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3 @2 j1 u, s! h- ?7 g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! L+ X1 S6 G4 Y. Y/ j! w, a
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# F9 x- m7 @% B8 E7 {http://hotfile.com/dl/20102533/ff2c177/WITP-AE_V1.095_.rar.html
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$ V% X3 V7 m/ D; D8 k【使用方法】:, c$ h4 N/ @# g7 p2 d5 k
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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。$ M& N6 s; s- Y. D9 ?/ H8 H
& H* A) i& J [( D/ {【更新内容】:
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% O4 i: @. P$ @Change History:" o8 }" o% ~ K; m8 Z
v1.00.95 - December 7, 20097 [$ H3 d% ^) Z# N: q- g$ i1 O) {
• Second Official Update – This release is comprehensive and updates ALL previous
# {% _" g7 n# a" r1 v5 m8 u; m, Cversions to the v1.00.95 level.
" K: x3 I" U! m0 T5 R9 I* uIMPORTANT: Please also read the new “Interface Addendum” and the “Pilot+ O% l- ~$ d# f/ ~8 [
Management Addendum” which have been added to your Documentation shortcut subfolder4 c- L6 M5 L' V- `- Z
and can also be found in your /Manuals installation sub-directory. These two* f" y8 l4 X1 V3 ?9 Z* Y
documents contain very important information on improvements and changes in these
6 C5 i& E( \( oareas.
0 O! w# I( J8 i- p0 Q$ G) k• Code Changes
1 D/ D8 o8 i4 [ x( p& a1. Interface Improvement: New Screen for Industrial Management7 i: h" G$ y2 \ ?& v
2. Gameplay Change: Air transport mission was using all ready planes. Now the' ~% U6 s1 Y% ~% C* K+ M
number of available planes for the mission will be adjusted by the rest/training
3 D6 ^6 Q' Z/ A) dpercent as on other missions.
4 A+ |0 \6 y8 l, w3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
7 l, l8 B5 [6 }5 e1 N3 h$ I$ H4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to" j/ e5 D: X) U/ q f/ a
show in change command list- P/ m7 _6 k5 {) m% o( r& t; I
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use
1 B& f) a* H. V! B8 B6 L# [Bombs’ flag rather than the altitude setting
7 z" m7 y% Y6 `6 l2 u6. Gameplay Change: Full base screen now show the consistent over-stacked AF
* v# S2 q. R" Y& Z& P% Aindicator ‘*’
3 ^+ k& o5 T2 E1 {! ` ~7. Pilots who are captured or killed were still being counted in some group totals. They
* M( k6 D' {$ L+ i4 A/ L- G1 Ware now removed from group’s pilot count, but still available for ‘Top pilots’.
$ Y w, s& D3 ?8. Interface Improvement: The buttons in the lower panel of the main screen have! p1 E. t+ l: U2 H6 h( |
been improved. With the mouse over the icons on the far left, the number of groups, K* f" F" g, n" x" B( ~. a3 @/ H" X
task forces or LCUs at the base is shown. Added a previous page button when there0 A# l) g* M" K0 ~
are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The r+ ~5 A6 o+ {$ q1 R! J
tooltips sometimes were corrupted when other screens were displayed on the map and/ O9 z: Y+ l0 I" G+ d8 S% F
the bottom panel was still active. This has been corrected.
