
ship to the TF causes it to exceed the port capacity.
# M- N" M) z; { q; f2 j3 P25. Adjustments to naval retreat determination. TFs retreating after combat will now be
+ h# R$ e1 A' E1 j0 g7 x8 ?' yless likely to retreat to hexes containing other enemy forces and be more likely to
2 Z& x- G# V/ L1 N m5 `retreat toward a friendly base.
: l y$ g4 U, W6 X$ I! i; n* w: f26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it$ L' y$ L+ w7 ~. S
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
0 D# \2 l2 F# p8 ~ W8 d/ n7 Sin port, (c) ships in port (disbanded).: d- p4 X( P- b8 \' b/ [8 Q
27. Interface Improvement: Implement search arc drawing on map
; e+ r M# ~4 _6 Z28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
8 q" t' O7 E9 S q, n; C9 u2 }ensure partial rearming is in full mount increments, and adjust ops usage according.
, g+ j! ]4 v) r8 ^4 a& u2 A29. Fixed naval support availability bug. Naval Support in HQ units that were actually at' T4 q, O- S* C$ M- }8 e
a base were incorrectly excluded from Naval Support totals at that base. This was
+ n7 h. Z `- n% {/ B- z, M+ D! Tdue to an error in calculation of Naval Support availability over HQ Command radius.9 ^2 }. q4 F* A+ S
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location, B( H* M& T/ ^# ]) O7 W
could improperly interact with fragments of the same parent that were at other
" n: [2 }0 I) D3 c: hlocations and had been previously loaded by either the TF or one of the ships, n& e, l# }, y! A+ e. X
currently in the TF or, if the load required multiple days, when unloading of other) M: q' ?/ o b$ u
fragments of the same unit caused and automatic switch of a fragment to the prime
, f7 }) Z" H* x6 R( T' Kunit.
7 p d" C& ~. f( _+ S/ \31. Corrected bug to allow repair of damaged devices even if ship has no other damage.; ?3 y! |" Y) a
Previously repair of all system/floatation/engine damage would terminate repair of a% G4 }) u2 w) m3 |+ v" ~
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will' ~# o( w8 H/ F% G5 o O
now prevent full repair of systems damage and may “create” small amounts of system
; J9 P# n g! }* D$ }2 q F" `8 P) s* ddamage to keep the ship eligible for repairs. Note that this may have the affect of
# g& s, f1 m, |4 Ysmall amounts Systems damage being not repairable at a location where it normally
9 e+ p {; A- B- l/ ? u+ _5 M8 Q) @would be repairable if that location can not also repair the damaged devices(s).0 l$ {9 C- ]3 D+ Q0 j1 o& U O% c
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
* p3 w3 S. R! Z2 iof aircraft
5 [# w6 @7 \0 |% m/ \8 S9 q, U, ]33. Corrected several menu bugs
. v& S' V7 i2 d) g9 Q" v) G34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of, B/ C3 \) n+ [) H& Y- W
land units by TFs.* O$ Y/ x7 N) d, |- X" g; {7 R
35. Interface Improvement: Add “undo” for ships being transferred during ship3 A: k8 x8 I$ i. _1 p6 J
transfer. Previous undo only functioned properly for ships being transferred into the3 u8 x( b" M# G8 D
selected TF. Provided undo for ships transferred out of the selected TF.+ @' I5 E0 |, H$ D
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that2 Q' y; k* k0 q3 b/ u, j
is following another TF that is beyond the player-set follow distance.
