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: |* |9 ^3 p3 P) Q' f$ E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& U+ C; l7 S- w
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【使用方法】:9 u# o9 i4 B; X: s6 ^) {# n
* }6 ~6 r$ h$ V# K7 U# O3 b8 _& j+ H将下载的压缩包内所有文件覆盖到你的AE安装目录。9 B% p+ D. I7 s4 I/ \1 A
- B4 s. q% y B- B【更新内容】:
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/ z3 c& d# Y2 ]1 n" g% I; sChange History:
5 ~2 l$ \; ?# ?7 s+ U( z$ ov1.00.95 - December 7, 2009
0 @' K2 R: f g6 _7 D: c• Second Official Update – This release is comprehensive and updates ALL previous# k! [2 b! i/ g! C3 o6 R1 V
versions to the v1.00.95 level.
/ G5 {" F3 [2 m0 R; a' |* CIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot7 T# V. _/ `# q) H; f
Management Addendum” which have been added to your Documentation shortcut subfolder
m) b5 S3 i9 N! M/ ]5 |7 k; _1 Yand can also be found in your /Manuals installation sub-directory. These two7 n- Q) {) E/ b
documents contain very important information on improvements and changes in these
3 V0 s) k8 Z3 u9 v) b* Vareas.% ~# y' {( m- l" Z
• Code Changes
4 y- m2 y* a; V1. Interface Improvement: New Screen for Industrial Management
& N* _2 |9 ]* m1 Z1 u, C2. Gameplay Change: Air transport mission was using all ready planes. Now the0 ?0 b4 S8 i) u9 h6 @
number of available planes for the mission will be adjusted by the rest/training
; H+ {4 w$ x+ B3 wpercent as on other missions.
- D5 E9 t: s% M& o F3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
3 ]! \1 J) A2 v0 T l4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to/ t1 [6 `& O. g- ^
show in change command list
: V4 T1 _7 b9 q6 ^; F1 S5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
( V+ O. e6 f$ _" e3 K; a& b2 jBombs’ flag rather than the altitude setting/ D( p f- O1 C3 u
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
5 d1 z+ q+ f: v3 L! w# hindicator ‘*’7 V6 e7 L. ^* b( W) A8 S
7. Pilots who are captured or killed were still being counted in some group totals. They
: l, e, n. T+ B0 c+ u4 m2 {8 dare now removed from group’s pilot count, but still available for ‘Top pilots’.# F8 `# f2 n0 V
8. Interface Improvement: The buttons in the lower panel of the main screen have: ?3 O* B8 {& ~" Q/ j
been improved. With the mouse over the icons on the far left, the number of groups,
4 j5 n; F& n' d$ f2 ptask forces or LCUs at the base is shown. Added a previous page button when there; X" _* T+ X* Z( O' p
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The# x w1 L8 g1 H' `/ Q& y& j
tooltips sometimes were corrupted when other screens were displayed on the map and
9 A) C1 @: J1 ]the bottom panel was still active. This has been corrected.+ [1 |: y c- C& M. ?: e) x4 Z- Q
9. It is now possible to repair planes in excess of the group’s size
4 t' S- ^1 J# n2 O6 d# V: w1 g- \10. Gameplay Change: Adjustments made to air skill in training and combat. Skill R/ ~' {9 \5 A o2 G
training is incremental. Points are accumulated and once a certain level is reached, a ]3 Q4 y# {, s/ v9 K: y5 v
point is added to the skill. The cutover level is the current skill level; so as the skill
7 }; V7 E; q) {% O( }5 Slevel increases, it takes more accumulated points to reach the next level. Combat
- I# s+ S ]/ F. w% ~gains points faster than training, and combat is required to reach 70+ skill levels.. s3 K* ?- E7 V, y+ J9 l2 }
Experience levels behave similarly with the one exception. If the Experience level is5 h# [% }. N, W
higher than the best skill by more than 5, a skill based on the group’s mission gains$ ~% H* H) l7 g# a5 Q
the accumulated points instead.% B" A$ g" V2 A7 }. p% Z' T6 c
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,4 _! `. X: l; ]1 y) z, `
ammo and return to base if required! J' J: Q3 U6 X8 B+ U2 q5 n
12. AI Aircraft production will now stop based on comparison with on map aircraft totals1 x# a, p9 n% O& X, o7 ~# B
13. Gameplay Change: Malaria effects adjusted, \8 z+ V- l2 s9 ~$ u$ x
14. Fixed bug preventing port construction in certain cases
$ X6 P3 n- p3 j15. Fixed bug preventing combat engineers from building
" g7 V4 @9 p5 Y% a# }16. AI improvement refining settings for LCU attack levels
3 {2 b$ F/ J& f. N: Z17. Corrected unit TOE loading bug. i1 T$ l) [ q8 d0 l
18. Correct bug setting default morale and experience when not provided by editor
y' p6 D, x9 r# ~# E19. AI additional checks for level bomber base sizes
; G4 T5 \* ] U# ]: S' \20. Numerous supply tracing improvements
/ n3 {% [; W3 @( T \21. Numerous supply/resource movement improvements7 y( a/ d7 D) {! U I