6 @& y- v' W0 U9 H1 |! H9. It is now possible to repair planes in excess of the group’s size3 e) g' N/ i% ^3 C. O* T3 I3 }
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill
) p- Q5 T* q& V; j( K' V) Y- H2 ?training is incremental. Points are accumulated and once a certain level is reached, a
1 I5 M+ @* [0 J7 d8 g Gpoint is added to the skill. The cutover level is the current skill level; so as the skill) H. B+ q$ e/ B6 f& w. }, I! d. m
level increases, it takes more accumulated points to reach the next level. Combat
9 E9 a/ T) H7 y, Pgains points faster than training, and combat is required to reach 70+ skill levels.$ P: H& A6 U/ Y( a8 h9 P' Z# X
Experience levels behave similarly with the one exception. If the Experience level is) B, a) M1 G" n9 r' H3 W
higher than the best skill by more than 5, a skill based on the group’s mission gains
. W' C) Z3 T: p3 Dthe accumulated points instead.4 b) w3 i8 V2 T: i
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage,! B: C, \: V3 s
ammo and return to base if required
$ z4 O7 R" o7 O/ _) n8 p9 A% i12. AI Aircraft production will now stop based on comparison with on map aircraft totals/ g/ E. I/ v6 S
13. Gameplay Change: Malaria effects adjusted7 _. r8 W* i! F' W5 `
14. Fixed bug preventing port construction in certain cases
5 G3 U4 H0 a+ d' A5 S; c' N9 X15. Fixed bug preventing combat engineers from building
1 R5 o. c- |- F& {& F- _1 G) K16. AI improvement refining settings for LCU attack levels
: b& S' N1 t; z3 K {& _17. Corrected unit TOE loading bug
9 s; Z# G" m, ?7 p' O( q: d3 I18. Correct bug setting default morale and experience when not provided by editor
+ ~7 X! p( R+ m( _: |9 A19. AI additional checks for level bomber base sizes! p) {2 j' N/ i- V
20. Numerous supply tracing improvements
2 v5 W3 v" t3 y, ?3 w21. Numerous supply/resource movement improvements
* h, T1 d' H& r4 C3 ^" X/ k/ Q9 z, J22. Corrected several land unit fragment bugs.
. B2 D2 n/ m9 T' Y23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF
) o4 ?1 N4 Y( [( H& tarrives at the destination of the “met” TF before the “met” TF does. Also adjust
" n3 @0 T; V9 smeeting process to reduce chances that the meeting will not take place until one or the# J2 y% M Z7 x# T0 H' v( @
other TF reaches the “met” TF destination. Also correct a problem TF could
( T( G9 x1 @. [. ]“merge” with a TF that no longer exists under certain rare circumstances.
" f* y+ }/ q7 r# f. z24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of
) d, [/ I# q3 |7 v; \docks at a level 0 port and the standard practice of creating TFs as docked to facilitate* h% n | n* G; [
fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be! w0 ^. }! D1 e, j: I) ], w9 C
docked if the port has the dock space for them, but will auto-undock when adding a
! p$ I+ P$ z' Eship to the TF causes it to exceed the port capacity.
8 t5 f4 h) B( T* C6 V* e25. Adjustments to naval retreat determination. TFs retreating after combat will now be4 @3 w# k% U9 V
less likely to retreat to hexes containing other enemy forces and be more likely to! U/ Y, n5 i& [6 ?
retreat toward a friendly base.
" P# o4 I) V" k+ E! o* e% ?) y26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it& u H% Q4 [# c7 G1 d
is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded$ x/ M7 s: z! I( V; f. ^' _
in port, (c) ships in port (disbanded).! Q/ F/ x+ P% \0 [9 A
27. Interface Improvement: Implement search arc drawing on map' S$ z" R- ~* {2 ]' b
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming,
/ @6 @# j: X* b9 _3 Lensure partial rearming is in full mount increments, and adjust ops usage according.* Q5 [: l/ e! t- q& f
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at1 m9 c) f, T4 C
a base were incorrectly excluded from Naval Support totals at that base. This was- {& \( F* S/ @& {, i. D8 h" n
due to an error in calculation of Naval Support availability over HQ Command radius.
$ Q9 m# z! H5 Y30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location1 Q4 m8 K6 G* B; L' L+ @
could improperly interact with fragments of the same parent that were at other# ^ W7 f6 ~: P8 t& Z/ c) o2 {- A
locations and had been previously loaded by either the TF or one of the ships, V" t C/ Y* J( x2 ?" p
currently in the TF or, if the load required multiple days, when unloading of other4 W5 [7 G6 s) D
fragments of the same unit caused and automatic switch of a fragment to the prime! S) a: y% T- E, n& g) f2 G9 P& N! V
unit.
7 Q2 G9 V% J ]" D31. Corrected bug to allow repair of damaged devices even if ship has no other damage.
0 }: k/ B! n7 f9 M% U6 JPreviously repair of all system/floatation/engine damage would terminate repair of a+ m- d3 L1 z. E/ M" H0 I
ship that also had a damaged device (weapon, radar, etc). Damaged weapons will$ d4 p/ R0 Y5 b" X, g; ^
now prevent full repair of systems damage and may “create” small amounts of system. I7 o- w4 l1 E! c+ R
damage to keep the ship eligible for repairs. Note that this may have the affect of+ Z* l+ s# ~/ i4 e- s. j3 `
small amounts Systems damage being not repairable at a location where it normally* @1 B4 z {. E, j" ]! U3 [/ T
would be repairable if that location can not also repair the damaged devices(s).( _5 ]& O+ c; Y% D
32. Interface Improvement: Changed Allied aircraft replacement display to show nation
! Z5 `( a4 _! Cof aircraft
$ d# [, f. q5 g. ?33. Corrected several menu bugs( l5 |: \# T/ c" D7 T
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of
/ \4 G8 t9 K+ `2 m$ i* Mland units by TFs.
