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【更新内容】:5 x; u2 p4 b5 q, K
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Change History:
2 S# _3 r1 N7 n' }& N" X/ l6 Tv1.00.95 - December 7, 20098 F: p/ ^; b, u$ h
• Second Official Update – This release is comprehensive and updates ALL previous J: s9 a. N& f7 y( u% l
versions to the v1.00.95 level.
' v1 `2 `, [" |IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot
' z( z- U0 B: F8 kManagement Addendum” which have been added to your Documentation shortcut subfolder
}2 p& `, _' K, P9 hand can also be found in your /Manuals installation sub-directory. These two
; M' Y2 ~. \# u9 T4 {documents contain very important information on improvements and changes in these
6 l2 M( s) R/ o/ G$ uareas.- [0 ~( j# d1 `' z A3 J- y7 U
• Code Changes
7 R9 j; k# }) _$ R' H- Y1. Interface Improvement: New Screen for Industrial Management
- I9 O/ V4 @' k0 |$ W2. Gameplay Change: Air transport mission was using all ready planes. Now the
4 _2 Y* k: z& K. lnumber of available planes for the mission will be adjusted by the rest/training: Z) f/ f% D, I- d" S6 b
percent as on other missions.
' i; A" U" j K! H$ S3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes3 Q8 y( M$ E3 J% p6 s
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to
+ I0 Y: j* T1 j$ U( L% n/ zshow in change command list
. j9 H* [2 G* ~5 ~5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use3 h4 X; R# L4 b& y7 p1 n
Bombs’ flag rather than the altitude setting
6 ]4 {* n9 G$ |% b. O, e# V# U6. Gameplay Change: Full base screen now show the consistent over-stacked AF3 {! l2 w) O Q. I) V# i
indicator ‘*’
6 a0 i$ ~2 O/ L# \4 V7 {7. Pilots who are captured or killed were still being counted in some group totals. They2 ^5 J, A/ a, I# V2 n
are now removed from group’s pilot count, but still available for ‘Top pilots’.
5 O( U) p2 |% V, c1 Z8. Interface Improvement: The buttons in the lower panel of the main screen have" X2 I Q3 c* E. F
been improved. With the mouse over the icons on the far left, the number of groups,2 J1 w9 H- `& s3 i
task forces or LCUs at the base is shown. Added a previous page button when there+ S9 P8 F' C, ]7 C( P) u e
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The
" c& R- R1 f, c# ftooltips sometimes were corrupted when other screens were displayed on the map and1 S2 Z' a( g4 D" _5 q0 l! ]! n
the bottom panel was still active. This has been corrected./ k% k& z; w+ I3 h. H
9. It is now possible to repair planes in excess of the group’s size
9 W) V" t3 ~6 G/ C: ?10. Gameplay Change: Adjustments made to air skill in training and combat. Skill" T& G, t2 H5 m
training is incremental. Points are accumulated and once a certain level is reached, a
6 J3 r4 \2 E4 m& g: X, N. T, Q* Fpoint is added to the skill. The cutover level is the current skill level; so as the skill. F9 g8 l) B+ v G: G; i. J
level increases, it takes more accumulated points to reach the next level. Combat
2 a7 N. m( o# i: o' C, ^+ dgains points faster than training, and combat is required to reach 70+ skill levels.
- E: H+ n* F" D! v& |) m uExperience levels behave similarly with the one exception. If the Experience level is. d- H+ ~3 l# i& U
higher than the best skill by more than 5, a skill based on the group’s mission gains$ ]9 U# ?9 A4 q8 n% j+ j) {/ a
the accumulated points instead.