22. Corrected several land unit fragment bugs.
% d& R2 {) k5 t' b6 J+ |23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF( n8 [' W3 E( e" W' _
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
9 j$ }8 ]* V; g; {/ f. ~# ?meeting process to reduce chances that the meeting will not take place until one or the) U8 k F/ {: D" p" q, g
other TF reaches the “met” TF destination. Also correct a problem TF could$ ?" D! ~2 z9 G1 V& _
“merge” with a TF that no longer exists under certain rare circumstances.
! R# e$ o- \% V$ v0 Z24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of6 k4 A" e+ w |/ D7 j" L% `
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate1 e: ^2 K2 C( u5 ?7 {: D
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
* P4 \: Q( d/ l$ m9 ]: V7 Ndocked if the port has the dock space for them, but will auto-undock when adding a
# B: j9 }4 F. Y. g5 Pship to the TF causes it to exceed the port capacity.
1 b Y0 q$ L* O/ X! ]25. Adjustments to naval retreat determination. TFs retreating after combat will now be; }, Z- h7 h9 W6 R$ K! K r$ v8 E
less likely to retreat to hexes containing other enemy forces and be more likely to9 n9 {6 R! X. w1 G+ K
retreat toward a friendly base.
9 C2 a9 l1 n! o8 {26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
7 U. O$ {$ g+ ]$ @0 W. Zis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
, _$ B4 n/ Z* Pin port, (c) ships in port (disbanded).
+ |8 T7 W6 f1 ?5 d2 o: F' V27. Interface Improvement: Implement search arc drawing on map( S7 A. k5 D6 d" @7 e. N
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
7 } f; Z- P( Kensure partial rearming is in full mount increments, and adjust ops usage according.
3 Y9 ]9 \5 l8 S$ a" ]( r7 B1 ~29. Fixed naval support availability bug. Naval Support in HQ units that were actually at" q) r3 d' L L3 [
a base were incorrectly excluded from Naval Support totals at that base. This was
8 g) s9 J( {# N2 e+ K! xdue to an error in calculation of Naval Support availability over HQ Command radius.8 t# _5 o' @0 E6 u- _- D* b3 U
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
1 R6 p) u5 h) m9 W( n. _5 \could improperly interact with fragments of the same parent that were at other; m( k E$ D* W( d+ G+ j i) V
locations and had been previously loaded by either the TF or one of the ships
1 ^9 Q$ n7 e& ?9 F5 {! wcurrently in the TF or, if the load required multiple days, when unloading of other
- O* m& c; n& |1 Ofragments of the same unit caused and automatic switch of a fragment to the prime
" [/ U# R7 O/ b9 z5 f" sunit.& [, @; p9 j! _) y( c5 G( n' [5 L
31. Corrected bug to allow repair of damaged devices even if ship has no other damage., P- {- ?# l) x, T& d/ H
Previously repair of all system/floatation/engine damage would terminate repair of a- O5 {: d8 b( Q7 G
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
% k& W9 p) ~" \, }now prevent full repair of systems damage and may “create” small amounts of system7 D5 m+ ]1 `6 D4 G' Z1 j; ?
damage to keep the ship eligible for repairs. Note that this may have the affect of
7 t& g7 F Y$ N2 z9 O7 K8 A/ D3 Msmall amounts Systems damage being not repairable at a location where it normally9 {- k3 Z: H( ]7 b/ x
would be repairable if that location can not also repair the damaged devices(s).. v0 s+ [7 `: a
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
* g7 m6 E. I* w% u* m7 r$ cof aircraft! T) q. E! |7 }& |' v# x h, \2 q% ?
