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0 C- c Z8 @7 G6 i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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9 n5 d3 ~! Q/ d k4 O; W u地址2:HTTP直接下载' _# D, Q' c/ @1 o1 P
! n k1 S- }) P; Y0 E/ Ehttp://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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$ j" L0 \2 l7 w- ?8 \4 j【使用方法】:+ R& n y# M$ K' z. \
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【更新内容】:
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3 s. v$ c! Q. r; w& c H& Q, Y' jChange History:# g% |# m' L8 U3 s
v1.00.95 - December 7, 2009
+ l7 L$ k1 `$ ]# j1 }6 J• Second Official Update – This release is comprehensive and updates ALL previous3 {# z) ^0 [7 ?
versions to the v1.00.95 level.
! W5 n/ H+ O W0 n A! FIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot u/ C! u' c8 {+ B
Management Addendum” which have been added to your Documentation shortcut subfolder
: X- \2 G# z" Y1 I/ u h& B# k5 fand can also be found in your /Manuals installation sub-directory. These two
+ P7 d5 A. i* o+ }; n0 b0 kdocuments contain very important information on improvements and changes in these
x2 l! P$ y- \7 m) M! S* ^4 |2 x: kareas.
$ V. Q8 `* r2 l i1 @1 T- H• Code Changes
( U: Z8 @. M8 ]5 R1. Interface Improvement: New Screen for Industrial Management
" i. Q; I& | X6 ?! n2. Gameplay Change: Air transport mission was using all ready planes. Now the7 x+ W2 a. J8 C, T" s- l
number of available planes for the mission will be adjusted by the rest/training# z+ ]( T# j' @4 Q+ e
percent as on other missions.
& ^$ k+ ~, x. ?2 h3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes. o2 J" y+ i: _1 Z, C7 L
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
6 ]( R" }( T1 {' N/ ] m$ jshow in change command list' ^9 m. i B E. [! Q8 z" ]
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
! _* T0 P7 z1 |5 iBombs’ flag rather than the altitude setting$ d8 Y8 j% ^3 e" t! u
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
( n/ ~0 F8 b" ^$ o1 I7 Hindicator ‘*’
0 a5 a, k; \6 f$ T7. Pilots who are captured or killed were still being counted in some group totals. They
9 w5 r0 X$ \: N0 [are now removed from group’s pilot count, but still available for ‘Top pilots’.! K: {; L! q3 p' y4 y
8. Interface Improvement: The buttons in the lower panel of the main screen have3 B6 }# G/ O) A1 S" h7 d# H# v, u7 b
been improved. With the mouse over the icons on the far left, the number of groups,
! P" a `7 E1 x4 [+ O- c9 V, t$ }task forces or LCUs at the base is shown. Added a previous page button when there
3 a$ C% i K7 B: ~' R0 { `+ vare more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The4 Y4 Y- h% C' R1 P' d
tooltips sometimes were corrupted when other screens were displayed on the map and
! T- |0 { P2 @5 y, Sthe bottom panel was still active. This has been corrected.0 }# U, v/ h- Y+ \
9. It is now possible to repair planes in excess of the group’s size
2 V! ?1 I+ i1 R. w8 {10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
: E7 f1 q" |8 h+ a. @! \& mtraining is incremental. Points are accumulated and once a certain level is reached, a
- X+ d4 k1 Q# E# C% Jpoint is added to the skill. The cutover level is the current skill level; so as the skill% ?' u1 o$ p3 p: b' Z
level increases, it takes more accumulated points to reach the next level. Combat
8 j5 J1 I, U3 r- z8 g$ Ngains points faster than training, and combat is required to reach 70+ skill levels.
$ K2 V( M( h/ U7 h2 J7 J, B2 MExperience levels behave similarly with the one exception. If the Experience level is$ F2 M* e7 | h$ N( X5 L0 o6 w8 B
higher than the best skill by more than 5, a skill based on the group’s mission gains
; e% E7 Q6 ]3 E* ]the accumulated points instead.