' U# d C" V6 {" \37. Change ship based aircraft repairs to be by plane, instead of by group
2 K. ?2 W& ^5 J+ F/ d. P4 A38. Interface Improvement: Made air group screen larger to reduce clutter
( O; ~+ R c1 k; L, n5 w4 x39. Gameplay Change: Adjustments to supply consumption by land units& c+ e% ^- J7 K4 |
40. Change to AI shock attack determination! Z2 N) Z9 x. c0 R; H2 p/ S4 D
41. Improve AI awareness of intel on nearby enemy LCU
! M! @8 L" h+ {9 E9 l# \" s% I5 H42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level7 m" Z& ]; A" r1 Q; W
43. Gameplay Change: Changes to AI production on “Historical” level C- t/ x9 z* y
44. Improvements to save file process to reduce chance for file corruption, especially by
+ v* a9 _! H) hdeleting the old save before writing the new one( N( a' ^( N( ?. P a+ d) o0 z6 }
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
, Q, u6 t: x( Z7 ~% |5 h4 z46. Improvements to refueling calculations and processes. Ships are more likely to fuel
7 y) X: q7 G6 J. B8 u" v5 ufrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming) s3 h: }/ k3 |& Q6 z7 _
sources for the “from port” and “at sea” variations.
) J+ l/ l+ |% y• Replenish from Port will now use the available fuel/supply at the port and on all
+ A5 Z& t( l- c7 d' Q$ `replenishment ships disbanded into the port. For those disbanded into the port,% r. R9 d1 H' t
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
, D; A8 { W1 ATenders must be of the appropriate type for the ship being replenished. Note that7 ~0 G8 Z0 o+ u& U9 U' {+ M* x
port facilities are used in preference and ships in the port are only used if the port0 Y7 s9 j& q: O4 b
is not able to completely replenish the ships in the TF.$ a, r0 m7 z* V( G: }8 y+ w7 q
• Replenishment at Sea when the TF is in the same hex as a friendly base will now& B) p3 W% S. j6 z
use all ships in TFs in the same hex but will no longer use ships disbanded into a
" u0 _2 `5 p( b0 G, Zport in the hex.
: E z m/ U6 b" U47. Interface Improvement: Add new map icons to highlight certain events$ F2 H+ w0 k* Y6 R' h% d
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some b5 R) H0 l$ z, j8 \4 e& Y' @3 Y
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
6 D6 t: ~! t( D# J4 b1 ~4 [/ x' {port or from any TF that is currently off map. Ships that are not badly damaged r/ `0 S! u+ E J& Q- D
can be withdrawn from some on-map ports or from TFs in certain on-map regions.7 I% N. h+ y! f: M2 g
For on map, ship may not be on fire, total damage may not exceed 99 and no3 k8 P' m& r. t
individual damage type (system, floatation, engine) may exceed 50. Ships may not6 v2 n5 ?# f. e$ B3 Q; z
be withdrawn from any on-map location where the enemy has air superiority. The
9 g7 k! C0 U- C4 O5 l! b5 W% s6 xintent is to prevent withdrawal as a method of saving a ship that stands a good chance$ Y# `3 n& ?5 r
of being lost or further damaged. On map withdrawal ports are set based on the+ `* r$ P( O# Z* ]& _ C) M1 P
historical exit locations for ships leaving the Pacific:
! i+ ?/ _! P+ _& H) T1. Any level 9 port.
, r3 d0 t# l9 N/ k$ L2. National home ports of the United States, Canada, India, Australia, and New, t6 `% \+ |3 P! [5 H
Zealand (with no port level requirement)
4 P; x, [% M& a7 C" M: K3. Any level 7 or larger port on the US or Canadian West Coast.
. G, \" L3 N/ b. M* x4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
1 n \. k3 }7 N5. Any level 7 or larger port in South Eastern Australia, plus Perth.