33. Corrected several menu bugs
2 z4 q9 {" s6 {% `/ T" k34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
0 O6 }" K0 Q# T' `7 S$ ?( Mland units by TFs., ?9 h& y$ S' o& m6 v) ~- D9 ]
35. Interface Improvement: Add “undo” for ships being transferred during ship
; m& Y& }$ v$ x9 |3 F' ]0 c3 `transfer. Previous undo only functioned properly for ships being transferred into the O l3 J& Q$ g
selected TF. Provided undo for ships transferred out of the selected TF./ t$ Z$ c! ~5 E* @: i3 U
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that5 P; q: d5 P9 p3 B1 }6 O) H
is following another TF that is beyond the player-set follow distance.
" P; V' s& T7 E% b3 u# V- v37. Change ship based aircraft repairs to be by plane, instead of by group
# J" `5 y" j* p$ [38. Interface Improvement: Made air group screen larger to reduce clutter
$ U; [3 X; J6 V( D p, ?39. Gameplay Change: Adjustments to supply consumption by land units
8 Y; k5 s2 U( i, p40. Change to AI shock attack determination! X) U Y( @. I0 \
41. Improve AI awareness of intel on nearby enemy LCU. O0 }1 z, {& T( e3 g) I% v. E
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level- E0 w5 z) K& q0 P
43. Gameplay Change: Changes to AI production on “Historical” level
% f. b9 h) s, F+ |! u/ p7 x. H# l( J8 b44. Improvements to save file process to reduce chance for file corruption, especially by
5 k0 T$ }% J+ f7 Odeleting the old save before writing the new one
6 p; Y. {) r( t$ B45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active# G1 t. }( u& `
46. Improvements to refueling calculations and processes. Ships are more likely to fuel
" [8 V3 n/ U, c s, l7 Tfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
3 q9 J6 Z2 }8 k9 Csources for the “from port” and “at sea” variations.
. k; H3 d9 ]& u- a• Replenish from Port will now use the available fuel/supply at the port and on all/ G5 S1 ]* ?: s/ \
replenishment ships disbanded into the port. For those disbanded into the port,( ?6 \: j5 ?( V, M: p
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
# S- o3 e$ S7 r2 TTenders must be of the appropriate type for the ship being replenished. Note that6 t0 ]/ {) o" S0 S
port facilities are used in preference and ships in the port are only used if the port' I! u; O% i9 T
is not able to completely replenish the ships in the TF./ J2 p3 z( N- L, Q
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
?4 Y" u$ q1 j) s+ Buse all ships in TFs in the same hex but will no longer use ships disbanded into a" y5 S7 f* m$ n+ V6 q, m- q4 ]/ }
port in the hex.
. O4 n# L6 m+ a' k# g47. Interface Improvement: Add new map icons to highlight certain events: Y" `& U9 K/ B! O! y; ^6 R
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
2 Z! Q2 g: A- \& W1 P( fsmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap- c M0 E0 X$ I) `& t) u
port or from any TF that is currently off map. Ships that are not badly damaged
( C: z6 o' X" F }$ e/ Ecan be withdrawn from some on-map ports or from TFs in certain on-map regions.: I! w6 {0 ^4 X- M, w4 X
For on map, ship may not be on fire, total damage may not exceed 99 and no
1 m' K" o7 O- E2 g6 qindividual damage type (system, floatation, engine) may exceed 50. Ships may not/ u& S, q) t' d! s+ z
be withdrawn from any on-map location where the enemy has air superiority. The
2 S) @3 A! _; n& J- h0 ]intent is to prevent withdrawal as a method of saving a ship that stands a good chance
' R6 `- t# S7 v3 x4 x; g, O2 B- }of being lost or further damaged. On map withdrawal ports are set based on the
0 q* p/ ]5 S& C G0 Ghistorical exit locations for ships leaving the Pacific:
4 |, c9 ^# k: u, [4 B' ^4 I6 Y1. Any level 9 port.
