星际殖民2 v1.0g升级档+3DM未加密补丁
  • 中文名称:
    星际殖民2
  • 发布日期:
    2015-04-18
  • 更新日期:
    --
  • 文件大小:
    27.7M
  • 游戏语言:
  • 英文名称:
    StarDrive 2
  • 游戏制作:
    Zero Sum Games
  • 游戏发行:
    Iceberg Interactive
  • 上市时间:
    2015-04-09
  • 官方网址:
运行系统:
XP/Vista/Win7 x64/Win8 x64
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《星际殖民2》v1.0g升级档+3DM未加密补丁

使用说明:

1. 解压缩
2. 安装Update目录下的升级补丁到游戏目录中
3. 复制Crack目录下的未加密补丁到游戏目录中覆盖
4. 运行游戏

需要v1.0f版本游戏才可使用

更新说明:

1.0g Patch Notes

Notes:
Fixed an issue where ship designs from an uninstalled Mod would cause your game to hang on load
Added a targeting penalty for long-range shooting ( >300). The longer the range, the greater the penalty. This penalty can be alleviated with experience
The ECM Jammer and Advanced ECM jammer will now provide what I'm calling "Targeting Defense". Ships shooting ballistic weapons at ships with these Jammers will now receive a stackable penalty to their accuracy
After running the numbers on a bunch of energy cannon weapons, I have determined that basic lasers are still, relative to other energy cannon weapons, overpowered. So I have the option of either buffing the other cannon weapons, or reducing the effectiveness of lasers. I'm doing a little bit of both. So lasers are again being reduced in damage, but disruptors and other energy cannon weapons are gaining bonuses. Just FYI I'm balancing these cannon weapons by their DPS per slot footprint at point blank range. We'll see much smoother and noticable arc of improvement as you obtain better cannon weaponry
Anti-Matter Cannon gets a graphical improvement with its rework. Added a 2x3 spinal anti-matter cannon. The AM cannon is brought more in line with the Plasma Cannon - it's got really high point blank damage but a quicker fall-off, but no dissipation vs. shields. Increased Ordnance costs for the weapon. It's meant to be a point blank dominator
Eliminated a bug where, if your fleet was blockading a planet, and the planet finished construction of a space station, then you would switch roles and end up having to fight your own fleet!
The AI will now attempt to rally its war fleets in safer places. Previously they would choose a system that was free of enemy threats, but they wouldn't think too hard about what was in between the rallying fleet and the rally position, which could lead to some poor strategic deployments
The Ai will be a bit more patient when regrouping its forces now before going on offense. They had some behaviors where they would send an offensive fleet out while several other task forces were trying to rendezvous, leading to a potential conga line of ships
On Easy, Normal, and Hard, the AI is going to be less Homicidal over small grievances like refusing to pay tribute. They will need to be madder at you to declare a war, with different thresholds depending on the difficulty and their needs

By 3DM

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