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# A0 N. K: `, _, |! v! D) w4 ehttp://www.matrixgames.com/forums/tm.asp?m=2313850
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英文版未汉化,,暂时也没有汉化计划,建议不熟悉AE界面和操作的先用第一版汉化上手
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地址1:rayfile下载7 k' ?/ P' K, V7 x6 ~
http://www.rayfile.com/files/270d29f8-e523-11de-aa97-0014221b798a/
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: \+ S5 Z2 X0 [) @- U地址2:HTTP直接下载
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http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html' y5 o. i8 o0 ~* W( I* u+ e. M
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将下载的压缩包内所有文件覆盖到你的AE安装目录。+ V8 ?) C# e6 D. R D' M
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Change History:
* Q5 F( [: S0 _6 w( k! b; gv1.00.95 - December 7, 2009
$ ]" J4 V7 S% \6 @' S2 {0 D* i( I$ p# _• Second Official Update – This release is comprehensive and updates ALL previous
3 P! V/ v) @$ Hversions to the v1.00.95 level.
+ h# x9 \' \5 m x7 w3 @IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
7 }. y, z% s- Y0 W' s; \5 A" ~6 WManagement Addendum” which have been added to your Documentation shortcut subfolder& Q& n1 Q% X& S7 z' V
and can also be found in your /Manuals installation sub-directory. These two
, L8 b6 a# v4 h$ v' pdocuments contain very important information on improvements and changes in these
; O. H4 X3 O1 C! ^+ i- _# Vareas.
5 M7 s- I) ~8 S4 R" B! `• Code Changes3 }) o+ ~+ m* Q* o# g. @# s' k( v
1. Interface Improvement: New Screen for Industrial Management5 k% i1 L9 R3 {0 O$ Y+ }
2. Gameplay Change: Air transport mission was using all ready planes. Now the
. N- O/ n7 n4 P/ M1 Q. D0 V0 j+ N/ @number of available planes for the mission will be adjusted by the rest/training- x7 V, D [2 x, W5 @' s. L
percent as on other missions./ o T y* b* L
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
! }7 e2 m& ?4 o; b% O5 x1 w M4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to; z# ]3 R$ l# e0 n( O- z5 K
show in change command list
b# x+ _: ^. u3 {2 m5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
/ S1 A7 m" K4 e! A# |( XBombs’ flag rather than the altitude setting
. G5 G, V4 t; _( j9 ^' h6. Gameplay Change: Full base screen now show the consistent over-stacked AF# }4 F, \4 U& p) N- i0 J
indicator ‘*’
2 U% |! U7 t$ Z, b. P- i y7. Pilots who are captured or killed were still being counted in some group totals. They1 K f) r0 b0 N* L
are now removed from group’s pilot count, but still available for ‘Top pilots’. O& Q1 c7 Y* x4 X# b, e! B% p# n
8. Interface Improvement: The buttons in the lower panel of the main screen have; B5 h# l. J5 h2 H
been improved. With the mouse over the icons on the far left, the number of groups,
- M6 v" \& R9 ]- L' `task forces or LCUs at the base is shown. Added a previous page button when there- o# T4 F$ e( C+ ]& R
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The+ f! g5 }4 }) O
tooltips sometimes were corrupted when other screens were displayed on the map and, a5 i- u# x( G; n
the bottom panel was still active. This has been corrected.2 C- x0 p$ h2 T M7 k/ P
9. It is now possible to repair planes in excess of the group’s size, |7 C: e/ N2 f q+ t& @
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill4 E* Y+ F# ]. ^7 }0 V+ H% Q
training is incremental. Points are accumulated and once a certain level is reached, a; h- r; s9 C% n* p u
point is added to the skill. The cutover level is the current skill level; so as the skill. t3 f# y! Q& V) I4 b4 b$ c
level increases, it takes more accumulated points to reach the next level. Combat8 \, R- E! J3 L( g( j& y2 j
gains points faster than training, and combat is required to reach 70+ skill levels.
0 v6 F2 Y0 R; LExperience levels behave similarly with the one exception. If the Experience level is4 \4 H: y: @$ z0 \
higher than the best skill by more than 5, a skill based on the group’s mission gains/ d# g1 Z0 ], F' {2 q% _0 M2 }! u
the accumulated points instead.