' K+ U( g% l% D. B7 {2. National home ports of the United States, Canada, India, Australia, and New
- h2 n) o! t. zZealand (with no port level requirement)
; i/ c5 `' @5 D# ^1 ^3. Any level 7 or larger port on the US or Canadian West Coast.. F* q% Z$ j0 s% T4 F X8 L, ?
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
3 N/ J- M$ S. U6 `4 n. u2 ^$ v5. Any level 7 or larger port in South Eastern Australia, plus Perth.7 u' a# f# e; }( {1 m
6. Any level 7 or larger port in New Zealand.
' A! z2 H, p; P( s- I/ y6 i3 e% E' {49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
}; |" S! k( u) N5 H9 `8 ^% Eanother ship actually sunk, the data for the two ships could be mixed. Depending on
5 P3 C: M5 x# o" t( J7 ^3 ]circumstance, this might result in one or even both ships being reported as sunk.7 o: E9 P. f- d! O% M! e
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and, \) t. m9 v: |8 h; W2 x, p4 u
TF list screens. The calculation will continue to show the remaining ASW capability
$ K N" h* v0 _! b. q \(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
* Q3 M+ a" J l% Q: `now based on full load for all ships in the TF.
Y* O* R! a7 a5 a, R; C51. Resupply capacity for bases added to editor
& b3 k, l0 X3 w% h3 s52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units( v( d. v9 `+ i
53. Adjustment to AI unit planning level based on AI difficulty( ~) w& B! L$ C
54. Ensure minefields are created for proper player when a single TF lays multiple types
" o0 G7 Z) J% ~* }6 l0 ~of mines. Player of minefield properly set when first mine type laid by a given
+ {4 D! M; ]6 U4 C' ~minelayer but a similar check was missing when the TF contained minelayer(s) with+ l7 c; [! N+ P( h7 s
two different types of mines.
7 ~% h5 H, p5 ~. T5 A5 I; @55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
2 I* Z' Q: c5 X* s* K10% loss of supply and fuel, and 1 VP and no supply movement into or through hex6 ^) r7 o4 m$ q* q. f
for owning player, if partisans attack and cause damage.' u$ t5 \$ R$ a# s! U
56. Gameplay Change: Movement rates for clear and desert changed to 25 for \& T9 a" s: Y2 N9 B4 l! U+ W
mechanized units* w& Y8 o y" l: U! h7 _9 L! T$ A
57. Gameplay Change: Land combat effects toned down
( k d: s0 Z2 S6 e+ M( ~& u; s58. Ensure AI captures empty bases
( W' m8 Y7 } d% @* u8 `' e3 W59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
# p8 b4 Y# M9 U. ]6 X/ H Fsave from moving them ashore. Training from disbanded ships does not increase the
0 U% k6 R8 D) J% Q6 G. ~: Dpilot mission count.
' b2 \2 y e, S6 h Z60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in* [. b5 v$ h/ e* g! a3 f8 A
order to help identification of saves
7 r) m3 [# y5 Q4 \5 n61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)9 V: u' E. u* R) `4 b
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group8 B C6 _. K$ B; T
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
2 S! G# Q/ r( |7 }) y6 W- zbombing attack. Groups were at maximum altitude and conducting glide bombs9 K9 ~+ V8 n/ L/ l5 J! |/ e5 }
attack, sometimes without engaging CAP or flak.
% m7 _( A m- k0 k% {( K6 O$ H63. Changes in order to standardize inactive Soviet group’s training options;
' I5 W# O% m% K% T$ F4 G64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see( g0 j+ [* v6 {9 M" p7 r* R
Pilot Management for more details). The number of pilots on the group lists is RED if. `( A9 T/ Y- W$ F3 l3 V% ~
less than the number of ready planes in the group, indicating a shortage of pilots. This
7 z+ _4 f' I6 d4 Y& E. Q) p2 P6 [shortage may be filled automatically or manually for a mission based on the pilot
) A8 o$ J; U# U% f# y8 X, }select mode.
