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) Q0 M/ g3 X8 U- k+ K! g x英文版未汉化,,暂时也没有汉化计划,建议不熟悉AE界面和操作的先用第一版汉化上手
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地址1:rayfile下载 J. t+ B; _0 D% U6 @! a5 {* ]
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; W I# B- j' n: L, Z地址2:HTTP直接下载5 W. b, ]7 e& T* \! ~2 w
4 b+ E& v8 O$ `' ]4 q6 T9 }http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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* @# u5 _, U6 U8 v* L3 @【使用方法】:" R( N& n8 d0 b
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【更新内容】:
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" O; x! Y/ t+ P* N. q% fChange History:1 ^2 r* N/ H4 D
v1.00.95 - December 7, 2009
' g3 U$ e& T. X! a" {; h; w9 v: l• Second Official Update – This release is comprehensive and updates ALL previous
1 t# Z, w& [- m, _7 o( b3 j: J+ V8 sversions to the v1.00.95 level.
* ^8 r% M/ U3 D. @5 U% I: n5 L4 QIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
/ H+ o2 E* G) ]# k/ s2 tManagement Addendum” which have been added to your Documentation shortcut subfolder
2 K9 c. p! X }6 p8 ^7 o5 q1 Qand can also be found in your /Manuals installation sub-directory. These two- s) L! k' }9 j6 k6 Y$ z+ G
documents contain very important information on improvements and changes in these
* `7 I6 d) u3 X. _ kareas.
8 j N* C1 C, Y$ _6 k• Code Changes9 U/ W; @, u5 s+ V8 G
1. Interface Improvement: New Screen for Industrial Management% q$ e+ \9 O3 H: y2 G$ m: R& {
2. Gameplay Change: Air transport mission was using all ready planes. Now the: @) a3 u p6 t
number of available planes for the mission will be adjusted by the rest/training9 n6 @' |, q9 g8 q
percent as on other missions.
5 ^! q4 O' R4 N+ h) ~3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes5 e; b$ S& q4 \& O: e( Z
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
" B3 I* }) f- T) j$ |, qshow in change command list
3 H; t, N( u8 ~/ a3 v5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
5 i' N [9 g; @7 ]Bombs’ flag rather than the altitude setting
8 X+ H& V- w0 S. ^9 M3 o# D6. Gameplay Change: Full base screen now show the consistent over-stacked AF: N) Z9 }9 v. |
indicator ‘*’
7 D; W3 t/ s4 S/ S) T7. Pilots who are captured or killed were still being counted in some group totals. They% x% `4 T0 X2 [/ l, e. K" `
are now removed from group’s pilot count, but still available for ‘Top pilots’.$ d/ l; u0 H- k5 S2 P; N- g
8. Interface Improvement: The buttons in the lower panel of the main screen have
8 v' K' a8 m, U3 Dbeen improved. With the mouse over the icons on the far left, the number of groups,8 U4 J- S9 _% q( b) c( k
task forces or LCUs at the base is shown. Added a previous page button when there
5 W4 {) l+ f8 u {* Fare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
9 L' k0 K+ k$ |tooltips sometimes were corrupted when other screens were displayed on the map and
! R* E- k# q, F, Qthe bottom panel was still active. This has been corrected.
. y- I5 V8 \2 b2 |5 L9. It is now possible to repair planes in excess of the group’s size, P1 w) v& O! ~8 V* r$ Z0 c9 ~$ |
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill% u9 F) }# m6 [1 X0 e/ L( c* \
training is incremental. Points are accumulated and once a certain level is reached, a
0 i. _* Y# n! i4 v5 s* opoint is added to the skill. The cutover level is the current skill level; so as the skill
}$ p1 o1 O7 h* B) D( t. { @% W( Slevel increases, it takes more accumulated points to reach the next level. Combat
! Y( b% f0 I9 _) G/ Tgains points faster than training, and combat is required to reach 70+ skill levels.
. H0 h; ?! g, Z% ~2 r" @Experience levels behave similarly with the one exception. If the Experience level is6 [, @2 p5 [. Y, }
higher than the best skill by more than 5, a skill based on the group’s mission gains
+ ~- q0 {) K. V1 wthe accumulated points instead.
