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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8 d* K+ s: `% g" m
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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【更新内容】:
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Change History:
6 l9 t) N! Z5 vv1.00.95 - December 7, 2009( ~" l$ [: g0 T
• Second Official Update – This release is comprehensive and updates ALL previous
+ X' I4 [) b3 Z# Eversions to the v1.00.95 level.5 o# u; T9 S: ?, z+ O9 {
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
& x5 q8 M, B1 h5 A* L1 c8 RManagement Addendum” which have been added to your Documentation shortcut subfolder
8 @+ d9 U' C( P h6 zand can also be found in your /Manuals installation sub-directory. These two
& Q( B) d n7 m7 V) s- t4 m7 hdocuments contain very important information on improvements and changes in these
* t+ Y, w. l$ ?, |areas.* G: _7 X( U( j- ~6 ]
• Code Changes
; c% m9 W% _0 y9 D6 {( w T1. Interface Improvement: New Screen for Industrial Management( i" A+ J n. \" i& O( u
2. Gameplay Change: Air transport mission was using all ready planes. Now the
! S! `! I; o/ Z. J* n: G0 }, W! Vnumber of available planes for the mission will be adjusted by the rest/training
3 f1 w' w$ N6 G# S( S. j+ spercent as on other missions.$ W1 q1 r/ \1 r! h
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
7 u' W$ _% m$ O X/ f4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to4 p# ?* \* P/ y% {8 w
show in change command list3 s8 K9 T$ }* I4 u/ u
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use* u- O* h. G8 Q5 }5 j
Bombs’ flag rather than the altitude setting
2 y; Y$ W5 f! K& _. V6. Gameplay Change: Full base screen now show the consistent over-stacked AF$ w% Z$ B5 [$ C) C6 y- d
indicator ‘*’
) K0 \% b, @6 ~: C6 i4 ^7. Pilots who are captured or killed were still being counted in some group totals. They& y: a0 ?5 @! O4 r, m
are now removed from group’s pilot count, but still available for ‘Top pilots’.
: r7 s* Z6 A2 r! |4 ~1 _8. Interface Improvement: The buttons in the lower panel of the main screen have
& U/ q- y. m8 M0 _& \+ Sbeen improved. With the mouse over the icons on the far left, the number of groups,6 z: S9 r2 S9 l. |. T% E) ` `( }
task forces or LCUs at the base is shown. Added a previous page button when there
, |1 ]( `' }" C* Q* p9 f! ^; Tare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
: J/ t- n" p& w% A" |4 wtooltips sometimes were corrupted when other screens were displayed on the map and9 Q& R& ^2 J% S3 @# {6 Q( d
the bottom panel was still active. This has been corrected.
; d6 z! Z, Y0 _$ i3 T2 ?6 H( @9. It is now possible to repair planes in excess of the group’s size
; Y0 P" F. c# c k+ o0 V( k: v) ?10. Gameplay Change: Adjustments made to air skill in training and combat. Skill, D1 p+ `9 @3 g0 l4 G
training is incremental. Points are accumulated and once a certain level is reached, a
+ _% c# _/ y7 J$ m" Rpoint is added to the skill. The cutover level is the current skill level; so as the skill
( j4 ]. s+ a2 f j' r9 klevel increases, it takes more accumulated points to reach the next level. Combat ]! R7 P" c1 \( H9 D7 f' k
gains points faster than training, and combat is required to reach 70+ skill levels.
3 k! F/ K! z2 o p, sExperience levels behave similarly with the one exception. If the Experience level is
. c1 ^. O' t8 g, xhigher than the best skill by more than 5, a skill based on the group’s mission gains. y: h" M4 l$ |
the accumulated points instead.