" L: b+ `+ @% O9 O, Z6. Any level 7 or larger port in New Zealand.8 c; i$ E2 _! t) A
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
' r& [( r8 ?5 p. _; J+ sanother ship actually sunk, the data for the two ships could be mixed. Depending on9 I* f2 ^# Y4 m/ _# {7 ~! _# v& E
circumstance, this might result in one or even both ships being reported as sunk.. ]- G1 x! X( X
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and- q5 h8 D p; q; y, r3 B8 E
TF list screens. The calculation will continue to show the remaining ASW capability
8 Z5 d! z2 R& R% ~. s' J6 I(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is: d' |! S W7 Q# l) f3 L$ ^3 [
now based on full load for all ships in the TF.1 |& O% U; C* \
51. Resupply capacity for bases added to editor T y6 k; a! L& j
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units% a; z; k. J; k; ?! g
53. Adjustment to AI unit planning level based on AI difficulty! R' F" K% m; e. n
54. Ensure minefields are created for proper player when a single TF lays multiple types
' _1 l8 y! c8 j) z& M0 ?of mines. Player of minefield properly set when first mine type laid by a given
6 n" a; M+ W; `! Q% z% z, I3 nminelayer but a similar check was missing when the TF contained minelayer(s) with
5 l, _7 E# y/ }5 z" r) u2 s! d7 Z9 rtwo different types of mines.. A" \. e2 g/ O: J( X6 l: X( ?- C
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
* j7 i* p* b! T1 V" Z0 y10% loss of supply and fuel, and 1 VP and no supply movement into or through hex2 w u% P5 `% I/ k
for owning player, if partisans attack and cause damage.
! G5 J! W* f8 n& u! }- a56. Gameplay Change: Movement rates for clear and desert changed to 25 for
) U a7 K; f4 N1 A) V3 u" F4 J" imechanized units+ X. Z# S4 \3 @4 U" P
57. Gameplay Change: Land combat effects toned down. q% Y2 P& }/ I
58. Ensure AI captures empty bases
5 W# ?9 q9 \. P) G. V59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
" m. ]. z( T, m# y- ~6 lsave from moving them ashore. Training from disbanded ships does not increase the
; z2 Z8 \2 E% f( `# lpilot mission count.
) R& m, ~! W# L% {0 Y& u1 [3 ?60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in" _( z9 S" ]+ j4 o8 _; G
order to help identification of saves
3 E7 ^ j! e) W; w+ t61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”). _8 w# v0 l( s1 P4 K
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
9 ]7 H! c5 C0 d- T: Y) amust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
2 w/ z4 Q1 |! K2 x7 V( \/ Abombing attack. Groups were at maximum altitude and conducting glide bombs1 w% [* \$ {9 Y5 x9 C1 b
attack, sometimes without engaging CAP or flak.
' h; z+ L5 b, X! k+ j! X' T0 o63. Changes in order to standardize inactive Soviet group’s training options;, s8 p4 F' ?% ~$ R. i/ p. M
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see3 e0 a/ C T0 R
Pilot Management for more details). The number of pilots on the group lists is RED if
8 ]# r* E, c7 s$ Mless than the number of ready planes in the group, indicating a shortage of pilots. This
; `! T+ ^% P3 d) k( lshortage may be filled automatically or manually for a mission based on the pilot+ v+ f3 B2 \) J% Y
select mode.9 V9 g. B- p# J* |% o
65. Corrected issues with group destruction on scuttled or sunk ships and groups on
+ O3 q& l4 R* q3 ~withdrawing ships
9 b8 V4 N" T, R: t) K& v66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at8 Y% F& e1 @7 P
close range
i# g+ t, ^9 i5 E67. Gameplay Change: Greater weighing of crew experience in surface combat
; w9 K: Y4 X0 C/ L | w2 p$ J* j68. Gameplay Change: Limited radar directed fire, increasing over time
- _/ w$ d7 \0 l; X69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
( n8 X1 Q8 [) s1 T/ x$ C4 R: Scombats at 1000 yards
% B2 \9 z8 n+ o5 p% y& l5 J70. Gameplay Change: PT Boats less likely to attack in daylight
: M C3 ?. p! }2 {' f( o% s71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
7 j/ ?1 ]- U9 o6 o2 y% C3 fhit in ports and rivers
+ T6 Y; M: ]- f) h- r! r* i8 K2 U72. Gameplay Change: Submarine captain ratings have more influence on Submarine$ D- U7 V2 R/ T# X/ X9 D: P' o
performance
# t3 |& H& D1 o6 a' j73. Torpedo hits on escorts not showing in combat report bug fixed
" t9 h8 H) G# y2 j% B74. Gameplay Change: Aerial ASW less powerful in early war
, K, ^0 e( R l75. Pilots still flying planes from sunken ships were treated as losses, resulting in any4 G4 f) G: N) h* X3 l
diverted fragments having planes but no pilots. Pilots still flying planes are now
" [2 ?: u5 p2 A, E7 r1 W* r& Eignored for sinking ship purposes until their plane lands.& Q2 G, m& c/ r1 e8 e/ }0 l" ~7 \
76. Group transfers in off-map bases from a ship in the base hex to the base itself were+ Q* s% p; t; M+ {% C
being delayed ‘4’ days. There should be no delay.0 H- _8 e: M: G. y8 {
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
5 R8 e4 X* K' y2 ythe convoy disbands.; I; s# K7 I5 I' g. s8 u
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
$ @9 h/ M: W# p; h( phexes. The range was not changed when the game scale was changed.
