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【更新内容】:
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, u0 g R. N2 O7 z N' F9 pChange History:
' M1 z) G2 [% W+ {" ^v1.00.95 - December 7, 2009
( q( \) x, E6 B• Second Official Update – This release is comprehensive and updates ALL previous
3 }4 A; d1 ?5 u% q+ n2 b, w( fversions to the v1.00.95 level.1 ~! m i( T: h& q0 m% b
IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
1 Z; q0 X* g9 m( u* S& X6 @Management Addendum” which have been added to your Documentation shortcut subfolder$ r: N/ C; `5 J+ A8 q
and can also be found in your /Manuals installation sub-directory. These two j( _9 l6 H& Z8 F: h0 d$ V
documents contain very important information on improvements and changes in these
: o4 O4 y8 i$ l3 g" P' N& Y7 Eareas.
6 N' _% @1 A/ T' k9 f. a8 i• Code Changes0 {: y5 J$ j2 f. P7 a6 \! Z
1. Interface Improvement: New Screen for Industrial Management. l. ?+ f/ U; ~( Z! m" S4 J! K) B+ v6 r- Z
2. Gameplay Change: Air transport mission was using all ready planes. Now the" d9 H D0 a$ d8 J
number of available planes for the mission will be adjusted by the rest/training' R1 m# } |4 R+ x2 ~* D
percent as on other missions.1 U3 R4 E- k4 |" x% `& O& Y$ `7 C' N
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes' ]" p2 V3 r/ Y7 _' V8 L
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
! {' f5 I+ F7 i+ \4 M! Qshow in change command list
! T# t/ g g8 S& l5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
. M+ e+ \/ s: SBombs’ flag rather than the altitude setting
9 ? K3 C$ R% b9 s& @2 C6. Gameplay Change: Full base screen now show the consistent over-stacked AF% [' Z* [4 \/ i& \
indicator ‘*’- B; p8 H1 h3 x8 I' |
7. Pilots who are captured or killed were still being counted in some group totals. They Y$ f* ^+ H e( R! ` e2 Z) m
are now removed from group’s pilot count, but still available for ‘Top pilots’.' H6 c, w% ?& i4 X! G' u' |' Q
8. Interface Improvement: The buttons in the lower panel of the main screen have- R' n. o1 m% ?4 p
been improved. With the mouse over the icons on the far left, the number of groups,6 _: a4 S d8 K( C
task forces or LCUs at the base is shown. Added a previous page button when there- G! m- ?- p/ A+ X' B7 x/ L* U
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The+ q8 c6 X; w% j& S' J8 C: X, p7 F
tooltips sometimes were corrupted when other screens were displayed on the map and
% j1 q' y2 R% o, a3 u: f. Tthe bottom panel was still active. This has been corrected. {* l8 |9 ]* U9 R
9. It is now possible to repair planes in excess of the group’s size7 A$ q+ r( X0 y( F9 u. l$ D
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill& [$ q9 V* G2 T0 E. t9 D
training is incremental. Points are accumulated and once a certain level is reached, a& p2 d7 N7 }" y. C; _' p/ b, q
point is added to the skill. The cutover level is the current skill level; so as the skill- C) f3 V' n& N3 N2 W% @6 a) h/ k
level increases, it takes more accumulated points to reach the next level. Combat
1 e6 x( v- A# @. X: Ugains points faster than training, and combat is required to reach 70+ skill levels.1 A, H4 T5 z+ P" x
Experience levels behave similarly with the one exception. If the Experience level is! [) m3 B& s8 |; g9 h4 O. O- @( p
higher than the best skill by more than 5, a skill based on the group’s mission gains
% Y+ p! o# X0 q9 h: j; G1 d9 Ithe accumulated points instead.