$ n6 w; E! w R0 I ]3 J11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
* k! n2 f. H/ w8 K4 sammo and return to base if required) `( y5 N' S4 a* f
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
! M7 m6 S8 q/ n- `- f. W" p13. Gameplay Change: Malaria effects adjusted
1 v5 N4 G7 ?& B. L. r) d6 P" o14. Fixed bug preventing port construction in certain cases
' q$ W7 u' k5 l+ ]15. Fixed bug preventing combat engineers from building
0 i A) Z9 d6 X8 o9 e& t4 r6 t16. AI improvement refining settings for LCU attack levels
1 V1 ^, n, M! Z9 E+ q5 d/ ?17. Corrected unit TOE loading bug( a- y1 V! Q0 @5 e- o& E
18. Correct bug setting default morale and experience when not provided by editor) _& ?6 l) D5 ^3 @: d7 E
19. AI additional checks for level bomber base sizes! f6 P9 G: @4 G( j' a
20. Numerous supply tracing improvements
9 v# J$ ?( W% X1 r' |6 u6 H/ a% Z' h21. Numerous supply/resource movement improvements+ T& ?* Z" H; D5 C
22. Corrected several land unit fragment bugs.$ n1 C1 y* i+ ] ]0 P( d
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
5 }* z/ ~! R* m2 yarrives at the destination of the “met” TF before the “met” TF does. Also adjust
8 V% T1 d: E) z: {6 ?/ Pmeeting process to reduce chances that the meeting will not take place until one or the4 f) H4 K' C5 O. m" t
other TF reaches the “met” TF destination. Also correct a problem TF could
g5 H" Z$ i3 t8 D“merge” with a TF that no longer exists under certain rare circumstances.7 ]# [1 Q" s- k F! z8 M7 z8 I/ q6 }
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
6 [) Z3 E* w F5 m m4 ~docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
( |& F: o- ]8 x& a- l' N. L; r5 Rfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
3 g/ B2 |3 R- }' cdocked if the port has the dock space for them, but will auto-undock when adding a: K# k2 h6 H* o( q! X. l- p0 Z* O
ship to the TF causes it to exceed the port capacity.
+ B- @# w* d( x) V7 `* A9 z25. Adjustments to naval retreat determination. TFs retreating after combat will now be' \# |7 s7 W! H; C. z
less likely to retreat to hexes containing other enemy forces and be more likely to
/ m+ B/ U2 f f' N; W5 Wretreat toward a friendly base.+ {" R& ^: Y; N3 V. `# e+ V0 c
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
! Y, p. t8 v5 W8 h; Z) S- T. [) kis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded) i0 p1 r8 R9 a b
in port, (c) ships in port (disbanded).$ D; Y5 c1 r' P" q4 P9 ?
27. Interface Improvement: Implement search arc drawing on map
* F* i9 M. T+ z" i$ M5 H# {28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
5 L, M+ ^# {, q7 p5 t) R* g* `# g: oensure partial rearming is in full mount increments, and adjust ops usage according.4 ]+ g$ C1 u' `2 T3 k8 p0 F6 s# s
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at% L& K* R7 g; E# B2 N/ n
a base were incorrectly excluded from Naval Support totals at that base. This was& F! P( l* V9 }
due to an error in calculation of Naval Support availability over HQ Command radius.4 L3 v; q( F& b% e$ x: \7 Q2 }
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location* \3 w$ S" @! A) D& v9 U
could improperly interact with fragments of the same parent that were at other
2 u# G6 X6 s0 Ulocations and had been previously loaded by either the TF or one of the ships
; m5 [# ~, E3 L: W: A6 X6 `currently in the TF or, if the load required multiple days, when unloading of other; y% e2 y! o6 j$ P6 W, M( L* O' J7 `
fragments of the same unit caused and automatic switch of a fragment to the prime7 z$ @" ^! a1 q
unit.