. T- E( F* L) e" C1 i' T11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,6 p- v4 u' o2 J+ Q
ammo and return to base if required
; i) K a$ \5 b. u$ a: z' T9 H12. AI Aircraft production will now stop based on comparison with on map aircraft totals3 g4 p }% u3 \# m
13. Gameplay Change: Malaria effects adjusted9 o% Y- w9 I3 U' w
14. Fixed bug preventing port construction in certain cases
3 d5 O: n3 C8 ~15. Fixed bug preventing combat engineers from building
! k# |/ }) P7 m* H* _( |16. AI improvement refining settings for LCU attack levels
, m" X8 [+ t1 b. a17. Corrected unit TOE loading bug! ]+ q6 @' I0 U, y$ m7 ~2 l
18. Correct bug setting default morale and experience when not provided by editor
9 }" }4 F1 i2 a: L y" J7 E19. AI additional checks for level bomber base sizes
+ N8 e# s" o9 V4 c% y4 v20. Numerous supply tracing improvements% T2 k, Y' B& O5 J( O/ a
21. Numerous supply/resource movement improvements
I4 G% k" k" F( B5 C0 u* V9 l- m1 y9 T22. Corrected several land unit fragment bugs.! |" L8 h8 @4 ]
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF3 o8 W% m2 v- U5 x' w6 H- K
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
' J* O8 S& P! C+ bmeeting process to reduce chances that the meeting will not take place until one or the- f8 y9 t( K0 z4 Y
other TF reaches the “met” TF destination. Also correct a problem TF could# j* P2 K8 g1 I" v! U( W6 A' _; X
“merge” with a TF that no longer exists under certain rare circumstances.' z" Q6 C0 L0 W$ `* U% u7 Y
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
e# e; X/ T0 G7 xdocks at a level 0 port and the standard practice of creating TFs as docked to facilitate- H3 Z. l6 B2 N2 H3 R- Y
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
/ D5 x2 i- @8 a) D) Y Pdocked if the port has the dock space for them, but will auto-undock when adding a, m$ i# [9 o3 Q7 x9 h' x
ship to the TF causes it to exceed the port capacity.4 ]' b( l' c X) x
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
$ A8 G/ Y0 C, ^1 g- h4 b7 vless likely to retreat to hexes containing other enemy forces and be more likely to1 K' E5 l' y+ O" s5 q8 ~2 c" E7 m
retreat toward a friendly base.
1 `& [; X2 M8 {7 ]! F5 B26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
( z! Q! b3 \ y& z0 V3 Y, j0 w' Qis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded" z. g+ N$ W5 F4 \* T% k
in port, (c) ships in port (disbanded).# z7 x; ]* X- k4 w8 C
27. Interface Improvement: Implement search arc drawing on map
( d. x6 W5 n9 B3 H4 k' W28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,& @- z8 C( Q) T4 M) \, i9 ?2 a
ensure partial rearming is in full mount increments, and adjust ops usage according.3 S2 ^$ a' C) n
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at6 R( M }. ~# s& H) e h1 {
a base were incorrectly excluded from Naval Support totals at that base. This was1 r# a* {/ @( J5 s. t4 ]
due to an error in calculation of Naval Support availability over HQ Command radius.9 p, U" ]: ?5 K6 x$ X* _
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
. `' Y, y% R+ I" `1 j. Tcould improperly interact with fragments of the same parent that were at other
" P" b- D6 B+ U. X8 {locations and had been previously loaded by either the TF or one of the ships& b U6 Y& v w+ C# ?& p
currently in the TF or, if the load required multiple days, when unloading of other
0 ]* \, D* F5 H) L+ X( U) `3 Bfragments of the same unit caused and automatic switch of a fragment to the prime
0 l. R/ u0 Z" Q& D8 T. f* r# Aunit.0 N9 x4 s0 f Z; a& N7 b3 I
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
3 j# V q# F& H9 D% E- u8 GPreviously repair of all system/floatation/engine damage would terminate repair of a6 M, H& Q; {1 \* J
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
" m4 h. ^" |! {; Onow prevent full repair of systems damage and may “create” small amounts of system( \( y! O9 [! P; P
damage to keep the ship eligible for repairs. Note that this may have the affect of9 L* t' v z8 z
small amounts Systems damage being not repairable at a location where it normally
# x2 T. p% F8 W* k7 Twould be repairable if that location can not also repair the damaged devices(s).; J! l% X ?; s0 r( o! X0 j& w
