1.解压缩
2.运行update文件夹里的setup.exe安装升级档到游戏目录
3.复制codex文件夹里的文件到游戏目录覆盖
4.开始游戏
1.安装《银河文明3》CODEX版游戏:Galactic.Civilizations.III.Retribution-CODEX
2.安装《银河文明3》v3.6升级档:https://patch.ali213.net/showpatch/112947.html
3.安装本升级档
机翻:
更新v3.7热修复补丁:
文化星基地模块可以在基地游戏中重新构建。
你不能再建造另一个核聚变发电厂升级为量子发电厂。
解决了与修改技术树相关的崩溃。
改进了超大地图上的超车道寻路。
更新v3.7:
游戏
报复
在地图上选择一个遥远的目的地与超高速公路不再减慢游戏。
在技术树和工具提示中明确了超级通道奖励的效果。还要处理这里报告的伪小数点:https://forums.galciv3.com/494346/page/1/#3745994。
从一级研究和制造大楼中淘汰了maint。
文化科技现在给予外交技能奖励。
船舶更有可能使用超航线
限定外交修饰符对基于博弈关系的关系的影响程度。这将大大减少人工智能不稳定的外交行为。
修改了速度选项,使速度变慢。
在评估较大星系的目标值时,人工智能能更智能地处理飞船。
AI在游戏后期能够更好的处理新殖民地的建立
AI不再使用政府作为“探索者”。(又名饲料)
殖民地资本现在每上升一级,原始产量就增加1。
在十字军东征和基地游戏中,推进器的船体质量从25%降低到0.05%
修正steam论坛上关于武器和增长改进的平衡问题:https://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
重新启用核聚变发电厂,但削弱了它作为量子发电厂的前置器更好地工作。
修正不匹配的描述和价值的前身工厂世界的士气价值。都从10改为4,确保它不是OP。
合成比赛:
可以建造先进的行星资本和改造地球。
合成学可以恰当地殖民极端世界。
制造:增加制造奖金
制造:一级邻接值现在是乘数(为了与后续升级保持一致)。
丢失的宝藏:制造奇迹现在给予适当的邻接奖励
用户界面
修正了量子发电厂的一个错误
更新游戏启动窗口,使用更大的字体
在行星列表输入窗口中显示士气
将文明设置窗口中的复制、编辑和删除按钮更改为图标,而不是按钮。
修正了如果你在一个舰队中叠加了多个指挥官的警告信息中的错误。
在舰队工具提示中将“Class”更改为“Role”标签。
在舰队详细信息窗口中将“Type”更改为“Role”标签。
风味文字(只有英语)微调的行星描述。
清理可兰经上的语法。
调整了领先游戏介绍屏幕和经济总结
错误
船只不再自动着火。
修正了仁慈探索者的特质不会总是产生行星的问题:https://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
修正了当人工智能用一个人工制品殖民一个星球时的罕见崩溃。
修复启动崩溃相关的工件崩溃和一些自定义派系
修正了在联合地球阵营中对飞船的错误定义
修正了无尽的信用/研究漏洞,详情如下:https://steamcommunity.com/app/226860/discussions/4/1815422173048651922
基于人族的自定义派系现在使用预期的太阳系(地球、火星等):地址:https://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
MP不再desyncs,因为不匹配的自定义风味文本
修正了在MP中由于人工智能在对话中失去思路而导致的普通崩溃。
改变了“世界窑炉”,需要丙硫磷代替丙硫磷(已不复存在)
极端世界殖民地“雇佣兵船现在可以殖民极端世界,如果十字军成立。
使用惩戒中移除的组件的舰船设计现在可以在[惩戒]中再次加载。旧的废弃组件被简单地忽略。
原文:
Update v3.7 Hotfix:
Cultural starbase modules can be built again in the base game.
You can no longer build another Fusion Power Plant after upgrading it to a Quantum Power plant.
Addressed a crash related to modded tech trees.
Improved Hyperlane pathfinding on larger maps.
Update v3.7:
Gameplay
Retribution
Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
Clarified the effect of Hyperlane bonuses in the tech tree and tooltips. Also address spurious decimal points reported here: https://forums.galciv3.com/494346/page/1/#3745994.
Eliminated maint from first level research and manufacturing buildings.
Culture techs now give a diplomacy skill bonus.
Ships are more likely to use hyperlanes
Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
Modified pacing options so that slow really slows things down.
AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
AI handles building up new colonies better later in the game
The AI no longer uses the Government as "explorers." (aka fodder)
Colony Capital now gives +1 raw production for every level it goes up.
Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
Fix some balance issues with weapons and growth improvements reported on the steam forums: https://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
Synthetic races:
Can build the Advanced Planet Capital and Terraforming improvements.
Synthetics can properly colonize extreme worlds.
Yor Manufacturing: Increased manufacturing bonus
Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses
UI
Fixed a typo on the Quantum Power Plant
Updated the game startup window to work with larger fonts
Show Morale on the Planet List Entry Window
Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
Fix Typo in warning message if you stacked multiple Commanders in a fleet.
Changed "Class" to "Role" label on the Fleet tooltip.
Changed "Type" to "Role" label in the Fleet Details window.
Flavor text (English only) tweaks to planet descriptions.
Grammar cleanup on the Korath.
Tweaked the leader-game-intro screen and economy summary
Bugs
Ships no longer spontaneously catch fire.
Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet: https://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
Fixed rare crash when an AI colonizes a planet with an artifact.
Fix a startup crash related artifact crash and some custom factions
Fixed bad Intrigue ship definitions in the United Earth faction
Fixed an endless credits/research exploit detailed here: https://steamcommunity.com/app/226860/discussions/4/1815422173048651922
Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses: https://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
MP no longer desyncs because of mismatched custom flavor text
Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.
Changed "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists)
Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.
Ship designs that use components removed in Retribution can now be loaded again in [Retribution. The old deprecated components are simply ignored.
by CODEX