文明:太空 v1.0.1.607升级档+官方中文+免DVD补丁

  • 补丁类别:升级补丁
  • 补丁语言:中文
  • 补丁大小:635.80MB
  • 游戏类型:动作游戏
  • 发布日期:2014-12-10 12:00:00
  • 操作系统:Vista,winXP,win7,win8
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补丁简介

补丁使用说明:

1.解压缩

2.运行update文件夹下的setup.exe安装升级档

3.复制Crack文件夹下的文件覆盖到游戏目录

4开始游戏

补丁更新说明:

Balance:

~~~~~~~~

Wonders and Buildings:

* Holon Chamber provides 3 Science, 4 Energy (was 5 Science)

* Mind Stems cannot be bought with Energy.

Diplomacy:

* Any diplo item can now be traded in exchange for a peace treaty

* Lump Energy trade requires a Cooperation Agreement.

Trade:

* Water trade routes no longer receive any increased yield.

* Revised trade route formula for city-to-city trade, with reduced yields.

* Trade Depots can no longer be purchased with Energy.

Aliens:

* Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.

* Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.

Covert Ops:

* Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.

Health effects balancing:

* From -20 to -70, Production is penalized -1% per point (up to -50%).

* From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).

* From -10 to -60, Science is penalized -1% per point (up to -50%).

* From -5 to -55, Culture is penalized -1% per point (up to -50%).

* From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).

* From 0 to -50, City Growth is penalized -2% per point (up to -100%).

* From 1 to 5, nothing happens.

* From 5 to 25, Production bonus +1% per point (up to +20%).

* From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).

* From 15 to 35, Science bonus +1% per point (up to +20%).

* From 20 to 40, Culture bonus +1 per point (up to +20%).

* From 25 to 45, City Growth bonus +1% per point (up to +20%).

* From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).

Virtues:

* Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)

* Learning Centers now provides +1 Science for Academies (was +2)

Game Setup:

* Sponsors:

-Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)

-Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)

-Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)

-Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)

* Colonists:

-Aristocrats now provide +4 Energy per City (no Health bonus)

-Artists now provide +3 Culture per City (no Health bonus)

Tech Web:

* Clear Miasma now unlocks on Ecology (was Alien Biology)

* Miasmic Repulsor now unlocks on Alien Biology (was Ecology)

* Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)

* Planet Carver now unlocks on Orbital Automation (was Astrodynamics)

* Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)

Stations:

* Station start turn base is now 30 (was 20)

* Station minimum allowed distance to another station is now 2 (was 3)

* Station minimum allowed distance to a city is now 6 (was 5)

* Station minimum allowed distance to an outpost is now 5 (was 3)

Affinity Perks:

* Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)

* Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)

Quests:

* Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.

* All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.

* Autoplant Building Quest grants bonus Production (was +1 Trade Route)

Units:

* Explorers now have 6 combat strength (was 3).

* Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.

* Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.

* Raising the secondary level requirement for the hybrid upgrades of affinity units:

-First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)

-Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)

-Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)

-Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)

* Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.

-CARVR now costs 2 Firaxite (was 3)

-Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)

-LEV Tank now costs 3 Floatstone (was 4)

-SABR now costs 3 Firaxite (was 4)

-Xeno Titan now costs 5 Xenomass (was 7)

-LEV Destroyer now costs 5 Floatstone (was 7)

-ANGEL now costs 5 Firaxite (was 6)

* Increased production costs of upgraded Combat Rovers and Missile Rovers:

-Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)

-Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)

* Lowering combat strength progression of Combat Rover:

-Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)

* Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:

-Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)

-Xeno Cavalry now has 36, 72 (was 48, 72)

-Rocktopus now has 60, 92 (was 60, 82)

-Xeno Titan now has 86, 114 (was 96, 114)

-Battlesuit now has 24, 66 (was 40, 66)

-Aegis now has 34, 34 double strike (was 40, 40 double strike)

-LEV Tank now has 44, 77 (was 52, 77)

-LEV Destroyer now has 74, 104 (was 84, 104)

-CNDR now has 24, 63 (was 38, 63)

-CARVR now has 38, 76 (was 50, 76)

-SABR now has 52, 86 (was 58, 86)

-ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)

AI:

* Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.

* Warmonger threat per city acquisition is now capped.

* Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).

* Adjusted AI bonuses on higher difficulty levels.

* Additional AI tuning, improvements, and tweaks.

Gameplay Feedback:

* Implemented anonymous gameplay telemetry for design feedback.

UI:

~~~

Settings and Game Setup:

* The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.

* Added option to disable UI/Map blur.

* The player is now informed that enabling max turns disables victory achievements.

Trade:

* Previous trade routes appear in their own category at top of trade route chooser

City/Production UI:

* Adding Health tooltip help in City View to explain health sources and population cap

* City production pop-up now shows the last item completed.

* Increased city renaming from 15 character max to 23 character max.

Misc:

* Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.

* Option to make minimap opaque

* ESC leaves orbital mode instead of raising in game shell menu

* Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.

* Tech web - adding color underlays to building and wonder types.

* Added additional Advisors for trade convoy and trade vesse-l.

* Added support for third party wars in diplo overview.

* Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).

Multiplayer

* Setting the internet server browser list distance filtering to worldwide.

* All players are notified when anyone completes a victory wonder.

* Multiple improvements to stability.

Modding

* 2D fallback image now supported for leaders on all video quality settings, not just the lowest.

* Added the ability to mod Quests.

Bugs:

~~~~~

* Embarked workers can now correctly repair pillaged improvements.

* Fixed an issue where Max turns was getting set on 揜eload? causing achievements to not fire.

* Fixed bug where victory achievements would only unlock for the first player on a team.

* Fixed empty trade requests that could occur during the AI turn.

* Fixed multiple Quest issues (quest tracking, information, and reward bugs).

* Fixed multiple issues with screen resolution on specific displays (like the 144Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.

* Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.

* Friendly aliens no longer blockade cities.

* Fixed some specific issues with resources not appearing properly in the player stockpile.

* Many additional bugs and crashes addressed based on community feedback. Thank you!

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