32. Interface Improvement: Changed Allied aircraft replacement display to show nation" W& V0 N3 _/ K9 B g
of aircraft9 R3 g1 `. y+ E, b4 @5 p4 v; A
33. Corrected several menu bugs N) p* B# C& S+ A2 G+ |% ?5 v
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
5 A) a8 W+ k& {land units by TFs.
$ B3 `; F! N8 K1 f+ Z( J/ b0 [& x35. Interface Improvement: Add “undo” for ships being transferred during ship
8 x& u: N5 P/ y7 ~transfer. Previous undo only functioned properly for ships being transferred into the5 h, Z/ T: t3 }$ C
selected TF. Provided undo for ships transferred out of the selected TF.7 p4 V- N8 _7 Z1 H6 B3 x
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that! Z4 P& s6 T6 o" m- T! H% F7 r
is following another TF that is beyond the player-set follow distance. H2 q4 H* z; q
37. Change ship based aircraft repairs to be by plane, instead of by group( k: Q$ t; l: T N6 r) B
38. Interface Improvement: Made air group screen larger to reduce clutter- X+ z: m; M/ ~: F
39. Gameplay Change: Adjustments to supply consumption by land units8 {& K" H1 p& k# _, A
40. Change to AI shock attack determination
& }) N( G8 s( }! z41. Improve AI awareness of intel on nearby enemy LCU7 a2 V( X$ L, @+ `0 H
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level4 y. f$ R6 p( }* d
43. Gameplay Change: Changes to AI production on “Historical” level; ~3 V! Q( B2 d. n! \) C
44. Improvements to save file process to reduce chance for file corruption, especially by
7 _1 r* v* E3 l% P* r( [9 |: M+ Wdeleting the old save before writing the new one
* y) [3 w, Z3 T9 Z( B, t45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
. `4 n! M( t0 H7 d$ ^! G: y y46. Improvements to refueling calculations and processes. Ships are more likely to fuel
0 q+ j7 g* @, |! a7 e) Gfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
0 _/ V- X" H5 g9 X2 i. y. }sources for the “from port” and “at sea” variations.0 @6 Z q/ m& d8 \+ b
• Replenish from Port will now use the available fuel/supply at the port and on all* e, Z4 I& }" o0 |8 Y
replenishment ships disbanded into the port. For those disbanded into the port,
* U% r6 G. u" X& L& z# o, Tonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
+ I& H3 U9 b$ o& DTenders must be of the appropriate type for the ship being replenished. Note that2 j& e% v" t5 F$ S. _$ \
port facilities are used in preference and ships in the port are only used if the port
2 b3 ?1 h; F+ X( c: ais not able to completely replenish the ships in the TF.
3 C2 R' X3 |7 p7 O# l( p• Replenishment at Sea when the TF is in the same hex as a friendly base will now
" V, Q& J" W2 F' ?) j0 T4 e* euse all ships in TFs in the same hex but will no longer use ships disbanded into a
, s% \ ?0 N! g& wport in the hex.: P$ {' ?) M. Y4 I, }
47. Interface Improvement: Add new map icons to highlight certain events( {) b& Z* _9 B/ l1 D) D7 q2 p
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some9 r1 }& q! M( B) P- S
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap' Z) d! x$ I @) ]5 }) S9 G
port or from any TF that is currently off map. Ships that are not badly damaged
8 X; d2 u0 g( @2 b/ ycan be withdrawn from some on-map ports or from TFs in certain on-map regions." C% b3 I. U- ~+ n: i! N+ E
For on map, ship may not be on fire, total damage may not exceed 99 and no; f; C+ l# ^5 i' k* E" c/ e
individual damage type (system, floatation, engine) may exceed 50. Ships may not
2 n9 {. {+ c: }( a9 ?be withdrawn from any on-map location where the enemy has air superiority. The
7 t/ R. y" a9 {( ?( b) Y) G8 Ointent is to prevent withdrawal as a method of saving a ship that stands a good chance
- U( I3 k( ^% j" Wof being lost or further damaged. On map withdrawal ports are set based on the% u; i7 z E6 n, }+ V
historical exit locations for ships leaving the Pacific:
" n8 B$ r$ |8 Y! i" i% Y1. Any level 9 port.6 O. V5 O! @8 z) Q; E
2. National home ports of the United States, Canada, India, Australia, and New1 O; h/ S8 m2 p
Zealand (with no port level requirement)) R8 ^ f9 j8 ~# q/ i3 D7 V8 x* a
3. Any level 7 or larger port on the US or Canadian West Coast.
) s' o( E: q8 T5 n7 C% s y4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
. M6 A8 T$ T3 T' @2 S5. Any level 7 or larger port in South Eastern Australia, plus Perth.2 ?, w* C! a' z! k
6. Any level 7 or larger port in New Zealand.7 ^/ M, r: I7 e! D1 j' r+ e* V# h2 i3 @
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of( m7 n) S- x7 M" C" t( p. }; g
another ship actually sunk, the data for the two ships could be mixed. Depending on
0 ?- W3 }* X; A+ O$ W6 s. c" xcircumstance, this might result in one or even both ships being reported as sunk.
% w5 d- p& }4 p1 M+ p! u50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and- g4 [, i Z5 e, m2 M) \
TF list screens. The calculation will continue to show the remaining ASW capability
" W# d: ^# A4 ^- i(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is4 C( _' u: n& `
now based on full load for all ships in the TF.
4 C3 b. Y! J4 k9 m8 o0 O/ Q51. Resupply capacity for bases added to editor
C0 b& w; I5 M52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units$ B7 b: m D) R+ s8 ~ e% ^
53. Adjustment to AI unit planning level based on AI difficulty; Y7 @2 B4 i* V" d" R
54. Ensure minefields are created for proper player when a single TF lays multiple types
. M; v: n0 U% v! N4 L" C5 Oof mines. Player of minefield properly set when first mine type laid by a given- a: i/ R/ m; J7 G" G- d D6 s* g
minelayer but a similar check was missing when the TF contained minelayer(s) with
% @- s: M! F d* {& btwo different types of mines.# V6 T @ V+ S( [: D+ O: q
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
9 {* K$ m) Q7 x( u0 J. x' F7 L% T10% loss of supply and fuel, and 1 VP and no supply movement into or through hex: F' B2 n8 P. Q
for owning player, if partisans attack and cause damage.! N! C {1 W, R4 \7 R. }6 H
56. Gameplay Change: Movement rates for clear and desert changed to 25 for
1 @0 h6 x' m0 b- jmechanized units5 T: h5 f' M# F1 C" t7 t5 Y
57. Gameplay Change: Land combat effects toned down
% ^7 J, c* R8 j. X58. Ensure AI captures empty bases: h; X* I) ^1 g+ @ U# Z
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to; [, f- E; ?4 S6 k5 e8 z
save from moving them ashore. Training from disbanded ships does not increase the; b/ M8 h- \* f1 F7 | K) @( B+ N
pilot mission count.
* K+ Z4 }, Q$ H. I: w60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
/ m) M: E* Y7 P$ c2 eorder to help identification of saves
8 b' B' g( y V61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
- L- u6 z( K$ S62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group1 d# n- ^' O* W; N/ u
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level6 ]. @5 p2 ^+ b# o
bombing attack. Groups were at maximum altitude and conducting glide bombs
, ^& z) y1 `; \) ~9 j# Wattack, sometimes without engaging CAP or flak.3 h; F$ h: |4 f0 _9 H
63. Changes in order to standardize inactive Soviet group’s training options;# B; o: d- q# ~
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see6 t4 [# ]/ G& |& Z. D
Pilot Management for more details). The number of pilots on the group lists is RED if
& j$ M3 u, s* M1 b, A' C6 iless than the number of ready planes in the group, indicating a shortage of pilots. This
* l; M g: V& u/ ~1 {7 C% gshortage may be filled automatically or manually for a mission based on the pilot
! V! o3 n2 t0 P& P$ P, s n2 }select mode.