, `9 Y3 E5 o7 e+ V9 d1 m11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,9 V7 E0 @, r5 {$ \2 B$ _
ammo and return to base if required
& F% [1 z* X& j5 E' A+ i; t12. AI Aircraft production will now stop based on comparison with on map aircraft totals
+ P: x) X/ B8 v1 _# p' X4 L13. Gameplay Change: Malaria effects adjusted
" ^* U* L& c! A, t0 P0 W14. Fixed bug preventing port construction in certain cases6 U1 N }9 [" c
15. Fixed bug preventing combat engineers from building
; ^$ C+ P, Z/ X6 b16. AI improvement refining settings for LCU attack levels
: |; d" R* ]) t# n, _0 V m9 y17. Corrected unit TOE loading bug3 y7 L. Z6 a7 S% J7 T
18. Correct bug setting default morale and experience when not provided by editor
, h! T0 z0 C# x! @* p19. AI additional checks for level bomber base sizes" ?# ?- J: A& |
20. Numerous supply tracing improvements( j& j9 R$ G! ?; ^7 B
21. Numerous supply/resource movement improvements* @, f2 d- `* ^4 d* t/ g# W
22. Corrected several land unit fragment bugs.. P$ G0 Y. T% W4 T; i
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
6 j5 Z$ E, z0 L! earrives at the destination of the “met” TF before the “met” TF does. Also adjust
) p1 m& M" P9 [meeting process to reduce chances that the meeting will not take place until one or the! d/ n7 p" L* v) @
other TF reaches the “met” TF destination. Also correct a problem TF could) h& }: W, G: B
“merge” with a TF that no longer exists under certain rare circumstances.* s, J* y5 `/ N; D+ J
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
; u+ d* [2 \6 x! m2 [5 x8 Jdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate% Q( m& R3 J4 s! j- i" O" _. r0 i
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be) Y5 C, M; J3 |9 Z$ m4 |. z
docked if the port has the dock space for them, but will auto-undock when adding a0 {0 s$ U1 q1 x- F
ship to the TF causes it to exceed the port capacity.
$ V4 [. B& {) ?5 m) r: o; T25. Adjustments to naval retreat determination. TFs retreating after combat will now be/ K/ z6 o1 ^! Z6 T1 a
less likely to retreat to hexes containing other enemy forces and be more likely to
( A3 y) q; S6 }- w3 Tretreat toward a friendly base.2 v' {1 @7 |( A; r$ G4 `
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
: f, q$ @ x+ v# ~is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
% u. J) u6 v8 s; C* x% U' ?in port, (c) ships in port (disbanded).5 N' w5 M2 \1 P* _9 Q7 J, w
27. Interface Improvement: Implement search arc drawing on map
' }3 J0 y) o1 ?: D- J28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,) \7 H* @; `# K
ensure partial rearming is in full mount increments, and adjust ops usage according.
& y( h; @- f1 Z, n Y( v2 V2 ^' b29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
6 \8 m, u8 B) ?a base were incorrectly excluded from Naval Support totals at that base. This was
0 |# V3 c# P/ R5 p8 Y) |# Ldue to an error in calculation of Naval Support availability over HQ Command radius.
$ ^& B( A4 s9 d6 R0 o' p2 L30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
% p* Y' H6 }% ?7 G: fcould improperly interact with fragments of the same parent that were at other
) t1 r4 m& m0 l- @5 X" i" qlocations and had been previously loaded by either the TF or one of the ships
1 W. @8 \# r3 p2 m Scurrently in the TF or, if the load required multiple days, when unloading of other' E5 T* `' f. R: \9 h' @7 B
fragments of the same unit caused and automatic switch of a fragment to the prime
0 V& H5 U) s8 K' |9 A9 Dunit.
1 n2 u6 T$ g% x. R/ D9 \5 C31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
" Q' l; ~0 Y) @0 M# `" qPreviously repair of all system/floatation/engine damage would terminate repair of a ?5 X# }6 A2 w* F: k
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
9 H/ N$ f% } M9 z0 h) y, Xnow prevent full repair of systems damage and may “create” small amounts of system
7 Z0 u# d/ g' b. zdamage to keep the ship eligible for repairs. Note that this may have the affect of
8 b5 p: s0 q1 O w; \small amounts Systems damage being not repairable at a location where it normally2 U* \" a7 s C$ e3 R
would be repairable if that location can not also repair the damaged devices(s).