0 }+ J$ a0 z( B11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,! h* k# O8 @- ~: V4 `
ammo and return to base if required
( c, h& Y4 j0 }8 F9 O7 w8 {12. AI Aircraft production will now stop based on comparison with on map aircraft totals8 F! Q$ U, ]4 g. N0 s9 P
13. Gameplay Change: Malaria effects adjusted4 X1 t1 ?$ Z1 G9 i8 ^* A
14. Fixed bug preventing port construction in certain cases
$ [; T! c+ E4 L+ [* I* ~15. Fixed bug preventing combat engineers from building; C- q1 ]/ a+ J
16. AI improvement refining settings for LCU attack levels' e! Y. [. e0 Y) {! G
17. Corrected unit TOE loading bug
* T2 q! g- M* A, o18. Correct bug setting default morale and experience when not provided by editor4 C& p. D/ S) L1 w* |& m9 r
19. AI additional checks for level bomber base sizes9 ~, T0 b; ?/ a" u4 B0 N1 X2 D
20. Numerous supply tracing improvements4 m6 W0 K$ g$ l
21. Numerous supply/resource movement improvements
. ^; ~) Z$ c# b4 S) w* F1 B( \22. Corrected several land unit fragment bugs.
* l8 p$ ]; F) W1 [23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF+ T$ E, @, G6 N0 h+ P1 g# h
arrives at the destination of the “met” TF before the “met” TF does. Also adjust0 L( _3 Q1 T$ {* p
meeting process to reduce chances that the meeting will not take place until one or the" e* w! A; {: I: I
other TF reaches the “met” TF destination. Also correct a problem TF could
! G0 i1 t0 \; M Y“merge” with a TF that no longer exists under certain rare circumstances.
, X* ?# }% Z3 z1 y24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of3 L1 s) M% I! m( L. v' ]/ x/ `
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
) K. z0 |- K+ t" pfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be& v8 b3 ^8 F5 [7 L& ~1 O
docked if the port has the dock space for them, but will auto-undock when adding a$ U/ |# i- n6 t/ |- J# p
ship to the TF causes it to exceed the port capacity.
- A9 Z: ~' ]2 T: F25. Adjustments to naval retreat determination. TFs retreating after combat will now be
) U. q$ h/ P8 J& Zless likely to retreat to hexes containing other enemy forces and be more likely to
2 \, z1 \( d. E' B7 H; yretreat toward a friendly base.# t- e4 k* ~0 d R/ y$ }
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it; i9 x r Q3 y1 u
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded% L% c/ B( K+ k8 O! g
in port, (c) ships in port (disbanded).& N0 g! j. d3 R: n. ?
27. Interface Improvement: Implement search arc drawing on map* n" m6 D* r4 m. S; U# v( F
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,6 Z A( H# t; Q: _3 r- x w/ k; t
ensure partial rearming is in full mount increments, and adjust ops usage according.
9 x! m$ j* f/ l! b29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
3 q4 I5 O% q* u/ b6 ^/ Ca base were incorrectly excluded from Naval Support totals at that base. This was+ T* L( J# o- X* W, S9 @3 |7 ]' v8 a; l; d
due to an error in calculation of Naval Support availability over HQ Command radius.# t8 I. l# a% X1 k5 ]3 V4 r
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location7 ^! m" p/ ?* X2 ]- V7 T" k+ C0 X
could improperly interact with fragments of the same parent that were at other
' }# a& y" k8 n& }5 y& M0 ?; ~locations and had been previously loaded by either the TF or one of the ships. s) e! Q {( a& X3 X) A9 X
currently in the TF or, if the load required multiple days, when unloading of other
- O: W+ @* B) @9 wfragments of the same unit caused and automatic switch of a fragment to the prime
3 b& j M! c# cunit.2 i: f2 z$ t# N. ^
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
/ A3 A) S9 y4 g5 @' h+ ~. DPreviously repair of all system/floatation/engine damage would terminate repair of a% H/ w! z7 f4 E, j3 J
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will& b* l0 X6 o7 `
now prevent full repair of systems damage and may “create” small amounts of system: u. Y- O; o& N" t. e+ l0 i5 |; Y
damage to keep the ship eligible for repairs. Note that this may have the affect of
& E- y, n5 I c% H# E* W m( `small amounts Systems damage being not repairable at a location where it normally
: N% P6 i! G( L4 s( b/ ewould be repairable if that location can not also repair the damaged devices(s).
" u$ q) ~( C; C( d+ N( x. {32. Interface Improvement: Changed Allied aircraft replacement display to show nation
/ r* c2 ]0 X0 B* wof aircraft
- Y" {/ Y4 h: u* G* [3 s1 X33. Corrected several menu bugs
, h! C# p. @6 v$ q# _* b3 B' j, x2 f34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of% p$ n- W' n6 D! v" X- R7 j
land units by TFs.