- S$ F; E# s( j9 W$ x65. Corrected issues with group destruction on scuttled or sunk ships and groups on0 Z6 u+ x- a# a( R1 k
withdrawing ships
! X/ s/ B0 g+ D6 U. |0 Z8 V66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at9 y9 g( q2 b+ S C
close range' o6 a, i& _% @0 l. A3 W
67. Gameplay Change: Greater weighing of crew experience in surface combat' d6 A1 Y4 o6 R3 S: H3 k
68. Gameplay Change: Limited radar directed fire, increasing over time
: J" n% R6 P/ r0 s6 {69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
2 F; D4 K0 l; N4 w/ gcombats at 1000 yards, Q: m/ B' `: y0 D' G
70. Gameplay Change: PT Boats less likely to attack in daylight
& ~" V0 _2 X2 v V1 ?' C" b& c71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
7 ~4 k3 x& U6 @; U4 }2 S% whit in ports and rivers
1 m* B, V+ \) k; X5 M2 i72. Gameplay Change: Submarine captain ratings have more influence on Submarine" G' j1 @# N) m* W5 q5 n. G' o1 U
performance
5 ^4 v7 A: W- O/ t# a7 K1 @73. Torpedo hits on escorts not showing in combat report bug fixed
" y/ T" r% e8 w) S74. Gameplay Change: Aerial ASW less powerful in early war
/ `. v4 W( B0 J. t' w* M! K75. Pilots still flying planes from sunken ships were treated as losses, resulting in any4 o) p5 r, `2 I2 a9 {( f' X$ i
diverted fragments having planes but no pilots. Pilots still flying planes are now
/ m" G# ~+ b3 vignored for sinking ship purposes until their plane lands.6 x: e4 }$ N4 `9 A. U
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
& c. U2 x; K' R, e- `& n- _being delayed ‘4’ days. There should be no delay.
) ?/ F0 m4 K7 V1 o5 Y& Z77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
4 {+ X( j% j- o) |3 Bthe convoy disbands. ?7 b* O8 }# B4 A
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
* X8 P. h1 U3 B/ Jhexes. The range was not changed when the game scale was changed.! u! a: R2 W, y6 j: r6 b
79. Fixed bug when displaying search arcs at a base
3 y5 \, w! x% G7 P80. Fixed Escape key on Industry Management screen
5 `$ O- S6 J L" B# [$ u81. Fixed oil and resource in totals on Industry Management screen1 D8 v% O' e, r5 @0 s. r% ]: C
82. Interface Improvement: Add an extra line to the Industry Management to show total
: a" ?* X5 X. K& @9 {. P) qshut down industry on Industry Management screen
$ t. n8 d9 Q. [$ \" s" n83. Interface Improvement: Add base select to Industry Management' P; q. C: d4 z8 y
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as, X5 e" H4 e' _) p' H- S
ONE group for Admin stacking purposes; the presence of all three in a base counted" O _( Y3 X& P
as 3 groups for Admin2 D6 |) b: C) L; H; @$ v* e1 Y3 @
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
6 I3 y# s, i5 H! e86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
. F0 G! H1 T) w% J) kFF being affected by old stock code that cleared the secondary mission.: _1 `: p/ Q: ~1 }* ~' m3 N
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.& p9 ]7 T" p6 }, M/ p
88. Fixed an issue with tool tips being offset from actual hex when forming new& W) X9 M# X, f$ l4 [" Q; [- ]7 ? j
taskforces
8 L" n6 I4 ~8 ]3 B89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
& K6 K, K2 ^" l9 _the end of turn save only. Preferences are now restored as saved for the player at the
3 H7 h. z d% D9 Ptime.& [" J) P5 ~4 w$ y4 {, i Y! n
90. Changed air supply mission to use a friendly base as destination, if both a base and8 e4 A W. m1 W i
LCUs are present in the hex; it was sometimes giving the supply to the first unit only3 @, L8 U/ w. q% u
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the: y* U" K5 ]5 Q) Q* p2 X
mission was canceled because the enemy LCU was selected as the first unit in the
) Z: f/ _2 g/ U( u# Khex. K& r9 B9 B9 h! V- q) a1 u
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
7 O0 s( a% w8 z" v$ k! X93. Prevent very low grade TF commanders from returning single ship TFs to port to+ t+ N$ z% A7 V
rearm when rearming not needed.