/ Y5 C3 [; d" R! `- H35. Interface Improvement: Add “undo” for ships being transferred during ship
: ~( |5 f5 e& P- k* W' v0 T4 |8 b) Jtransfer. Previous undo only functioned properly for ships being transferred into the
9 W P8 i& p0 j: Y7 o% dselected TF. Provided undo for ships transferred out of the selected TF.9 F8 w/ z1 v8 W [, ?' k2 h
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that: b; l Q' Y" q# f. `
is following another TF that is beyond the player-set follow distance.
1 |0 r; L" W- b) s# r: d37. Change ship based aircraft repairs to be by plane, instead of by group+ T9 r# Z/ x% S5 ~3 z
38. Interface Improvement: Made air group screen larger to reduce clutter
- `' @& m, p/ B. J% u39. Gameplay Change: Adjustments to supply consumption by land units
0 D1 v/ r- |* E; o6 N' {4 J" V4 z40. Change to AI shock attack determination+ d& T" C* F8 p7 Y9 j: u
41. Improve AI awareness of intel on nearby enemy LCU
# D k- T* C% e. U8 n0 J& b42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
3 j9 _) ?, @1 u9 a& m43. Gameplay Change: Changes to AI production on “Historical” level
' r3 Z. s6 Y6 G$ h5 X44. Improvements to save file process to reduce chance for file corruption, especially by
0 [5 b& f* A9 [: d# {deleting the old save before writing the new one
- C& n( {0 `/ U) X) u45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active9 Q* i# u# }# _/ o
46. Improvements to refueling calculations and processes. Ships are more likely to fuel
# E6 L4 Y1 _! h- o/ Bfrom bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming( F( Z$ h" ?8 |3 O$ E$ c
sources for the “from port” and “at sea” variations.
+ { ~9 ` b# L9 m# v: ~• Replenish from Port will now use the available fuel/supply at the port and on all; ^6 [7 E% ~9 t
replenishment ships disbanded into the port. For those disbanded into the port,- J: L4 @( s6 c/ a n
only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used.4 O" x9 t3 d1 `% q/ n
Tenders must be of the appropriate type for the ship being replenished. Note that
) g0 a- ^& O/ H" R% X; ]port facilities are used in preference and ships in the port are only used if the port
& w' n5 X. t9 y& Y" V3 ais not able to completely replenish the ships in the TF.
& E0 R7 [3 V/ m+ w• Replenishment at Sea when the TF is in the same hex as a friendly base will now
5 q$ y) Y. X# m# T2 t% k+ Wuse all ships in TFs in the same hex but will no longer use ships disbanded into a
& ?" C3 D4 Q* C; hport in the hex.- m8 [$ n4 c& z% f. I7 U% d8 ^& o
47. Interface Improvement: Add new map icons to highlight certain events
* K6 W, R1 h* |7 y4 q/ R! H48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some h1 [6 L! x; j, Y- q
smaller ports with no enemy nearby. Ships can always be withdrawn from any offmap
9 P; O. N, C8 \( Pport or from any TF that is currently off map. Ships that are not badly damaged! [- b% C" {" O- `% C8 M
can be withdrawn from some on-map ports or from TFs in certain on-map regions.