" R5 N/ L! v2 ~% T3 ~7 _35. Interface Improvement: Add “undo” for ships being transferred during ship( H. g, N- z& Z- J" F: n5 [
transfer. Previous undo only functioned properly for ships being transferred into the
* l4 p, j! l3 O. E" Cselected TF. Provided undo for ships transferred out of the selected TF.1 L2 _! R+ B- T/ p$ e+ A
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that: _7 _ C7 ]+ {( h# j6 V7 N
is following another TF that is beyond the player-set follow distance./ k1 V; N8 j7 [
37. Change ship based aircraft repairs to be by plane, instead of by group
0 r# ?9 l6 S) |3 ?. z" b- G38. Interface Improvement: Made air group screen larger to reduce clutter* j; j0 y1 P* B6 N/ g, o! m
39. Gameplay Change: Adjustments to supply consumption by land units
6 K5 I# u' S+ A( ~40. Change to AI shock attack determination
0 c0 J2 S* n1 _41. Improve AI awareness of intel on nearby enemy LCU7 q7 f. m* U6 U$ N- D, T2 J
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level4 U! l w3 {8 E$ X' m9 [# n3 R
43. Gameplay Change: Changes to AI production on “Historical” level3 ^) \: h4 T; q* K( C" L
44. Improvements to save file process to reduce chance for file corruption, especially by
% u. [+ C6 P- r0 I- p& u6 E- i8 ?deleting the old save before writing the new one
. n) C% h* o5 ~9 T. k: d" F/ g45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active' O8 R( r6 Y( U9 h4 U0 X
46. Improvements to refueling calculations and processes. Ships are more likely to fuel. h0 f+ n7 M' r) ?+ E' u1 ~
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming) e+ ~( e( S# d; J
sources for the “from port” and “at sea” variations.9 @! i6 z$ M0 K6 p. p8 ~5 R) Z
• Replenish from Port will now use the available fuel/supply at the port and on all
3 h' Y: `# | j( j1 oreplenishment ships disbanded into the port. For those disbanded into the port,
B' n+ a# b2 Z `9 d+ B3 B3 Sonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
4 V1 V; x e* o* u+ V: {Tenders must be of the appropriate type for the ship being replenished. Note that
1 P, V1 K% Y: H iport facilities are used in preference and ships in the port are only used if the port
; @6 x ^, D& Wis not able to completely replenish the ships in the TF." v" C- c% b3 S
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
* z2 P' M, d! f+ Z- X" \use all ships in TFs in the same hex but will no longer use ships disbanded into a
3 w6 T2 B$ O4 C- \port in the hex.
( Z0 @) X2 e, Z2 O1 O& y47. Interface Improvement: Add new map icons to highlight certain events& k: ]* [, Z* o, s: e
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some+ q4 e `+ a, s, e g( {2 Q$ H E Q3 n
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap1 X; t# E2 V2 g5 b+ G/ r- L( V
port or from any TF that is currently off map. Ships that are not badly damaged
1 L# U( A$ M1 x; p9 Pcan be withdrawn from some on-map ports or from TFs in certain on-map regions.
0 _& P& s( E( j WFor on map, ship may not be on fire, total damage may not exceed 99 and no$ ^5 `4 a; [! m1 w, ]+ {9 ^2 B
individual damage type (system, floatation, engine) may exceed 50. Ships may not3 K0 @% \1 x6 |, C0 P2 u
be withdrawn from any on-map location where the enemy has air superiority. The" k, H7 }. e D [6 @
intent is to prevent withdrawal as a method of saving a ship that stands a good chance Y0 R; R$ }! L( p5 `3 I
of being lost or further damaged. On map withdrawal ports are set based on the' t. d& c3 H v; e
historical exit locations for ships leaving the Pacific:: P1 H: G3 X$ y$ K
1. Any level 9 port.
/ ]8 l' T: [+ ?. l2. National home ports of the United States, Canada, India, Australia, and New: p% v8 N7 b5 _4 Q E& W: t
Zealand (with no port level requirement)
' _9 d" u$ w: I3. Any level 7 or larger port on the US or Canadian West Coast.