9 n% a, E4 L6 l- \9 O, M' j32. Interface Improvement: Changed Allied aircraft replacement display to show nation
: M a% ?, }" U5 U; x8 Vof aircraft9 }% D1 v3 n4 c' l' s+ P p
33. Corrected several menu bugs. \0 u) |2 l4 }6 ^5 g, J
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
" q1 s: C: y% R/ V2 G! b6 \+ L3 G( u5 Cland units by TFs.
) _$ F) y" [. Q35. Interface Improvement: Add “undo” for ships being transferred during ship! D* ~# R5 ]2 X( C: F7 Q
transfer. Previous undo only functioned properly for ships being transferred into the9 U m8 X1 t( c ~+ J8 o
selected TF. Provided undo for ships transferred out of the selected TF.
3 a4 f( W( O. j. e, Z36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
3 d$ r0 n3 p8 v l3 F) Cis following another TF that is beyond the player-set follow distance.
$ v2 b& V- _. h6 u37. Change ship based aircraft repairs to be by plane, instead of by group
$ `( B. x/ k. Y( {2 o# k38. Interface Improvement: Made air group screen larger to reduce clutter( D- z7 d' v7 g
39. Gameplay Change: Adjustments to supply consumption by land units
( T- r( [" j* n40. Change to AI shock attack determination$ i" d0 ~1 v& l
41. Improve AI awareness of intel on nearby enemy LCU
" _5 F* @1 C \* P1 I! W42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level0 D% ^* K" `- v. O5 y% O
43. Gameplay Change: Changes to AI production on “Historical” level
: ^5 B$ P! P0 B+ u' \+ l44. Improvements to save file process to reduce chance for file corruption, especially by7 R. q5 w0 k& u7 L8 n+ k
deleting the old save before writing the new one& B( B1 P) b' `) d
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active- b& ~0 E' e/ K7 W
46. Improvements to refueling calculations and processes. Ships are more likely to fuel
' D/ O4 i8 [- Pfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming2 ^0 C% B% U1 y
sources for the “from port” and “at sea” variations.1 B. t2 {9 z2 j |
• Replenish from Port will now use the available fuel/supply at the port and on all
* Y& c2 c- ~& Z, o' O: Hreplenishment ships disbanded into the port. For those disbanded into the port,
) Q! C# U6 \! q! Bonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used./ g" X- o9 D" G+ A2 R
Tenders must be of the appropriate type for the ship being replenished. Note that5 w9 w* ?, L* G0 C' k/ ~# j9 Z; S
port facilities are used in preference and ships in the port are only used if the port
+ [* [3 C" r; ~5 Jis not able to completely replenish the ships in the TF.2 d# o& w2 D, Y; G* c) _% V. x* o, n
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
8 M/ F5 v7 ^. d, l& Q; Euse all ships in TFs in the same hex but will no longer use ships disbanded into a+ s) _5 }% }. o2 X% Q3 `8 i
port in the hex.: d4 p, D9 \! r3 _: ^- q
47. Interface Improvement: Add new map icons to highlight certain events
+ H% @- X$ v7 Z8 X48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some6 ~( H2 T* K' z: W4 s7 `5 [* b
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
' G' y/ R/ H3 o1 C& m; y; Q2 `$ {port or from any TF that is currently off map. Ships that are not badly damaged. k7 K% v* D6 C/ {
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
4 s* `1 W: k9 C. }For on map, ship may not be on fire, total damage may not exceed 99 and no
1 t# w. J; V- T( R1 [: ?individual damage type (system, floatation, engine) may exceed 50. Ships may not9 @- Q2 I" m+ i3 ]! h c5 A9 B( w- Q
be withdrawn from any on-map location where the enemy has air superiority. The5 I2 A8 g1 [4 K
intent is to prevent withdrawal as a method of saving a ship that stands a good chance+ m! Z" Y8 Z. z6 x! \+ c$ N, t
of being lost or further damaged. On map withdrawal ports are set based on the
. z+ L3 S1 c2 s& Ehistorical exit locations for ships leaving the Pacific:) x( p& f4 C8 X% U
1. Any level 9 port.' z3 x& [9 T* l2 S
2. National home ports of the United States, Canada, India, Australia, and New
0 ]/ ^% a3 J0 P, C0 m. jZealand (with no port level requirement)& W4 m7 s4 _1 F9 E2 l/ C2 _ y