7 o$ z$ A) D3 f2 M2 ~For on map, ship may not be on fire, total damage may not exceed 99 and no
8 w2 z' a7 g# f% X: u5 Bindividual damage type (system, floatation, engine) may exceed 50. Ships may not# l, Y2 x- K' A) d* i
be withdrawn from any on-map location where the enemy has air superiority. The8 l% N, ]+ z3 p0 H- d8 D8 [5 _
intent is to prevent withdrawal as a method of saving a ship that stands a good chance
% M1 B: S2 k1 j1 U# A, Z6 E qof being lost or further damaged. On map withdrawal ports are set based on the! A, G- i: P$ _# I, H$ Z8 @
historical exit locations for ships leaving the Pacific:5 g1 j4 e& U# i- H5 S
1. Any level 9 port., K/ h9 ~9 x1 E2 U+ n
2. National home ports of the United States, Canada, India, Australia, and New
0 S7 E3 G2 o. q2 ~- e- v( CZealand (with no port level requirement)+ G5 G; ]& P# C: L; l
3. Any level 7 or larger port on the US or Canadian West Coast.
& `8 E! o7 m# O4 A0 y6 A4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)+ z( Z, h# e& S" e/ K1 @; V V
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
2 ^5 k% Q/ _& d6. Any level 7 or larger port in New Zealand.
; I% w. _) Q+ Y49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of1 W; }; J# V" s2 X
another ship actually sunk, the data for the two ships could be mixed. Depending on" N, z. Q1 \+ h U
circumstance, this might result in one or even both ships being reported as sunk.3 v2 B3 \$ @1 q: {: N
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and) V! X; ^* o/ v$ J5 ^2 b
TF list screens. The calculation will continue to show the remaining ASW capability
0 z/ `# g5 C2 G( I(i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is
( g- e* E* _* Bnow based on full load for all ships in the TF.
4 r8 ]0 }6 q0 S( C5 x51. Resupply capacity for bases added to editor
, |" e! S" ?8 q* t: T, c' r6 H52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
% C# C) @" I3 B6 y! {6 U53. Adjustment to AI unit planning level based on AI difficulty5 D* R; z0 E8 R
54. Ensure minefields are created for proper player when a single TF lays multiple types
4 g; [5 F0 e" s3 q z Rof mines. Player of minefield properly set when first mine type laid by a given* n* O8 {! v9 h+ H9 t
minelayer but a similar check was missing when the TF contained minelayer(s) with, }' T, a3 a4 M/ n, V3 U# u* V
two different types of mines.4 M! X1 C+ x, B( Y
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and- B7 {; h- H/ n* T6 @
10% loss of supply and fuel, and 1 VP and no supply movement into or through hex6 @" W6 |3 p1 f& T
for owning player, if partisans attack and cause damage.
9 W8 d9 e& E* y0 ~5 x0 m56. Gameplay Change: Movement rates for clear and desert changed to 25 for
; w: u6 o. i3 U9 `' hmechanized units2 h6 L! ?; l8 ]1 I# T
57. Gameplay Change: Land combat effects toned down
' j/ R8 T% ?. Q Z6 \58. Ensure AI captures empty bases9 b" G0 S, h% h+ V) u3 b+ i
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to- c! P: M7 V1 O3 m& N. H8 Y
save from moving them ashore. Training from disbanded ships does not increase the
. p. f1 g; _. u4 c( ppilot mission count., u- @7 N9 E& |2 }1 K
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in- t: Y0 Y |. a
order to help identification of saves
, m# t& D# [8 ]* D, p8 z61. Gameplay Change: Improvements to Pilot Management System (see separate “minimanual”), O. C+ }8 j/ h9 i
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group
2 l8 f1 j; I" L. [must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level' g- J7 b! r: P X! Q1 B
bombing attack. Groups were at maximum altitude and conducting glide bombs
+ V) I9 W7 x3 h6 W0 u. Tattack, sometimes without engaging CAP or flak./ |% r; v% s3 F
63. Changes in order to standardize inactive Soviet group’s training options;8 {$ X, Q% C) U! B1 k( m$ P' U- F
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see0 j- u; P7 f* x& U
Pilot Management for more details). The number of pilots on the group lists is RED if6 b! N' M) F3 h* j) m
less than the number of ready planes in the group, indicating a shortage of pilots. This6 ~$ Q6 m" V) H0 q# a; I5 F
shortage may be filled automatically or manually for a mission based on the pilot4 X& t" t5 n) |9 c5 C; ? D
select mode./ f8 |8 @) ?: n* q9 [
65. Corrected issues with group destruction on scuttled or sunk ships and groups on7 w8 s5 E4 s# Q, }' w) |
withdrawing ships9 ~- ]) b- x6 O% q, b
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at
4 }- p' K* _) K& y; yclose range
& B+ y3 g& e( o67. Gameplay Change: Greater weighing of crew experience in surface combat8 m1 q# b. c) S# d1 `
68. Gameplay Change: Limited radar directed fire, increasing over time4 a8 s( n1 ]; u2 i+ L$ y. k! V
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface) R. j4 v- t( L
combats at 1000 yards
" m6 a& h9 A% b7 v70. Gameplay Change: PT Boats less likely to attack in daylight$ f5 f: Z* }/ l( G( w+ _* V$ I' _& j
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be% ]* \, _0 g, j; n4 `
hit in ports and rivers
) C& w2 @$ E' G. s& }6 n |; c72. Gameplay Change: Submarine captain ratings have more influence on Submarine' v) p. G8 P& Y: m' b; \$ e
performance
& K5 e% U7 Y) o. J0 a0 D73. Torpedo hits on escorts not showing in combat report bug fixed2 F) @- _* ^6 \, M4 i
74. Gameplay Change: Aerial ASW less powerful in early war1 B7 o: N, \, @% R
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any0 Y! d3 W; ~# L$ w; D0 Z
diverted fragments having planes but no pilots. Pilots still flying planes are now