3 p( ]; Q S# q4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
! Z( J$ v ^. ?+ `# e5. Any level 7 or larger port in South Eastern Australia, plus Perth.
( J4 H( L$ C& | O8 T8 y0 o S6. Any level 7 or larger port in New Zealand.7 p$ T3 ?% r6 }' {
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
1 b x& ^" ?/ F$ w: Panother ship actually sunk, the data for the two ships could be mixed. Depending on, |: F) V! a/ ?: R
circumstance, this might result in one or even both ships being reported as sunk.
4 }0 ^: o+ p; f, R3 F: J50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and# i3 y0 m" U& N/ O2 E
TF list screens. The calculation will continue to show the remaining ASW capability
7 y+ Z$ A$ D3 g/ H. r(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
1 W# C9 }" u% r, \now based on full load for all ships in the TF.
% a1 J- f9 j( m, |& T+ c51. Resupply capacity for bases added to editor
/ q% g* f+ w6 [1 g$ q/ n52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units8 v, x. r( n+ H" S
53. Adjustment to AI unit planning level based on AI difficulty
0 `) M1 \ @( w; f! y' f) _9 R8 k54. Ensure minefields are created for proper player when a single TF lays multiple types
- ?0 ~- C! k; t/ _; E; g1 ^0 pof mines. Player of minefield properly set when first mine type laid by a given- Y- c& O: ]; n
minelayer but a similar check was missing when the TF contained minelayer(s) with6 U0 j9 _0 ?+ h- g8 s- S5 ?7 ?
two different types of mines.
k: g+ U: J% | F- X55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
4 j# b5 I/ G, `: n4 q g: E10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
& m' \9 h) @2 L$ Z. `4 P1 Vfor owning player, if partisans attack and cause damage.
4 A0 _ Q8 i+ {0 s* k! h. _56. Gameplay Change: Movement rates for clear and desert changed to 25 for% x T8 G* j. Z/ U5 \0 l0 q0 z2 c
mechanized units
, q& y0 A# k5 F/ x% n4 n" h57. Gameplay Change: Land combat effects toned down8 h3 s/ ~6 N" z( w& q6 ~' z9 w
58. Ensure AI captures empty bases% ~) D; w6 I7 N8 w8 R+ U
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to" ~! y7 w6 F& |; z0 Q
save from moving them ashore. Training from disbanded ships does not increase the+ X0 h+ ~1 O# f
pilot mission count.3 M' n. W8 \2 {& ]
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in+ y) l1 ^) d! ]8 S% U
order to help identification of saves
4 m' F" j1 e7 M) }% F" T5 N% E- K6 J. `61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)( q9 r6 |# M! j! d3 \
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
$ [( W! m2 O6 N9 R3 Z* _must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level% J3 ^$ }. u# O3 Y: }
bombing attack. Groups were at maximum altitude and conducting glide bombs
) j# ~3 }' j$ f# I* l$ ]/ {5 Jattack, sometimes without engaging CAP or flak.