3. Any level 7 or larger port on the US or Canadian West Coast.
$ \; w1 S/ l5 {; Z1 e) e, B4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)7 D. q0 s* i+ w8 W- J/ g
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
8 `2 \+ H% _; a) G$ y2 }& |6. Any level 7 or larger port in New Zealand.
& j; R" x, R# r/ U% r1 O1 B: s49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of( U8 V* m# A2 d0 v7 o8 \: L3 ?
another ship actually sunk, the data for the two ships could be mixed. Depending on
* A# X! T3 x2 B3 w: e' o! a( acircumstance, this might result in one or even both ships being reported as sunk.- g3 c% H Z q+ i
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and1 k: P. G3 K6 n
TF list screens. The calculation will continue to show the remaining ASW capability3 U* u) H" m5 u4 i
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is% \- b# \6 p9 S8 u# X1 j3 c
now based on full load for all ships in the TF.
6 Z) M7 ~5 H6 X! g$ c51. Resupply capacity for bases added to editor
# }8 \# u5 G; \* z52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units) I+ A- p4 n- i! }0 E1 D4 e
53. Adjustment to AI unit planning level based on AI difficulty! I# S3 J9 ^ y C
54. Ensure minefields are created for proper player when a single TF lays multiple types" x" ?! Z( k6 \
of mines. Player of minefield properly set when first mine type laid by a given8 w: l8 E" f2 B3 A( ^& B2 J
minelayer but a similar check was missing when the TF contained minelayer(s) with
: F7 }0 N% r8 Z8 A% w$ G7 vtwo different types of mines.
' c1 c6 N$ j: ^/ K& \& Y55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and3 n! W4 V# [0 b- q, |) L, V8 E
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex5 ~: g- n4 ^+ r) g: i# u
for owning player, if partisans attack and cause damage.
; B# v& w. x5 k2 A: ?3 f56. Gameplay Change: Movement rates for clear and desert changed to 25 for
5 ` {: s& ~# l: l2 U; M4 kmechanized units
' n% }5 z8 ?1 b9 h9 P' B57. Gameplay Change: Land combat effects toned down
p5 p& r. [$ M: l4 ~" `3 @) y58. Ensure AI captures empty bases
+ t- M& a; w2 \4 ]/ [ Y59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
& L$ ~+ ]6 O- rsave from moving them ashore. Training from disbanded ships does not increase the3 S$ [, u! C7 S; T Q
pilot mission count.
9 y. J; f) [7 C2 F! E }60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
3 J& c# \/ D' \- b c) |; xorder to help identification of saves
' Z- X4 b4 y% I61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)2 B5 o; G) `0 G) |, S6 w
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
, ]1 _ c# K" k+ X: D5 Q( jmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level$ H/ L: U# Y9 O
bombing attack. Groups were at maximum altitude and conducting glide bombs% W8 [ L7 X/ `0 z
attack, sometimes without engaging CAP or flak.* O7 b" ^& `% }/ \' Y
63. Changes in order to standardize inactive Soviet group’s training options;
% l/ b% H& Q0 P64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see) ] r$ u! j! u0 J
Pilot Management for more details). The number of pilots on the group lists is RED if" l/ Q, n, M4 e) H
less than the number of ready planes in the group, indicating a shortage of pilots. This
3 t& ]9 ~0 h6 i, qshortage may be filled automatically or manually for a mission based on the pilot. d/ S: n4 a' k/ X) {' M
select mode.