% y' L* O9 \& S/ t: r94. Fixed the supply cap and monsoon effects on supply2 F. b4 l4 |0 I- J6 B2 P; E1 c$ K
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland7 V& i6 L! h" i4 i
movement.& v' E# v {9 C
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base Q; p* i4 c$ D2 B- N1 V N( _1 i$ S
when Soviets are inactive.
, F! C/ m, {7 y! ~" [* y% c97. Tweaked resupply task force to Japanese bases.0 m! S# H! D. d* h; @
98. Fixed a HQ/Chinese unit respawning bug.
/ n2 z+ _: f+ @8 Y1 a99. Restricted permanently disband/withdrawing air groups from being able to the the
9 Z0 n8 X: ~9 O8 k0 M H“Trainer” option in the type of pilots to use.
$ u( p5 b7 E) n: Q( V3 U100. Restrict the options available to pilot movement in permanently
' g1 ~- g$ H; M. }8 H3 [: Cdisband/withdrawing air groups; mainly restricted to making them active or in-active
6 |0 R2 u3 s" ~( Dwithin the group.) v6 B7 o) L( x
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
* \0 K# c. O, M) |$ uparent group - stops divide ability
: k1 f: _. O5 ^9 R# h; e102. Fixed an issue where some autosaves could reset game options.
/ s# W- W+ t9 N2 o( b$ ^* u: s2 c103. Disabled the ability to make a group a temporary on-map Trainer., N8 o f% X) w' E" ^5 t1 u
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
2 t( ~1 y- I7 W! D) fFATIGUE pilots." O; J( P8 [7 r9 B
105. Made some adjustments to Kamikaze effectiveness.' Y. k; a* l3 X1 P# Q' Z8 u( j
• Naval Data Changes
|( k: A/ [3 V8 [/ w1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.7 `9 Z+ i) Q6 E6 Y8 R& I$ N& P {# l
Class' m, ?0 q! w) V0 F
Scen 001, 002, 006 (007, 008, 009)
0 b8 q$ X8 \9 X0021 – Australia – correct weapon facing( c. H. f& z( ]2 S. T! |8 F
0418 – Helena – correct tower armor from 0 to 125' y. F: z: r: n" i7 h6 L
0767, 0769 – Chevreuil – correct endurance and fuel
& e+ \' P: r' A0770, 0771 – Duguay Trouin – correct weapon facing r3 H$ S: R! j( x6 R& z0 d* V
0772, 0773 – L’Adroit – correct endurance and fuel
$ R# T! P0 h. B2 [ S0774, 0775 – Fantasque – correct endurance and fuel
) F" z3 Y* R2 U3 R% N' }8 G0776 – La Galissonniere – correct endurance and fuel
0 ^2 _/ e4 ^3 k9 j- ^$ x8 H0776 – La Galissonniere – correct weapon facing. H# j* [( h. j! _
1013 – Yubari – correct weapon #4 turret armor
8 `/ t) _( c* i/ v1102 – Furutaka – correct weapon facing2 j! X/ T+ w/ T; X# W2 k& {+ C
1107 – Aoba – correct weapon facing
+ D H- k6 q, y8 P( [1112, 1113, 1114, 1115 – Myoko – correct weapon facing6 T) L: k, N E& L" J/ X
1730 – Yamato – correct weapon turrets% R4 w3 a. r7 N. [( f* {
2025 – Kongo Maru – correct weapon facing
* J. S8 ^5 U) V6 q" W# x4 @2202 – ARD 3000 Ton – add Japanese small ARD class' t* o$ r) q( w# i
2903 – Gnevnyi – correct weapon facing/ H/ M9 J( w* `; {4 W" g1 W
2915 – MK Cargo – correct weapon facing
# D. m9 o- @. o. r. M# a( p5 z2918 – KT LST – correct weapon facing
: t$ ^4 h: y1 e* _Ship
5 [5 M$ [- v$ a9 ]6 j/ I& s& KScen 001, 002, 006 (007, 008, 009) changelog
- O& X/ R, J; u. w8 hAll – update weapons from class to reflect weapon facing corrections
7 m+ {& _# c) n7 _0999 – Dublon ARD; add small ARD to Truk