1 A/ N" }# G1 K. G d1 j8 E0 j11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,
' K N0 a& X8 h* d( Y6 I- U3 kammo and return to base if required
2 I: a( S, X! w% p6 ^( n12. AI Aircraft production will now stop based on comparison with on map aircraft totals2 ]2 t0 H! _9 H H( c% ~6 C
13. Gameplay Change: Malaria effects adjusted$ g4 Z' b C& D
14. Fixed bug preventing port construction in certain cases) @5 s- f5 f. h- M, k7 G) D! R
15. Fixed bug preventing combat engineers from building4 J) P2 M& U9 s% v7 V( Y! ?
16. AI improvement refining settings for LCU attack levels
* n: H& a$ B9 J- Y0 J17. Corrected unit TOE loading bug
1 h9 [9 m, E6 i- n/ B1 [ A18. Correct bug setting default morale and experience when not provided by editor
* O9 n6 J/ t: q, O0 K19. AI additional checks for level bomber base sizes7 _: o1 e! T3 b) i% \$ }: s
20. Numerous supply tracing improvements
4 B- b1 M3 v. j6 d/ y$ x( k; G21. Numerous supply/resource movement improvements
- m }" s0 J Q* j) ]22. Corrected several land unit fragment bugs.
( R7 P( U: \9 n23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
; ? O. Z1 h4 I% H* Zarrives at the destination of the “met” TF before the “met” TF does. Also adjust
1 K0 I3 n" q/ G O- omeeting process to reduce chances that the meeting will not take place until one or the) H2 f* N& M0 \/ Z2 F
other TF reaches the “met” TF destination. Also correct a problem TF could
$ ?0 |3 X1 J: Q8 h1 a6 Q% u“merge” with a TF that no longer exists under certain rare circumstances.
% c: O H" W9 i0 W) c24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of( x$ I6 `& ~1 v1 j& a5 U
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
5 ~, V) [9 J& c5 g5 d8 i6 Rfueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
, E; d( \6 f* w' ~6 g; B, bdocked if the port has the dock space for them, but will auto-undock when adding a
' o; W, |: e. i: G' [% y! F8 z2 Hship to the TF causes it to exceed the port capacity.9 x+ I' [3 c- u8 I. D4 r! A7 ~
25. Adjustments to naval retreat determination. TFs retreating after combat will now be
5 K2 Z/ z }6 J9 @5 `) K& dless likely to retreat to hexes containing other enemy forces and be more likely to3 D3 T! B1 n @. V7 r' Y. h
retreat toward a friendly base.6 D2 c) `% L# t
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it2 {3 X# s+ q+ A
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
2 {( ?2 H0 o# U& @ ], Tin port, (c) ships in port (disbanded).
/ L$ t+ [3 E: F5 f27. Interface Improvement: Implement search arc drawing on map: G- }& L6 H# F$ Y
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
! P% J) [% {' {! l, |. tensure partial rearming is in full mount increments, and adjust ops usage according./ a- I2 e& ]6 ~4 I3 j
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at+ A V" s6 t) P M5 l; U7 d" U
a base were incorrectly excluded from Naval Support totals at that base. This was% h& V5 o& t+ R! A4 d( C: ^
due to an error in calculation of Naval Support availability over HQ Command radius.
6 r0 k/ Z4 {# |30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location) U$ w9 z2 q: r7 T# t$ Y4 M
could improperly interact with fragments of the same parent that were at other
& S3 \! Z3 v+ qlocations and had been previously loaded by either the TF or one of the ships+ I. ?* g$ I4 _" m4 N2 G: W; p! p
currently in the TF or, if the load required multiple days, when unloading of other' b, h7 ^, ~% v- N9 K3 j1 d
fragments of the same unit caused and automatic switch of a fragment to the prime! e& L6 n( i. l0 |7 N+ E5 A, O
unit.# y* g% V+ I' W0 h1 E$ j8 ~$ m# d
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
/ ~2 i2 \: b! @" V& YPreviously repair of all system/floatation/engine damage would terminate repair of a8 ^& g8 P. _. U* ^! j: e$ u( H
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will8 }- F1 u7 [0 `% D
now prevent full repair of systems damage and may “create” small amounts of system
4 g) k9 M6 p( J9 x2 J5 f) g- @damage to keep the ship eligible for repairs. Note that this may have the affect of
3 F8 ^) E/ N ~small amounts Systems damage being not repairable at a location where it normally
/ I& u) _& ]9 C7 Q. n1 twould be repairable if that location can not also repair the damaged devices(s).
