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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
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1 ~5 `7 K. p1 I# X3 x1 U地址2:HTTP直接下载
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: l, ]" N' b- B* y% ~8 j5 ?4 ~http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html5 _( O z* G6 Y5 E" e
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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。: o2 @4 ^3 a2 L
( M6 a$ i& Y) o A# c6 i【更新内容】:6 U/ B- ~, |+ Z8 V3 u5 X( J
9 w+ @& H$ J' F3 S
+ L# ^4 x7 u0 J! FChange History:
/ A# T4 J/ E8 P; {- A( jv1.00.95 - December 7, 2009
, |5 X- ^8 w% E" u' L! b! Q& r- ?• Second Official Update – This release is comprehensive and updates ALL previous; ~& K! x! d3 a0 }
versions to the v1.00.95 level.
1 g' X7 u( d2 |1 v# Y$ i3 hIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot; `8 [% L, H2 O0 o0 G {
Management Addendum” which have been added to your Documentation shortcut subfolder
" f- T9 ~, e' |1 C2 V6 Z1 wand can also be found in your /Manuals installation sub-directory. These two# x; J/ t& ]# E% C
documents contain very important information on improvements and changes in these
! C( A/ H8 J5 }areas.
C8 @# H7 p8 V9 ^• Code Changes0 _& P R8 ^" v: v' [2 [
1. Interface Improvement: New Screen for Industrial Management
' I7 J* i' R. j8 v1 i6 I2. Gameplay Change: Air transport mission was using all ready planes. Now the7 L3 G }! N/ N
number of available planes for the mission will be adjusted by the rest/training
, `/ d1 S* s) j6 m; L# Zpercent as on other missions.
# W6 r% W( i- j2 y' y; i3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes' k. G: ], N5 v+ b2 P' i
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to N0 y, [7 M3 A! s/ q8 m a
show in change command list
c2 `! l6 U' ?; Q$ C. S- E5 Z0 L5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
9 u+ h7 s' V. e. u4 c; |Bombs’ flag rather than the altitude setting& \" s3 p$ o p) {: m( c( ^$ L
6. Gameplay Change: Full base screen now show the consistent over-stacked AF
/ W# S( O, ?+ ^; U/ b; windicator ‘*’
( l7 B- j7 M0 y3 C6 X7. Pilots who are captured or killed were still being counted in some group totals. They8 V, X8 c- j @* d2 y l
are now removed from group’s pilot count, but still available for ‘Top pilots’.4 B8 c- W7 I/ `) c
8. Interface Improvement: The buttons in the lower panel of the main screen have
/ V1 ^/ ^/ x0 j9 s. R' Jbeen improved. With the mouse over the icons on the far left, the number of groups,% Y8 R" q; f: |% e; Z$ Q) J
task forces or LCUs at the base is shown. Added a previous page button when there
; w. y* ]" C' `are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The$ e8 H( r5 l% M/ e5 V$ H
tooltips sometimes were corrupted when other screens were displayed on the map and
+ C2 h- b) {4 T4 N- E$ I" ethe bottom panel was still active. This has been corrected.
! H9 Y+ Y7 O: \+ M+ _( V9. It is now possible to repair planes in excess of the group’s size+ g. w% I# x& s
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
1 f5 d- I& m1 `* `! B, [/ dtraining is incremental. Points are accumulated and once a certain level is reached, a
0 X9 F8 n h$ S8 r2 Cpoint is added to the skill. The cutover level is the current skill level; so as the skill5 B3 x: \4 g! |0 h
level increases, it takes more accumulated points to reach the next level. Combat
( \6 R; J8 ~+ U' n5 f5 @& \. xgains points faster than training, and combat is required to reach 70+ skill levels.& G' B9 z4 K# J) c( T
Experience levels behave similarly with the one exception. If the Experience level is
1 l: r% ?$ G* g6 M" I4 m' \higher than the best skill by more than 5, a skill based on the group’s mission gains6 U+ j! m# [' q, D- S
the accumulated points instead.