- e5 h5 d! G! Q+ s U4 V79. Fixed bug when displaying search arcs at a base
* Q7 H7 w" g/ F% M# |' o4 m" n80. Fixed Escape key on Industry Management screen% q0 Y9 {3 Q* I2 O0 o9 T3 b8 |2 |
81. Fixed oil and resource in totals on Industry Management screen
' [ ?) o+ |6 O8 r! J9 \0 G82. Interface Improvement: Add an extra line to the Industry Management to show total
3 W, s6 v) d9 o+ O: C9 Y" Fshut down industry on Industry Management screen
& k# a0 @3 I/ W5 R: g83. Interface Improvement: Add base select to Industry Management
# l$ x, ~( k3 ^1 t6 R" O3 q: L# F84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
# L( `% l3 E3 B' e4 Q: G& jONE group for Admin stacking purposes; the presence of all three in a base counted; m3 p1 B8 T0 R4 ^+ @- Z3 j
as 3 groups for Admin- j9 @7 @! o: z5 g+ K. a
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
# e# P, n _+ f! z# y$ W86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and+ F+ y2 k* _2 k. D u% Y
FF being affected by old stock code that cleared the secondary mission.( R% |: V% b2 ~
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.! H7 r8 I4 F0 O1 i$ L8 M
88. Fixed an issue with tool tips being offset from actual hex when forming new
& D6 G4 \" \- L! _, vtaskforces5 z" @& ] \$ W* R2 C+ i
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
6 | f4 T( L+ D w$ C3 U4 e, rthe end of turn save only. Preferences are now restored as saved for the player at the
7 Q4 M: ^3 G) _% U& e8 G0 ~& i, |time.
) M; t# r$ f* Q6 X& _$ [9 L% i90. Changed air supply mission to use a friendly base as destination, if both a base and/ Z* v" b+ d/ f1 D0 X+ a) u
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
3 @+ O0 D! M4 _4 l% l* Q91. Fixed air supply drops to a hex containing both friendly and enemy units; often the3 J0 ~- @8 h! V' ~4 M
mission was canceled because the enemy LCU was selected as the first unit in the$ K+ y8 F7 r5 [7 P8 o- F4 B" o& P
hex.
! O& _6 Q$ a6 {$ S6 e1 y! ?92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.3 Y* c* l0 R3 _; w
93. Prevent very low grade TF commanders from returning single ship TFs to port to) f: S1 L `5 K" j f8 `# x
rearm when rearming not needed.
3 F. l9 m$ b ^9 |! B: m94. Fixed the supply cap and monsoon effects on supply
1 X F4 K4 u9 j7 r7 k95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
! Y, }! R9 |& x7 S: [9 Ymovement.! m" ^: Z$ y! l; d. p3 D
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base& h2 V. Q$ J; H8 k
when Soviets are inactive.
( h+ f2 ]/ H2 S" Q3 ?" N3 }97. Tweaked resupply task force to Japanese bases.
: ^% ]4 s/ g7 E$ q98. Fixed a HQ/Chinese unit respawning bug.8 [- t+ y: y* l8 H. v$ k
99. Restricted permanently disband/withdrawing air groups from being able to the the( \4 j% o* N. o4 D- t# d, A
“Trainer” option in the type of pilots to use.