: h( P- J% A- _& c11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,3 W& v5 p5 o: j+ F+ g2 q9 L6 ~' Y
ammo and return to base if required
$ l! i" k2 f" |: w12. AI Aircraft production will now stop based on comparison with on map aircraft totals
! Q0 J/ @8 q# C13. Gameplay Change: Malaria effects adjusted* y* L$ L6 K. ]* U# H3 ~5 R& u
14. Fixed bug preventing port construction in certain cases! p5 S* Y3 y8 k( F) d2 C
15. Fixed bug preventing combat engineers from building
. C' k% Q. {- I! W16. AI improvement refining settings for LCU attack levels
& N! E6 T6 P( q) [17. Corrected unit TOE loading bug
9 w& @6 x# ]) k" @) i5 M$ D$ Q+ C18. Correct bug setting default morale and experience when not provided by editor8 d: O1 y+ K D! K7 M" f. `9 z) N
19. AI additional checks for level bomber base sizes0 u T. K, g4 U
20. Numerous supply tracing improvements
% A) X( s6 r; c0 O! a% D+ w8 t% K3 _21. Numerous supply/resource movement improvements5 R( U' i. m# q7 f2 l; {! s
22. Corrected several land unit fragment bugs.. w5 g+ f4 R4 M6 V7 W- a3 D
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF! r& I- U: n8 z$ ^( H1 }
arrives at the destination of the “met” TF before the “met” TF does. Also adjust
. }' u/ Z0 X0 V" O3 | nmeeting process to reduce chances that the meeting will not take place until one or the
4 c( \6 _4 F8 u) Z5 \other TF reaches the “met” TF destination. Also correct a problem TF could4 K9 k/ x' r( X6 c
“merge” with a TF that no longer exists under certain rare circumstances.
. x2 u n" F* _7 l0 r: Z! S/ I5 G24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of# ]# m! n( D( ?8 Z: J4 G
docks at a level 0 port and the standard practice of creating TFs as docked to facilitate) s$ k+ @1 C9 _% g8 M2 |5 I2 z
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be
5 M9 P6 {. I$ c( \ Pdocked if the port has the dock space for them, but will auto-undock when adding a
0 X E+ d- @( Y5 w" wship to the TF causes it to exceed the port capacity., U @9 w: f2 n, I- C+ r6 ], x
25. Adjustments to naval retreat determination. TFs retreating after combat will now be5 J; [6 r* }6 C# w9 T
less likely to retreat to hexes containing other enemy forces and be more likely to
* p& q: {( f# p* eretreat toward a friendly base.
/ X) f* J/ k3 ]( P/ O/ T26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it
6 r: e/ g: b8 D6 o% \is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded
6 f9 s8 @& F4 _in port, (c) ships in port (disbanded).8 y: T1 v' h! N. Y. ]5 @/ G
27. Interface Improvement: Implement search arc drawing on map
, j+ g* r1 E) ~# i3 M28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming," Q4 r5 n( }- y7 o3 D
ensure partial rearming is in full mount increments, and adjust ops usage according.
: g# ~, l2 Z" {9 y29. Fixed naval support availability bug. Naval Support in HQ units that were actually at
9 |! v' d- r, J8 Y6 r9 |9 ia base were incorrectly excluded from Naval Support totals at that base. This was
( `+ z- ?) ~( U2 E$ n; Adue to an error in calculation of Naval Support availability over HQ Command radius.* e1 f* ]0 `3 ~- X7 P
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location% |/ e/ z) a3 ?) J6 T0 }
could improperly interact with fragments of the same parent that were at other
3 m: ~6 f- q' o9 g# _: dlocations and had been previously loaded by either the TF or one of the ships# b* x% b) Z/ G+ r
currently in the TF or, if the load required multiple days, when unloading of other+ e3 A. K" D7 h: A3 R. B
fragments of the same unit caused and automatic switch of a fragment to the prime1 q! i3 h% }) h6 S' _# B6 v
unit.
7 K$ A# ~4 k9 Y# r7 N7 L% n31. Corrected bug to allow repair of damaged devices even if ship has no other damage.0 y' U% L* X0 }1 C& r
Previously repair of all system/floatation/engine damage would terminate repair of a; C& `0 ~, z' |7 X7 M9 M0 v
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will
4 k2 L/ V K9 ]( C. bnow prevent full repair of systems damage and may “create” small amounts of system
9 x3 l" O s5 Z, m! U Q; W8 ]- k2 N2 Jdamage to keep the ship eligible for repairs. Note that this may have the affect of: [* Q& g' J" j, d& l- F
small amounts Systems damage being not repairable at a location where it normally
( U6 C* G* e9 |! g! ~5 X' swould be repairable if that location can not also repair the damaged devices(s)./ [ b+ }- U5 D N
32. Interface Improvement: Changed Allied aircraft replacement display to show nation/ A$ ?) @5 W4 d+ s* E. j! v1 b
of aircraft
$ m) I' S6 v2 }33. Corrected several menu bugs
/ x# X+ a/ m9 R* |4 g, d" S34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of) I4 O3 J4 O1 Q; E. e
land units by TFs.