% b( c, j! {+ y11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,3 F0 J+ |5 R3 V1 A6 O" ?- a# l
ammo and return to base if required
' w6 H( E5 T, \( S12. AI Aircraft production will now stop based on comparison with on map aircraft totals
) z( }. g& }+ @* M13. Gameplay Change: Malaria effects adjusted7 t' h5 x9 p$ A6 h- {
14. Fixed bug preventing port construction in certain cases- C, \6 }( Y0 S$ n7 R: x g
15. Fixed bug preventing combat engineers from building3 i5 {0 \$ m8 _% ~4 p: U9 x: S
16. AI improvement refining settings for LCU attack levels
9 d) J& k6 j0 }4 i% ]3 h17. Corrected unit TOE loading bug
. G3 D( D' Y5 ]18. Correct bug setting default morale and experience when not provided by editor
8 |' K9 w! m% C5 G# U19. AI additional checks for level bomber base sizes7 H; m2 K* p( ]' k0 }6 I0 b& \- X4 |( Z
20. Numerous supply tracing improvements" o/ `+ E9 m5 f5 T2 G
21. Numerous supply/resource movement improvements" j( N* P! G% c1 k
22. Corrected several land unit fragment bugs.; o0 j" C& Z* a! H" P0 X# G* |
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF4 M2 W7 s- H. J) n! B; [
arrives at the destination of the “met” TF before the “met” TF does. Also adjust/ J, }3 B9 v1 X' {. k
meeting process to reduce chances that the meeting will not take place until one or the7 A+ h0 v! ?7 ^4 y q$ N
other TF reaches the “met” TF destination. Also correct a problem TF could& U% N7 N9 r. u1 P' @% ?+ ^: m
“merge” with a TF that no longer exists under certain rare circumstances.
& m4 d2 L. b ?% o! [24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
' f* C! Z# R& ?) [docks at a level 0 port and the standard practice of creating TFs as docked to facilitate
5 o$ A9 y* K" G, x& L5 |4 ]+ o: ?fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
+ e. Q. }: q2 ^! X& Gdocked if the port has the dock space for them, but will auto-undock when adding a- }5 c! \+ z8 k: J
ship to the TF causes it to exceed the port capacity.
- m0 a0 F# x/ D25. Adjustments to naval retreat determination. TFs retreating after combat will now be8 X7 J, l5 L! m ^
less likely to retreat to hexes containing other enemy forces and be more likely to" y: p. Y" u. F3 t4 a
retreat toward a friendly base.
% |+ o6 C8 x! w d9 d- }26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
. b7 Q* ?. l4 g7 K- Qis possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
2 x* }: x9 B) q$ C' jin port, (c) ships in port (disbanded).% o; j* K8 K( n4 B
27. Interface Improvement: Implement search arc drawing on map" {$ g' j4 o+ C+ s4 M( p
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
+ @' j4 x( ~8 ~6 ^& Censure partial rearming is in full mount increments, and adjust ops usage according.
( p- }+ P5 o1 Q# }& i29. Fixed naval support availability bug. Naval Support in HQ units that were actually at/ p! e, i/ k, x! I" @, [0 l# D' N ]/ [
a base were incorrectly excluded from Naval Support totals at that base. This was* w8 ^9 j6 R! |5 h+ y3 k
due to an error in calculation of Naval Support availability over HQ Command radius.: g1 B6 B. J" t- I* `, p
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location
7 b/ T* M$ G, U4 hcould improperly interact with fragments of the same parent that were at other
! S5 s. q0 V+ v- K, M8 ylocations and had been previously loaded by either the TF or one of the ships _$ y+ h2 I& W3 w" E* k2 c
currently in the TF or, if the load required multiple days, when unloading of other
4 n" e4 I$ @3 D8 |fragments of the same unit caused and automatic switch of a fragment to the prime/ R% `8 W3 ~" w2 ^
unit.2 D' @4 d& N7 [2 }; w: b
31. Corrected bug to allow repair of damaged devices even if ship has no other damage.1 S5 N9 g4 V% c% _' Y
Previously repair of all system/floatation/engine damage would terminate repair of a
5 D" i. _$ z. i) eship that also had a damaged device (weapon, radar, etc). Damaged weapons will8 m1 J" X4 k w/ f9 E3 E3 F
now prevent full repair of systems damage and may “create” small amounts of system
0 [5 G8 i" v* z9 i$ V5 v Rdamage to keep the ship eligible for repairs. Note that this may have the affect of
2 n7 V" M) ] k0 ^small amounts Systems damage being not repairable at a location where it normally
" x5 w l, Q' S2 K% [would be repairable if that location can not also repair the damaged devices(s).