8 G( Y6 o" G0 ^" G65. Corrected issues with group destruction on scuttled or sunk ships and groups on
?( S8 I: s) G& N1 H8 C* ~, Ewithdrawing ships
+ f7 z5 w3 i2 ?; f* B4 e66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
, g6 ?2 w$ C: l, H/ Nclose range0 C% u3 K1 U" q: R) y' |/ Z7 ~
67. Gameplay Change: Greater weighing of crew experience in surface combat! j1 H: E+ a6 t8 N
68. Gameplay Change: Limited radar directed fire, increasing over time
: x0 y6 b$ i9 h+ }1 k69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
\3 c4 I( Q0 M4 Ecombats at 1000 yards
; b' \* Y. E% y70. Gameplay Change: PT Boats less likely to attack in daylight& ]2 W1 e" K1 M) m3 {3 V* G+ i
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be2 q1 S4 l7 L2 ~% B, b
hit in ports and rivers5 R' A5 Q) x7 {( G% J( Z+ _7 ?3 ]
72. Gameplay Change: Submarine captain ratings have more influence on Submarine; K/ H( M; ~- f. T" F+ Q
performance
9 m6 f6 V+ {- d$ C73. Torpedo hits on escorts not showing in combat report bug fixed
: a1 z+ `0 p, s7 x: f74. Gameplay Change: Aerial ASW less powerful in early war- c9 f; k5 [2 |& b) u) a' g, m
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any4 }( W- {4 y. t0 J, w& W
diverted fragments having planes but no pilots. Pilots still flying planes are now7 P$ [9 Y0 O9 I$ y4 M) e( w
ignored for sinking ship purposes until their plane lands.8 K& J3 K6 j- ?, h
76. Group transfers in off-map bases from a ship in the base hex to the base itself were6 f) C, T) Q x% d& s9 h3 P
being delayed ‘4’ days. There should be no delay.: J# M+ J r# b/ ^: m7 n5 h. @
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
- u$ q6 C& V; n* J( y) h5 T7 Hthe convoy disbands.1 z5 }$ V( v, Q1 M
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
* j7 O/ C" [4 q* N2 _, n# Chexes. The range was not changed when the game scale was changed.
7 s# c W! w1 D0 g' w% E) U79. Fixed bug when displaying search arcs at a base
8 d/ T$ R5 @6 R, k) ?80. Fixed Escape key on Industry Management screen
' @+ x5 E5 V) Y) S2 O. V81. Fixed oil and resource in totals on Industry Management screen7 V9 A3 U8 y+ | i3 ?! K V
82. Interface Improvement: Add an extra line to the Industry Management to show total' b( F6 R2 o$ i' b
shut down industry on Industry Management screen
1 l$ d) z. J, Q' u/ v! f; m8 L83. Interface Improvement: Add base select to Industry Management
) ^% ?; I; n1 o, \1 e8 V, ^) E84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
* i% J& F# x( p& r+ g2 {ONE group for Admin stacking purposes; the presence of all three in a base counted( H% e" a# _' c
as 3 groups for Admin
: C2 [7 u; v( g. c: i2 y, r85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
$ r G* o/ m H86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and/ j7 e2 V0 z/ X
FF being affected by old stock code that cleared the secondary mission.
6 A/ ~& Y+ ~! V: p87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.# b h% T$ S& D% `2 u# u
88. Fixed an issue with tool tips being offset from actual hex when forming new) l* i2 b$ x; {
taskforces5 \6 p; }; N0 r4 w- N* M
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on* p9 V( ^; l. w' w
the end of turn save only. Preferences are now restored as saved for the player at the$ P& F, a' |: e4 C Z
time., i2 i" V. [! |$ R- |5 K
90. Changed air supply mission to use a friendly base as destination, if both a base and/ x8 [2 T# b8 O1 B/ r, e! D
LCUs are present in the hex; it was sometimes giving the supply to the first unit only
x( W/ P _! S91. Fixed air supply drops to a hex containing both friendly and enemy units; often the/ X1 P: y5 v* W; U; o& \: |/ r! x
mission was canceled because the enemy LCU was selected as the first unit in the2 r; @: ~/ O) B- d5 \' O4 i
hex.
$ E1 Q S% G& v9 L92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.2 {7 ^! n2 J2 k. D7 G
93. Prevent very low grade TF commanders from returning single ship TFs to port to* j$ D" x t" I- W" D, u& ^
rearm when rearming not needed.
4 U/ i$ D2 L5 v& ]( A1 Y: M" m3 ^94. Fixed the supply cap and monsoon effects on supply$ ]/ {$ Y+ ?% m" d
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland ^; B/ V' G$ C0 m" m% Y
movement.