. h% j# N. l% y/ x; Y9 T6 l63. Changes in order to standardize inactive Soviet group’s training options;( { W5 {/ s; B; {& i
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see$ W/ R; L6 Q5 }: n7 f
Pilot Management for more details). The number of pilots on the group lists is RED if6 ]9 k' p2 @6 t& Z1 ]1 p8 ]# E. K
less than the number of ready planes in the group, indicating a shortage of pilots. This1 ?% Q+ ]. Z: b
shortage may be filled automatically or manually for a mission based on the pilot, V7 ]8 L. Z( B8 \" G5 ~
select mode.5 b: c0 t7 T! { F
65. Corrected issues with group destruction on scuttled or sunk ships and groups on
. k6 C5 W1 N, G5 ~7 C) `withdrawing ships
& x, k4 t! D1 X1 {5 w+ {66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
% b4 U s" M% a% n, h R( Mclose range
: L/ |. t) n% ?67. Gameplay Change: Greater weighing of crew experience in surface combat, ?( s5 l; J7 H
68. Gameplay Change: Limited radar directed fire, increasing over time
; v1 g, |: f1 f" M! e0 q3 g% N# ~69. Gameplay Change: Revised weather and spotting, resulting in fewer surface0 E- t7 v1 F4 z( [0 \3 H' T0 m, T) O
combats at 1000 yards+ _7 p. w: t' X9 p8 v8 N9 m
70. Gameplay Change: PT Boats less likely to attack in daylight
3 }5 I5 d+ W3 B! U71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be2 ]$ p0 b% P& t" u7 B4 d
hit in ports and rivers
* e, R3 D; e4 I' N( ?, c72. Gameplay Change: Submarine captain ratings have more influence on Submarine
3 k6 H3 P( S1 |. f% w& x; e# u, nperformance6 E7 \9 g; \+ N' t/ J9 d& H5 I4 A
73. Torpedo hits on escorts not showing in combat report bug fixed `0 {) G0 t1 P+ [0 A( p
74. Gameplay Change: Aerial ASW less powerful in early war1 g& F, V+ |, C; [
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any" ^5 m; o$ i0 N$ ~& M# \5 N( c
diverted fragments having planes but no pilots. Pilots still flying planes are now
; e6 k. {, v: u- n0 r- ~ignored for sinking ship purposes until their plane lands.3 \) h2 g3 ?8 k/ b' E- y+ R( y7 R" J
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
% F9 A6 u! W8 g3 Z6 @7 Obeing delayed ‘4’ days. There should be no delay.) E- |# y, D. t# n* _$ U+ t0 G
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when# V9 ]. s; E( c7 Y' |5 E8 G
the convoy disbands.
2 s6 s$ u5 X# ^7 J4 Y4 i6 y78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20( b, `* V, T+ L! e# A; f
hexes. The range was not changed when the game scale was changed.
# R: k+ o: o7 v2 Y79. Fixed bug when displaying search arcs at a base
0 W5 b( o0 L4 @$ x# \% H. \80. Fixed Escape key on Industry Management screen
& B9 I" z7 ?" I3 h81. Fixed oil and resource in totals on Industry Management screen
* Q) ?4 p+ i: g6 H' O. Z, b82. Interface Improvement: Add an extra line to the Industry Management to show total, x, v% n x$ L( ^2 |
shut down industry on Industry Management screen' g2 m2 A. s1 ^/ \1 u2 }/ Z: I7 M
83. Interface Improvement: Add base select to Industry Management# s+ {: o& @/ v- D0 {
84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as2 ]# J( V0 L' r X
ONE group for Admin stacking purposes; the presence of all three in a base counted( [+ K2 H! ^' z* J
as 3 groups for Admin; T( P: I" I$ a' s& q
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups( q5 y+ }. L3 L- y5 d
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
0 |4 n& u' j9 b- @" F( d. ~4 hFF being affected by old stock code that cleared the secondary mission.+ E3 J# j. A; r% u6 g3 f$ @" F' I& G
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.
/ _8 C9 s/ k2 M" A `' M) i88. Fixed an issue with tool tips being offset from actual hex when forming new# C) P, m# m3 \( p7 T5 D
taskforces5 C( V u6 l" z8 z8 _9 e
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on+ O% x, H1 H# I4 J( b% C+ O1 f
the end of turn save only. Preferences are now restored as saved for the player at the, f0 R8 q/ [; L7 C6 o( l
time.& ~$ Y q: w$ O5 v7 D& D
90. Changed air supply mission to use a friendly base as destination, if both a base and6 C9 `5 A) k. x0 p) r* P
LCUs are present in the hex; it was sometimes giving the supply to the first unit only s% f. j3 u3 G2 h
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the7 v' A# s% y: T! [* f3 y* W
mission was canceled because the enemy LCU was selected as the first unit in the
, p ^/ }1 b& phex.
0 f( |) q' M6 f92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel." O, Q- H( D+ v2 @7 n" c C
93. Prevent very low grade TF commanders from returning single ship TFs to port to- Z. M- P( H8 @+ _
rearm when rearming not needed.