5 X/ t* Y1 t% b6 c& B32. Interface Improvement: Changed Allied aircraft replacement display to show nation* X z; ^! s4 M: ?! y
of aircraft
( R/ J/ f4 n2 _) s' ^9 u33. Corrected several menu bugs
- ]6 v' W; Q$ {8 f |) T34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
; U1 G6 b$ q& H3 y" j( g' Cland units by TFs.. M: Z6 _6 M" Z% p$ l. D7 Y
35. Interface Improvement: Add “undo” for ships being transferred during ship
# v3 v' Q9 S8 e% t) vtransfer. Previous undo only functioned properly for ships being transferred into the
2 H5 N% R$ P9 yselected TF. Provided undo for ships transferred out of the selected TF.
5 O8 r- J8 U5 y8 _+ Q36. Corrected bug causing ships to move in excess of maximum speed when in a TF that
5 ?. `, l$ ]) g, E# I9 h8 A( @7 eis following another TF that is beyond the player-set follow distance.
; V9 S. z$ d8 r0 n) U: ?, Q37. Change ship based aircraft repairs to be by plane, instead of by group
) Z& C% |. Z0 j S$ X4 I- W- Z! }" M9 L38. Interface Improvement: Made air group screen larger to reduce clutter; I! l0 A7 i0 @4 W6 B( ^! X
39. Gameplay Change: Adjustments to supply consumption by land units
- I. E! X! ~4 R$ M- s# f40. Change to AI shock attack determination) z0 Z1 @3 K/ b1 w' ]; m v
41. Improve AI awareness of intel on nearby enemy LCU
/ Q& I) o4 X+ }& n( Q5 o42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
F/ D. G$ p& n4 {5 b% r43. Gameplay Change: Changes to AI production on “Historical” level
1 `5 \1 D/ }5 Y& |( `" M44. Improvements to save file process to reduce chance for file corruption, especially by! {0 \8 O( H' `5 P" v) S8 q
deleting the old save before writing the new one
: a4 T4 _! `- E# U45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
4 M5 l6 b5 x7 }, v1 }5 i; o46. Improvements to refueling calculations and processes. Ships are more likely to fuel
5 N8 n8 h8 F' pfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming
/ b3 }; \! C7 Z& s- Z1 rsources for the “from port” and “at sea” variations.9 O3 R2 [. ? E8 n6 F9 I0 b
• Replenish from Port will now use the available fuel/supply at the port and on all
; R; |/ a& J0 n& r6 y4 v( Vreplenishment ships disbanded into the port. For those disbanded into the port,
2 M. m4 o) b8 P6 X% lonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.7 H9 O# e# R! Q+ h a) ]
Tenders must be of the appropriate type for the ship being replenished. Note that
9 @5 Y; Z7 X1 a2 U& v( W5 Nport facilities are used in preference and ships in the port are only used if the port
) Q- E+ ]. i9 S( sis not able to completely replenish the ships in the TF." Q( D& R( d$ r6 o; L% f* Q
• Replenishment at Sea when the TF is in the same hex as a friendly base will now' }7 Z' ]$ W3 e( K- Q
use all ships in TFs in the same hex but will no longer use ships disbanded into a! r5 |3 c D4 e- @: R( }
port in the hex.
4 `1 O$ ~0 H8 D# L b- k47. Interface Improvement: Add new map icons to highlight certain events
) c& Q/ S- A% R48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some3 i" \1 p% J( B' l9 h+ ?4 S
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
/ l8 n& b; L: b' Z: u3 S. Oport or from any TF that is currently off map. Ships that are not badly damaged
8 m* V6 q: [; C I6 wcan be withdrawn from some on-map ports or from TFs in certain on-map regions.