+ s% O+ K, m% s9 t% ~3 I3 Y96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
1 v, [3 t" R/ e6 x+ _4 f; _- J/ z" Rwhen Soviets are inactive.
4 O' C7 j6 W6 [5 r97. Tweaked resupply task force to Japanese bases.0 S9 r2 W- L7 g: z4 u8 s3 L; Q
98. Fixed a HQ/Chinese unit respawning bug.
; F- @* l4 R! v; t1 U$ t99. Restricted permanently disband/withdrawing air groups from being able to the the
6 L& z9 q' L0 {* O# `“Trainer” option in the type of pilots to use.
* G Z/ f- K: O @, r100. Restrict the options available to pilot movement in permanently
9 T8 ], K ^% D& k$ a+ X# [2 m% {disband/withdrawing air groups; mainly restricted to making them active or in-active' M! T. h7 q2 i6 b1 E
within the group.
% ]# Z# O, q1 q6 y4 Z3 k2 S101. Fixed error in splitting air groups caused detachments not-in-play still attached to
" N/ e. E9 V" ~/ S" v7 L9 t6 V0 kparent group - stops divide ability
1 ]0 e6 C2 Z; f$ O7 X2 X102. Fixed an issue where some autosaves could reset game options.$ U o* d/ J4 D6 q3 q
103. Disabled the ability to make a group a temporary on-map Trainer.
9 j% |1 ~5 k% l5 h: N3 H104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high, R4 D' o! K% K. H" a
FATIGUE pilots.0 c( \0 |! H; G1 c- Z( s
105. Made some adjustments to Kamikaze effectiveness.
5 R# x- c& N) [8 ]8 u• Naval Data Changes
1 k; y4 T. [$ d; ~1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.- R+ T0 j6 i1 ~: I K
Class$ G5 S* J3 y1 {- D1 z$ M
Scen 001, 002, 006 (007, 008, 009)
8 N N: F! Y. \3 T0021 – Australia – correct weapon facing
* b- L. N$ J5 t0 c9 l4 m0418 – Helena – correct tower armor from 0 to 125
4 c; e. J9 N; n6 |/ r0767, 0769 – Chevreuil – correct endurance and fuel( D3 k, z) _( C; o( y
0770, 0771 – Duguay Trouin – correct weapon facing
8 ~7 D+ D2 m0 ~7 O2 h8 s& j0772, 0773 – L’Adroit – correct endurance and fuel
% X- }. {; R2 p/ x0774, 0775 – Fantasque – correct endurance and fuel Y! w: s- ?3 e% |7 X$ k8 c
0776 – La Galissonniere – correct endurance and fuel3 D% y/ z; [' e# f2 g: z
0776 – La Galissonniere – correct weapon facing/ L& V" ?6 B/ r1 v# z2 J' E
1013 – Yubari – correct weapon #4 turret armor7 P: \2 [5 b, z
1102 – Furutaka – correct weapon facing" \0 H; D/ f0 P" D& }
1107 – Aoba – correct weapon facing+ X9 N A# s7 E* Y
1112, 1113, 1114, 1115 – Myoko – correct weapon facing5 [/ v& L8 a* b- O
1730 – Yamato – correct weapon turrets# l9 I0 M1 m' D; g
2025 – Kongo Maru – correct weapon facing3 k @% {& i9 }& l0 _0 x1 s
2202 – ARD 3000 Ton – add Japanese small ARD class; h0 [& [2 K) N/ N0 ]
2903 – Gnevnyi – correct weapon facing8 @6 x3 d1 Q/ M3 g1 ] U
2915 – MK Cargo – correct weapon facing8 C% U I' g$ w. {/ l4 D$ w
2918 – KT LST – correct weapon facing; p+ i* u1 _! B" p
Ship/ ^+ \0 x9 T/ \% P" ]
Scen 001, 002, 006 (007, 008, 009) changelog" u6 B$ C# u5 R- e* H# v
All – update weapons from class to reflect weapon facing corrections
% e' T$ v- `$ m2 z# H0999 – Dublon ARD; add small ARD to Truk
0 k; m0 H, R( m. c1 T0 u7 {3550 – Laffey; correct entry date to 420430: {5 h, l) q4 o2 ^/ z