( @9 t& Z7 N, ?7 C \94. Fixed the supply cap and monsoon effects on supply0 ~/ f5 P# W+ M: {$ G
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
Y' o% c# ]+ b& P$ `, D3 R$ kmovement.( x y0 c* h, F+ k7 J0 `' j3 {4 S
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base/ `- i( M' C* a! g
when Soviets are inactive.' D. W% v* u: Q4 D! F
97. Tweaked resupply task force to Japanese bases.7 Y9 {: h- E" S$ ]# |
98. Fixed a HQ/Chinese unit respawning bug.
' F7 E- J7 a7 h% l2 u C( e99. Restricted permanently disband/withdrawing air groups from being able to the the
" Y f6 N5 @: G1 I0 W“Trainer” option in the type of pilots to use.
* t1 L. {" s# m( v8 |/ Z100. Restrict the options available to pilot movement in permanently
) P {' J, y- g6 \disband/withdrawing air groups; mainly restricted to making them active or in-active. c2 B4 @1 J; i7 ]9 Y$ T0 R9 Q
within the group.% s* M0 w( c+ r- \& f* q2 W
101. Fixed error in splitting air groups caused detachments not-in-play still attached to; c2 ~9 n. E$ V5 H* U3 Q1 t
parent group - stops divide ability# r; T. A& j; O- ^8 L. u) r& h
102. Fixed an issue where some autosaves could reset game options.+ i$ Z- O @: P3 L/ M& x9 q- ?' @+ r
103. Disabled the ability to make a group a temporary on-map Trainer.
7 R$ l7 D0 P6 y104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high+ O: Z) W* n$ L! J) A6 M
FATIGUE pilots.
% q( ~: }6 @ z- j# y& x/ r105. Made some adjustments to Kamikaze effectiveness.* ^& V$ I! _! ?2 V
• Naval Data Changes
- U1 G$ T% C# _" P5 f2 I7 E9 W1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.1 s$ B1 C# x7 i6 M
Class$ O: l. H3 t7 L6 }
Scen 001, 002, 006 (007, 008, 009)/ T. F$ T6 e8 f- D
0021 – Australia – correct weapon facing3 n3 I5 O) l/ S" t( o* {( I! K, P
0418 – Helena – correct tower armor from 0 to 1255 x# B* K/ D n! r5 I: D
0767, 0769 – Chevreuil – correct endurance and fuel* Q* r" K# K% L
0770, 0771 – Duguay Trouin – correct weapon facing( y, Q- C9 }2 z9 K$ h, d6 R* G! a
0772, 0773 – L’Adroit – correct endurance and fuel
6 N. Y( ~: @, o2 C) o* P4 t8 n0774, 0775 – Fantasque – correct endurance and fuel. Y. r Q# _5 S7 `6 p* S& x6 X1 \
0776 – La Galissonniere – correct endurance and fuel C8 w7 E& b$ k' K
0776 – La Galissonniere – correct weapon facing
1 ~$ P }; D3 j( n1013 – Yubari – correct weapon #4 turret armor
" c1 G/ X0 A. D1102 – Furutaka – correct weapon facing+ W! F3 W2 D2 B) f* O# i2 I
1107 – Aoba – correct weapon facing& D3 ^7 W1 n' Q3 o9 P8 U
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
/ i( |1 D( L/ C6 t1730 – Yamato – correct weapon turrets. {' u) w! Z) t Q
2025 – Kongo Maru – correct weapon facing
, ^$ i* `2 v: a; R3 `* K' _1 a2202 – ARD 3000 Ton – add Japanese small ARD class
" @0 f! i0 b; V2 n' V4 B4 G6 X2903 – Gnevnyi – correct weapon facing T2 |8 e$ B2 d; `8 Z
2915 – MK Cargo – correct weapon facing
, X: L: \" R8 b/ s$ A2 [* a9 p/ L2918 – KT LST – correct weapon facing
1 [4 u3 y. o" {& j3 a1 QShip# {/ f+ o1 |, `& H( f s* H
Scen 001, 002, 006 (007, 008, 009) changelog4 d0 M* T( ^, b, N; I: I
All – update weapons from class to reflect weapon facing corrections
$ L# d; N9 g% T0 e0999 – Dublon ARD; add small ARD to Truk