* r. L4 p7 q; [ r4 @* y6 K31. Corrected bug to allow repair of damaged devices even if ship has no other damage.5 f3 r, f; L# R; `
Previously repair of all system/floatation/engine damage would terminate repair of a
L4 \4 G) n/ o' Z; ]ship that also had a damaged device (weapon, radar, etc). Damaged weapons will" e; Z, S. \, D7 \. i( z
now prevent full repair of systems damage and may “create” small amounts of system$ V0 M8 V& R& V
damage to keep the ship eligible for repairs. Note that this may have the affect of
* A$ ]2 b9 O& S& I% l$ lsmall amounts Systems damage being not repairable at a location where it normally
0 f/ w9 k" w: k3 v- R: fwould be repairable if that location can not also repair the damaged devices(s).$ D6 g4 }4 m7 b% q% I7 |; M: i: i" r! T5 W
32. Interface Improvement: Changed Allied aircraft replacement display to show nation. {% @. u4 X8 A2 y1 D
of aircraft& B/ u# ?: g( S
33. Corrected several menu bugs, ?/ k. h# K, a
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of T E2 x, ?9 F- I" K8 O8 v3 T; ]
land units by TFs." W' ~+ n+ v6 S, o
35. Interface Improvement: Add “undo” for ships being transferred during ship3 ^' x) t7 n8 v
transfer. Previous undo only functioned properly for ships being transferred into the6 D* U* {' S) p1 k1 e, c
selected TF. Provided undo for ships transferred out of the selected TF." e- w" N6 w: O Y0 U; T
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that. v! v: B( N% Z; B9 Q d
is following another TF that is beyond the player-set follow distance.
- Z/ x5 ]' U, B37. Change ship based aircraft repairs to be by plane, instead of by group8 O- U# g. M" N2 O# l
38. Interface Improvement: Made air group screen larger to reduce clutter# n- w* _+ Y* f% L( D. [6 _. C
39. Gameplay Change: Adjustments to supply consumption by land units+ e" E# i$ i+ U( l* p
40. Change to AI shock attack determination
; j" c* i& o, i2 w; J% c41. Improve AI awareness of intel on nearby enemy LCU2 H# m$ z; ~- @% }4 \/ w
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
- B5 Q! d# v8 l/ M43. Gameplay Change: Changes to AI production on “Historical” level
# D8 Z5 @9 [# N2 F44. Improvements to save file process to reduce chance for file corruption, especially by
( z( V4 H- i4 h; ~$ y9 P) Ndeleting the old save before writing the new one
/ Y5 }% {, l, ~! C45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
, g0 W7 K7 D* o46. Improvements to refueling calculations and processes. Ships are more likely to fuel
# p2 Y9 @$ ^$ g4 L# `0 ~from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
+ o5 _2 v; M9 q$ _ [sources for the “from port” and “at sea” variations.3 Z/ F5 }" E( H0 x7 f/ J
• Replenish from Port will now use the available fuel/supply at the port and on all
- F# y: h- p3 O6 o( N6 mreplenishment ships disbanded into the port. For those disbanded into the port,
* R1 Y. ? v# y m; Vonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.5 o/ b6 I' Y. `( C" v( T0 l+ U! T
Tenders must be of the appropriate type for the ship being replenished. Note that% d$ k V- g$ F& n' C, J0 b
port facilities are used in preference and ships in the port are only used if the port7 e- l' L, g4 i0 o
is not able to completely replenish the ships in the TF.
. e6 L7 S: q. S# B% v) u. g' A• Replenishment at Sea when the TF is in the same hex as a friendly base will now
1 ]. N, r. u* \! K" W7 iuse all ships in TFs in the same hex but will no longer use ships disbanded into a7 G5 b2 t6 y3 q* d
port in the hex.
5 y, {3 R3 s3 k+ h8 ^$ a47. Interface Improvement: Add new map icons to highlight certain events
8 @& E& \7 y# J8 {' T2 {48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some% \; _3 {& ~' D$ [: ?) w
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap' z. I* s8 l9 V( l( \
port or from any TF that is currently off map. Ships that are not badly damaged
- \- f5 |# p4 E- Hcan be withdrawn from some on-map ports or from TFs in certain on-map regions.! s! P: n4 s. {1 ]
For on map, ship may not be on fire, total damage may not exceed 99 and no
2 Z" N6 {" E6 Sindividual damage type (system, floatation, engine) may exceed 50. Ships may not5 W) q% E! c; R6 i
be withdrawn from any on-map location where the enemy has air superiority. The
. g! e" Y* _" P' y8 @" }7 A' Jintent is to prevent withdrawal as a method of saving a ship that stands a good chance, a& B- z& R+ q y9 l5 {8 N' M
of being lost or further damaged. On map withdrawal ports are set based on the: }0 _' u( e: ~1 Y
historical exit locations for ships leaving the Pacific:
: { j+ m: E$ J0 P; D: \" J" }( n& j& |1. Any level 9 port.
