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星际殖民2 v1.1升级档+免DVD补丁CODEX版

星际殖民2 v1.1升级档+免DVD补丁CODEX版
补丁类型:免DVD
补丁大小:63.32MB
更新时间:2015-05-18 13:44
所属游戏:星际殖民2,StarDrive
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补丁介绍

使用说明:

1.解压缩文件
2.运行Update目录下的setup.exe安装升级档
3.复制CODEX目录下的所有文件覆盖到游戏目录
4.开始游戏

更新说明(机翻):

增加了1500多坏蛋船舶设计,AI的武器库。
    负责建立船队的AI程序已经升级,以提供更多的实质性的挑战标题进入游戏后期。有经验的玩家很可能会发现自己出枪杀!
    新种族自定义选项!这些都是“破局者”提供一些比较独特的挑战你。
     - 泰坦之旅:你开始游戏泰坦施工技术,但只能建泰坦级军舰
     - 全面战争:你不能建立殖民地的船只。这应该是一个有趣的挑战。
     - 新人:你的帝国后期的StarDrive方。其他帝国开始与附近系统的两个额外的菌落
    添加了多项新技术和船舶模块,将通过新的游戏活动提供的
    新银河形状补充:戒指
    加入宽边武器挂载以下武器
     - 重型鱼雷
     - 等离子鱼雷
     - 反物质鱼雷
     - EMP鱼雷
     - 光子鱼雷
     - 量子Torpdo

调整和平衡

    改变了一些战略AI行为的研究,你可能以前没看过的人工智能技术研究
    战术AI现在在它的剧本一出新戏,试图搞垮那些潜伏驱逐舰作战的边缘
    现在的人工智能会搞自己的一些有限的技术交易。我以前曾作为决定一个设计问题来限制这种行为,以防止AI出现具有压倒性的优势,但也有一些科技股是太重要了AI在没有去。因此,AI会与现在已知的种族进行交易以获取一定的科技股,重要的是它
    如果你试图建立的船舶,同时不具有能量或需要发射武器军械仓库配备武器的清单船厂现在产生一个红色的“弹药”的错误;以前这只能有一个产生黄色的“弹药”的警告。这将防止玩家能够创建与武器设计安装是无法火灾
    未来高技术研究的成本增加了进一步下跌,你走的树。这应该阻止你跑出来的未来技术,它可以破解游戏,如果你走到这一步的,它会在游戏后期减慢高科技发展
    该2×大众司机有其范围缩小到800,用大的伤害脱落存在的过去600。
    如果您的批准水平不断命中0,那么你的人会简单地拒绝工作或进行研究,因为从字面上没有人喜欢你足够为你做任何事情。
    AI会只要求进贡如果它认为它的舰队比你强
    我的鼠标滚轮坏了,让我意识到,对人没有良好的鼠标滚轮,在小地图上的+/-按钮需要一些更精细的控制。所以这是在那里了。
    增加了对克尔维特,只有武器恭维新技术提供支持
    该游戏的初始加载时间减少了一个公平的保证金
    未来科技不再被同化或被盗的间谍,它可以杀死一些靠不住的一箭双雕
    不是一个星球的主人 - 一个星球的最大的人口现在是由活在地球上的公民确定。举例来说,如果你征服一个水上世界,家住在水生物种有可以继续繁殖,生长到他们的行星人口上限。你将不能够把更多的非水产公民有比你自己的上限会永远让。如果地球上的人口上限是相对于你自己种的“上限增加,由于水生像地下或一个特征,那么人口读数将反映这一括号:即世界可能解读为7/5(14)。含义7公民生活在那里 - 你的上限是5,但由于市民的奖金,真正的上限是14。

错误修正:

    修正了AI有时候在殖民你的空间仍然是一个错误;增加了一些额外的安全网方案在空间成为你的核心空间,当AI的殖民地船已经在途中
    捕获地面作战一个封锁的地球将不再导致地球被封锁后对直接转;这个错误可能是一些非常边缘的情况下情况下,您可能会发现自己的车队封锁入侵你的殖民地的镜像的原因。我不是宣称问题完全解决,但我还是赶制隔离的原因,我怀疑现在这死虫可能是罪魁祸首
    修正了一些achivements的未正确解锁
    修正了一个问题,即AI仍然可以在潜在空间播放器拓殖;这是由AI中止它的企图拓殖有效行星由于敌对存在在附近,并选择一个的第二选择,而不在同一地域的考虑,通常采用选择定植靶引起
    修正了一个问题,新审批处罚超过公差时,也时有一个领导者能够提高你的容忍水平已发生
    高斯炮应通过盾牌不再冲
    修正了一个错误(这是一个错字),这是导致扩张惩罚外交关系保持不变,当预期的效果是有它随着时间逐渐褪去
    租用英雄窗口将不再被弹出式窗​​口的任务或外交相互作用覆盖