% _4 {- Z0 K! N4 J% b: ?For on map, ship may not be on fire, total damage may not exceed 99 and no6 u/ t. G# J9 ]: [$ |: K
individual damage type (system, floatation, engine) may exceed 50. Ships may not
! l g* M# m) |; f% \ jbe withdrawn from any on-map location where the enemy has air superiority. The6 i6 @6 N/ m; n, }# h0 Z6 M
intent is to prevent withdrawal as a method of saving a ship that stands a good chance. w) ?! a4 O4 |7 e" W
of being lost or further damaged. On map withdrawal ports are set based on the1 u! v o4 h1 m
historical exit locations for ships leaving the Pacific:3 s1 {. @* ]9 R$ i; o( |# [+ x
1. Any level 9 port.
, d7 i- W H2 E6 F4 P4 i, `2. National home ports of the United States, Canada, India, Australia, and New, L2 ^+ J j, m9 ^' |
Zealand (with no port level requirement)
0 @# j7 S8 n- b' N$ q$ W Z$ T$ J3. Any level 7 or larger port on the US or Canadian West Coast.4 r/ v6 X5 X7 K) C* e; T
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
6 p" Z7 Z( U8 i8 s1 e5. Any level 7 or larger port in South Eastern Australia, plus Perth.
9 s9 F# z4 Y. Y$ r, w7 x7 \9 i6. Any level 7 or larger port in New Zealand.' A$ O+ P2 p& ?1 f/ f# ~1 _- T! h% ~
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
- D: N- b3 K- b \& _/ t. v2 [another ship actually sunk, the data for the two ships could be mixed. Depending on
* W3 L; U" t: W! }circumstance, this might result in one or even both ships being reported as sunk.
5 Z2 S4 v; a- y: C( f0 z9 P50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and- Z) N( M; V. h6 k- K
TF list screens. The calculation will continue to show the remaining ASW capability
2 L5 c: ]/ Q$ h# n9 H) U8 ^ |. z$ Q(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
3 S( \) g* g' O. [4 J pnow based on full load for all ships in the TF.
$ E s, @# @; g# V: P5 w2 N51. Resupply capacity for bases added to editor$ m$ R- ?+ s- F3 `4 }/ R
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units4 s& L* I0 }, N7 y6 b+ _
53. Adjustment to AI unit planning level based on AI difficulty
$ J* q( T0 J% W1 I4 z54. Ensure minefields are created for proper player when a single TF lays multiple types& }3 ?: N: r m# v
of mines. Player of minefield properly set when first mine type laid by a given
4 ^( C A; q5 {+ Yminelayer but a similar check was missing when the TF contained minelayer(s) with
! }! b7 O* P7 ztwo different types of mines.
2 L% h" l, D8 g- \55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and
* m$ d% S3 @( N& ~10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
1 ]0 Z6 I2 Y- {5 U1 t) `4 O0 ufor owning player, if partisans attack and cause damage.
, i8 l* ^3 M, ]+ i: n56. Gameplay Change: Movement rates for clear and desert changed to 25 for
1 l5 j) j7 j- `# Z$ zmechanized units
8 y Y$ w9 @# s; j) q57. Gameplay Change: Land combat effects toned down
) N% I1 b4 r" w! D6 N, I58. Ensure AI captures empty bases
% G9 c7 X1 e9 J59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
% o K4 }5 z( J# C6 }8 x3 b3 m* Ssave from moving them ashore. Training from disbanded ships does not increase the% i. s4 x- l' R( h. g" q
pilot mission count.
. O& k" t- x0 s$ m( E! G8 v' s; R60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
! o0 A3 ]6 G5 e. }& q3 C! Aorder to help identification of saves
$ f7 v- ~: H( h6 }61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”), p0 h6 ?$ x; w( U9 o
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
# y9 h$ d5 L( v' k8 K& xmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level
$ S' q1 W5 D" }: o' l- S8 d& Hbombing attack. Groups were at maximum altitude and conducting glide bombs