' j% } s% w$ Q65. Corrected issues with group destruction on scuttled or sunk ships and groups on! b. ~. t0 j* Z V
withdrawing ships
^' k: }: F0 H4 B66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
1 i+ g% ^: M* \, y' O) |) @close range
: v: Y# H( w- f% ~0 z2 ?" W. Y67. Gameplay Change: Greater weighing of crew experience in surface combat
' V) m4 `9 @ j0 y' f4 v7 Q. X68. Gameplay Change: Limited radar directed fire, increasing over time
0 A2 h( ^; O1 s; }; O" W69. Gameplay Change: Revised weather and spotting, resulting in fewer surface( s: }9 A2 C4 L7 {5 D% u2 `' G# M
combats at 1000 yards4 z. S) J. l3 ]
70. Gameplay Change: PT Boats less likely to attack in daylight s* W) C2 X* t- Y0 {% K7 R
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
+ }5 J3 `$ J! F# u3 A, y$ lhit in ports and rivers
' W/ M: i! T: w" O G5 f* ~; |72. Gameplay Change: Submarine captain ratings have more influence on Submarine
, k: @- ]6 t! O, A5 ~" [performance
5 |6 s" ~" E! ]73. Torpedo hits on escorts not showing in combat report bug fixed+ w6 K: Z8 D5 S- e8 C
74. Gameplay Change: Aerial ASW less powerful in early war% T* |& P1 }! \4 a
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
. |) G- k l8 Kdiverted fragments having planes but no pilots. Pilots still flying planes are now, Q* M" x* \0 q/ y+ b R3 ]# F
ignored for sinking ship purposes until their plane lands.- r. @& v' N' f$ }& l
76. Group transfers in off-map bases from a ship in the base hex to the base itself were( b& P- i. H, [0 ^: M
being delayed ‘4’ days. There should be no delay.
5 {8 ` M* L# g2 b* k# ~# U9 D! Q77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when* r$ k B- W! g a# W2 U8 {# Q# y4 x
the convoy disbands.
8 t* _+ g2 J, P/ Y% L78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20+ P3 v$ y5 k/ V& ^5 B
hexes. The range was not changed when the game scale was changed.
& p) `9 I3 X& f6 z! Q9 k79. Fixed bug when displaying search arcs at a base
* U# u' Z- Q+ ]) @7 V- {80. Fixed Escape key on Industry Management screen
$ \4 Y) a. B* P81. Fixed oil and resource in totals on Industry Management screen
B, \# {* S) ], g% f2 J82. Interface Improvement: Add an extra line to the Industry Management to show total. s; @+ V+ u: X8 R" U U
shut down industry on Industry Management screen
; V; d9 e5 }7 ?) x* ?# F% d& G83. Interface Improvement: Add base select to Industry Management. B5 ?) A6 c6 y, A
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
1 o: u! y! ?) YONE group for Admin stacking purposes; the presence of all three in a base counted
# }8 H- C) K! @: W8 Was 3 groups for Admin- j4 z+ B" v5 y' V2 ?1 ~
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups0 ~9 t& X4 M6 \' K: ]4 }
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
* c- A b' W( L7 q: C ]) Y/ VFF being affected by old stock code that cleared the secondary mission.
+ ~) p: @( n6 f# i" b) f87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
; |/ s4 P c& o$ ?- L88. Fixed an issue with tool tips being offset from actual hex when forming new2 \/ B+ p/ s. c1 b R
taskforces
) y! S5 `7 d: o# d89. Added the saving of preferences on save; the preferences on PBEM saves occurred on* ]9 j2 C: J1 O
the end of turn save only. Preferences are now restored as saved for the player at the
! ]: F3 O" a# K. Stime.& m O5 a% j, u: a3 s. X& Q
90. Changed air supply mission to use a friendly base as destination, if both a base and* p; Y9 i3 _; R8 P
LCUs are present in the hex; it was sometimes giving the supply to the first unit only- R* G# a8 {# f. C
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
' C+ ?3 y: \0 G4 e+ L8 Wmission was canceled because the enemy LCU was selected as the first unit in the3 r1 G4 V- a( x, L, E* h4 r9 X6 K, b
hex.
