《星际殖民2》v1.1b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v1.1版本游戏才可使用
更新说明:
Patch Notes - Version 1.1b
6月25日 - ZERO
Hello everyone. This new patch improves battle performance and also rebalances fleets and fleet caps. Some of these changes are a bit dramatic, so play a round or two and let me know what you think!
This patch is now live with the following patch notes:
Polish language implemented
I've added some sanity checks to the code to try and eliminate the Mirror Fleet bug. I have not been able to reproduce this issue on my end, but when you get enough people playing the game, it'll pop up. I hope this fix will eliminate the bug. After this patch, please let me know.
Fighters will now take damage over time if their mothership is destroyed; this should eliminate situations where a pair of ace dogfighters take nearly forever to finish off their battle. They'll have about 45 seconds of life left after their mothership dies.
(Experimental) I am eliminating the Garrison mechanic, which reduced the command point cost of ships that were in orbit - as an experiment in controlling fleet sizes
(Also Experimental) - the base CP for a battleship is increased from 4 to 5; Titans from 5 to 7. I want titans to be a much larger investment, and encourage some more mixed use of forces
(Experimental too) - You may now build a number of free frigates equal to half your Command Point Cap (rounded up, if the number is odd)
Changed the way "free CP" ships are represented in the fleet UI. previously they would contribute to the "on paper" CP cost of the fleet, and you'd have to figure out whether a ship was free or not; now I specifically assign a ship to be free or not, which will result in an accurate CP readout on the GUI.
Defensive Station hitpoints are increased by about 300%
Attempted fix in place for scenario where AI ships will maneuver off the combat map; I have not been able to reproduce this bug but my hypothesis is that it is an error in the target selection code; I have done some work here to do a little sanity checking and ensure that AI ships refresh their targets a bit more frequently
Rebalanced all of the combat audio to avoid corrupt, crackling sounds when too many weapons are firing off at once; you should also observe a nice performance increase as a result
Fixed a bug where weapons that deal Damage over time were not properly applying their Dots, although the damage text would appear
I've changed the AI's fleet building logic to prioritize making its biggest ships first, and then it will backfill with free corvettes and frigates
By 3DM
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