" I+ ~/ C4 B2 o/ Q. ]! y$ u/ i2. National home ports of the United States, Canada, India, Australia, and New+ a6 p x+ x$ t, H4 b* Z
Zealand (with no port level requirement)
% C: t$ n. F% @5 s3 E7 d3. Any level 7 or larger port on the US or Canadian West Coast.$ c- i8 m) E# |7 u4 j* H" Q
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)/ `- r1 r5 s/ n* z+ g
5. Any level 7 or larger port in South Eastern Australia, plus Perth.3 s2 X& { F. f
6. Any level 7 or larger port in New Zealand.
# g T5 a; U( `( W0 n49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of- ~ U4 [. M. U* |' x) r Q
another ship actually sunk, the data for the two ships could be mixed. Depending on0 y# N) U; F2 X
circumstance, this might result in one or even both ships being reported as sunk.
8 |( X2 S, l, v+ h9 @50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
1 M, Y8 K) e" n wTF list screens. The calculation will continue to show the remaining ASW capability: {+ N0 j1 _, g. O
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
4 k+ E8 L# [9 D4 Cnow based on full load for all ships in the TF.
* {( _# Y: _# U9 i1 H51. Resupply capacity for bases added to editor
$ V" Z( m( d% y; I4 I% e52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units [ N$ Q# W: D+ Q
53. Adjustment to AI unit planning level based on AI difficulty
C$ J. `; d1 J54. Ensure minefields are created for proper player when a single TF lays multiple types
2 R- e1 ?) r, K |of mines. Player of minefield properly set when first mine type laid by a given
( L/ X- M' T$ U( Xminelayer but a similar check was missing when the TF contained minelayer(s) with
+ q! N+ Q$ n7 m$ J6 a1 Ktwo different types of mines.
3 f' D6 P, Z5 _: J- ^! q3 b55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
. g0 A0 j; L) R. p% F/ h. x3 X10% loss of supply and fuel, and 1 VP and no supply movement into or through hex! N4 p1 D2 _0 `5 \7 n4 [
for owning player, if partisans attack and cause damage.
( t2 p: g/ k2 L6 `. U56. Gameplay Change: Movement rates for clear and desert changed to 25 for$ r/ H% T' z( _; f2 A
mechanized units
. U' w* n! U$ e5 `! } \57. Gameplay Change: Land combat effects toned down+ E @4 U' M( r. X; e/ E5 N
58. Ensure AI captures empty bases8 c* z- B+ g. I' o! G
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to4 ^# N; `/ q3 {# e9 I& E ]
save from moving them ashore. Training from disbanded ships does not increase the4 N2 f3 l, g$ W
pilot mission count.6 _% U$ e& p7 i4 X
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in& i/ N9 V6 Y) c2 s- q2 f2 f" }& l: v, u
order to help identification of saves) Y& Z( n# k |3 C {; _ l; d* u
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”) I2 w+ a, i! n+ w7 I S7 ?1 T" \
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
+ Z! n) {7 B. G( o$ h) Nmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
2 N3 t0 h+ V7 qbombing attack. Groups were at maximum altitude and conducting glide bombs
2 }6 w) ^, d2 S! E: B: `; [7 Hattack, sometimes without engaging CAP or flak.+ n6 s2 g3 e9 h( x& h5 O
63. Changes in order to standardize inactive Soviet group’s training options;
# A$ H8 J! Y) M8 K+ V2 C I" P4 U7 T64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see' ^" q6 @5 ?5 ?* p+ n8 o5 v% g
Pilot Management for more details). The number of pilots on the group lists is RED if0 {& m4 R! m# e0 I3 ]6 V
less than the number of ready planes in the group, indicating a shortage of pilots. This5 E8 r( D9 \( i
shortage may be filled automatically or manually for a mission based on the pilot u# u4 O5 l, n d1 I
select mode.