" x6 v- N) r) o' Q* `. |32. Interface Improvement: Changed Allied aircraft replacement display to show nation
3 O/ _' h# S0 ?$ Tof aircraft
' m+ O7 ~9 M7 R3 q! x {33. Corrected several menu bugs$ Y) ~/ u/ \& j! n1 }, b
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
; q, ]% k7 O. C. M7 R) q" jland units by TFs.8 ^6 K- @. E0 Z7 A' J$ t4 b
35. Interface Improvement: Add “undo” for ships being transferred during ship, Z6 i, }, t, K" d/ i
transfer. Previous undo only functioned properly for ships being transferred into the
0 ?- A$ U/ Y1 {1 l8 j$ J( Cselected TF. Provided undo for ships transferred out of the selected TF.4 z1 x9 @9 S' W* f' K
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that1 r! _- |4 @ X- ?: ~( Z' ~
is following another TF that is beyond the player-set follow distance.
6 I/ u9 a' V( n4 i. K/ Z37. Change ship based aircraft repairs to be by plane, instead of by group$ A& k9 _/ h3 n n' l* z4 ]
38. Interface Improvement: Made air group screen larger to reduce clutter, F# ^. `$ l/ w* k
39. Gameplay Change: Adjustments to supply consumption by land units# P) U. W9 u9 ]: f. Q
40. Change to AI shock attack determination. H: B; t8 S! e0 z5 T% N4 G
41. Improve AI awareness of intel on nearby enemy LCU
1 h) g! g& f9 ]5 q/ I- Z$ V9 U42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level5 Q: T' f# i+ P* s; _
43. Gameplay Change: Changes to AI production on “Historical” level/ z+ M+ K5 Y% V7 L' A9 a2 K- D! b
44. Improvements to save file process to reduce chance for file corruption, especially by: I; o5 [5 G* m# q4 @
deleting the old save before writing the new one$ t9 r0 d9 u% O. P4 e
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
7 z8 p( x5 v: G5 c46. Improvements to refueling calculations and processes. Ships are more likely to fuel! v6 o* r5 y; @6 q1 w3 W
from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
! h( Y* Y- ^7 _& R. tsources for the “from port” and “at sea” variations.0 T/ y4 V3 }5 U' c
• Replenish from Port will now use the available fuel/supply at the port and on all6 F) g; X: O& V! H" u
replenishment ships disbanded into the port. For those disbanded into the port,
- ]. c" n. R9 @% k$ fonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.
2 I8 E/ }& g# B' r$ b- B* G2 L9 nTenders must be of the appropriate type for the ship being replenished. Note that
$ } q9 `% L n! |- F% yport facilities are used in preference and ships in the port are only used if the port3 X7 o, q" Y6 L0 P4 x* A
is not able to completely replenish the ships in the TF.
- e# O8 z3 l9 @' F• Replenishment at Sea when the TF is in the same hex as a friendly base will now
% }+ F( i1 S. V* D4 H+ |& B4 ^7 ause all ships in TFs in the same hex but will no longer use ships disbanded into a
. b9 p: D, Y* u4 _: X/ Uport in the hex.
" g* o8 l: D& x7 Q47. Interface Improvement: Add new map icons to highlight certain events. M$ e# ~$ B- s9 P/ ~
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some
! A7 O0 D' f4 X& Q7 Vsmaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
" I* H. q! _, G4 H0 S% X' Vport or from any TF that is currently off map. Ships that are not badly damaged9 [2 d- s% O% i: n& B
can be withdrawn from some on-map ports or from TFs in certain on-map regions.+ Y+ I. L$ L+ c' y) w z; d1 Y) ^
For on map, ship may not be on fire, total damage may not exceed 99 and no
, ~; G" V( t& {2 b5 v% f' Kindividual damage type (system, floatation, engine) may exceed 50. Ships may not
6 L. w% d* E% f* [- N+ `5 R' J% obe withdrawn from any on-map location where the enemy has air superiority. The
! c0 b- O- S2 E- ^, a/ f/ wintent is to prevent withdrawal as a method of saving a ship that stands a good chance) d/ O+ W& D$ y8 b" {: c( c, L* r
of being lost or further damaged. On map withdrawal ports are set based on the3 r! [+ U% Z$ Y+ c, K, s D {