4 K% _/ V! ^% |: o, V* I) d35. Interface Improvement: Add “undo” for ships being transferred during ship. @+ V2 k9 S t7 O3 Y) Y k0 K1 `$ e
transfer. Previous undo only functioned properly for ships being transferred into the. B+ y7 v# H& C; W1 b* g. v7 _
selected TF. Provided undo for ships transferred out of the selected TF.
6 t- j! e: H5 n36. Corrected bug causing ships to move in excess of maximum speed when in a TF that3 x( h: j1 g' V; M; D+ l, D. i6 I$ `
is following another TF that is beyond the player-set follow distance.$ U F% u+ [( X) I& M) e+ Z" N6 z% \
37. Change ship based aircraft repairs to be by plane, instead of by group0 ^$ F# P2 @# v# j; U9 s/ Y
38. Interface Improvement: Made air group screen larger to reduce clutter
0 p% B& [! v- R( Y, U% |: y39. Gameplay Change: Adjustments to supply consumption by land units
" L$ U7 Q/ W/ x, s. m: o- Q# U$ s40. Change to AI shock attack determination; Z. x* A9 S5 | I4 v" N- f
41. Improve AI awareness of intel on nearby enemy LCU' y( \8 C" e3 q& q
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level8 e( Y K* E8 Y( p& T
43. Gameplay Change: Changes to AI production on “Historical” level. g. }8 w/ e/ z- x% f4 z5 T
44. Improvements to save file process to reduce chance for file corruption, especially by0 C0 c6 ^: u1 K g f. h
deleting the old save before writing the new one
: q( x [, z/ i' z$ x) ?8 a& r45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active/ u x! s3 r {& ]3 c7 f
46. Improvements to refueling calculations and processes. Ships are more likely to fuel
1 s; X; U3 Y8 Y v/ }% Y `+ _from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming; c1 R% T4 }& c ^ Y
sources for the “from port” and “at sea” variations.
1 ]/ g- ^% Z( l1 ?• Replenish from Port will now use the available fuel/supply at the port and on all
' [& [& \% I) j0 g8 G" s treplenishment ships disbanded into the port. For those disbanded into the port,
# \4 F# Y" F y; c4 Sonly the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.+ N4 Y7 _% b3 {, r4 F; l9 ?
Tenders must be of the appropriate type for the ship being replenished. Note that% n+ m2 s% ^8 E. @3 ~) \4 H
port facilities are used in preference and ships in the port are only used if the port" ?6 y# S7 S5 j( f% n \
is not able to completely replenish the ships in the TF.0 v6 v* X o/ g; r6 w6 c
• Replenishment at Sea when the TF is in the same hex as a friendly base will now
, o- D6 u) @) w( d# T9 u! Zuse all ships in TFs in the same hex but will no longer use ships disbanded into a" ~8 [7 X; y( I- T
port in the hex.0 m K7 t& t8 E* c2 U6 o
47. Interface Improvement: Add new map icons to highlight certain events: C$ u% H3 W. A2 @2 X {
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some! O! D2 ]3 F2 v0 {4 x( P5 F
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap, ?- E! B8 u2 c* X- `
port or from any TF that is currently off map. Ships that are not badly damaged
/ o+ G1 ~) p" K, s* e7 d. Ccan be withdrawn from some on-map ports or from TFs in certain on-map regions.7 E3 A R( L1 R" o
For on map, ship may not be on fire, total damage may not exceed 99 and no( W. q. Y& E5 b# |
individual damage type (system, floatation, engine) may exceed 50. Ships may not
$ J4 }4 Q4 z/ R8 k6 H3 N q: |/ Ube withdrawn from any on-map location where the enemy has air superiority. The/ J4 k0 i( h/ ~0 ]
intent is to prevent withdrawal as a method of saving a ship that stands a good chance3 p: f' C! S; F+ g. J8 x& [
of being lost or further damaged. On map withdrawal ports are set based on the8 ^* Y+ @5 w; `, v* ?* t6 c7 s
historical exit locations for ships leaving the Pacific:, x k* V# G* U" ]6 C
1. Any level 9 port.) r5 [) T2 c1 {$ G
2. National home ports of the United States, Canada, India, Australia, and New
! [5 D7 g/ E+ V: W+ T7 c" g9 cZealand (with no port level requirement)
6 w& D& G9 S8 t+ o7 N/ w6 O; e. n3. Any level 7 or larger port on the US or Canadian West Coast.