2 s# T; v7 } z) y65. Corrected issues with group destruction on scuttled or sunk ships and groups on' _; ]- D. v& O8 r/ {0 _. K9 f* R/ I
withdrawing ships
; X. `( y6 W6 r; ~66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at2 j' N% \" o: U# D$ i5 U
close range
1 `" J9 Z% N; a f: Q' e6 G9 \0 F67. Gameplay Change: Greater weighing of crew experience in surface combat
0 C. Q- L/ r7 ^68. Gameplay Change: Limited radar directed fire, increasing over time4 }; x) w" u5 @' [) X
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
, n0 J/ t# O: J! }combats at 1000 yards0 A" V" `- N2 V! u
70. Gameplay Change: PT Boats less likely to attack in daylight3 z5 g! u- F0 D9 k- ^$ \) t9 d
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be( q4 [; U3 ]0 d& u2 t( |( K: g
hit in ports and rivers) n( [. Z$ G' o6 K% e9 W: t1 C0 l/ y
72. Gameplay Change: Submarine captain ratings have more influence on Submarine: }5 J% z7 {+ M7 ~) L' n* n- w
performance# d% @# Z* z4 ~/ s
73. Torpedo hits on escorts not showing in combat report bug fixed
" g$ C8 [' \" Q* |* y9 Q) I7 g74. Gameplay Change: Aerial ASW less powerful in early war, y0 B4 a( Q* P" M8 x z% w
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any/ P/ L7 C ^( J8 A5 P$ L2 O
diverted fragments having planes but no pilots. Pilots still flying planes are now- X5 T; j% M9 l
ignored for sinking ship purposes until their plane lands.
; h2 S+ B9 b8 r% r76. Group transfers in off-map bases from a ship in the base hex to the base itself were0 Y1 F4 B: J9 A! c# G
being delayed ‘4’ days. There should be no delay.) } I4 z# \. E0 j
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when3 O' Y) ]0 n4 e2 e1 V
the convoy disbands.; `) C9 ~8 d* \
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 202 G/ a% a' `3 v A" @
hexes. The range was not changed when the game scale was changed.6 R/ K! o' f- R4 P) R* h' S1 A$ N+ ]- h
79. Fixed bug when displaying search arcs at a base
; q7 V! K& O& K) M0 a80. Fixed Escape key on Industry Management screen
2 h, k' }6 S8 Q% E81. Fixed oil and resource in totals on Industry Management screen# A0 w; H) G9 y( t
82. Interface Improvement: Add an extra line to the Industry Management to show total: u! v$ L. N) r" q* j) {1 J! @
shut down industry on Industry Management screen) a" ?, b9 v( ^& G. Z1 T! y/ X* [9 X$ P
83. Interface Improvement: Add base select to Industry Management2 X4 n; t7 T& N" \0 l
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as0 M3 _7 @0 S- K. k
ONE group for Admin stacking purposes; the presence of all three in a base counted
; M7 B- y$ P7 C7 ]$ ^as 3 groups for Admin/ ]: O- f% E% b3 \0 k
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
6 G1 D8 M) @* g# e86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
. w! \ s0 o$ l1 s |3 g8 uFF being affected by old stock code that cleared the secondary mission.
! d- }! s. g/ d$ i87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
' r4 z* a2 S: K0 {2 K88. Fixed an issue with tool tips being offset from actual hex when forming new: m: Q9 k/ j2 `8 x# B3 b$ ?4 m6 M
taskforces, ~; p( V7 Z6 S: T) f
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
6 T, i# R" G3 Z3 l& A0 Kthe end of turn save only. Preferences are now restored as saved for the player at the, R4 ^( u4 P0 s! j, \
time.4 d5 y9 h; [# Z; N. y
90. Changed air supply mission to use a friendly base as destination, if both a base and' ~6 t3 `5 t d/ L) s: H- K' T
LCUs are present in the hex; it was sometimes giving the supply to the first unit only4 |. d3 O7 P3 D+ L
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
5 l- b9 v: Z0 G; c, nmission was canceled because the enemy LCU was selected as the first unit in the
, o# R! {: \2 ?+ W* w& i$ a& }hex.
" E0 A% m0 x7 q8 e92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.& Q( ~- s2 N. j: z: W' u, N( C
93. Prevent very low grade TF commanders from returning single ship TFs to port to
1 g3 G% q$ x* ^ @rearm when rearming not needed.