" }8 B! G1 X- B. I/ }' s" ~3550 – Laffey; correct entry date to 420430
' @; S4 S& U# ] ?3580 – Frankford; correct entry date to 4304301 B6 N& N: q% n
4317 – Thornton; add Clemson AVD at PH
1 Y; _4 d5 |) f. S( J* y" Q- D4361 – Henry A. Wiley; correct entry date to 4409305 D5 I, q+ \1 D8 F- F+ H- j b
5222 – Rixey; rename to Bowie
. d- G- a1 D4 ~' M5223 – Hercules; rename to Highlands- a" l; [+ v q& e+ c+ X, U
5251 – Pinkney; rename to Pickens
; \% P* V, \! v$ z' \% y: H9253 – Madras City; correct entry date to 420228
- `: N' y! @+ v" b0 w9728 – Indus; delete duplicate ship entry
9 O* A+ w; k9 g5 i; T: |( N$ \9837-9849 – Soviet Fleet; correct ship name spelling
' F9 R3 e6 Z: r/ P3 u11316 – AFDB-2; change arrival location to # 524 Seattle
8 P; ]( [6 U4 s3 O/ z" u11364 – BYMS-2055; correct entry date to 430228( l7 T3 a% g/ @. B1 Y
11365 – BYMS-2059; correct entry date to 430228- l9 h3 l' _1 P E3 }9 X6 v; z, l* Z
14070 – Ha232; correct entry date to 460228% V% @4 t" z7 v5 S( x
Scen 006 and 009 ONLY9 d4 Y% I' ?; a1 {: b6 K
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
, o2 W/ a! [1 a- @$ a; S8 Q0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 l; t0 g: x# |% h' b! G2 Z: Q s0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
' a+ s' P. ?. K0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3703 f5 t0 M& j( N1 T3 x8 L
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370( _: T/ F7 U& v* x8 V% X
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445" i/ G- s5 m; y7 ^ g
0043 – Hiei; adjust fuel to 4175+ F1 L% m8 `4 g) P% h
0044 – Kirishima; adjust fuel to 4175
* ]1 P! ~# r3 \9 k% d: I2 U* x0067 – Tone; adjust fuel to 1775
% j- m, U9 n2 V8 d5 x( u0068 – Chikuma; adjust fuel to 1775, k& j5 W E# A, ?! _6 ]/ A
0118 – Abukuma; adjust fuel to 833
K* n8 U4 S! V% b( r# A! P6 h0146 – Akigumo; adjust fuel to 2659 {. _3 I- ~6 U+ x# w5 s1 ~
0168 – Kagero; adjust fuel to 265. E) e0 K+ g/ a4 E* Q
0176 – Isokaze; adjust fuel to 265
4 g7 l6 Y( h2 C1 r* q: Q8 \" c5 l6 R0177 – Shiranui; adjust fuel to 265
" ^, ^5 I+ e+ j% j) i) g! L• Air Data Changes$ N; Z5 O9 ?; E# f& ^' Y5 {
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
3 q( i% v) l1 U2 k/ L[177] B-339-23: Name set to B-339-23.
9 t R A$ x+ p2 Y; U# E: Q[178] B-339-23 (PR): Name set to B-339-23 (PR).
4 x* o7 O7 r. x; t1 p" m3 i" x[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
5 V8 y# l8 P* ]- H* t[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.6 S8 x/ q/ U" m' R% V# {
[365] Stearman 75M: Nationality set to U.S.Army.9 q$ z# l" G+ K$ `8 X @ b
[451] PB2Y-3R: Deleted.: j) _& F3 W1 K/ A
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
+ o& [# m& H/ L& ?[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning: j1 Q, d* e; [7 _; O# K# @
MG; wpn 13 set to 500 lb GP Bomb.
2 ]7 L& O; w) V[1923] No.1835 Sqn FAA: Delay set to 0.# P- f' @9 B; C/ R: W' F4 l! X! b
[1924] No.1836 Sqn FAA: Delay set to 0.1 J$ Y) \0 f9 I$ Z w! a0 i
[1929] No.1841 Sqn FAA: Delay set to 0.
\7 k7 F) ]6 Y; H, q3 k0 K7 L, E[1930] No.1842 Sqn FAA: Delay set to 0.
H5 V, Q' Z; G* K[2587] VMF-211: Location set to [584] Pearl Harbor., q5 L+ T# ~1 g- [6 G8 l
[2642] VMF(P)-321: Deleted.
