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暗影之星 v20026升级档+免DVD补丁CODEX版

暗影之星 v20026升级档+免DVD补丁CODEX版
补丁类型:其它
补丁大小:15.5MB
更新时间:2017-03-20 11:21
所属游戏:暗影之星,Stars
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补丁介绍

使用说明:

1、解压缩
2、安装Update文件夹下的升级补丁到游戏目录
3、复制Codex文件夹下的免DVD文件到游戏安装目录
4、运行游戏

升级档安装步骤:

1.安装《暗影之星》原版游戏:https://down.ali213.net/pcgame/starsinshadowg.html
2.安装《暗影之星》v19673升级档:https://patch.ali213.net/showpatch/66611.html
3.安装《暗影之星》v19894升级档:https://patch.ali213.net/showpatch/68597.html
4.安装本升级档。

更新说明:

机翻:

2017年3月17日补丁说明(ver.20026)

变更和增加

\ Mods \子目录现在可以用于安装和管理用户创建的mod。有关说明,请阅读\ Mods \目录中的MakingMods.txt文件。
解锁“Dreadnoughts”不再需要“Duranium Construction”。
删除了“轻载”的冗余“小工艺”先决条件。
删除了'星级盖茨'的冗余“重力物理”的先决条件。
删除了“等离子聚焦”的冗余“融合”先决条件。
Bombardment通知现在包含更多信息。
添加了用于地形项目的悬停工具提示。

修复

战斗机和轰炸机现在应该自动升级以使用最新的可用弹药/武器,而不要求重新装备母舰。
打击战士现在应该根据他们的目标正确地切换使用能量武器或导弹的攻击。
修复一个在关闭船舶设计器窗格时可能导致崩溃的罕见错误。
将自动设计模板应用于行星防御设计不应再引起异常。
修复一个罕见的错误,可能导致队列在发出移动命令后消失。
拒绝银河委员会投票的结果不应再造成错误。
修复枪口动画毛刺影响几个较重的Orthin船体。
“古代监护人”阵营不应再出现在阵营名单上。
修正了一个可以防止入侵者单位从低人口行星出发的错误。
禁用“顾问建议”现在应该禁止特殊资源通知。
您现在应该每个游戏每个资源最多收到1个特殊资源通知。
(点击这里[stars-in-shadow.com]查看完整的开发更新日志,在这里查看开发路线图文章。)

在工程:树视图研究屏幕

可能最需要的功能(和最遗憾的缺少的功能)是研究屏幕的树视图,它也在我们的列表的顶部。因为我们的技术树有一套复杂的先决条件继承,并且因为每个派系的树是不同的,找出一个一致的方式来显示它需要一些工作。但我们认为我们已经弄清楚了。

此视图将是当前列表视图之外的视图;播放器将能够随意在两个视图之间切换。树视图将包含列表视图的大部分功能,包括弹出窗体中相同的技术信息窗格。它还将允许玩家以任何顺序排列研究项目。

这里是一个新的屏幕的图形元素的模型:

[cdn.akamai.steamstatic.com]

这里是逻辑树结构(Yoral版本)的测试布局:

树是动态的,每个派系可以具有不同的树布局,并且节点可以在游戏期间被添加到树,这将允许派系通过通常不可用于研究的游戏玩法来解锁技术的潜力到那个派系。

目前为止就这样了。直到下一次。

原文:

Patch Notes for 17 March 2017 (ver. 20026)

Changes and Additions
The \Mods\ subdirectory can now be used to install and manage user-created mods. For instructions, please read the MakingMods.txt file in the \Mods\ directory.
Unlocking 'Dreadnoughts' no longer requires 'Duranium Construction'.
Removed the redundant 'Small Craft' prerequisite for 'Light Carrier'.
Removed the redundant 'Graviton Physics' prerequisite for 'Star Gates'.
Removed the redundant 'Fusion' prerequisite for 'Plasma Focusing'.
Bombardment notifications now contain more information.
Added on-hover tooltips for terraforming projects.

Fixes
Fighters and bombers should now automatically upgrade to use the latest available munitions/weapons, without requiring that the mothership be refitted.
Strike fighters should now correctly switch between attacking with energy weapons or missiles, depending on their target.
Fix for a rare bug that could cause a crash when closing the ship designer pane.
Applying an autodesign template to a planet defense design should no longer cause an exception.
Fix for a rare bug that could cause fleets to disappear after issuing a movement command.
Rejecting the results of a galactic council vote should no longer cause an error.
Fix for a gunport animation glitch affecting several heavier Orthin hulls.
The 'Ancient Guardians' faction should no longer appear in the faction list.
Fix for a bug that could prevent raider units from embarking from low-population planets.
Disabling 'advisor suggestions' should now suppress special resource notifications.
You should now receive at most 1 special resource notification per resource per game.
(Click here[stars-in-shadow.com] to view the complete development changelogs, and here to view the development roadmap post.)

In the Works: Tree View for Research Screen

Probably the most requested feature (and the most bemoaned missing feature) is a tree view for the Research Screen, and it has been at the top of our list as well. Because our tech tree has a complex set of prerequisite inheritances, and because the tree is different for each faction, figuring out a consistent way to display it took some work. But we think we've got it figured out.

This view will be in addition to the current list view; the player will be able to toggle between the two views at will. The tree view will contain most of the functionality of the list view, including the same technology information pane in a pop-up form. It will also allow the player to queue research items in any order.

Here is a mockup of the new screen's graphical elements:

[cdn.akamai.steamstatic.com]

Here is a test layout of the logical tree structure (Yoral version):

The tree is dynamic in the sense that each faction can have a different tree layout, and nodes can be added to a tree during a game, which will allow the potential for a faction to unlock technologies through gameplay that would not normally be available for research to that faction.

That's all for now. Until next time.

By CODEX

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