War In The Pacific Admiral`s Edition Download
Mar 17, 2013 Matrix Game's War in the Pacific, and my epic tale. Of some heartless Polish bast*ard I picked up a copy of Gary Grigsby’s War in the Pacific, Admiral’s Edition. War in the Pacific: Admiral's Edition. 608 likes 2 talking about this. The sequel to the legendary WWII Pacific monster strategy game! This page is.
1.01.24 Fixed 1. Display of AF/Port icon between player saves based on player's intel 2. Return mines loaded on ship to pool when ship is upgraded.
Otherwise, they are lost when weapon list updated 3. Reported cargo/troop safety values incorrect when no cargo/troop space 4. Allow smaller 'reserve' space for small groups on ships 5. Preserve some more data when swapping fragment and parent to prevent lost of parent 6. Correct attacking plane count before final post-air combat 7. Pilot promotion may have occured in error sometimes 8. Raid detect message sometimes dropped of the combat report 9.
Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply generally 10.
Some pilot-leader connections were being corrupted 11. Movement bug with following units due to incorrect move indicator. Seems to fix a few other move issues due to the incorrect indicator 12.
Wrong ship sometimes reported in Ops report for TF movement which causes some damage 13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool 14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the date sort 15. ASW groups not allowed to attack sometimes 16. Fragment size not set sometimes at time of the fragment/parent swap.
This was causing HQ/LCU to jump to reinforcement queue 17. Bug in bomber intercept if too many rounds of fighter v fighter combat 18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed at start of AE but crept back in sometime during updates 19. Removed the fragment/parent swap during a TF unload as it could often orphan the fragment. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade 21.
Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not short scenario). This was fixed in a previous patch but only for one of the VCs, not the full set 22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base 23. Enabled 'z' to speed up all animations; was commented out in a few animation replays 24. Bug caused F/FB to sometimes bomb at low altitude 25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not occurring properly.
Bug in Industry 'failed' indication not showing properly sometimes 27. Location check at scenario load to include small map sceanrios 28. Bug in air supply to fragments in a non-friendly base hex 29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was being set to homebase before execution of the mission – ie was returning to base immediately 30. Error in Strategic map display 31. Additional and stockpile options were not turned off when base was captured 32.
Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on mouse over 33. Army experience being gained when not 100% prepared as per manual; changed to allow chance to gain experience if >75% prepare and 2 or in TF docked) should allow this. Pilot losses caused be bombs (as in bombardments) to pilots was adjusting the Allied counts and not Japaense ones. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the port 2.
On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. Tenders not counted 3. When showing mine device on ship, show '!' Next to mine ammo if can reload at base 4. Ability to transfer ship in TF screen directly (disband) to the base in the hex.
Quick method to remove damaged ships from TF 5. New filter for “non-building” devices in Industry pool screen 6.
New filter for “non-building” aircraft in Air Replacement pool screen 7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy mines (^) detected 8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the ‘button6.’ image files, then these will be shown. If not, by default there are shown as standard parachute unit icons 9. Air/port damage and building is shown in base mouse over 10.
On base list, an indicate ‘b’ is shown next to port/af that have building turned on 11. TF can be routed to stay within coastal hexes as much as possible 12. On Top Pilot screen show the 'ace' cut-off value if more than 1 13. Added option on group and LCU reinforcement screen to turn off replacements if game originally started with gloabal replacements ON. Current base can get supply returned to it when reserve planes returned which were originally supplied from another base 15. Unit type filter on Troop Loading screen 16. Report killed ground units if not in combat report 17.
“In port” and “In TF” filters for forming/transferring new TFs 18. Set all ships to current repair mode in base Repair screen 19.
Add a cargo factor for the 3-day supply when showing Amphib TF for troop loading. Removed additional cargo factor (x4) but kept 3-day supply when showing Amphib TF for troop loading 20. Extended class name to some of the screens that have a mouse-over on the ship name.
Show Electronics data in in-game database view 22. Ability to change combat/strat mode in Load TF screen 23. Indicate moving unit on Location column mouse-over on army unit list 24. Show Upgrade and Replacement option by LCU on army unit list 25. Added message when LCU can't march directly to a hex 26. Added ability to return supply-driven ships to the pool from ship list screen.
Slight menu alignment changes. Added reinforcement numbers for small craft to show as (x/y), where x is normal delay and y is delayed but built (no additional building costs) Changed 1. AF of 8+ have AV support doubled for purposes of determing support for air operations (complements fix 18 above) 2. Permanently increased pilot array to 70K 3. Increased number of air combat rounds are a factor of total aircraft involved 4. Allowed submap to submap movement if land connected for land units.
Should have been so as per Andrew Brown 5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message delay toggle instead 6. Aircraft being grounded for maintenance factors in durability also. This will spread out the maintenace a bit more 7. Support device replacements won't decrease the overall experience of LCU units. This does not alter the overall EXP change due when any replacements are received.