2 |; N# U$ z, w[2652] VMO(P)-351: Deleted.% H" M$ B: L3 L5 W( K% g
[2668] VMF(N)-511: Deleted.! F7 T$ o0 {6 [' X+ Y
[2669] VMF(P)-511: Deleted.
2 x! y: ]6 z2 H9 x/ p. s6 i[2671] VMO(P)-512: Deleted.
6 R; K9 V9 h8 T3 q( R[2673] VMO(P)-513: Deleted.
, T _* {3 ^; P8 n[2675] VMO(P)-514: Deleted.4 j1 w$ \ X1 O# f- U
[2827] VR-2: Deleted." @$ Z- S2 ]' T/ e5 C' l6 w) `
[2828] VR-4: Deleted.' i5 ^ ~/ z6 p5 x1 S9 s
[2829] VR-5: Deleted.
$ \$ j) |! j* X0 i. r- N[2830] VR-13: Deleted.$ S1 Z7 W5 L# A! g) B
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.; e% [# ~+ f3 @% T
USN patrol-type squadrons 4301 resize to 15 deleted.1 Q% _) E) e! a6 b8 _: {
USMC squadrons 4301 resize to 24 set to 4410.
3 C2 c1 @. _0 [9 V! k+ z) vUSMC squadron upgrade paths reworked.
: l- k9 r" k1 k4 a; f1 zGameplay Change: Units with a/c MAX strength six or greater now able to split into
( h1 F4 N* u7 D) A5 Z1 [3 a3 wthree subunits.$ u7 z, _4 R7 O6 X' `+ q% Z
• Map/Base Changes$ {6 k6 w% j% ?# ~/ E
1. Garrison levels in China have been increased for both the Japanese and the Chinese.) v* C% p. G# p
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400- t9 x9 k* m5 W5 ~3 O
AV.) y$ g: @. f% Y
2. Garrison levels in Japan have been significantly increased for the Allies.
7 F) }# B5 Q! T& p+ a" ~8 s3. Garrison levels in India and the Philippines have been increased for the Japanese.3 `, q7 Q. R& F9 H& F
4. Garrison levels have also been adjusted in other locations, with some areas having
* \. F2 x$ F& i/ b3 m+ ksmall increases./ T4 s1 m' f* {; X0 B( b3 a6 t
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an" L6 Q7 Y- e; @( }6 I3 z( K; a
Airfield.# A4 G$ Y5 t' `( z
6. The starting fuel level for Los Angeles has been increased.2 z3 _' C/ \6 J' ^* |% z
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
. D0 w3 r: E6 z; h4 r& c8. Anchorage in Alaska now generates a small amount of resources.# ~2 d9 A' w* p; l5 ~' ?5 Z; Y
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
; V$ ]5 m' v ~10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.: d K7 k$ x5 e
11. Nukufetau has had its port level decreased from 1 to 0.
. }! k& P8 l8 q4 |3 x* G* [; `12. Pago Pago has had its port level decreased from 3 to 2.: K b1 {# q' |1 H( }0 k c$ E
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
& P. l( R0 I+ r4 V8 |base does instead.
3 D; X d: }- T. k5 {14. "Ahmadabad" has been renamed to "Ahmedabad".. j- h6 G1 D. E
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
0 P' N' N+ W( N. I2 R8 ?: Mrather than being concentrated in a small number of locations. Overall, Chinese
2 [. Y7 }/ B" Y0 ^: B1 p4 Ysupply point generation has increased, to about the same level of supplies as in the
. e8 ]0 S5 ]# `4 a/ |0 E8 n* foriginal War in the Pacific game (it was a bit lower before).3 u8 x) Y- L- c1 P- b% Z
16. Australia now generates a greater supply point surplus than before - about 5,000' ~* g" A9 [+ w) A+ R
points per day as opposed to about 4,000. Fuel requirements remain the same.
; I& x) i, e; X- C0 l4 W/ u17. The "Terrace" base has been "moved" to a more accurate location - hex 200,418 z* J2 T! l2 k' |. s
instead of hex 200,40 - and the road and railway networks in the area changed to
7 J$ F s) o& t3 Z, D/ D2 jmatch |