historical exit locations for ships leaving the Pacific:+ E: f7 K! I; l
1. Any level 9 port.
* b: Y5 k2 A7 N9 z. x% }- C' `) K2. National home ports of the United States, Canada, India, Australia, and New, z z. P* y9 G5 \3 w: X
Zealand (with no port level requirement)2 T: I. J4 v& ]* ^+ G& {5 ?; `' X
3. Any level 7 or larger port on the US or Canadian West Coast.( \8 i9 m5 `/ W6 d
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself): e9 S) u. W7 v) I/ v5 v
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
+ q1 K/ k1 Q+ B" T6. Any level 7 or larger port in New Zealand.; l3 u( h) {$ n
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of" G, ^" F% H4 L- ^# |4 ^ q3 Q
another ship actually sunk, the data for the two ships could be mixed. Depending on- f \9 f6 k( a: z3 Z2 O6 n( X
circumstance, this might result in one or even both ships being reported as sunk.) `# ~: w2 ^; Y4 o% r7 w( _- y v
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and i6 {1 i; N; O, y
TF list screens. The calculation will continue to show the remaining ASW capability4 z% l9 O3 `, @) }$ |# {$ t
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
4 k% E4 Z* I6 a! r& u- Q& snow based on full load for all ships in the TF.
% N# J% h; W( J' Q51. Resupply capacity for bases added to editor, u0 |* N8 i N* r+ X3 Z
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
, ~/ M$ I3 b! s" V2 R( a! `+ y53. Adjustment to AI unit planning level based on AI difficulty
* r V# h$ w, d54. Ensure minefields are created for proper player when a single TF lays multiple types5 I+ `6 ^0 P$ S6 d7 t' _( a( A
of mines. Player of minefield properly set when first mine type laid by a given6 \9 U" o: C ^+ e5 K& T* u
minelayer but a similar check was missing when the TF contained minelayer(s) with8 A" p9 C* D: w; A3 T& S. ?! ]8 [
two different types of mines.
" x6 O1 o' q$ Q# L. [' m+ E' l55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and" S. P& p3 h8 e, ]/ k; F, ^
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
9 N! U/ E* S, ~2 c" S+ V0 `for owning player, if partisans attack and cause damage. H7 Q6 ^* _8 i* m9 f) M
56. Gameplay Change: Movement rates for clear and desert changed to 25 for( [ ^: a# l5 B' i6 j
mechanized units9 e6 d7 s& J% x' a# C# G4 i/ u/ a4 N
57. Gameplay Change: Land combat effects toned down
2 o' d: n2 g- B- v# Y58. Ensure AI captures empty bases
: [/ x# g3 I. T* n( l3 L! U59. Gameplay Change: Allowed groups on disbanded ships to do training missions to2 D7 i9 U |! Y
save from moving them ashore. Training from disbanded ships does not increase the
6 U4 V Y3 ~! b. d) Spilot mission count.4 U @; ]) y% s& c; l
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
2 b+ b+ p" Y. D7 d) V, x4 Eorder to help identification of saves. Z3 B4 w' f& k0 J% u* W8 h" N
61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)
0 ~+ |) @ I9 j0 Z) \62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group! \" t6 I! k3 a' s+ h' F
must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level; a4 e) r, w( B F* A$ S) w- L
bombing attack. Groups were at maximum altitude and conducting glide bombs, w4 B6 X1 R+ e5 U. D
attack, sometimes without engaging CAP or flak.
: Q) Q: i" I! o& {9 `63. Changes in order to standardize inactive Soviet group’s training options;% `4 |$ S2 D' X6 F! @
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
4 N1 i% \& }7 A7 U& JPilot Management for more details). The number of pilots on the group lists is RED if' [2 E. f0 ^3 y# X
less than the number of ready planes in the group, indicating a shortage of pilots. This
0 q% ?) `3 C# v6 Kshortage may be filled automatically or manually for a mission based on the pilot