$ t2 H$ ?& J" A( |# Z: k: l3 R94. Fixed the supply cap and monsoon effects on supply
0 `* l9 q, P; d3 ^ _95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland- R* g( ?& _2 A! W; _/ g- ^* x
movement.# O( d% Q) N* D7 a9 ^1 x
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base @2 G$ h" c* {9 m* s
when Soviets are inactive., G; d# m; ?8 P8 s2 K" T& d& _
97. Tweaked resupply task force to Japanese bases.
' n! a& n; n0 O4 |" m! u98. Fixed a HQ/Chinese unit respawning bug.
7 B4 m1 X- D: h99. Restricted permanently disband/withdrawing air groups from being able to the the4 f* _/ E8 Q5 s, H( C. |
“Trainer” option in the type of pilots to use.
( F) }9 c; e k F: i' `100. Restrict the options available to pilot movement in permanently4 ]3 I- R! V. Q' Z
disband/withdrawing air groups; mainly restricted to making them active or in-active' g, O7 e3 v3 W5 o
within the group.* E: b1 J# z" y1 F% k
101. Fixed error in splitting air groups caused detachments not-in-play still attached to/ U, `3 a% v% J6 ?$ @
parent group - stops divide ability
/ @9 m$ e! \" i$ F# z102. Fixed an issue where some autosaves could reset game options.
0 y( X0 \. j+ A& J103. Disabled the ability to make a group a temporary on-map Trainer.2 e7 A* V) @, ^: V: p4 T# @, k1 x
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
4 t, h( k( F' G5 q+ a* s7 j& ]2 xFATIGUE pilots.
% O$ k6 O6 p; }0 H105. Made some adjustments to Kamikaze effectiveness.
, W8 j$ v J v0 w9 v• Naval Data Changes5 ^! R; y, V5 b, @
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.1 B; o2 E3 a4 U W0 B2 [
Class
7 q, b( K$ u, V: d* f `. WScen 001, 002, 006 (007, 008, 009)
: E: p7 C' v' _ {0021 – Australia – correct weapon facing5 T, _$ |; I4 v- M
0418 – Helena – correct tower armor from 0 to 125
1 s C$ D% v2 w0 m) Z5 r0767, 0769 – Chevreuil – correct endurance and fuel
1 R2 e9 r8 {2 K( S7 ~- T0770, 0771 – Duguay Trouin – correct weapon facing
. K; v. @+ C0 ]* ^6 A, J0772, 0773 – L’Adroit – correct endurance and fuel; c/ P9 O! e6 s9 \
0774, 0775 – Fantasque – correct endurance and fuel
3 }8 P) h7 }9 z4 u0 |/ e! B; R0776 – La Galissonniere – correct endurance and fuel
^+ V/ h5 ^) R& _$ \# K0776 – La Galissonniere – correct weapon facing
' O" m1 e* M" D1013 – Yubari – correct weapon #4 turret armor
# y2 Y6 x9 G) g1 d1102 – Furutaka – correct weapon facing0 Z6 j1 p7 S/ \0 Q8 t
1107 – Aoba – correct weapon facing
* n. K( t" _6 s, H1112, 1113, 1114, 1115 – Myoko – correct weapon facing) h3 G1 \$ @% m+ h+ w& H2 z
1730 – Yamato – correct weapon turrets
5 l: U% P0 _8 P7 e# S! ^2025 – Kongo Maru – correct weapon facing' M4 Q( p% t1 ~6 O7 W% E$ L7 a
2202 – ARD 3000 Ton – add Japanese small ARD class
3 g" v/ z l/ k4 U2903 – Gnevnyi – correct weapon facing! R% f, F, f* p# A; X
2915 – MK Cargo – correct weapon facing1 A4 P% c( N4 B h( P
2918 – KT LST – correct weapon facing' _" n @! u5 M* s5 n* d. t5 C, \9 ]
Ship& N% p' \9 c1 o
Scen 001, 002, 006 (007, 008, 009) changelog
" Q( ]) `! d& u9 \All – update weapons from class to reflect weapon facing corrections
) F. f- n }, E' ?( r4 h. R0999 – Dublon ARD; add small ARD to Truk2 w$ I+ G; I! J3 x3 `% R