2 D4 l! ~9 T: ~8 \attack, sometimes without engaging CAP or flak.
* O% M- X1 S' d% I4 |63. Changes in order to standardize inactive Soviet group’s training options;
1 h9 M$ q: P6 F, c" F; y64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see
( b& C7 s- o! r5 Q+ @7 Q3 _Pilot Management for more details). The number of pilots on the group lists is RED if8 ~; I: s6 L; u1 z0 q
less than the number of ready planes in the group, indicating a shortage of pilots. This2 P+ n8 T/ @1 {$ N6 l5 d4 i- H
shortage may be filled automatically or manually for a mission based on the pilot
! I/ w) c; {! X9 ?. o' O2 n! cselect mode.3 f) v) K# Z f
65. Corrected issues with group destruction on scuttled or sunk ships and groups on
$ [" ^8 O |5 d3 x! fwithdrawing ships# u R& V( _. D* |9 e$ q
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at" \" G' c' K7 \) H5 O$ j1 c. h
close range
' j7 q7 B! y4 p' ?67. Gameplay Change: Greater weighing of crew experience in surface combat" w/ [8 m* l6 l. ]$ n: Q: z
68. Gameplay Change: Limited radar directed fire, increasing over time
1 w. E5 ?8 }7 Z5 P R" [3 S69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
+ ~5 v0 @& C2 z6 v& rcombats at 1000 yards0 Q) f& m4 ^; `3 J( w" X
70. Gameplay Change: PT Boats less likely to attack in daylight
" s1 c- e! }: Y3 B% \' c% |71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be
$ }, k$ e2 ]* Y# _+ V T/ h' \) ghit in ports and rivers
; k8 `6 o5 W2 b& B- l72. Gameplay Change: Submarine captain ratings have more influence on Submarine3 t, ]2 o+ Y& Z0 d
performance8 R7 ~( X- R5 x2 L o
73. Torpedo hits on escorts not showing in combat report bug fixed7 u9 v, ~( ]7 a, l
74. Gameplay Change: Aerial ASW less powerful in early war
. L# m6 J2 ~# p3 k+ \0 l) Y75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
- J- b1 J; a& r9 T: Y1 m7 q: G- qdiverted fragments having planes but no pilots. Pilots still flying planes are now, t4 Z: T$ N- a$ P+ ~' c {+ J& S
ignored for sinking ship purposes until their plane lands.
2 Y! @: F) a- k! r: Y) m" d76. Group transfers in off-map bases from a ship in the base hex to the base itself were
7 i, B8 H7 N: f& t( j. r1 cbeing delayed ‘4’ days. There should be no delay.' h( r3 o5 ?* p# T: l& j6 U! N
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
- L6 z7 g2 E" G: g8 \! nthe convoy disbands.
c. H3 G9 A- c9 ?5 n& N' m2 P8 Q78. Gameplay Change: The kamikaze activation range has been changed from 15 to 202 o8 w: F% y3 B% j" [7 O
hexes. The range was not changed when the game scale was changed. l: R2 q+ {: \* P3 j) D9 Y
79. Fixed bug when displaying search arcs at a base. p. P0 V. y$ s0 g2 t6 L0 r; Y
80. Fixed Escape key on Industry Management screen5 G2 V3 w0 h7 U! J% f7 }9 i
81. Fixed oil and resource in totals on Industry Management screen1 y) k; U1 [- c# x. X
82. Interface Improvement: Add an extra line to the Industry Management to show total
* }# X' _/ a' |( P9 Ushut down industry on Industry Management screen8 s: e. { G: K' V4 ^$ S8 G
83. Interface Improvement: Add base select to Industry Management
$ R+ ~% W1 p& O4 N9 e* }84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
7 A( W% ~( g' M5 ]6 D) vONE group for Admin stacking purposes; the presence of all three in a base counted3 M; Y8 T9 [2 R; x
as 3 groups for Admin
, V: c% i' K3 v0 |% d2 l# a! s, w85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups7 I: C8 j' L) p8 p9 l3 I% E: t
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
3 f: k: {+ L3 y! lFF being affected by old stock code that cleared the secondary mission.% t& c8 W/ E8 q8 D$ e. ~9 S
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.8 M4 h7 G5 w& A
88. Fixed an issue with tool tips being offset from actual hex when forming new
; O( n$ ?0 v0 U; \3 f; ?taskforces
' o x( G' q, F, N4 @89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
* B9 q- F2 h! A) N5 A8 C' Ithe end of turn save only. Preferences are now restored as saved for the player at the
% e' {1 d7 W' Y& y" V* O) Jtime.
- f6 V8 U1 h$ c T& }4 B90. Changed air supply mission to use a friendly base as destination, if both a base and
/ ?9 C, c9 R$ CLCUs are present in the hex; it was sometimes giving the supply to the first unit only# H. f) p+ L# h, @4 V) d) z! [% J
91. Fixed air supply drops to a hex containing both friendly and enemy units; often the6 e7 ~8 Y2 Z6 H6 A: Z: v- x
mission was canceled because the enemy LCU was selected as the first unit in the4 Q% }- X; \ i) Y
hex.