1 m. k$ U4 h( R# M* U q4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)' F" a4 E" O- S8 R! I" O
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
/ k! V9 o7 `# ]( R0 }6. Any level 7 or larger port in New Zealand.
$ u+ m# s: R5 ~+ {$ [49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of
& y4 c7 `) X! q8 k. o. ~6 `another ship actually sunk, the data for the two ships could be mixed. Depending on/ r3 J# B- |9 V9 _6 v8 M
circumstance, this might result in one or even both ships being reported as sunk.3 r5 S3 ]; |. B5 |0 G
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and
* G8 E) l/ d. d( bTF list screens. The calculation will continue to show the remaining ASW capability; F3 p. N$ |% \1 [1 P
(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is( \8 v+ T, [/ U) T9 w
now based on full load for all ships in the TF.
$ H& g& d& a! G0 B7 E: S51. Resupply capacity for bases added to editor
' ^6 S) m/ B+ |- B1 m d52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
% V% B( t1 ?' @9 i5 l9 `53. Adjustment to AI unit planning level based on AI difficulty, M, f; T: p, S6 s( E
54. Ensure minefields are created for proper player when a single TF lays multiple types2 o1 Y* g4 k6 {9 B
of mines. Player of minefield properly set when first mine type laid by a given& v$ A3 A O2 f% Z0 r) Q
minelayer but a similar check was missing when the TF contained minelayer(s) with' N. k/ f8 k4 D0 a, |* J& w
two different types of mines.
5 S3 u' {7 g4 _! d55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and4 l( F- a& D4 ?. i2 e+ L' U
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex
+ c, D! a( i2 v4 }, rfor owning player, if partisans attack and cause damage.9 P8 u! I% R1 Z" t" F/ ?- a& g
56. Gameplay Change: Movement rates for clear and desert changed to 25 for
, _5 R! W& p6 l2 q) U1 Nmechanized units
& u9 C, j0 k+ A$ O' O, {1 C57. Gameplay Change: Land combat effects toned down
6 `+ C D/ r0 V, O( A58. Ensure AI captures empty bases# y& r4 K& r: t
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to
) O) _- c; e5 E% u$ Osave from moving them ashore. Training from disbanded ships does not increase the; [) l1 L( Z0 c- N4 U) B
pilot mission count.
$ G: m3 u0 u, z' G+ n60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in
1 R3 l) q! n+ f5 B/ _ eorder to help identification of saves
& _& _9 R6 e' [! g6 H6 @5 C8 v61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”)4 a* G- N; W9 n* e
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
) i: E, @0 u$ E. H- ] l; Dmust be at 10-20K altitude to perform glide bombing, otherwise it is a normal level. |) r: _; j! N- m$ ?0 \. s+ T
bombing attack. Groups were at maximum altitude and conducting glide bombs, a+ ?5 d9 V4 e N( C
attack, sometimes without engaging CAP or flak.