3550 – Laffey; correct entry date to 420430
5 r" U, n+ k" C6 O/ B3580 – Frankford; correct entry date to 430430
- [. b" }2 V* v% V! _) o4317 – Thornton; add Clemson AVD at PH
4 k. @( U3 Q4 A1 x4361 – Henry A. Wiley; correct entry date to 440930
a# e+ R) Q" R5222 – Rixey; rename to Bowie7 ~" S7 j, ?& k1 k
5223 – Hercules; rename to Highlands
9 H; h7 E/ W. _& G' \5251 – Pinkney; rename to Pickens
9 Z: U' [* N' [9253 – Madras City; correct entry date to 420228
. b" V& h: l1 u1 Z: p, q9728 – Indus; delete duplicate ship entry
i& B% u5 A* V. ]9837-9849 – Soviet Fleet; correct ship name spelling+ n/ i! b1 r6 d' h! |' ]' _
11316 – AFDB-2; change arrival location to # 524 Seattle
. c- g3 b+ s2 ?11364 – BYMS-2055; correct entry date to 430228
9 a) g1 z( W7 j* C. L4 u11365 – BYMS-2059; correct entry date to 4302288 P% ^3 D2 R. [) w/ Y
14070 – Ha232; correct entry date to 460228$ B2 x2 [% x) i% {
Scen 006 and 009 ONLY. J, L2 K8 a( d+ R+ o% S
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445. X( l4 `: J( b" i8 a
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
! w: x% l, o! t, [3 w& M0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295& d6 U- q3 f6 B) R: K3 _* A. k
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370+ }$ z1 R5 u& R7 ?' W! Z3 b
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
: {- e+ x \1 H- u' {4 ]7 x3 G0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 4457 {; b1 B8 \# M
0043 – Hiei; adjust fuel to 4175
9 }0 h9 g* N+ \2 h* b0044 – Kirishima; adjust fuel to 4175% Z( d7 \4 B' R6 E4 g0 u
0067 – Tone; adjust fuel to 1775( p' e y- s! ~
0068 – Chikuma; adjust fuel to 1775
. ?8 e. U$ x: q& ~- ^- G0118 – Abukuma; adjust fuel to 833
# m4 m2 M n$ W/ _7 g6 p4 @0146 – Akigumo; adjust fuel to 265
: |0 }( @2 s) A1 S& \4 ]( ^0168 – Kagero; adjust fuel to 265
4 K) w. R' s) m, o; ~3 i0176 – Isokaze; adjust fuel to 265& I+ z$ H. g1 T, R
0177 – Shiranui; adjust fuel to 265
. q2 F" K1 ?' B1 x; }: [5 M• Air Data Changes; B8 [, \ z2 k2 S
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.& }" s* T) z; e( S7 f7 b$ x; y% ^2 d4 n
[177] B-339-23: Name set to B-339-23.
. W$ J+ N% Z& g; }" @* q[178] B-339-23 (PR): Name set to B-339-23 (PR).
) x0 d; G( {) x& |' X[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
: L( N1 ^( z3 n( H2 h" \[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
* ^. j; c6 r! `: C7 E# S[365] Stearman 75M: Nationality set to U.S.Army.4 U* o! A8 R. G* _
[451] PB2Y-3R: Deleted.0 j7 C& `5 z$ p1 m( D: W
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.+ G% u/ ~3 \1 W# |4 A" g( e; [! X
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning/ S1 D. c d3 V- V1 l! G
MG; wpn 13 set to 500 lb GP Bomb.. ~! f+ o2 o" y) {8 h9 | j
[1923] No.1835 Sqn FAA: Delay set to 0.7 V+ l* m I% p$ c" c, O3 A
[1924] No.1836 Sqn FAA: Delay set to 0.: z) E, `4 W6 y$ t' t1 s* ^
[1929] No.1841 Sqn FAA: Delay set to 0.3 d) h9 q3 j4 A) B
[1930] No.1842 Sqn FAA: Delay set to 0.
5 o- b: _2 O; P" C& |[2587] VMF-211: Location set to [584] Pearl Harbor.
: n0 r$ u/ Y6 x[2642] VMF(P)-321: Deleted.