3580 – Frankford; correct entry date to 430430" Y; Q$ l# W$ f! o. W
4317 – Thornton; add Clemson AVD at PH: ]- i+ ]' H- x
4361 – Henry A. Wiley; correct entry date to 440930% B& _6 r" |- O3 f1 y8 o0 H* p2 t
5222 – Rixey; rename to Bowie' H! x$ i/ M w/ G
5223 – Hercules; rename to Highlands7 Y$ k, Y' ?- ] b" |1 j- K
5251 – Pinkney; rename to Pickens) L" t6 h0 }8 \' x
9253 – Madras City; correct entry date to 420228. o7 m1 j1 }" f- U2 V, I4 Q
9728 – Indus; delete duplicate ship entry
6 ]! W3 D3 f& W+ a8 w* u* r9837-9849 – Soviet Fleet; correct ship name spelling
0 u8 J; G9 C$ n3 m" h% l9 l. u2 A' w11316 – AFDB-2; change arrival location to # 524 Seattle
% j1 ~/ _# `+ d6 z! C9 A- B11364 – BYMS-2055; correct entry date to 430228
- U' E- B8 L- s* c# a2 T4 h7 r11365 – BYMS-2059; correct entry date to 430228
' ]) m) R: q6 B l' m; ~14070 – Ha232; correct entry date to 460228
3 @! V* R8 o4 q& ]5 l- xScen 006 and 009 ONLY
# s" j, D( w3 c) ~0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
$ x/ Q5 V1 D. s0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
9 J# ~7 J9 z r3 h4 ^# X% c3 K0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 2954 u# Q/ e2 E8 O V' Z, w# X
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370! H; [0 B1 K3 z4 R- t& k/ d* \
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
) h7 Y$ B8 m) \4 @8 |8 O0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445/ N: i& t9 x/ e4 y/ E
0043 – Hiei; adjust fuel to 4175
* o, d' D, p0 a: R) Y! T, j- f% A0044 – Kirishima; adjust fuel to 4175 E: ~- {: b7 G% u1 u7 M+ y5 b
0067 – Tone; adjust fuel to 1775
& h+ c& d" o. C' a/ _6 y( s5 k0068 – Chikuma; adjust fuel to 17756 |" O: x9 Z/ }: g' l3 R$ D8 t0 }
0118 – Abukuma; adjust fuel to 833
- p. W% I+ s# Z0 \0146 – Akigumo; adjust fuel to 265- q6 j. z3 ^7 Z5 R
0168 – Kagero; adjust fuel to 265
1 G1 s, \; C/ m: k. m i% G6 \6 U0176 – Isokaze; adjust fuel to 265
: |0 g6 p Q7 s! V3 T! M0177 – Shiranui; adjust fuel to 265
% W1 `9 o" w0 e, m! U, _' ?$ F• Air Data Changes
6 `' @ C) U( Q8 t+ o+ f! f[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
( g$ d* H0 D6 [- c) q, k! C[177] B-339-23: Name set to B-339-23.# O* [$ H( y* Y9 T
[178] B-339-23 (PR): Name set to B-339-23 (PR).% \3 {, z# }/ l4 K2 L
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG. K8 i( {" x! Q& s. F' v
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.. K, K! ~- o8 A8 Z
[365] Stearman 75M: Nationality set to U.S.Army.
( T/ Y) K: Y5 R5 l' h3 U$ A0 F[451] PB2Y-3R: Deleted.$ N$ a$ _* A0 G% c9 ]7 ]% S2 _
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.6 Z l. p( X/ K: l! N, _6 I
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
; B% Q0 T. D/ vMG; wpn 13 set to 500 lb GP Bomb.! @" T8 n. \4 u7 z1 ?" H/ {
[1923] No.1835 Sqn FAA: Delay set to 0.# w: I0 F- y+ d# a# p3 _
[1924] No.1836 Sqn FAA: Delay set to 0.
% j8 }7 V5 ^+ X; X. [[1929] No.1841 Sqn FAA: Delay set to 0.7 {; h! q& B3 S7 ^+ ^ H7 m
[1930] No.1842 Sqn FAA: Delay set to 0.+ e1 W5 m; A8 L0 P" d4 A
[2587] VMF-211: Location set to [584] Pearl Harbor./ r& B1 x4 | K
[2642] VMF(P)-321: Deleted.