# l# {+ o3 _) [& q+ H+ {3550 – Laffey; correct entry date to 420430
) m K1 \( Q$ k6 K) Y. @3580 – Frankford; correct entry date to 430430
g: D( ~# L5 q1 Z4317 – Thornton; add Clemson AVD at PH
0 D) e$ i6 w; y4361 – Henry A. Wiley; correct entry date to 440930 g% H' k0 ?% ^/ Z, A
5222 – Rixey; rename to Bowie3 _- b: v0 s* B1 t; n
5223 – Hercules; rename to Highlands8 ?' @5 c1 N# I3 Z
5251 – Pinkney; rename to Pickens
7 P, f$ `! @) [- j: j$ k9 Q9253 – Madras City; correct entry date to 420228$ m& g3 o7 W$ D- N: ?7 T8 c) S0 V
9728 – Indus; delete duplicate ship entry3 H; F% v& v6 G1 s* Y) w
9837-9849 – Soviet Fleet; correct ship name spelling
# U: p4 D% _2 M& w# \+ K/ [11316 – AFDB-2; change arrival location to # 524 Seattle7 |0 M7 N# u- O
11364 – BYMS-2055; correct entry date to 430228
0 A1 c! U- C5 w2 M. |* M" }% m11365 – BYMS-2059; correct entry date to 430228
/ p! k c" i. W14070 – Ha232; correct entry date to 460228
! p1 I/ n/ f- M) EScen 006 and 009 ONLY2 t5 e) a5 z% v3 [( `6 `# A2 w
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
! f# P; B& g* Y: i% B0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 2952 `9 t* K$ b- f! e; r2 G
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
, M Z5 D8 ^9 c4 i" N0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
$ \8 O5 A# V# N: N1 K% t0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
2 |; t4 F! F! G. N# a! r0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445) H* L. V% p/ H9 N2 I. U- K
0043 – Hiei; adjust fuel to 4175
! |& X! C' n6 T$ z$ {0044 – Kirishima; adjust fuel to 4175
( |: X8 Q. f- A5 }9 X' F. V& `5 V0067 – Tone; adjust fuel to 1775: [; z- H* J& F; x
0068 – Chikuma; adjust fuel to 1775
$ F1 q% V% j" d0 Y1 M; M: g# X0118 – Abukuma; adjust fuel to 8339 t. K8 O! H+ Q" h
0146 – Akigumo; adjust fuel to 265- Z0 f2 L( H! L% I% U
0168 – Kagero; adjust fuel to 265
/ Z& z$ {8 c9 p. r$ ?8 T; d0176 – Isokaze; adjust fuel to 265
1 j q0 u* Z2 ]3 Y3 o8 g& J; z; [2 s0 q0177 – Shiranui; adjust fuel to 265
; T, f" ~! b, R9 p6 c9 M1 e# V$ l! @• Air Data Changes
7 S8 `! O6 i9 U2 v, B+ o3 ?[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
5 M' P3 @7 f, c7 v7 j[177] B-339-23: Name set to B-339-23.
9 D! n1 `/ X) v: Q[178] B-339-23 (PR): Name set to B-339-23 (PR).; C7 T- M4 v% q# R+ f z! `
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
. }) `" S$ R3 W% L. o' L3 K+ F3 J! H[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
( S4 n' {9 Y7 V( A/ a- \[365] Stearman 75M: Nationality set to U.S.Army.- w5 f7 U! K: `2 K! I0 [- s: E; j
[451] PB2Y-3R: Deleted.
7 P, h: m# P/ l) u! V[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.6 O8 t% A) B% g/ A; B' e' m
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning* s$ w' v6 d7 j5 r% U) ]
MG; wpn 13 set to 500 lb GP Bomb.
3 z- I; \# Z4 x; A. |3 X* g; `) C# B" U[1923] No.1835 Sqn FAA: Delay set to 0.- ?2 i) W+ S2 Q
[1924] No.1836 Sqn FAA: Delay set to 0.3 N9 t: o' e- w5 {$ K. p* U# s
[1929] No.1841 Sqn FAA: Delay set to 0.- p; J" K- n; p0 e8 l1 C! ]! X# E$ O
[1930] No.1842 Sqn FAA: Delay set to 0.
7 o6 o$ w1 L P# m[2587] VMF-211: Location set to [584] Pearl Harbor.