2 A8 q* c8 i4 ^$ [& P- dselect mode.
9 R# V& f# p# L65. Corrected issues with group destruction on scuttled or sunk ships and groups on
* R! c2 |- S P y) e/ k& Nwithdrawing ships
; I3 j( P r6 m5 ]9 o5 b, @! ~6 _, {" c66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
; Z! q8 g) O, a9 \/ c3 Yclose range% N! D: M2 D) i: g! ]
67. Gameplay Change: Greater weighing of crew experience in surface combat
( R2 W5 Y/ H% j; W0 _/ N2 J68. Gameplay Change: Limited radar directed fire, increasing over time* H; b6 F* N9 F$ i7 s: I
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
# s. c. B9 X1 [) [5 W2 lcombats at 1000 yards; O; Q+ ^) J+ x$ `' s" X$ E0 H! A5 T0 {
70. Gameplay Change: PT Boats less likely to attack in daylight
1 a, I8 j. b. l! W: H) p71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be2 r$ T& s$ A! y2 y i
hit in ports and rivers
; W' i* }8 x4 \9 _ L f' L72. Gameplay Change: Submarine captain ratings have more influence on Submarine5 t' L! J& t M+ e
performance
g- J, R* \8 d6 P5 G/ R& @73. Torpedo hits on escorts not showing in combat report bug fixed1 x3 Z0 Y D, R, C; G
74. Gameplay Change: Aerial ASW less powerful in early war
# F- R3 B* m- p5 w- J7 `) ?75. Pilots still flying planes from sunken ships were treated as losses, resulting in any i% g# E! J7 r; ]+ g
diverted fragments having planes but no pilots. Pilots still flying planes are now% h2 G; k5 |" I
ignored for sinking ship purposes until their plane lands.) b8 i- Z W3 U/ I$ q4 c
76. Group transfers in off-map bases from a ship in the base hex to the base itself were$ v" F4 ]. ~1 D& Z( \: o
being delayed ‘4’ days. There should be no delay.* H! a' \, _# {( u' X4 u
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
2 z, r G- G7 }8 I, C2 Mthe convoy disbands.
, Y# k$ c# m2 a9 H1 O9 \/ ~6 F78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
# W7 m( {! ^ m# j# Nhexes. The range was not changed when the game scale was changed.
. d2 ]( a4 v$ z- p79. Fixed bug when displaying search arcs at a base1 |( p* F" y# D% r
80. Fixed Escape key on Industry Management screen
4 p4 I- w) M% u6 N" I3 F' ^81. Fixed oil and resource in totals on Industry Management screen
4 q' P1 {- V: b5 l! y6 T+ F82. Interface Improvement: Add an extra line to the Industry Management to show total
+ ?; Q: [$ ]) E6 x" A+ @8 y. e3 h8 Ushut down industry on Industry Management screen
. h/ a* W; L4 z) Q, G4 q83. Interface Improvement: Add base select to Industry Management
% Z+ I! T. V, m6 Z8 d84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
* a3 v/ K, W' L' uONE group for Admin stacking purposes; the presence of all three in a base counted
, I7 p& T1 A0 M/ c( ^# Las 3 groups for Admin
9 D! a$ M8 X8 \9 s' v85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
, a) q3 [1 s4 Y& i1 ?- l86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and0 t# h/ B1 S7 m
FF being affected by old stock code that cleared the secondary mission.
4 Y. m) V7 _& e) O/ s+ ^ E1 r- F87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.8 K3 `* r4 j6 P
88. Fixed an issue with tool tips being offset from actual hex when forming new3 f5 m& n& m6 x1 M8 [
taskforces
( q+ C" d$ U) E9 U' o3 L89. Added the saving of preferences on save; the preferences on PBEM saves occurred on+ K' r. W" a# h4 \4 f7 _& F1 s
the end of turn save only. Preferences are now restored as saved for the player at the' A( k5 R8 n5 A1 l# y: q `3 |9 ^
time.. O% j8 W1 ^6 V7 I: q/ r; V
90. Changed air supply mission to use a friendly base as destination, if both a base and
) ], d" M% r" l* Z# J, E. pLCUs are present in the hex; it was sometimes giving the supply to the first unit only6 }6 u$ S( Y" ?" h! ?8 A9 I
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
. E4 J: [2 I S/ r. ?+ g/ `mission was canceled because the enemy LCU was selected as the first unit in the9 B1 e, k4 c1 E
hex.$ a0 m( [+ g6 p, p/ w
92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
! l8 d- y8 u6 r/ d93. Prevent very low grade TF commanders from returning single ship TFs to port to5 k; t( o3 ~' i! }' k' W
rearm when rearming not needed.