* k8 c7 D4 n/ s$ Z/ @[2652] VMO(P)-351: Deleted.
- E0 X; n% V" {1 C7 ~6 V& B[2668] VMF(N)-511: Deleted./ o) V# n/ @/ Q3 z# Z& P' h) l' C
[2669] VMF(P)-511: Deleted.( ?6 }% \' U' }9 p
[2671] VMO(P)-512: Deleted.
; @! o- p4 j2 {/ `[2673] VMO(P)-513: Deleted.
; M* j1 a; p; z[2675] VMO(P)-514: Deleted.
; M# A* P+ v9 ?& `- T( x[2827] VR-2: Deleted.# D* j( p- x/ ?+ T' q
[2828] VR-4: Deleted.1 j1 k% P7 Y+ }& q
[2829] VR-5: Deleted.
- d2 z& v5 B5 L' g# O[2830] VR-13: Deleted.8 M2 d0 Y, K! @6 t. L1 o
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
% P' o- u% s% I& g% |USN patrol-type squadrons 4301 resize to 15 deleted.
# O) E+ s: Z3 |: I- }0 uUSMC squadrons 4301 resize to 24 set to 4410.9 S4 \- |; J g7 y- Y; i/ L
USMC squadron upgrade paths reworked.
- Q( l& s! W4 Q4 w+ TGameplay Change: Units with a/c MAX strength six or greater now able to split into3 Y! ?2 e! Z; U5 T! w% F7 h
three subunits.0 r* _- M4 N; V5 a+ K
• Map/Base Changes
, y# r0 r- F. H1. Garrison levels in China have been increased for both the Japanese and the Chinese.
6 M: X$ F0 u' D! j4 z" h2 [& t& XNew level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
( {3 @* L4 L: Z4 ?AV.6 |4 f! R3 F# @" k3 x8 g1 \! w$ w
2. Garrison levels in Japan have been significantly increased for the Allies.0 _2 V6 g- z/ }& x2 y4 z
3. Garrison levels in India and the Philippines have been increased for the Japanese.
; ?" h! t! z5 ~9 n- L6 n4. Garrison levels have also been adjusted in other locations, with some areas having' E1 J( t0 q* q2 L d
small increases.
9 x, f' M9 C) c2 a5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
' `! N1 M" J8 r3 Z9 P9 n5 C9 zAirfield.
3 F; X3 F8 d3 P+ q9 U# K6. The starting fuel level for Los Angeles has been increased.0 z1 ?. \- ?' a8 E
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
; e% z9 M: V4 D8. Anchorage in Alaska now generates a small amount of resources.: @/ I# M+ Q4 D0 @; C* ]
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
; C% q8 q& Y8 L0 [10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.$ W2 a4 F0 x+ K& c6 o: }% s
11. Nukufetau has had its port level decreased from 1 to 0.
7 J% s4 M2 J6 e: p4 c4 j3 p12. Pago Pago has had its port level decreased from 3 to 2.
# V9 |0 N; X" Z5 E- }13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
3 t4 w l& H$ |7 ?7 Q9 abase does instead.2 O! v! X9 Y5 \4 x5 c
14. "Ahmadabad" has been renamed to "Ahmedabad".
% Q0 V% F( D+ K0 Y% @- s/ S% C15. The generation of Daily supplies at Chinese bases has been distributed to more bases,) r z9 Q2 h' O+ P; x
rather than being concentrated in a small number of locations. Overall, Chinese
9 H5 T' X6 t1 L1 [; Z; Isupply point generation has increased, to about the same level of supplies as in the3 b, r4 f* I' Y$ ~4 |" n$ P
original War in the Pacific game (it was a bit lower before).
) `& }/ L# X' Z9 {7 R8 T16. Australia now generates a greater supply point surplus than before - about 5,000
- ?# T3 F% W2 c3 `5 Zpoints per day as opposed to about 4,000. Fuel requirements remain the same.6 E4 U4 R: a4 G- V+ H
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,416 @- w% v8 l' i1 m3 `
instead of hex 200,40 - and the road and railway networks in the area changed to% h+ c7 g4 c- e4 P6 K, e% K! Z
match |