/ e# t! S. I8 |8 a( s! R[2642] VMF(P)-321: Deleted./ E" _6 y" V# T+ U, L
[2652] VMO(P)-351: Deleted.
6 V8 b$ V4 u/ }( |& P[2668] VMF(N)-511: Deleted. X9 s p# i) p* B
[2669] VMF(P)-511: Deleted.- g* V8 T8 H8 ?# F; F! f
[2671] VMO(P)-512: Deleted.2 {5 g! S7 Y. ~0 N" ?; ^0 ]; ]* H
[2673] VMO(P)-513: Deleted.
6 o9 U* s; O9 N0 n4 M% F[2675] VMO(P)-514: Deleted.- m1 I3 Y* P+ U9 L: Q6 H# U3 ]. Q
[2827] VR-2: Deleted.
+ S8 q' M& J3 d3 [) |: D1 M/ _[2828] VR-4: Deleted.
5 \! |# v! a& z5 J4 s[2829] VR-5: Deleted.
6 A/ K0 B* j( e* d5 v[2830] VR-13: Deleted.2 X n5 B% {1 G$ o5 D
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.3 }, w/ M, K" V/ L
USN patrol-type squadrons 4301 resize to 15 deleted.
" g" y/ }5 O, N9 [& O# xUSMC squadrons 4301 resize to 24 set to 4410.6 `& i/ w+ ^9 Z* V% Q6 h' c* G1 x
USMC squadron upgrade paths reworked.
' @2 r6 H1 g4 k" ` @) X+ Z8 cGameplay Change: Units with a/c MAX strength six or greater now able to split into
/ ~& ^/ [4 v4 Sthree subunits., d% P7 G% g- e5 U- F
• Map/Base Changes9 `/ f- ^: ]: L6 c0 ]
1. Garrison levels in China have been increased for both the Japanese and the Chinese.
0 L, I1 e, G5 X: h: b2 UNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
' m0 [+ n- v$ g; d- {AV./ ~, V) Y& r& k/ ^" L
2. Garrison levels in Japan have been significantly increased for the Allies.; p6 w. E1 W# P2 V& |
3. Garrison levels in India and the Philippines have been increased for the Japanese.& `/ S! M( ?* k M i* r R
4. Garrison levels have also been adjusted in other locations, with some areas having$ V: e& M: h0 c! I* u
small increases.
# H7 g5 l& F' U6 B4 b5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an% J% T* Y+ B) t2 f: c
Airfield.
( G& H& r8 [4 [/ |3 o) c; ?6. The starting fuel level for Los Angeles has been increased.
" @2 [0 z) u+ f q7 b7 a7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
: x% B4 J/ @, H" l; T8. Anchorage in Alaska now generates a small amount of resources.
2 Y& u' c2 x& B4 Q+ x9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.0 b" W0 [, C/ i2 \; I
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.3 ^1 F+ P; a* E
11. Nukufetau has had its port level decreased from 1 to 0.
* M3 d0 D4 S* \! T12. Pago Pago has had its port level decreased from 3 to 2.
& D5 Q. b) O G X! |' `) q13. The Christmas Island base no longer generates resources. The Christmas Island (IO). M4 v# W9 c2 @! Q$ J+ b
base does instead.; c/ I! x6 a* V" U
14. "Ahmadabad" has been renamed to "Ahmedabad".
8 P! L0 l! D$ w y" V' @3 ]15. The generation of Daily supplies at Chinese bases has been distributed to more bases,% P. V3 t6 U6 Q7 ^
rather than being concentrated in a small number of locations. Overall, Chinese- O. s7 |* }% e* Y
supply point generation has increased, to about the same level of supplies as in the, K1 y4 T' m2 M- X/ }! j; z
original War in the Pacific game (it was a bit lower before).; b& c# ?4 f7 E; ]4 l& I
16. Australia now generates a greater supply point surplus than before - about 5,0009 M- |6 q! H. [ m( h; Y/ P1 ^
points per day as opposed to about 4,000. Fuel requirements remain the same.
0 P6 S! \7 K& T* z n, x17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
$ b9 u% i2 p. S4 r% ^$ M+ T% Minstead of hex 200,40 - and the road and railway networks in the area changed to
+ }$ \; y4 a* L- Smatch |