( \) y- f( P3 d9 H9 `94. Fixed the supply cap and monsoon effects on supply
# }0 e! a# Z5 ^# s95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland1 [ g+ a* D4 w6 B
movement.: N7 h, H9 ~& L5 t2 e
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
' G) v* a) B/ t9 z- `* Qwhen Soviets are inactive.7 K" I8 [6 w9 h& r0 ?% Y( ?" h
97. Tweaked resupply task force to Japanese bases.
2 Q$ c# b$ d k# y7 e98. Fixed a HQ/Chinese unit respawning bug.5 ?7 r# m& m! u3 n4 K
99. Restricted permanently disband/withdrawing air groups from being able to the the4 R; v6 S; B1 L* d) |
“Trainer” option in the type of pilots to use.
+ ?& A3 J0 q* k& \. h( B100. Restrict the options available to pilot movement in permanently$ A# U0 J9 ?$ H* S5 P' Y4 @' a
disband/withdrawing air groups; mainly restricted to making them active or in-active
* w2 u8 U- _: A, z: Q/ E4 R' bwithin the group.5 W+ Z+ K$ |0 U, m9 V& c$ |3 e
101. Fixed error in splitting air groups caused detachments not-in-play still attached to
2 B N& ^. [9 v1 @) o3 ]7 pparent group - stops divide ability
4 d, ^- z2 A4 j/ U, }# O; ]* h102. Fixed an issue where some autosaves could reset game options.
% ]) K% l" ?' i4 p) h7 S103. Disabled the ability to make a group a temporary on-map Trainer.
! v8 _$ x' t" f: _* Z5 V2 Y104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
, `. O( Q7 {- D9 |4 T( ?FATIGUE pilots.
3 O( K ~1 w) a2 r$ S& r6 \" h, ?+ T105. Made some adjustments to Kamikaze effectiveness.
8 Y; [ Z0 n2 G/ ^9 x" `• Naval Data Changes B) Z$ ]6 d8 q5 J7 ~
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
% r# F' g9 @# V% HClass3 \6 ~ }9 [3 D
Scen 001, 002, 006 (007, 008, 009)7 D X; @& d, I' l. x& M
0021 – Australia – correct weapon facing
- `3 k* T& u; f5 I9 }; l0418 – Helena – correct tower armor from 0 to 125
3 c, U, s# W0 [0767, 0769 – Chevreuil – correct endurance and fuel" ^; W& E2 ~% c' d. ~0 l' I! M" n% P
0770, 0771 – Duguay Trouin – correct weapon facing
0 K" I. n+ u+ @; _0772, 0773 – L’Adroit – correct endurance and fuel, X2 n" U, V$ ?
0774, 0775 – Fantasque – correct endurance and fuel
% C+ A2 E6 d8 e h. ]' X9 W/ p0776 – La Galissonniere – correct endurance and fuel7 ]9 _" f4 u# E6 G3 F( J( F" O
0776 – La Galissonniere – correct weapon facing- F* O4 ]7 A, v- ^9 Y
1013 – Yubari – correct weapon #4 turret armor# Y! @4 u2 R% `, n0 Z h
1102 – Furutaka – correct weapon facing, Y+ ~ J$ M7 N; @
1107 – Aoba – correct weapon facing
7 R1 o0 M- n' G- X& m, k1112, 1113, 1114, 1115 – Myoko – correct weapon facing* n7 T& P# M$ N1 n$ w
1730 – Yamato – correct weapon turrets7 {% E8 g& g6 d6 e
2025 – Kongo Maru – correct weapon facing1 V) [, Z) c- D/ J8 P
2202 – ARD 3000 Ton – add Japanese small ARD class8 y/ X6 e* V3 W: O
2903 – Gnevnyi – correct weapon facing+ f0 R+ u3 F1 G% G4 K% f" T
2915 – MK Cargo – correct weapon facing" V9 w& b* c' F7 p. s. ~2 x1 r
2918 – KT LST – correct weapon facing
+ A, E: g* S$ AShip" P" s! P/ B2 i4 ]* L
Scen 001, 002, 006 (007, 008, 009) changelog
0 y, B' C* z" w& w* g& [$ EAll – update weapons from class to reflect weapon facing corrections