1 i9 W2 } m2 g. f0 {2 t' s100. Restrict the options available to pilot movement in permanently
- T% g! I. A3 H; Wdisband/withdrawing air groups; mainly restricted to making them active or in-active
; B( \5 q- ?5 Y# W* p8 r Mwithin the group.: a! k8 z0 H* O
101. Fixed error in splitting air groups caused detachments not-in-play still attached to9 y8 Z! C8 a% w0 @
parent group - stops divide ability
3 C$ E7 V* o# a102. Fixed an issue where some autosaves could reset game options.
6 p* r4 i/ Q, z D6 g h' K: }103. Disabled the ability to make a group a temporary on-map Trainer.8 F4 g# h% T7 y8 V1 Y7 L. X
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
G' g, @1 G' V. j W" J- ?# a3 CFATIGUE pilots.
+ x2 z7 d9 A( P8 K- g% L% G105. Made some adjustments to Kamikaze effectiveness.
3 e( Z h' ~: j• Naval Data Changes$ \; R4 {, X( L
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs., p: J0 c- ^( }7 u+ |& E+ Q9 b% I
Class
1 _/ x9 P% i O( _$ u a2 LScen 001, 002, 006 (007, 008, 009)4 o3 a$ X. b! w2 ~4 L# ]- D
0021 – Australia – correct weapon facing
4 X7 o- C0 i- [+ r3 c1 T0418 – Helena – correct tower armor from 0 to 125
5 T k& A0 M+ x) E0767, 0769 – Chevreuil – correct endurance and fuel( g/ w" Z: O$ G) `" v6 U) Y
0770, 0771 – Duguay Trouin – correct weapon facing
$ W" g" v" z/ b4 o5 S( @( u1 J0772, 0773 – L’Adroit – correct endurance and fuel) g1 E: f2 ?6 b7 F; a
0774, 0775 – Fantasque – correct endurance and fuel' _' M, }* P! t9 h8 p8 V% F, F K
0776 – La Galissonniere – correct endurance and fuel, @& R: B- o0 Y4 d
0776 – La Galissonniere – correct weapon facing
4 V3 @$ g: b1 k# ?' e1013 – Yubari – correct weapon #4 turret armor
( w2 Q% x! p4 I4 k1102 – Furutaka – correct weapon facing
% H, O, {0 q. ]0 d* b% u, |1107 – Aoba – correct weapon facing
4 z& n: F( ]( Y/ @4 J- [1112, 1113, 1114, 1115 – Myoko – correct weapon facing3 d" K& C6 W" R8 h' r
1730 – Yamato – correct weapon turrets
2 V: T+ R* C! u) L9 I C2025 – Kongo Maru – correct weapon facing# P2 T5 w$ r5 `1 Y6 f3 h
2202 – ARD 3000 Ton – add Japanese small ARD class! ~3 Y0 P9 ?+ v' W2 k4 B5 N
2903 – Gnevnyi – correct weapon facing) ?$ s# h6 c1 L' w2 b4 s$ V9 |
2915 – MK Cargo – correct weapon facing
! n, a% E% E/ P$ p6 J- m2918 – KT LST – correct weapon facing, ]' \! H9 }4 x/ z3 F) v1 Y! a
Ship# U+ U7 A. G" p5 C3 t5 y
Scen 001, 002, 006 (007, 008, 009) changelog# }) I& `; c: @
All – update weapons from class to reflect weapon facing corrections* E% f# z# F" L$ l, {% `9 [
0999 – Dublon ARD; add small ARD to Truk( r) N; Z$ R$ o6 G6 e7 {
3550 – Laffey; correct entry date to 420430
6 U a: q" K2 h" q0 g3580 – Frankford; correct entry date to 430430
* O% j( D1 I* P; a4317 – Thornton; add Clemson AVD at PH) C: B9 v5 P V$ E
4361 – Henry A. Wiley; correct entry date to 440930. }5 h) e( t, ]% l" e' B
5222 – Rixey; rename to Bowie8 x. U! l7 x$ Y. w+ e% x7 q
5223 – Hercules; rename to Highlands7 m: e4 R2 ]. N5 ?