+ S) y' o4 V; [! ]92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
" f$ n6 S5 Q O' o7 g, T3 r3 z93. Prevent very low grade TF commanders from returning single ship TFs to port to6 d+ J" G5 m8 u+ E
rearm when rearming not needed.
& @1 ] R4 x7 ~6 m94. Fixed the supply cap and monsoon effects on supply* O7 V# \( G% Q+ z# |
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland2 m' Y* A) ?/ j* m5 w
movement.& d& P. P7 o0 v9 U
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
* d# k: `& h7 }when Soviets are inactive.
: F# B6 h; e& d( Z: _* s/ _97. Tweaked resupply task force to Japanese bases.+ |# t' M% s/ }9 ^, k& Y$ z* O
98. Fixed a HQ/Chinese unit respawning bug.
8 C ^, t- A# A1 K99. Restricted permanently disband/withdrawing air groups from being able to the the$ K# p: s: k# ^& s
“Trainer” option in the type of pilots to use.5 r% }, P( j6 s% `
100. Restrict the options available to pilot movement in permanently" Q w$ j! l: {2 `; a
disband/withdrawing air groups; mainly restricted to making them active or in-active6 v. p3 S' J5 M
within the group.3 s C1 S" k+ s' L, T
101. Fixed error in splitting air groups caused detachments not-in-play still attached to0 p; {0 ]2 p4 g: R; ]
parent group - stops divide ability' K; d* r/ z: o* j' I
102. Fixed an issue where some autosaves could reset game options.# {" U# r( n1 E% u2 U$ h
103. Disabled the ability to make a group a temporary on-map Trainer.
5 x* V& Z! J# a J4 Q104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
, y2 h2 K. H: x5 [FATIGUE pilots.* K7 @9 i3 O. [- g9 h$ j% C
105. Made some adjustments to Kamikaze effectiveness.6 i4 P9 I' U \5 T+ |# P3 k$ e. q
• Naval Data Changes
, s* |8 y! q# {. R) {0 r1. Added cargo capacity to AVs, AVDs, AVPs, and CSs./ j, i* l! G3 r4 k) e9 `% ~
Class& p" J8 T: c1 o- A% u
Scen 001, 002, 006 (007, 008, 009)
! Q$ k& |) W# K0021 – Australia – correct weapon facing
8 G, [$ ]+ }0 f3 j( ?7 v0418 – Helena – correct tower armor from 0 to 125
- g0 F/ \: S! n/ l8 b9 S% W& _0767, 0769 – Chevreuil – correct endurance and fuel6 I. s% `/ ^$ Q' S8 ^" A+ f G
0770, 0771 – Duguay Trouin – correct weapon facing
6 o+ o# h2 W. z# d0 K4 D0772, 0773 – L’Adroit – correct endurance and fuel
3 X, y: J$ s' ^! V0774, 0775 – Fantasque – correct endurance and fuel
# _: t4 C5 F0 ^, f. `! _: o0776 – La Galissonniere – correct endurance and fuel8 V, m) v: R2 a" V' d
0776 – La Galissonniere – correct weapon facing
; b; N1 l* G# _5 i+ j$ Y1013 – Yubari – correct weapon #4 turret armor
' y* F0 k. V$ [/ `, {8 }1102 – Furutaka – correct weapon facing
2 j' f" j* A0 f1107 – Aoba – correct weapon facing
7 `4 f9 r# @, S1 ~) p a1112, 1113, 1114, 1115 – Myoko – correct weapon facing
O) k6 i4 a' ~! k e1 e1730 – Yamato – correct weapon turrets- H8 P. y# W6 S! f( }
2025 – Kongo Maru – correct weapon facing
$ K) t, t5 `0 T) A$ {7 J% Q2202 – ARD 3000 Ton – add Japanese small ARD class& h7 K1 @8 Q2 V& b) Q
2903 – Gnevnyi – correct weapon facing5 X' i. L+ d% P; K2 c g" z0 c$ I
2915 – MK Cargo – correct weapon facing
- \: ~1 l8 d, n4 X( q( V9 s2918 – KT LST – correct weapon facing2 c2 b+ M# Y0 `) m- _. [5 t x- O7 N