6 I' P/ `8 s5 b6 C+ g63. Changes in order to standardize inactive Soviet group’s training options;: ?* r# _) o5 r; b' t2 X
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see4 R" h; ], ~" t; V2 m7 |
Pilot Management for more details). The number of pilots on the group lists is RED if) \) V. A$ u2 P3 V8 j
less than the number of ready planes in the group, indicating a shortage of pilots. This
) \! K! z" J X4 f+ x4 [/ @4 Lshortage may be filled automatically or manually for a mission based on the pilot
& h8 s! W! f6 V% i F) nselect mode.3 H3 P6 G+ v# B y% X+ [5 ^! U
65. Corrected issues with group destruction on scuttled or sunk ships and groups on
9 w" C/ n- s: ~% Awithdrawing ships
) B! U% P2 e+ ^66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
, r! b+ N) G a* `- t9 l5 Wclose range
3 V; m/ C2 z, N/ _67. Gameplay Change: Greater weighing of crew experience in surface combat
3 I; X* j! f" C. p# |3 E68. Gameplay Change: Limited radar directed fire, increasing over time
' v+ X8 X6 s$ \! K69. Gameplay Change: Revised weather and spotting, resulting in fewer surface
3 P2 L5 Z# }6 z* H7 ucombats at 1000 yards7 `) b* G2 M C: \
70. Gameplay Change: PT Boats less likely to attack in daylight
3 q1 M4 b, Z6 R71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be6 F* i# t: |$ O1 _5 f; `' }
hit in ports and rivers
# q0 F5 e* C; g( s- ~8 e72. Gameplay Change: Submarine captain ratings have more influence on Submarine+ B" C T. U( p$ A$ `! M
performance3 ^8 @ q2 P* J7 \/ O) \( u" [, [
73. Torpedo hits on escorts not showing in combat report bug fixed
4 _/ d' A; q+ o3 @ V74. Gameplay Change: Aerial ASW less powerful in early war
6 c/ \! {& B4 }. E3 j" z% ~) }75. Pilots still flying planes from sunken ships were treated as losses, resulting in any
4 c$ l& L6 a r( W$ ^6 J' adiverted fragments having planes but no pilots. Pilots still flying planes are now
: y+ m' j: S; a, Bignored for sinking ship purposes until their plane lands.: C& `% x) ]" N4 ~/ W
76. Group transfers in off-map bases from a ship in the base hex to the base itself were
7 l" S; R1 X1 i' O; G: Cbeing delayed ‘4’ days. There should be no delay., [+ t, I G. g. b& P6 U
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when
) D7 p! A# O4 S/ O8 d5 H6 W4 Ethe convoy disbands.( {$ n5 f+ T3 B: [% k, U
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20% U& S4 z, I& J( g- D2 `
hexes. The range was not changed when the game scale was changed.
' B; Z# b5 ?$ @0 E, Y- B! ~( Q$ W79. Fixed bug when displaying search arcs at a base
5 C1 M: k( Y3 i- G/ |80. Fixed Escape key on Industry Management screen3 ?+ G! k m- M- c: L) ]
81. Fixed oil and resource in totals on Industry Management screen
, Y( s( m. E# B! U5 W4 m* T. h82. Interface Improvement: Add an extra line to the Industry Management to show total
* N. _6 o9 z9 O e1 o: bshut down industry on Industry Management screen
* [; v! C0 u2 c3 I$ y8 l/ Y83. Interface Improvement: Add base select to Industry Management
) ?6 r. a% a4 h84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as
E" A" s& ?, j- t( e8 Q8 MONE group for Admin stacking purposes; the presence of all three in a base counted5 H' z1 l& S) \' v
as 3 groups for Admin: H; {& a9 N! {+ K+ [
85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups
1 ]4 @& T; \& v0 E7 n! s6 Z86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and& ^$ O" U# E2 F# X. U0 t
FF being affected by old stock code that cleared the secondary mission.% Z1 |: b9 s# ]: x
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.: a! q# k3 E. c+ U4 Q% \0 [
88. Fixed an issue with tool tips being offset from actual hex when forming new/ T# @' ~. p" B
taskforces
$ T1 o$ b3 F& W: G89. Added the saving of preferences on save; the preferences on PBEM saves occurred on
+ ]% L( E( u! z; zthe end of turn save only. Preferences are now restored as saved for the player at the2 r; ]# b* Y4 A% v1 j
time.
2 [, I. D/ n' v y90. Changed air supply mission to use a friendly base as destination, if both a base and
, `. L! {( c4 RLCUs are present in the hex; it was sometimes giving the supply to the first unit only
R6 E- G; M, }% b/ {: N# {91. Fixed air supply drops to a hex containing both friendly and enemy units; often the/ _; B; [" i0 i6 q% f- `. _
mission was canceled because the enemy LCU was selected as the first unit in the
1 E3 N' R0 D) bhex.
- l: I$ u% d7 \ B% J92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.2 f: s# B$ {& H9 k5 ]
93. Prevent very low grade TF commanders from returning single ship TFs to port to8 H. ]4 M& O& T0 N' {: X6 |
rearm when rearming not needed.