5251 – Pinkney; rename to Pickens: f% q1 w1 n$ {5 s7 H& ]! k$ D
9253 – Madras City; correct entry date to 420228
$ t) v/ S* H- a$ _' k3 n/ Z9728 – Indus; delete duplicate ship entry, { Y- g( P7 ] T' R8 [
9837-9849 – Soviet Fleet; correct ship name spelling- C% X0 U: a& v" i' v0 K$ U
11316 – AFDB-2; change arrival location to # 524 Seattle* Q& }8 ]9 Z+ m1 p- f) z' _
11364 – BYMS-2055; correct entry date to 430228
# \7 ]& H. y' N8 I- W11365 – BYMS-2059; correct entry date to 430228
+ G+ A) T& A: s14070 – Ha232; correct entry date to 460228
/ s+ f4 G) E3 Y( V& WScen 006 and 009 ONLY* S' f4 r& j( V: {1 q4 a# v0 l
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
" _$ m+ `' K8 N( V6 m' d# d3 n4 O0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
4 Y7 F6 ]! H/ B8 H0 }. i5 I. X0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295: y& V( x4 O5 }) O- K
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370( W1 E: l# R2 K( e
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
9 D' D* Q) o( H, l V7 R0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445$ R: {) A. Y$ T: }8 u% t
0043 – Hiei; adjust fuel to 4175' j/ [$ S& x9 E3 z$ z1 l
0044 – Kirishima; adjust fuel to 4175
4 r) a4 \! c! d" V# y7 R; I0067 – Tone; adjust fuel to 17754 p" u( f1 I5 } m
0068 – Chikuma; adjust fuel to 1775
2 g8 ]9 M% x: x& k0118 – Abukuma; adjust fuel to 833( D9 w: ]. }2 f7 i$ o' w P, ^
0146 – Akigumo; adjust fuel to 265
3 P( }2 a3 B+ C" F- S0168 – Kagero; adjust fuel to 265; D0 U2 N0 v. Q+ w, Z: i3 A
0176 – Isokaze; adjust fuel to 265
5 F' z; n4 r) W* C l: q0177 – Shiranui; adjust fuel to 265
# H1 X4 ?! s5 T- u( Q. N• Air Data Changes3 i9 n/ q& h! ~& G- `1 |& V
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
' [# [5 K' B( u[177] B-339-23: Name set to B-339-23.
# M" t- O5 s& }1 b% Q4 p+ o[178] B-339-23 (PR): Name set to B-339-23 (PR).
! \- b: z& N2 S2 r( O/ v[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.9 Q: L* }- J4 P: X/ @
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
* ?) p: |$ k/ [4 |[365] Stearman 75M: Nationality set to U.S.Army.2 T: U' T% @% N ]. r& l
[451] PB2Y-3R: Deleted.
3 T" |3 ^7 P/ P' [; P) U2 J" P[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.6 A% Q: G3 `& U5 ]) ?
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning2 I# Z4 M+ _" B
MG; wpn 13 set to 500 lb GP Bomb.
6 V8 n: t- Z r/ ][1923] No.1835 Sqn FAA: Delay set to 0.
?+ P1 J1 q1 [! Z[1924] No.1836 Sqn FAA: Delay set to 0.
9 V1 `: l! B6 G2 r5 g) ^! f[1929] No.1841 Sqn FAA: Delay set to 0.3 a" d8 q2 _; ^/ T) t( A! K/ [
[1930] No.1842 Sqn FAA: Delay set to 0./ O! E1 J+ K5 ?
[2587] VMF-211: Location set to [584] Pearl Harbor.+ Q) E" q4 b& U" C6 @4 @ E
[2642] VMF(P)-321: Deleted.
7 @5 [7 c& h/ F: t8 b% k[2652] VMO(P)-351: Deleted.