4 U; F. U, |# `: j& b Wignored for sinking ship purposes until their plane lands.
5 A, v" ^2 Q6 h i: Q, L76. Group transfers in off-map bases from a ship in the base hex to the base itself were
{1 ~3 w3 a. m- o! u4 H; b4 _2 z) Nbeing delayed ‘4’ days. There should be no delay.1 \& h+ ?0 O4 Y$ x. [
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when6 I4 _( R! o1 I$ I# k/ {( s6 _* b! I% [& W
the convoy disbands.5 @' ~9 E( l+ H! m( u; ?
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20
/ X" {5 X$ s& O4 whexes. The range was not changed when the game scale was changed.& k# T3 Z+ Z( B8 J( r, ]( P
79. Fixed bug when displaying search arcs at a base) y; z$ I" j A* o- G
80. Fixed Escape key on Industry Management screen$ Y) c2 k5 g5 j; R5 G" {
81. Fixed oil and resource in totals on Industry Management screen
9 K" |+ L& [2 ?0 x$ ^82. Interface Improvement: Add an extra line to the Industry Management to show total
3 u8 M! K V6 a) w. w9 Yshut down industry on Industry Management screen) C( V1 ?4 R8 J) r) r1 @
83. Interface Improvement: Add base select to Industry Management
z( u6 E- v3 O1 ?1 w84. Gameplay Change: Any seaplane, rest/training and/or fragment group counts as2 ^# O2 i. c9 X" D2 z
ONE group for Admin stacking purposes; the presence of all three in a base counted
8 L) \) {1 t* o8 T( J$ W5 Xas 3 groups for Admin
- q, c& q/ Y Y: @: H/ z5 V1 v85. Fixed a loop that can sometimes happen when a ship upgrade changes air groups5 p& q6 O1 V" M
86. Fixed set of secondary mission on a Training mission for some fighter-types; NF and
1 E6 Q! _* K, {- }: cFF being affected by old stock code that cleared the secondary mission.; E2 s* |* m+ V" u6 b
87. Fixed an intermittent issue with tool tips not showing for random bases/LCUs/TFs.; v7 K# O5 H, K4 t, N
88. Fixed an issue with tool tips being offset from actual hex when forming new5 n; F! a1 O H6 U' G
taskforces8 V( G! T8 a+ c* b# w+ J4 L- {
89. Added the saving of preferences on save; the preferences on PBEM saves occurred on: I7 R& L( O4 y- O0 h; k
the end of turn save only. Preferences are now restored as saved for the player at the* |6 ?$ W) F3 P1 _5 P
time.- ]; \7 l( I* R+ N
90. Changed air supply mission to use a friendly base as destination, if both a base and
. R' C& @. ^0 M* ^2 ^0 Q% ]LCUs are present in the hex; it was sometimes giving the supply to the first unit only
; u; ?# ^% w3 ?- s91. Fixed air supply drops to a hex containing both friendly and enemy units; often the
: S: J/ J+ o+ C* ~' `0 |3 [, B. O1 Bmission was canceled because the enemy LCU was selected as the first unit in the: u2 O2 p7 J6 ]$ _
hex.
0 `4 w0 y q8 z3 H* d5 H92. Adjusted TF refueling to prevent ops expenditure of ships that do not need fuel.