9 R* X0 H0 M2 k- F v: j[2652] VMO(P)-351: Deleted.
5 B" I V: A) h7 h' S" u[2668] VMF(N)-511: Deleted.
) Q! [! T2 w3 G5 L2 f[2669] VMF(P)-511: Deleted.( n5 G f/ `1 m Z; U
[2671] VMO(P)-512: Deleted.( c; `+ i2 F1 P' H& b; A
[2673] VMO(P)-513: Deleted.
) Y Y9 }' l0 H' i$ j- |0 t( i2 C[2675] VMO(P)-514: Deleted.- N8 b3 E* H& h# O* f4 C4 K# l
[2827] VR-2: Deleted.
/ F3 @) U1 l& i" R0 m7 @3 D" G[2828] VR-4: Deleted.
2 a3 l0 ]9 f, {% N/ K1 T[2829] VR-5: Deleted.! ]; u, T, d4 ?5 H3 C
[2830] VR-13: Deleted.$ F: ~1 k+ n) V! E
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.3 N5 V, `- P8 B. o% U- a( z
USN patrol-type squadrons 4301 resize to 15 deleted.
9 G5 M7 u0 W7 ^/ y0 FUSMC squadrons 4301 resize to 24 set to 4410.
0 v, Q: s% U6 G9 K1 zUSMC squadron upgrade paths reworked.# B7 H% k( C6 ?, c4 b# k
Gameplay Change: Units with a/c MAX strength six or greater now able to split into& I# l+ ]7 C1 J) H) p
three subunits.
3 O* Q6 [ Q. Z+ R0 F* N• Map/Base Changes
% r* E! H# C) U" `* y- }% S1 T1. Garrison levels in China have been increased for both the Japanese and the Chinese.
* k7 ~' `8 d0 s7 KNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
4 J# P7 D9 J6 m' e7 x( LAV.) C# f# i% D9 K5 b0 D
2. Garrison levels in Japan have been significantly increased for the Allies.+ K, B8 J! G' K0 O& T; R5 \* V
3. Garrison levels in India and the Philippines have been increased for the Japanese.! E3 d. M ]3 ~6 E
4. Garrison levels have also been adjusted in other locations, with some areas having
8 F9 Y/ _2 ~" @: w; S( Wsmall increases.
' B) G ?9 N/ E$ }: `2 J3 D5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
) ^$ U# _1 u K; s( I" h! g! f; M0 tAirfield.& [% m* _: }- N% {9 j7 R
6. The starting fuel level for Los Angeles has been increased., X% R" O( h) e r8 K: t% O$ N; d
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.! M% n! o7 ~; @$ o9 q
8. Anchorage in Alaska now generates a small amount of resources.) `9 O, Z6 s3 `1 O, e
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.' ?# `$ i0 g: {- J0 p; W: n; D2 \
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
: f2 ]9 ^- L; f11. Nukufetau has had its port level decreased from 1 to 0.
' A' t8 J7 u' H' s12. Pago Pago has had its port level decreased from 3 to 2.
, R3 t7 I; T- r& ? _& @+ ~" t6 L13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
. P$ u" Q1 O7 Hbase does instead.
( c; i# Y! K4 @! A* O4 }% e14. "Ahmadabad" has been renamed to "Ahmedabad".
" k5 X, [% _ W% h5 T15. The generation of Daily supplies at Chinese bases has been distributed to more bases,. N: E9 j5 C. P& s
rather than being concentrated in a small number of locations. Overall, Chinese
! t, @; B8 O& U7 g3 r H$ _) tsupply point generation has increased, to about the same level of supplies as in the& X/ z2 ~; T! U' d8 b
original War in the Pacific game (it was a bit lower before).( r! b- M, D5 ]0 c3 I7 N
16. Australia now generates a greater supply point surplus than before - about 5,000% b' [' e* X- D8 k' s
points per day as opposed to about 4,000. Fuel requirements remain the same.9 v( R) ?3 O' u2 z0 l% T6 a1 B6 h
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
2 G; r1 b* X7 |instead of hex 200,40 - and the road and railway networks in the area changed to
! n# x: ?$ G( z/ xmatch |