; j% b9 l% |% W[2668] VMF(N)-511: Deleted.& ]: ~7 e5 S4 Z( B
[2669] VMF(P)-511: Deleted.
8 N" `. m* F' e8 Z' Y3 t[2671] VMO(P)-512: Deleted.
2 H/ c! E1 y0 M# h[2673] VMO(P)-513: Deleted., E, ?" L& P$ V
[2675] VMO(P)-514: Deleted.
O; r2 {7 |( g+ |' k2 G[2827] VR-2: Deleted.
8 W0 f& ]# z6 ~+ w& a, a4 n" w[2828] VR-4: Deleted.8 c0 q7 G- l$ b0 Z% W
[2829] VR-5: Deleted.
# r( W, V$ w: L& Q6 A[2830] VR-13: Deleted.2 ]. a, m: L3 j9 H7 h
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
) ]% ~: A# {: ]0 q5 dUSN patrol-type squadrons 4301 resize to 15 deleted.1 p% E/ ?7 Y" Z, g! [+ ~0 D
USMC squadrons 4301 resize to 24 set to 4410.
+ V% G& Z- U/ R& p" M. T6 m# NUSMC squadron upgrade paths reworked.9 B3 u8 k$ d$ b4 n% C% x
Gameplay Change: Units with a/c MAX strength six or greater now able to split into
0 _3 U" S6 z7 F; Q& p7 }: B' h9 Gthree subunits.
! K* a4 X) n) ?; q: \& E8 a. L) t• Map/Base Changes/ c0 _. d" p. f1 Y% w3 W- U
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
3 L) \( j$ e7 I3 `New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
# P w3 C7 z4 |9 j( k8 uAV.! Z e0 c$ I* R" f0 L
2. Garrison levels in Japan have been significantly increased for the Allies.
8 d7 a/ X: S1 o% T' m R3 {3. Garrison levels in India and the Philippines have been increased for the Japanese.
. q3 A7 F, G0 C ?2 X& P4. Garrison levels have also been adjusted in other locations, with some areas having
7 R4 j' h; a6 {% _% l4 tsmall increases.
4 L- |: d5 k4 h# U V" M: E5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an% \$ {* x8 }& D3 `- U
Airfield.
3 k# U4 E `9 e1 }% J8 k3 i3 m6. The starting fuel level for Los Angeles has been increased.
7 j7 H, J/ C' u3 G# [7 N; v7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.. M8 P2 J' }4 u' p. G
8. Anchorage in Alaska now generates a small amount of resources.
+ M% G* X) \5 o# n& g9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.$ N8 K9 D6 A; s" o& f2 z3 v
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.( p4 b# R! E0 e7 m0 {; [8 n
11. Nukufetau has had its port level decreased from 1 to 0.+ a3 \! f+ _, g7 z0 _6 p
12. Pago Pago has had its port level decreased from 3 to 2.9 A/ {+ m5 {0 y+ Z' ^/ O5 J
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
5 v/ L+ R, I/ H+ c; r, Wbase does instead.
* c1 X0 P" u: {8 L* V8 [14. "Ahmadabad" has been renamed to "Ahmedabad".& f# v5 n' I$ m7 w- E. A9 A
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
0 R: v' m( w8 ?" T5 erather than being concentrated in a small number of locations. Overall, Chinese
8 Q/ [% k' k o `! z# csupply point generation has increased, to about the same level of supplies as in the
0 ]! L9 E' P7 z- y( R9 H; ]original War in the Pacific game (it was a bit lower before).0 Z. k3 L% `. e: F
16. Australia now generates a greater supply point surplus than before - about 5,0005 Y* Q( g+ I0 {% c! V) D9 V
points per day as opposed to about 4,000. Fuel requirements remain the same.
. ~5 h+ p, a" @, O" p3 P2 J9 g# {17. The "Terrace" base has been "moved" to a more accurate location - hex 200,416 ?# }1 E. f' f$ f" L, e
instead of hex 200,40 - and the road and railway networks in the area changed to; [' K3 R9 @* B6 {: A8 _; @: R7 U
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