# Y0 y0 a: b0 n$ d r# P* o# I$ |0999 – Dublon ARD; add small ARD to Truk
7 X$ G4 ^* O% D7 n3550 – Laffey; correct entry date to 420430
' m& A4 v6 P5 B) R5 _/ u3580 – Frankford; correct entry date to 430430 v" k: @1 J4 k. [* M& m6 J9 N8 p: F6 i
4317 – Thornton; add Clemson AVD at PH
& @0 z+ p- t& R) L n3 u& `, {: E$ k4361 – Henry A. Wiley; correct entry date to 440930
: N& A. M9 O, {5 W M) _5222 – Rixey; rename to Bowie+ c6 q1 U9 C" T3 |& R
5223 – Hercules; rename to Highlands
0 R! _7 k3 Q+ h+ X5251 – Pinkney; rename to Pickens- M0 f, G% z9 s: ?5 o5 G4 z3 ]
9253 – Madras City; correct entry date to 4202284 | J3 S/ n6 K: {' @! \
9728 – Indus; delete duplicate ship entry
, P; J: V! a0 M1 a8 u7 u$ E! K9837-9849 – Soviet Fleet; correct ship name spelling
* \1 @6 C) f, S, N7 X11316 – AFDB-2; change arrival location to # 524 Seattle2 r0 \; E O7 z
11364 – BYMS-2055; correct entry date to 430228
: c/ Q# D4 c) C7 l11365 – BYMS-2059; correct entry date to 430228
4 G) O. o$ {# ^, L' H14070 – Ha232; correct entry date to 460228
. s' H9 ~- e0 o J. UScen 006 and 009 ONLY
K! Y3 S t+ U8 b; v0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 4454 h E! m1 B% F6 o) \
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
/ |4 \( W" A( K: o- g9 y+ E0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 2951 }* G8 ~! \$ n
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370, O5 ^) G, W; v! L A$ a
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370: N* _1 d7 y* @1 E: r' h0 j! Y
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
+ t( E5 \+ z' b M$ k4 E5 J0043 – Hiei; adjust fuel to 4175
: H! _3 K0 R3 {0044 – Kirishima; adjust fuel to 4175& D7 D: R! r" @; Q0 f, q
0067 – Tone; adjust fuel to 17750 k4 M' r1 O! X1 S1 Z# A, [1 x4 {
0068 – Chikuma; adjust fuel to 1775+ v; Q7 L% `, Q) a
0118 – Abukuma; adjust fuel to 833/ Q& ` r2 h( z5 m! w
0146 – Akigumo; adjust fuel to 2657 D3 k" V1 ^% J8 I4 ]; ]3 R) P
0168 – Kagero; adjust fuel to 2658 D8 d+ v' s0 |5 O1 [4 x
0176 – Isokaze; adjust fuel to 265
( X y f. b1 C; k; D0177 – Shiranui; adjust fuel to 265
# Q d9 z0 @! d+ x! X/ d• Air Data Changes7 L1 _1 `# x8 e/ a @
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
' ]9 a* |5 S! M. c: M; M# J[177] B-339-23: Name set to B-339-23.
: J- o* o, g. l. q& N( B4 x2 p; x& S[178] B-339-23 (PR): Name set to B-339-23 (PR).
% b& x6 ?2 T% ~" B) m[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
& m, T3 U7 S# L) R( {$ I5 K[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
" l$ `$ D7 _* n' y1 s+ O, b C" _[365] Stearman 75M: Nationality set to U.S.Army.) t( f. k/ V$ q# e' y+ _3 [! P
[451] PB2Y-3R: Deleted.
% l" h K- K! [" _! z[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.' c9 [& p& o( @: M
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning" K) N2 ]8 _- ~. Q
MG; wpn 13 set to 500 lb GP Bomb.
K% A9 u1 H) G( J: h) w' `* X L( M[1923] No.1835 Sqn FAA: Delay set to 0.
$ O5 q/ \& W/ |* V1 D8 R: o* R5 p% Y: {[1924] No.1836 Sqn FAA: Delay set to 0.
/ E# ~, ?. {8 D2 X1 N/ B[1929] No.1841 Sqn FAA: Delay set to 0.
( m( o! J- j! V4 ~9 k* s' e# m% v[1930] No.1842 Sqn FAA: Delay set to 0.
7 `# d0 f' w1 e% S' N[2587] VMF-211: Location set to [584] Pearl Harbor.