Ship; n+ J7 _" N+ ?8 u$ L# x
Scen 001, 002, 006 (007, 008, 009) changelog5 K# Q. G* c' ], ]
All – update weapons from class to reflect weapon facing corrections0 j+ ?* ^, u& |2 C1 h0 P* V
0999 – Dublon ARD; add small ARD to Truk
2 c+ ?9 j: m, `/ ?! v* z3550 – Laffey; correct entry date to 420430% j0 e+ e6 C( S, F9 }6 o
3580 – Frankford; correct entry date to 430430
* o0 z% [! v2 l: M4317 – Thornton; add Clemson AVD at PH
" |! e2 h5 R: o( n5 ?4361 – Henry A. Wiley; correct entry date to 440930* _! l, G, k( F3 A3 X# L" V
5222 – Rixey; rename to Bowie
; ~* S3 J7 _0 y9 V) M5223 – Hercules; rename to Highlands( Y" j8 `7 q$ f; V
5251 – Pinkney; rename to Pickens
. {7 ~9 g7 h; f3 h1 g" k9253 – Madras City; correct entry date to 420228
: y. {! d& G' w2 Q2 h. V* V, A6 h9728 – Indus; delete duplicate ship entry+ h- P2 Z3 V- F
9837-9849 – Soviet Fleet; correct ship name spelling; O* @4 {# B2 j& }! D6 @
11316 – AFDB-2; change arrival location to # 524 Seattle' b. g9 K! x% A' u# Q# t w- o
11364 – BYMS-2055; correct entry date to 430228
$ ~/ l: f7 I. y/ K3 b6 a: Y11365 – BYMS-2059; correct entry date to 430228
{0 \: b0 _9 z( K2 ?+ c7 _- J14070 – Ha232; correct entry date to 460228
$ A' g' J: g3 ^5 z. Y2 [Scen 006 and 009 ONLY; g' Q) i% I0 d
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
% V& S! `4 u; p' q c7 ~# q0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
& q$ M1 O3 g6 |0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
& ]3 F( s. I0 D0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
7 f+ ?; r& Z3 \0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
0 o6 S4 |0 Q8 W3 T: P0 o4 @0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
4 e! J' G/ I; A. n9 Q0043 – Hiei; adjust fuel to 4175
+ n' ?" d- n# C& J% `' B( h0044 – Kirishima; adjust fuel to 4175* ~+ V9 x5 f2 B4 _! M0 i! C
0067 – Tone; adjust fuel to 17751 H4 ]$ l. M/ ~- N0 s
0068 – Chikuma; adjust fuel to 1775
- E2 Q- s$ ]% z, \' L0118 – Abukuma; adjust fuel to 833( x& n; b. I3 u: G/ f2 H3 v
0146 – Akigumo; adjust fuel to 2650 h0 Q: z' k4 g
0168 – Kagero; adjust fuel to 265- l8 }& b5 |! i+ \1 |# d
0176 – Isokaze; adjust fuel to 265 O: v M# p) [! }, W1 m
0177 – Shiranui; adjust fuel to 265- k, H; g# T" z2 S! S: h
• Air Data Changes
+ M% ~7 w4 M: q9 ]$ m6 y7 ^[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.. O) V7 j5 k9 G
[177] B-339-23: Name set to B-339-23.
: Z' P; @ p ] U[178] B-339-23 (PR): Name set to B-339-23 (PR).
F/ A% i6 n& r- x/ q& g[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.; x* ?( o$ |7 O: k2 G. D
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.5 Z9 _7 Y0 i! o. ]# X6 d6 L
[365] Stearman 75M: Nationality set to U.S.Army.
) x; U) Z& c; B% d1 Y- C[451] PB2Y-3R: Deleted.
: N& T. w5 Z0 [- W; e4 b% ^[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
6 {3 C4 H/ Q5 y& f! A& z! s[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning, s: i2 [% |, |% L% I
MG; wpn 13 set to 500 lb GP Bomb.
* z9 |9 P/ Z0 D4 ~[1923] No.1835 Sqn FAA: Delay set to 0.) ]/ i, V9 L) Y7 _7 x- E2 y& j; E
[1924] No.1836 Sqn FAA: Delay set to 0.
) m2 @% T* I7 |' F[1929] No.1841 Sqn FAA: Delay set to 0.