" e3 t8 d$ A$ |& K6 r93. Prevent very low grade TF commanders from returning single ship TFs to port to3 ~0 P: K [8 O. D6 B) O
rearm when rearming not needed.
: E! T7 E+ e* y! S, b94. Fixed the supply cap and monsoon effects on supply8 w6 V' S5 ]: w+ P8 z7 K7 B
95. Gameplay Change: Removed the wastage of resources/oil/fuel during overland
# m c* G" l0 Tmovement.1 u- S* i4 [, v4 F6 ~
96. Gameplay Change: Prevent supplies moving from a Soviet base to a Chinese base0 I2 [6 U5 { c6 E* u4 z! G1 W$ I
when Soviets are inactive.1 ^" d; G$ a# w% t
97. Tweaked resupply task force to Japanese bases.
4 [2 T7 R: E! ^, O: G$ T98. Fixed a HQ/Chinese unit respawning bug.& o( U/ S" y* T
99. Restricted permanently disband/withdrawing air groups from being able to the the
! ~; u# M6 J% G! h& S“Trainer” option in the type of pilots to use.9 d P5 n+ f8 r3 E% |2 M
100. Restrict the options available to pilot movement in permanently* f; s' Q+ ?, y/ b: S- g
disband/withdrawing air groups; mainly restricted to making them active or in-active
( z5 N) k0 p" O; W4 Y2 d& R9 Lwithin the group.
* G2 C. b" Z8 Y5 `101. Fixed error in splitting air groups caused detachments not-in-play still attached to
. c: g7 C/ ~9 D! L: _* \parent group - stops divide ability9 ?' _5 v! c4 ~ K6 Q
102. Fixed an issue where some autosaves could reset game options. R# C# N* n$ t4 P
103. Disabled the ability to make a group a temporary on-map Trainer.
: V- ?; h( G4 q2 {8 z- L104. On-map Trainers will have a higher chance of OpsLoss for low EXP and/or high
2 e6 Q8 Q1 k4 i% B, j6 dFATIGUE pilots.4 y5 c- O+ p6 ^
105. Made some adjustments to Kamikaze effectiveness.
+ K3 P8 u6 g' }* S* s Z! l• Naval Data Changes- t) x- o( {) t7 `; v
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.
8 t2 J7 R; P0 K1 ?, QClass, ^, n" C0 h$ X. p9 K0 a9 R# F& C. u
Scen 001, 002, 006 (007, 008, 009)8 r4 w3 f1 z0 [8 W/ S* h
0021 – Australia – correct weapon facing5 g. b: A. d6 e6 t( l! C
0418 – Helena – correct tower armor from 0 to 125# O' ] u5 T- P V- I
0767, 0769 – Chevreuil – correct endurance and fuel
8 ^* @: e* e/ F0 P% l: K0770, 0771 – Duguay Trouin – correct weapon facing
, g# N) x; H& l8 h0772, 0773 – L’Adroit – correct endurance and fuel
$ a, n9 ^( V* h5 J" x0774, 0775 – Fantasque – correct endurance and fuel
' x0 c% N. V4 j" q! o0 A0776 – La Galissonniere – correct endurance and fuel+ N# @- T* G* W# k) k* m: @2 Q! ?