, o, M3 p( f7 }; Z94. Fixed the supply cap and monsoon effects on supply
, M; y2 |. B4 b8 R: @95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
! R: a6 g# v4 C N+ Amovement.( g, W: h2 K4 L: \8 F _' \
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base
: O+ v' m* P) b3 p- \) bwhen Soviets are inactive.
[4 f. f. G, k. ?' C. u9 `97. Tweaked resupply task force to Japanese bases.; w; }. w6 @2 T; f: k$ q
98. Fixed a HQ/Chinese unit respawning bug.7 `" K# a5 C" ^+ i
99. Restricted permanently disband/withdrawing air groups from being able to the the
$ W8 @0 d* d' z0 I“Trainer” option in the type of pilots to use.0 Y, B' R% b7 ?- _
100. Restrict the options available to pilot movement in permanently6 ]5 i+ Q/ J# }, M' p X; m% u/ H
disband/withdrawing air groups; mainly restricted to making them active or in-active
4 P& d6 f! p9 iwithin the group.% s+ H* H$ r6 A6 u3 w; v* P5 O
101. Fixed error in splitting air groups caused detachments not-in-play still attached to, i- r( ]2 i' q& O
parent group - stops divide ability
" @$ {6 E8 B4 ^4 I102. Fixed an issue where some autosaves could reset game options.
" d1 u% y) K( S7 Y1 V1 l103. Disabled the ability to make a group a temporary on-map Trainer.- N F3 i' X7 T/ J5 [0 ~, O
104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
. D, n: M9 D$ fFATIGUE pilots.& B) U( A1 d# S }& K! o* e" ?: t
105. Made some adjustments to Kamikaze effectiveness.
9 S0 m; c, T* [• Naval Data Changes9 E0 {4 r" |. n! Z& G
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
0 u6 v4 Q5 `* KClass" h$ x1 f7 k, P q6 i G' b* e
Scen 001, 002, 006 (007, 008, 009)- g+ E8 \0 Y8 ^
0021 – Australia – correct weapon facing: A9 s. M, w& h# \* U
0418 – Helena – correct tower armor from 0 to 125
/ @* [3 M# |! w; {0767, 0769 – Chevreuil – correct endurance and fuel
0 b, s3 R0 V7 R. @$ |$ U0770, 0771 – Duguay Trouin – correct weapon facing# G4 _2 z! Y0 {. z4 u; v
0772, 0773 – L’Adroit – correct endurance and fuel7 y" U! x& h, {6 t, t. r
0774, 0775 – Fantasque – correct endurance and fuel e, p* o, a0 w. \, A3 o/ R
0776 – La Galissonniere – correct endurance and fuel
' F4 Y) l$ I. B9 a0776 – La Galissonniere – correct weapon facing
# @: N* b4 J# ?* W, \' S D! @1013 – Yubari – correct weapon #4 turret armor4 C2 |7 q6 ? Y2 \2 b
1102 – Furutaka – correct weapon facing
) N( f% R6 H' R$ I5 U2 L1107 – Aoba – correct weapon facing( U0 D0 L8 u* G! T3 ]# Z
1112, 1113, 1114, 1115 – Myoko – correct weapon facing7 K; E4 o8 G, K% A4 W
1730 – Yamato – correct weapon turrets
4 c6 A2 X& Z. U1 A0 E+ E7 T2025 – Kongo Maru – correct weapon facing" o2 P% R$ S; }/ j& T$ F7 I. }- Y
2202 – ARD 3000 Ton – add Japanese small ARD class$ |. \2 e5 r" v' ?6 {1 ~
2903 – Gnevnyi – correct weapon facing& s4 B5 L4 n! u9 ?6 L) j
2915 – MK Cargo – correct weapon facing
9 \- e6 A8 W) j# Y9 [6 S2918 – KT LST – correct weapon facing
$ U+ R: ~4 [) w1 u* KShip
2 E2 F# H+ g CScen 001, 002, 006 (007, 008, 009) changelog; ~) |9 y, N C
All – update weapons from class to reflect weapon facing corrections' i" I& X2 f+ r! A' _