* V) Z' a B6 J( q! N& e" i4 @92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
- P: _& g/ y9 G; \) W- Y0 L93. Prevent very low grade TF commanders from returning single ship TFs to port to
1 X7 _2 m2 G' \, G2 r* ~rearm when rearming not needed.* C* ~) H2 z. P# I v* R" p9 I. [
94. Fixed the supply cap and monsoon effects on supply
8 Y+ X' n3 B w A4 U: Q4 `! h ~95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
& |7 }, k1 n. i, Mmovement.9 @+ l1 f3 I; [) |
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
8 R3 n) x) _1 f, Z3 \when Soviets are inactive.
# e( i7 a4 y- [. {9 z97. Tweaked resupply task force to Japanese bases.
9 r5 ]5 N7 O3 y& z$ J Y$ w98. Fixed a HQ/Chinese unit respawning bug.5 I7 m. o% j4 s# t( X
99. Restricted permanently disband/withdrawing air groups from being able to the the2 y7 c& K6 c6 V' Y5 }
“Trainer” option in the type of pilots to use.# N4 r$ L9 v* d9 n
100. Restrict the options available to pilot movement in permanently
+ l3 _/ n: I: v1 [disband/withdrawing air groups; mainly restricted to making them active or in-active
' W4 r- s2 [5 _+ Kwithin the group.# J. }% |4 d, C6 R
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
' P6 y; [ @) Nparent group - stops divide ability' \- A$ ~8 I9 j3 \" A; C
102. Fixed an issue where some autosaves could reset game options.+ n8 v; \! O4 o; C
103. Disabled the ability to make a group a temporary on-map Trainer.
0 p6 D, y3 h( [1 a3 \* _: e6 j104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high5 K# o" v% l* C
FATIGUE pilots. s- Z" B) V$ s9 G
105. Made some adjustments to Kamikaze effectiveness.+ D) @ J0 X7 t2 ^
• Naval Data Changes
) o) o9 s% p5 @* R4 ~+ K% u) T1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
# b: j8 w! Q) ^, p0 j3 e9 w6 x" cClass
/ {3 a8 s0 v; I- gScen 001, 002, 006 (007, 008, 009)
% k5 U1 a/ E d ^% S; y0021 – Australia – correct weapon facing( n9 W, ]) _" z& Q( K$ J/ u& @
0418 – Helena – correct tower armor from 0 to 125
0 m( E# U" l$ U* d* W. |% H Q" b0767, 0769 – Chevreuil – correct endurance and fuel$ U# m$ l( v4 z; b3 P
0770, 0771 – Duguay Trouin – correct weapon facing' r# Y7 a1 o* p9 T3 ^- z
0772, 0773 – L’Adroit – correct endurance and fuel
4 l) V( z4 N8 z) v0 ^2 w0774, 0775 – Fantasque – correct endurance and fuel
% V6 N8 ^# G" j3 a' R3 w7 ?0776 – La Galissonniere – correct endurance and fuel: i( ?: I& E! ?
0776 – La Galissonniere – correct weapon facing
4 ?1 Y+ M0 u1 {% ]/ u! J. H1013 – Yubari – correct weapon #4 turret armor" o6 y( @8 L' C7 j, s9 {- U
1102 – Furutaka – correct weapon facing9 N: |4 ]6 y* I3 b" T8 ^" t
1107 – Aoba – correct weapon facing
0 v/ p. ~$ [' C2 V, J1112, 1113, 1114, 1115 – Myoko – correct weapon facing$ N1 i" G7 y- g$ y8 B8 y; n
1730 – Yamato – correct weapon turrets+ _3 {8 M) p" O; P" m
2025 – Kongo Maru – correct weapon facing9 w6 r. V$ y9 E" E/ c2 ^# L& D5 M# j
2202 – ARD 3000 Ton – add Japanese small ARD class
" u7 b: _/ x" W5 j2903 – Gnevnyi – correct weapon facing
, E" \5 ]' N9 T: e4 n2915 – MK Cargo – correct weapon facing
) |1 v2 [/ u! e: h7 ^$ V& x2918 – KT LST – correct weapon facing
2 W& h: `+ R9 g1 J' eShip
- u' X* j0 r6 w( KScen 001, 002, 006 (007, 008, 009) changelog3 h( B7 q- L# L