更新说明:

Added more than 1500 bad-ass ship designs to the AI's arsenal.
    The AI routines responsible for building fleets have been upgraded to provide a more substantial challenge heading into the late game. Experienced players may very well find themselves out-gunned!
    New Race Customization Options! These are "Game-Changers" to provide some more unique challenges for you.
    - Titan Quest: You begin the game with Titan Construction technology but can ONLY build Titan class military vessels
    - Total War: You cannot build colony ships. This should be a fun challenge.
    - Newcomer: Your empire was late to the StarDrive party. Other empires start with two additional colonies in nearby systems
    Added a number of new technologies and ship modules that will be available through a new in-game event
    New Galaxy Shape Added: Ring
    Added Broadside Weapon Mounts for the following weapons
    - Heavy Torpedo
    - Plasma Torpedo
    - Anti-Matter Torpedo
    - EMP Torpedo
    - Photon Torpedo
    - Quantum Torpdo 

Tweaks & Balance

    Changed some of the Strategic AI behaviors to research technologies that you may not have seen the AI research before
    The Tactical AI now has a new play in its playbook to try and bring down those destroyers lurking on the edge of combat
    The AI will now engage in some limited technology trading between themselves. I had previously decided as a matter of design to restrict this behavior to prevent the AI from appearing to have an overwhelming advantage, but there are some techs that are just too important for the AI to go without. Therefore the AI will now trade with Known races to acquire certain techs that are important to it
    The Shipyard Checklist will now produce a red "Ammo" error if you attempt to build a ship with a weapon equipped while not having the energy or ordnance storage necessary to fire the weapon; previously this would have only produced a yellow "Ammo" warning. This will prevent players from being able to create a design with a weapon mount that is unable to fire
    The cost of future tech research increases the further down the tree that you go. This should prevent you from ever running out of future tech, which can break the game if you get that far, and it will slow down tech progression in the late game
    The 2x5 mass driver has its range reduced to 800, with a large damage fall-off occuring past 600.
    If your approval level ever hits 0, then your people will simply refuse to work or perform research because literally no one likes you enough to do anything for you.
    The AI will only demand tribute if it believes that its fleet is stronger than yours
    My mouse wheel broke and so I realized that for people without good mouse scroll wheels, the +/- buttons on the minimap needed some more fine-grained control. So that's in there now.
    Added support for Corvette-only weapons to compliment the new technologies available
    The game's initial load up time is reduced by a fair margin
    Future Tech can no longer be assimilated or stolen by spies, which kills a few wonky birds with one stone
    The maximum population of a planet is now determined by the citizens living on the planet - not the owner of a planet. For instance, if you conquer an aquatic world, the aquatic species that lives there will be able to continue to breed and grow into their planetary population cap. You will not be able to place more non-aquatic citizens there than your own cap would ever allow. If the Population cap of a planet is increased relative to your own species' cap due to a trait like aquatic or subterranean, then the population readout will reflect this in parenthesis: i.e. a world might read as 7/5 (14). Meaning 7 citizens live there - your cap is 5, but due to the bonuses of the citizens, the real cap is 14. 

Bug Fixes:

    Fixed a bug with the AI sometimes colonizing in your space still; added some extra safety nets for scenarios where space BECOMES your core space when the AI colony ship is already en route
    Capturing a blockaded planet in ground combat will no longer cause the planet to be blockaded for the immediate turn thereafter; this bug may have been the cause of some very edge case scenarios where you might find a mirror of your own blockading fleet invading your colony. I'm not declaring that issue fully resolved but I'm still working towards isolating the cause and I suspect that this now-dead bug may be the culprit
    Fixed a few achivements that were not unlocking properly
    Fixed an issue where the AI could still potentially colonize in Player space; this was caused by the AI aborting its attempt to colonize a valid planet due to a hostile presence in the vicinity, and picking a second choice without the same territorial considerations it usually employs to choose a colonization target
    Fixed an issue with the new Approval penalty that is incurred when exceeding tolerance when also having a leader that improves your tolerance levels
    The Gauss cannon should no longer punch through shields
    Fixed a bug (it was a typo) that was causing the expansionism penalty to diplomatic relations to remain constant, when the desired effect was to have it diminish over time
    The Hire Hero window will no longer be overridden by pop-ups from quests or diplomatic interactions 

by CODEX

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