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[分享] r20461b 4月5日

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发表于 2012-4-5 11:46:23 | 显示全部楼层 |阅读模式
r20461b
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Critical Fixes:
+ Fixed a game loading crash related to asteroid monitors.
+ Fixed all known crashes related to deep space interception.
+ Fixed a potential infinite loop in Hiver movement that could occur
during turn processing.
+ Fixed known multiplayer de-sync issues that were leading to crashes.
+ Fixed a crash when returning from a demand or request with an indy.
+ Made optimizations to turn processing times.

Other Fixes:
+ Suul'ka can now be summoned again.
+ Mining and defense stations no longer double-charge players for construction.
+ Resolved conflicting broadside versus pursuit orders in combat.
+ Rapid prototyping now applies proper bonus.
+ Made changes to resolve minefield overlap and frame-rate issues.
+ Made changes to resolve PD phaser frame-rate issues.
+ Improperly configured requests and demands are no longer allowed to
be committed.
+ Trade income is now correctly reported when no trading is available.
+ Fixed an issue where mining stations were not showing up in station
construction options.
+ Fixed mis-labelled Zuul station types in news events.
+ Fixed an issue where colonization missions were not cancelling when
critical ships were destroyed.
+ Fixed a known issue related to incorrect movement speed on the starmap.
+ Fixed issues that were preventing AI players from declaring war when
they should.
+ Fixed an issue where heavy and planet missiles were not re-targeting
in combat.
+ Fixed an issue where stations were reporting incorrect remaining and
total structure.
+ Fixed an issue where in-transit fleets could be incorrectly
displayed in repair dialogs.
+ Fixed issues where asteroid monitor encounters would cease to occur
after destroying a command monitor.
+ Fixed some combat stance issues related to planets.
+ Fixed issues where alien habitation modules could take up standard
habitation module slots.
+ Fixed a couple issues where warhead damage was not being adjusted
correctly for researched technology.
+ Fixed an issue that was preventing government graph from updating.
+ Fixed issues where missiles targeting spectres could damage a colony instead.
+ Addressed network de-sync issues with certain weapons in combat.
+ Addressed some turret arcs that weren't firing or engaging correctly.

Additions:
+ Node Cannon and Node Maw weapons have been re-introduced for Zuul players.
***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.*** ***These will collapse the node points, to devastating effect for ships in the area.***
+ Updated combat screen GUI
+ Added a multiple combat system.
+ Added Morrigi tombs.
+ Introduced the ghost ship random encounter.
+ Turrets and modules now show up in the fleet manager.
+ Quantum disassociation now adds the intended 20% bonus to production.
+ Combat now occurs in multiple phases depending on the number of
fleets present.
+ Intelligence-gathering missions can now be executed from the diplomacy screen.
+ Increased AI diplomacy reactions.
+ Increased savings required for morale boost.
+ Biosphere preservation now reduces consumption by 50%.
+ Colonies now get an initial bonus on the turn they are established.
+ Fleets that lose their command ships in combat will now disband and retreat.
+ Increased battle rider mission times.
+ Reduced the density of minefields.
+ Added new drone attack behaviors.


坑爹。。才玩了3百多回合。。。
发表于 2012-4-5 12:21:01 | 显示全部楼层
啊咧…有更新了?
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发表于 2012-4-5 12:49:34 | 显示全部楼层
节点炮回归,话说2代就没用过zuul
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发表于 2012-4-5 16:09:14 | 显示全部楼层
再等5个左右的补丁,就真的可以玩了。现在游戏各种不平衡。各种坑爹。虫子之外的种族,想要开个前线基地,殖民什么的太麻烦了!先派船探索,然后派另一个舰队巡逻防止敌人破坏,然后殖民,然后建筑船才能去造个基地。在一代根本没有这么麻烦。

一次行动后必须回基地的设计太坑爹!

应该设定一次出击允许执行多个任务!比如探索-打击-巡逻,只要补给够,就可以一直在外面。

现在任务结束就立刻往回跑,往往就是在最关键的时候敌人跑过来,己方却脑残的返航了。

实在是让人吐血啊!

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