All – update weapons from class to reflect weapon facing corrections, k$ k8 H2 @: X: R. r/ v# g
0999 – Dublon ARD; add small ARD to Truk; H7 d6 a( a( g0 }
3550 – Laffey; correct entry date to 4204309 H- y5 [2 V- Z
3580 – Frankford; correct entry date to 4304304 j: Z7 j& A6 h; d2 b" D
4317 – Thornton; add Clemson AVD at PH0 }% Z4 O$ a( H9 C4 G
4361 – Henry A. Wiley; correct entry date to 440930
' p7 H+ i) T% g7 L4 c5222 – Rixey; rename to Bowie& K; B/ j$ p( u' b( H$ s& I& K
5223 – Hercules; rename to Highlands
6 |0 ?9 w( c4 ?1 Z5251 – Pinkney; rename to Pickens
9 g$ e: }3 _9 A) P9253 – Madras City; correct entry date to 420228
. J2 E% Z: h8 D1 p9728 – Indus; delete duplicate ship entry
- m4 U' k4 N* r. M# V- o9837-9849 – Soviet Fleet; correct ship name spelling
' b5 t0 J2 S, d4 g* x11316 – AFDB-2; change arrival location to # 524 Seattle
$ h" `/ I) j( d1 j9 |3 C11364 – BYMS-2055; correct entry date to 4302284 J- u0 G8 @" c
11365 – BYMS-2059; correct entry date to 430228
* k4 C; x; ^4 k$ w V14070 – Ha232; correct entry date to 460228
( T ]6 t( A3 d J1 r3 P iScen 006 and 009 ONLY
/ Y7 R" X$ A R0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
- a8 x t( {! c: O: w! u0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295+ A1 \+ `( ~/ \( A1 w
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295* _3 o* X; V% {+ J/ Q* W: c
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370' ^: x3 E( ^% ?7 C8 r" T
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
" i$ M/ h3 K, ~( [0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
( k) E. _. U* G0 \5 D. k% ^2 w0043 – Hiei; adjust fuel to 41759 J% ~ q, H* N" E2 W
0044 – Kirishima; adjust fuel to 4175! V/ ^! a7 ^% H8 B6 F
0067 – Tone; adjust fuel to 1775, P D5 C5 H) Q9 R7 M
0068 – Chikuma; adjust fuel to 1775
2 y3 g) Q3 y1 s+ h2 D' F3 E0118 – Abukuma; adjust fuel to 8337 u6 l1 f5 C8 V$ c0 ~! _# f ~
0146 – Akigumo; adjust fuel to 265
# N) @. F( i3 X& g! I$ S0168 – Kagero; adjust fuel to 265
3 K; p8 v+ A/ S$ Z6 `0176 – Isokaze; adjust fuel to 2651 X0 u3 w3 v7 t3 p+ j
0177 – Shiranui; adjust fuel to 265! G5 {, P4 O) Z, n) Z" p6 `# G
• Air Data Changes
( \ W( G3 n% r" r[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.; Y1 k9 e: I4 L- m }& F
[177] B-339-23: Name set to B-339-23.
; J- A/ y c+ S# ?% h+ P1 q+ E+ L/ ][178] B-339-23 (PR): Name set to B-339-23 (PR).
- H* }* B" V7 ~4 [; J[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
$ o( g. k+ ` O& M. o& q3 Q2 ^- r[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
( g3 ~( _' x. u9 m* a8 ^7 i[365] Stearman 75M: Nationality set to U.S.Army.2 o3 c2 S& y& k7 ^6 Q. d% \. H
[451] PB2Y-3R: Deleted.- I. M/ j8 _3 c* p+ m
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.0 C, l( C% h+ ^. M
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
! R5 H+ W( {8 e+ KMG; wpn 13 set to 500 lb GP Bomb./ C3 B1 M5 R* A1 m
[1923] No.1835 Sqn FAA: Delay set to 0.
: C5 e& r7 w! D$ C2 O, d, d[1924] No.1836 Sqn FAA: Delay set to 0.- [- k+ ^+ V# Y
[1929] No.1841 Sqn FAA: Delay set to 0." s- E: {: N$ J2 l9 r: H
[1930] No.1842 Sqn FAA: Delay set to 0.
) P+ m$ @8 X8 P8 c[2587] VMF-211: Location set to [584] Pearl Harbor., r, o( m6 s( @- G
[2642] VMF(P)-321: Deleted. Z1 a; J1 {! Z, y/ a: j4 R% e Q
[2652] VMO(P)-351: Deleted.