+ ^" G( C' K, F; K8 Z[1930] No.1842 Sqn FAA: Delay set to 0.: {# I, Y! {$ q' b5 m7 \' T! O }, g
[2587] VMF-211: Location set to [584] Pearl Harbor.1 F) {7 [9 l* r4 m; B( j6 j- j
[2642] VMF(P)-321: Deleted.
8 `+ V/ M$ i0 B) ?4 y& c[2652] VMO(P)-351: Deleted.
r' Q9 ]7 f/ C7 c# } [) j X[2668] VMF(N)-511: Deleted., q9 f6 z* a/ e0 _
[2669] VMF(P)-511: Deleted.
" W" A3 w+ ?8 _% m4 j[2671] VMO(P)-512: Deleted.3 K: g s* x5 d% s- {
[2673] VMO(P)-513: Deleted.2 {/ Q/ W" f) E3 r7 U6 a3 @
[2675] VMO(P)-514: Deleted.
) H5 A6 ]: n- y# Q* O3 ^[2827] VR-2: Deleted./ {! A$ {6 z; i$ h g% y5 g
[2828] VR-4: Deleted.' `$ g7 J* G4 @: |+ ]
[2829] VR-5: Deleted.+ W3 e8 K& Y' ^3 I' O$ ]( y
[2830] VR-13: Deleted.
' w* p( z! j" G[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.
0 I+ C+ \5 B" KUSN patrol-type squadrons 4301 resize to 15 deleted.8 }& q. C1 }4 H2 n/ S
USMC squadrons 4301 resize to 24 set to 4410.
' B1 Q2 w- O& C2 EUSMC squadron upgrade paths reworked." _. Z; s' M7 K, P n+ m
Gameplay Change: Units with a/c MAX strength six or greater now able to split into4 n: k* X+ X$ F) k' ~
three subunits.
; d) ?7 I: s% X6 ]% X/ G5 ^- E8 D• Map/Base Changes
9 \# O4 y: P7 a) O1. Garrison levels in China have been increased for both the Japanese and the Chinese.5 ]* M1 j9 u* ?6 _8 |+ A
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
1 y6 b$ f" D) n& a6 c. _5 a$ Q$ ~AV.
& F& p7 g9 j9 \- H2. Garrison levels in Japan have been significantly increased for the Allies.
8 b0 P7 U2 }, @+ u- B3. Garrison levels in India and the Philippines have been increased for the Japanese.- j( {) `+ [: w+ H8 q- a3 _0 L
4. Garrison levels have also been adjusted in other locations, with some areas having
4 g3 r* `% U0 }# ~8 g, I( Ksmall increases.' h/ n9 V8 x$ _( r
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an9 R. t$ W8 a" A; R5 V0 l; i# g9 n, t$ q
Airfield.
3 V% k% ?- S- B& a6. The starting fuel level for Los Angeles has been increased.
6 {2 A* X) D! }, c) d1 m$ ?* A7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.1 _1 i4 M! M; f; W$ }+ P
8. Anchorage in Alaska now generates a small amount of resources.) D/ D3 o" y% s N
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.3 M" C- U0 b: d0 V& R2 h
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
f+ z; H. E* R" g) B+ B3 j3 e l11. Nukufetau has had its port level decreased from 1 to 0.9 Z8 o( i3 i: m1 D% n* s( |+ A
12. Pago Pago has had its port level decreased from 3 to 2.
+ E- c" N/ K, j13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
9 x& L8 {5 s5 H J) _" w( wbase does instead.9 L$ ~" f* K1 s# {" i3 S O
14. "Ahmadabad" has been renamed to "Ahmedabad".
& U$ h" c! v* S8 b15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
8 ^- T/ S9 O! j+ H/ u. g Qrather than being concentrated in a small number of locations. Overall, Chinese0 @ ]5 U9 H! R6 |1 T8 B5 G+ C
supply point generation has increased, to about the same level of supplies as in the) H( k) r) L. d
original War in the Pacific game (it was a bit lower before).
+ J2 ?: s! R: i1 H# N# g16. Australia now generates a greater supply point surplus than before - about 5,000
- X. Q0 K: y. I0 J: y% Opoints per day as opposed to about 4,000. Fuel requirements remain the same.% S2 R* Y8 l% ~" I) S) u0 |: ]: O
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
: {0 S: v# ]# [) A$ g( qinstead of hex 200,40 - and the road and railway networks in the area changed to
& H5 {! f* o5 |/ i, zmatch |