For symbol type 19, the unit acts as if a parachute type. There should be a distinction between the two but could break current games. Some LCU Prep points may be retained if unit is experienced 10. Treating planes under maintenance as Reserves when calculating planes on ship if group is at maximum size 11.
Added DT_ASW to aircraft weapon display (can still be used as weapon, but not shown on screen) 12. Cancelling from 'Form new TF' will return to original TF rather than close the TF screen 13. Only allow a/c weapon upgrade if profiling on to protect incorrect data in old scenarioes 14. Removed group type of CHUTAI from small unit check for overloaded AF check 15. Added any group with maximum size of 50 float or >70 system) in port 3+ go into Pierside repair 24.
Adjusted air filter to right justify in order stop overruns on wide font 25. Suppressed build rate if device has to be built from production/resources 26. Restored original code that allowed LI,REF to produce when enemy LUC in hex 27. Partially restore original code that allowed HI to produce, but only if no enemy LCU or for port >3, no enemy TF in hex 28. Restored original downgrading of device for arriving Japanese LCU if unable to fully satisfy from pool before dropping by 75% (production on) 29. Allow overdue ship groups to withdraw from ship in base hex rather than move ashore 30. Tweak TF transfer screen for ships in TF 31.
Allow carrier based groups to pick out of range city attack. Inline with port/af attack 32. Show on LCU screen if enemy in next hex and/or crosssing river in movement 33. Check for enemy in hex only when moving into hex, allow move if own base present, or moving unit stronger than enemy AV, or no enemy combat units, or friendly combat units present – was interring with AI 34. Reverse base checking order for supply movement every 3rd turn. High numbered bases sometimes missed out on supply if in a nest of low numbered bases. Allow AI to return to the supply pool some small ships.
This also corrects the player returning small ships to the pool and having to pay Shipyard building points again. Upgrading ships with any cargo will attempt to offload it while in port (ie not part of TF) so can start upgrade. Units with static squad/engineer devices can't retreat. This is inline with the design but did not work if there were none left in the unit. Re-arranged air transport intercept for messages 39. Naval bombardment sometimes stopped short range ships from firing if longer range ones present 40.
Changed Allow inactive pilots to be selected if group 100% training 41. Maxed out ship ops on refueling 42.
Add right-clock to 'Refuel ships in list' for ammo rather than fuel 43. Replenish from port with 'no refuel option' will attempt to replenish ammo only 44. Global replacement OFF now includes upgrades for reinforcements 45. Mark as “loaded” for ships that cannot load troops in Fast Transport TF – was stopping load process from ending 46. LCU don't start to move until unpacked (use to be that this only applied to units starting a STRATEGIC_MOVE) 47.
Limit return fire from LCU in defend/bombard stance when being bombarded only. Add option to activate pilots in a group 49. Modified ACM to use the ship’s endurance/fuel rather than port fuel 50. Undocked TF in home base was not expending any endurance, although it does in a non-home base. Such TFs will randomly expend a small amount of endurance. Added air groups filter to loading TF screen, and made items not selectable if filter is off 52.
When checking for low ASW ammo, ignore ships with NO ASW weapons as distinct from having no ammo available. Cfa Level 2 Quicksheet Pdf Converter. Handle case where top HQ is also a Command Hq attached to another Command Hq. Not really expected. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario should not change player or HQ, even if not in play.
These original HQs are used by the AI routines so changing or deleting them can put the AI off. Changing other elements should be okay. Clarification to weapon filters for aircraft: PM_CITY_ATTACK 1 // used for city attacks PM_NAVAL_ATTACK 2 // used for naval attacks PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement) PM_LAND_ATTACK 8 // used for land (ground) attack PM_PORT_ATTACK 16 // used for port attack PM_AF_ATTACK 32 // used for AF attack PM_ASW_ATTACK 64 // used for ASW attack Dropped any reference to secondary values for land and AF as they served no special use. New symbol 19 (Commando/raider) was added in build 1112. This acts like symbol 13 in games started before 1123. In newer games, parachute symbol (13) units can drop from planes, and commando symbol (19) units can be moved by submarine.
Both types can be moved by seaplane to an enemy base. If there is no specific art for units with symbol 19, then it defaults to the symbol 13 art. The art is in “Button6_AUS.bmp” files; the next block at the end of current file. Clarification changes 1. Some clarification and changes in regard to use of the Soviet Motherland bases. These bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), MONGOLIA(91) or TANNU_TUVA(92). Allied non-Soviet groups can't transfer to Soviet Motherland bases 2.
Allied non-Soviet LCUs can't move into Soviet Motherland hexes 3. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases after Soviets are activated, but can’t move 4. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if disbanded in port.
Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently 6. Backpack Writing Faigley Pdf Editor. Re-assigning base command of Soviet Motherland bases needs to also be Soviet.