, S2 D! q }& U9 H9 c8 N[2642] VMF(P)-321: Deleted.
$ ^% m) ?& |+ M' D" F' a9 f[2652] VMO(P)-351: Deleted.2 v$ \ z$ m O# B
[2668] VMF(N)-511: Deleted.( b/ D. Z: u" D& ]5 ~1 ^
[2669] VMF(P)-511: Deleted.( n# ]: ~+ h) e- b. y7 j4 j
[2671] VMO(P)-512: Deleted.
. l& [0 }- e5 e9 u( z[2673] VMO(P)-513: Deleted.* i0 L" f" m* u$ p$ a' b: R8 c% ^' P
[2675] VMO(P)-514: Deleted.7 e- I: U( s; u: D7 h( W0 g
[2827] VR-2: Deleted.
0 ~7 R" ~8 m+ `4 j/ r# C8 a. O[2828] VR-4: Deleted. l- w8 s" Y; U7 e3 R
[2829] VR-5: Deleted.$ K; O# d# p& l2 {2 X. z
[2830] VR-13: Deleted.) L8 v% g7 {1 {" d& x2 {
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.) C0 R7 S* [; r! F/ ^ x
USN patrol-type squadrons 4301 resize to 15 deleted.
' }+ r0 ~; ]% t. yUSMC squadrons 4301 resize to 24 set to 4410.# E1 M( T4 C; d) H/ q+ {( h
USMC squadron upgrade paths reworked.: w/ U% P. J5 ?/ C
Gameplay Change: Units with a/c MAX strength six or greater now able to split into% V0 [% y ? Q
three subunits.
: t& I! H! `, @( b5 ~• Map/Base Changes& n" a% M' d5 w3 k
1. Garrison levels in China have been increased for both the Japanese and the Chinese.' C6 |5 B( T# k4 r, |3 B) @2 x
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
/ G/ J9 b; A* u% j- M5 fAV.) A7 {, X O6 f% z* i8 W: l1 H
2. Garrison levels in Japan have been significantly increased for the Allies.
7 f3 x Q- F, ?/ w2 r3. Garrison levels in India and the Philippines have been increased for the Japanese.
1 L; q# a3 b- T0 E" Z1 L2 ]* |4. Garrison levels have also been adjusted in other locations, with some areas having; f1 ^ b# r" h' h. f
small increases.
1 X0 T. f3 L% j, _" U$ o, K+ g5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an4 `; }4 `' V+ n
Airfield.
' b& h% W+ o) l* t6. The starting fuel level for Los Angeles has been increased.
7 R1 h8 \- `! [1 }( i' h0 w* j7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.* C4 N, N& y# U% Q
8. Anchorage in Alaska now generates a small amount of resources.! v- E! d5 i! v9 A( i) r
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.6 M* ]0 d7 I8 g# o/ z/ k& ?3 ~
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.% C& }: Y+ E- _( L
11. Nukufetau has had its port level decreased from 1 to 0.
W' Y) T6 {/ m12. Pago Pago has had its port level decreased from 3 to 2.
! N4 f5 o# P/ V4 l/ g1 D% L13. The Christmas Island base no longer generates resources. The Christmas Island (IO)$ |2 v8 d7 Y9 U& b2 \3 ]3 W
base does instead.
) E" G$ S6 H v8 J: U2 s+ ^14. "Ahmadabad" has been renamed to "Ahmedabad".- U! [$ Q7 x2 d0 g9 ^- _; D+ q* r0 {3 r: X
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
' t9 S8 J5 z! f& l1 j( L" Urather than being concentrated in a small number of locations. Overall, Chinese
( [& P4 [9 O" R9 E4 o/ usupply point generation has increased, to about the same level of supplies as in the$ x/ M% ` H. y) C0 `
original War in the Pacific game (it was a bit lower before).
8 h" W4 }9 i" a7 G0 q16. Australia now generates a greater supply point surplus than before - about 5,000
, I5 y8 Q7 f0 A1 \; [" Spoints per day as opposed to about 4,000. Fuel requirements remain the same.( |" _+ [5 g( n m0 @# m9 m R& C
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
: h; I: ?! [7 K) ]. ~1 ainstead of hex 200,40 - and the road and railway networks in the area changed to F0 f; C# \1 U, Q
match |