0999 – Dublon ARD; add small ARD to Truk- h" O$ d! J2 Q( {/ t5 V# `( t# B
3550 – Laffey; correct entry date to 420430 t7 y' B$ j2 Q& U+ F% R
3580 – Frankford; correct entry date to 430430
$ M; C8 q5 v) S! T4317 – Thornton; add Clemson AVD at PH5 E" ]2 W, D- g6 t) L
4361 – Henry A. Wiley; correct entry date to 440930
* X$ ^0 T. v8 R6 I" @( U3 ^$ `5222 – Rixey; rename to Bowie0 Z8 {* d4 _) W& T' F a
5223 – Hercules; rename to Highlands2 R" d" ?* f: R6 q, A* B
5251 – Pinkney; rename to Pickens
6 v7 \* U2 V5 q. m, k9253 – Madras City; correct entry date to 420228' }: q3 V% V' c: I" t
9728 – Indus; delete duplicate ship entry
8 y2 J6 F) @' f# f% G0 q/ e9837-9849 – Soviet Fleet; correct ship name spelling- J5 H4 C6 t1 H# r/ ^
11316 – AFDB-2; change arrival location to # 524 Seattle6 U3 R1 s2 L7 m$ O- E; o
11364 – BYMS-2055; correct entry date to 430228) u: N& Y3 }/ @3 t- z
11365 – BYMS-2059; correct entry date to 430228
: i0 I# [" c \" Y; O6 _/ v14070 – Ha232; correct entry date to 460228+ x; A4 t+ w0 P% {( h1 V: ]
Scen 006 and 009 ONLY; n% x$ X8 b P0 [. C& \5 I! Y
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
- C3 G/ U) W) A0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
5 T2 \5 J; @. X7 V/ ~0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
8 D- w) t- a) ?% r! w% H0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370, E; V. ] w6 L" B
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
# I* k* `( k3 O k) g, N0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
( C# ~$ X% ~. \1 i% N4 Y0043 – Hiei; adjust fuel to 41752 o1 D+ @7 C+ G/ m p
0044 – Kirishima; adjust fuel to 4175
$ b5 M6 Y/ E& C- I0067 – Tone; adjust fuel to 1775
; z# a$ ]. ?& {, s, s$ d5 K0068 – Chikuma; adjust fuel to 1775, z n# c' v! h( c
0118 – Abukuma; adjust fuel to 833" Z4 t) I7 x3 m& Q* D( O
0146 – Akigumo; adjust fuel to 2654 [2 y. P( q( ^: C4 E. Q6 r
0168 – Kagero; adjust fuel to 265/ ]* y7 }. J% Q8 f. g! ]
0176 – Isokaze; adjust fuel to 265; z3 y7 W# ~) k n
0177 – Shiranui; adjust fuel to 265- [' p4 c- n( k
• Air Data Changes" R8 g3 V# t" E$ o% z$ W( d/ ^
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.' D+ [0 w$ k# R ?8 i
[177] B-339-23: Name set to B-339-23.
@& i% B @1 N4 N7 I& R[178] B-339-23 (PR): Name set to B-339-23 (PR). w; z" D) Y* a3 u9 p
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.) ], |0 N7 _/ K }9 ^. _( r' b/ B
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
( M! H" k2 c: c3 h0 M8 O' V/ X[365] Stearman 75M: Nationality set to U.S.Army.
! x. ^. C+ K/ [# O; j( w[451] PB2Y-3R: Deleted. e; G" A7 ~. U/ D
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.! J6 ?& \7 s+ L3 Q$ ~8 s
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
8 J& I' T" r' V; h1 ^- B1 `2 yMG; wpn 13 set to 500 lb GP Bomb.3 b4 q( E S) I) a" c$ |
[1923] No.1835 Sqn FAA: Delay set to 0.
* \1 F& J8 [1 ^8 l0 }( d2 j[1924] No.1836 Sqn FAA: Delay set to 0.
]1 J* o* A6 ~8 z( @ D[1929] No.1841 Sqn FAA: Delay set to 0.
" O# r( w0 ~0 C7 X6 ~[1930] No.1842 Sqn FAA: Delay set to 0.