1 `: U4 J5 M }- _- w8 o8 w6 U/ B2 P[2668] VMF(N)-511: Deleted.
% I6 l" D5 |9 |4 L8 a[2669] VMF(P)-511: Deleted.3 x, O! s T* n
[2671] VMO(P)-512: Deleted.
* u# t% n+ ^4 a5 m( e+ U2 t[2673] VMO(P)-513: Deleted.
* e1 B7 U3 d( |1 t2 L2 C7 k9 m6 M% w; t[2675] VMO(P)-514: Deleted.
) ~4 O0 l. C, h[2827] VR-2: Deleted.# }. B3 z' _/ ]1 x: X! f4 X
[2828] VR-4: Deleted.& _$ r& P' C2 `4 }7 H3 m* E6 k9 G
[2829] VR-5: Deleted.
0 s: t+ G* n E$ ~) `& P; F[2830] VR-13: Deleted.3 w% i {$ k+ X1 W2 u+ x
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
$ G% b, S( o# H6 fUSN patrol-type squadrons 4301 resize to 15 deleted.3 | \ h% g6 T) Z9 j& o
USMC squadrons 4301 resize to 24 set to 4410. M5 Z( d: O/ m- Y3 j0 z% S9 z
USMC squadron upgrade paths reworked.
- U; f+ m9 c( h5 J' Q* y8 k o5 IGameplay Change: Units with a/c MAX strength six or greater now able to split into: P' x3 w# z. |
three subunits.
. S* _6 S/ S/ l5 ]5 b: p• Map/Base Changes
, `* Z3 J; I! ~# R$ u2 {7 M1. Garrison levels in China have been increased for both the Japanese and the Chinese.9 J+ }( q9 s8 n
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,4002 Y$ Z ~& A8 P s4 I: u
AV.
# p- r% T, A: k2. Garrison levels in Japan have been significantly increased for the Allies.( A3 J$ I7 N* {7 P. a8 P
3. Garrison levels in India and the Philippines have been increased for the Japanese./ O3 |* Q) Y8 r/ T
4. Garrison levels have also been adjusted in other locations, with some areas having
5 i: z% D" m) ]small increases.0 Z: p" X" Y I+ I
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
, X8 p, e/ @: c+ y& P* W( q4 Q" ]Airfield.9 O* H) \, b' B6 e. X0 y
6. The starting fuel level for Los Angeles has been increased.6 @* Z0 O0 M( H' N; t
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
: ^7 z& g8 T; |( S- Q; w8. Anchorage in Alaska now generates a small amount of resources.
5 X C# k" q7 N$ T( E( z9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.3 Y0 L$ J5 f5 R& Q8 M6 W5 n
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
% q9 n/ F7 V4 z# K11. Nukufetau has had its port level decreased from 1 to 0.
. \3 j/ I& |; e' @12. Pago Pago has had its port level decreased from 3 to 2.! B% M& }6 l1 _( \7 v' t
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)8 z m! d+ u) Q2 o1 n/ n) P& U# G
base does instead.
/ |2 z* z/ M. n& h' [2 N14. "Ahmadabad" has been renamed to "Ahmedabad".
) M% p$ Z6 K3 Q5 O15. The generation of Daily supplies at Chinese bases has been distributed to more bases,3 Q) R+ v8 v# a
rather than being concentrated in a small number of locations. Overall, Chinese k) k# N/ N% _8 ]
supply point generation has increased, to about the same level of supplies as in the% n" v; N7 z- O
original War in the Pacific game (it was a bit lower before).4 L8 V+ ~1 H. [9 F9 H3 c1 T7 F+ f
16. Australia now generates a greater supply point surplus than before - about 5,000
0 s8 A9 q' W& J) Xpoints per day as opposed to about 4,000. Fuel requirements remain the same.
4 S0 e+ p9 x. P& ?: O3 U% i' ^: {1 u0 J17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41 i6 \7 o4 x1 I# @/ x/ m
instead of hex 200,40 - and the road and railway networks in the area changed to" W6 m0 E: `4 C% X' D
match |