0776 – La Galissonniere – correct weapon facing
8 L8 P# i+ ]- j* g1013 – Yubari – correct weapon #4 turret armor# j% I6 Z1 k. `
1102 – Furutaka – correct weapon facing
) p2 D' L8 O& v1107 – Aoba – correct weapon facing) d$ k/ A3 {. x
1112, 1113, 1114, 1115 – Myoko – correct weapon facing: L! R' F6 L# c
1730 – Yamato – correct weapon turrets9 a5 M/ w- `% r% l$ p
2025 – Kongo Maru – correct weapon facing
" {# P4 H/ Z/ e( Y% N' q2202 – ARD 3000 Ton – add Japanese small ARD class
4 `/ N/ v. m% F' @2903 – Gnevnyi – correct weapon facing5 t/ h! @, C& ]. @$ o) f
2915 – MK Cargo – correct weapon facing1 l5 t" u- i. P- g* G( `; \& O
2918 – KT LST – correct weapon facing @' K; F" M+ D: Q
Ship. P; @) Y1 |% _
Scen 001, 002, 006 (007, 008, 009) changelog
* D3 Q( X% [5 s6 {1 }0 TAll – update weapons from class to reflect weapon facing corrections
# u! Z5 X) t3 m+ z; Y/ o1 H6 a$ z0999 – Dublon ARD; add small ARD to Truk
8 Q! y& ?$ p5 l% U* y3550 – Laffey; correct entry date to 420430* j! c) G6 u* V% _
3580 – Frankford; correct entry date to 430430( S8 |* s" X$ h, D- @; c* D+ F9 z7 x
4317 – Thornton; add Clemson AVD at PH5 P5 j6 f: `! V$ N8 p8 K
4361 – Henry A. Wiley; correct entry date to 440930
) v5 H+ p1 v+ [9 |7 U. T. A s5222 – Rixey; rename to Bowie7 S. m( n& N5 ?. w4 P7 t' c2 C: S
5223 – Hercules; rename to Highlands
& D# r2 m8 Z% m" A" i9 p5251 – Pinkney; rename to Pickens
: Q" N' `% a6 q# ~+ D; `, P" v9253 – Madras City; correct entry date to 4202280 [4 ~7 ~* W/ b. g
9728 – Indus; delete duplicate ship entry
9 \4 S- f$ d% t2 N8 \# k4 R9837-9849 – Soviet Fleet; correct ship name spelling
, f8 ^ V* A4 q: j+ U/ p11316 – AFDB-2; change arrival location to # 524 Seattle; k2 w# c: Y! m8 B, s2 b6 w
11364 – BYMS-2055; correct entry date to 4302284 H* f5 C2 F7 W0 A- R$ s i* H
11365 – BYMS-2059; correct entry date to 4302287 U9 }3 z- w; F6 [% U/ l
14070 – Ha232; correct entry date to 460228
# S0 V9 x7 T j7 G: OScen 006 and 009 ONLY
# R( J5 u: d2 [* i8 ]6 x% q0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
8 H* T6 ?( o2 n' Z8 m0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295! Z, L1 h: h6 x, B9 y
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 2956 _/ F6 L% a' \# q
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3704 W$ h) c/ X9 @1 s a$ b3 O3 K
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 3708 w2 x* v, P1 @6 o
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
, Z/ }4 _* @4 `! ]9 k) x0043 – Hiei; adjust fuel to 4175
$ o6 A6 w6 `2 l# }) T0044 – Kirishima; adjust fuel to 4175
* {& g X% ^- H8 f0067 – Tone; adjust fuel to 1775; n( k: b- G" }9 e* b
0068 – Chikuma; adjust fuel to 1775, U2 u" _9 r) k: E
0118 – Abukuma; adjust fuel to 833
# ?1 N: J3 y/ n& a1 [: T0146 – Akigumo; adjust fuel to 265
) G7 ^' @+ Q- h g0 E I' D0168 – Kagero; adjust fuel to 265* b& d2 {8 _9 L4 G& ^! c+ W& C% D% w
0176 – Isokaze; adjust fuel to 265
: b+ _6 z/ {) j1 S7 n! I0177 – Shiranui; adjust fuel to 265
4 `4 K* U, H" C& C• Air Data Changes0 s- L! z, z0 B$ O( ~$ {; o
[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
- w9 T3 I, J1 D/ B0 L( @& L[177] B-339-23: Name set to B-339-23.) F5 U$ X; f5 ?; b' `& u
[178] B-339-23 (PR): Name set to B-339-23 (PR).' c2 Y' T" J9 J$ c; i9 o5 i$ o
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.0 ~9 X- h+ S( i
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
, Z: r3 Z1 t# R; y1 m[365] Stearman 75M: Nationality set to U.S.Army.2 \9 U. a" A% g( W) w
[451] PB2Y-3R: Deleted.- S# `3 j4 I0 ?# r* b
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
, T/ E! f! U, z; E7 S( q2 p[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning
/ x& f( x3 o7 dMG; wpn 13 set to 500 lb GP Bomb.- h. a; R; [% N: F6 q6 X
[1923] No.1835 Sqn FAA: Delay set to 0.
, A; w/ b$ h0 K- @7 r5 o/ n, X8 m+ V[1924] No.1836 Sqn FAA: Delay set to 0.9 M$ R: O# f W9 y: H5 J
[1929] No.1841 Sqn FAA: Delay set to 0.' L$ y4 ?) n8 A/ u! S% z# b! z
[1930] No.1842 Sqn FAA: Delay set to 0.