! u. M: m9 s, x[2587] VMF-211: Location set to [584] Pearl Harbor.; j3 U) w. I% a/ t1 V5 b
[2642] VMF(P)-321: Deleted./ P1 ~" o2 j1 p! b1 A4 n% R
[2652] VMO(P)-351: Deleted.* ]1 E' T2 o3 \. S) [# p R( t& g
[2668] VMF(N)-511: Deleted.
* B2 d9 \+ f2 F5 j: G+ _( h9 \0 N/ P/ {[2669] VMF(P)-511: Deleted.& U1 Z2 S0 n& I P! k
[2671] VMO(P)-512: Deleted.
6 q5 K5 s" t; p, t( z[2673] VMO(P)-513: Deleted.
8 `1 \$ D" F- {# `) m4 W3 h[2675] VMO(P)-514: Deleted.
?/ h: r5 ?$ t1 H[2827] VR-2: Deleted.
% w( z; N$ O! n! A8 O# {[2828] VR-4: Deleted.7 `% Z7 Y3 t* T6 {- U6 E# O4 W
[2829] VR-5: Deleted.
2 K7 n. }/ o* C C6 Y/ J5 H8 Y" n[2830] VR-13: Deleted.
: ^* O6 Z7 p5 q' o2 {" p" L[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.% e5 _, V) k2 I* T& i$ e
USN patrol-type squadrons 4301 resize to 15 deleted.
+ D! } f2 _% r2 D. a3 g3 D; aUSMC squadrons 4301 resize to 24 set to 4410.
6 o6 I% w+ M' o7 P- T1 ?$ Y& ]USMC squadron upgrade paths reworked.
5 N# @" P) f# c' y: qGameplay Change: Units with a/c MAX strength six or greater now able to split into
6 I- y& a, o7 Zthree subunits.
* x' _* f5 f& j% o% _• Map/Base Changes
! }. z# R" B1 n" K( S+ w1. Garrison levels in China have been increased for both the Japanese and the Chinese.9 I/ b" O" b+ ~$ g" Q. H. W7 X
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400. t8 b4 ~ u% h6 z( E6 C0 y! u7 t
AV.
- f/ p) Y& @! N$ x2. Garrison levels in Japan have been significantly increased for the Allies.- D6 A Q0 U! E$ I
3. Garrison levels in India and the Philippines have been increased for the Japanese.$ l8 a/ x! Q/ E N$ K6 ~
4. Garrison levels have also been adjusted in other locations, with some areas having
1 ?$ P+ w" k; {) o& j' t, _6 Vsmall increases.
. K- n1 f0 k. G3 U# `$ Y' a* g8 b5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an
. c0 X( b. C$ _0 ?Airfield.0 H% o' o- u7 ~# _# o' h
6. The starting fuel level for Los Angeles has been increased.8 U% O& F% |) {* Y
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.3 ^' z' ?" ]2 ]1 i: N- T
8. Anchorage in Alaska now generates a small amount of resources.! ^, L, q3 \" X+ ?
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
+ w) t6 ]; H3 U) b10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.5 B$ u" K- W1 ?' z2 [ L) ~
11. Nukufetau has had its port level decreased from 1 to 0.! n" O9 Y% U' Z% f4 y6 Q( \
12. Pago Pago has had its port level decreased from 3 to 2.: O# U2 W% P8 z0 Q. R6 {
13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
9 Q! [/ M9 I# d0 u& v" L- }base does instead.
3 d ?! v3 c* `; v& L( l: i14. "Ahmadabad" has been renamed to "Ahmedabad".3 R' M* d! f5 q) x# G# z
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
& F- x) u7 D$ _$ k! Zrather than being concentrated in a small number of locations. Overall, Chinese+ R( H0 w3 j; X; X7 o# c
supply point generation has increased, to about the same level of supplies as in the
$ a+ J& K* W8 E+ Q8 V8 C) o! S; Coriginal War in the Pacific game (it was a bit lower before)." L9 k8 _' e. ?5 v
16. Australia now generates a greater supply point surplus than before - about 5,0006 e: B9 V$ Q2 K% p: ~
points per day as opposed to about 4,000. Fuel requirements remain the same." W; L: i$ C$ d( d' Z1 k
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41 V o: r, b! Y: t! i* A4 B
instead of hex 200,40 - and the road and railway networks in the area changed to
3 g- @! E4 R5 c) S$ j6 P& Zmatch |