+ U/ Z) \" w' V$ I1 s+ R- d$ B[2587] VMF-211: Location set to [584] Pearl Harbor.; X) I" r2 S, x) y0 Q
[2642] VMF(P)-321: Deleted.
% q, e# n3 u* Q# y7 P[2652] VMO(P)-351: Deleted.
Q; ^7 [- @. i) c[2668] VMF(N)-511: Deleted.7 p: C6 R7 C" {0 ~) T
[2669] VMF(P)-511: Deleted.
$ z, X& w5 ?- f A[2671] VMO(P)-512: Deleted.8 u8 q3 ^! J& H! `
[2673] VMO(P)-513: Deleted.
, e9 G$ A+ Y e, q0 H9 \[2675] VMO(P)-514: Deleted.
( y1 s2 e1 h/ k, x* `[2827] VR-2: Deleted.6 Y2 Y, u( `7 M- `( ]
[2828] VR-4: Deleted.
( S4 o G6 a( A6 v: F- N, C) l[2829] VR-5: Deleted.
, \7 X, B f+ k# f[2830] VR-13: Deleted.& c& T% f1 G- T0 G; i/ S
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.% u. s8 j5 A, t$ G: Z7 S! v
USN patrol-type squadrons 4301 resize to 15 deleted.
3 x; v+ H: m7 N6 f7 r( m; J3 aUSMC squadrons 4301 resize to 24 set to 4410.
' y: N2 `$ t+ t% B0 y" t) D8 ?USMC squadron upgrade paths reworked.- b e/ s/ k4 j: M" E% h
Gameplay Change: Units with a/c MAX strength six or greater now able to split into6 |+ F2 J9 {- w, A% c; w: ^
three subunits.4 S# ~9 |4 B9 F+ ]) ~' _: s
• Map/Base Changes
- h* u" k9 {5 F" s. V$ K- K1. Garrison levels in China have been increased for both the Japanese and the Chinese.9 c# ^) K3 {# {1 T1 u; J+ d3 _" c
New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400
' f, i$ r8 K/ _% Q4 W+ YAV.
+ ]" q L y6 [; k$ {2. Garrison levels in Japan have been significantly increased for the Allies.) ~* R' p6 W+ O- p
3. Garrison levels in India and the Philippines have been increased for the Japanese.
0 b4 s. j# ` |1 }4. Garrison levels have also been adjusted in other locations, with some areas having7 B, s j' W6 q, P
small increases.
2 ?- Q* F7 j# x5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an3 r( N0 b# c0 d& _, r+ V' {/ G# F
Airfield.
' t% z; k( N5 \- c6. The starting fuel level for Los Angeles has been increased.8 G2 [, @! K6 x* a
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.8 s) R7 K4 t. B! K
8. Anchorage in Alaska now generates a small amount of resources.
- L4 D8 X) D+ e, u9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.4 l0 ^1 J8 f% _: i9 F
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
( V. J* Z- k: ~0 j, q. [11. Nukufetau has had its port level decreased from 1 to 0." ^" H2 _; M( G M8 `, n6 F5 R7 j
12. Pago Pago has had its port level decreased from 3 to 2.
\" ?1 p3 Z/ {' a. d \3 Y) B: {# w13. The Christmas Island base no longer generates resources. The Christmas Island (IO)
. A8 s5 A) ?& D3 W/ y+ w% X& Ybase does instead.
. i( K8 ^% t& D/ L14. "Ahmadabad" has been renamed to "Ahmedabad".6 y- w- x" Y' C" ?" t6 r/ |! g
15. The generation of Daily supplies at Chinese bases has been distributed to more bases,
: X, u* R- U. p! T$ Qrather than being concentrated in a small number of locations. Overall, Chinese- G- k% k; P$ K* f# R% B5 O
supply point generation has increased, to about the same level of supplies as in the* y# T3 m6 ]- K- w/ Z! f) [
original War in the Pacific game (it was a bit lower before).
3 h1 n: m6 C$ \: ]& X16. Australia now generates a greater supply point surplus than before - about 5,000
9 h% x& f; s$ {# \" }+ Tpoints per day as opposed to about 4,000. Fuel requirements remain the same.
/ C- h- P$ z5 S. \# t# Q! e17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41
; P5 A3 U3 m$ n3 a0 oinstead of hex 200,40 - and the road and railway networks in the area changed to" k+ ~1 ^; W+ P
match |