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论坛上没看到1.9.0.5的分享,于是我就发出来了,压缩包内提供了破解程序,下面是地址: 
 
http://pan.baidu.com/share/link? ... 3&uk=1226129586 
 
这是更新列表,请英文帝翻译: 
 
Full Change List for 1.9.0.5 from 1.9.0.4:  
 
CRASH FIXES  
- fixed various crashes  
 
BUG FIXES  
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen  
 
SMUGGLING AND FREIGHTERS  
- improved willingness of pirate freighters to fulfill smuggling missions  
- smuggling missions properly expire when resource requirements fulfilled at colony  
- slightly lowered number of freighters that AI builds  
 
DEFEND MISSIONS  
- increased prices for pirate defend missions  
- an empire will assign a maximum of 3 pirate defend missions per system  
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful  
 
PIRATES  
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them  
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)  
- pirate factions now better handle tourism, resort bases and passenger ships  
- pirates cannot build bases at colonies of other empires (e.g. spaceports)  
 
RAIDS AND INVASIONS  
- raids on a colony now inflict less casualties on population at the colony  
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve  
 
BOARDING AND CAPTURE  
- captured bases at colonies of other empires will now self-destruct  
- fighters now better at handling boarding and capture missions  
 
SHIP DESIGNS  
- improved function of 'Auto Upgrade' button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)  
- can now alter 'Auto Retrofit' dropdown setting for Mining Stations in Design Detail screen  
 
OTHER  
- tractor beams now push creatures away when they are attacking a ship  
- further improved performance, especially in large games  
 
 
Full Change List for 1.9.0.4 from 1.9.0.3:  
 
CRASH FIXES  
- fixed various crashes  
 
BUG FIXES  
- further improvements to ensure that civilian ships do not become idle  
- fixed bug where design templates that specify phaser weapons would instead sometimes produce designs with pulse blasters or rail guns (even when phasers available)  
- fixed bug where Resort Bases could sometimes not be built at scenic locations if already had mining station built there  
 
OTHER  
- improved performance, especially for large games  
- can now toggle auto/manual retrofit for private base designs (i.e. mining stations) in designs screen  
- added troop type labels (Infantry, Armored, etc) to hover message for troop recruitment action buttons when colony selected  
 
Full Change List for 1.9.0.3 from 1.9.0.2:  
 
CRASH FIXES  
- fixed crash when edit planet with Warp Field Precursor tech ruins  
- fixed various other crashes  
 
GENERAL BUG FIXES  
- fixed problem where research progress sometimes stops  
- fixed bug where owned pirate colonies would often not earn tax income  
- fixed bug where recruited Cloned troops were too strong  
- further fixed Build Order advisor suggestions so that the construction price is constantly updated to reflect current economic conditions  
- fixed bug with colony upkeep costs, so that this is now properly calculated and displayed  
- fixed bug where the ship design AI would not properly obsolete old ship and base designs if they were above the current construction size limit  
- Bombard weapons are now properly added to designs when in a design template  
 
PIRATES  
- pirates no longer build new spaceports or other bases at a planet where they already have a spaceport  
- fixed description of pirate corruption at colonies to show correct value (Colonies screen, Population tab)  
- reduced reputation level increases from destroying pirates, destroying pirate spaceports is the most significant factor counting towards reputation  
- now properly show extra settings in Empire Policy screen once a pirate faction builds the Criminal Network and has owned colonies  
- pirates now cannot raid a colony when the same pirate faction is already invading colony (with standard troops)  
 
OTHER  
- fixed Selection Panel so that it properly displays bases and ships with many fighters (200+)  
- changed hotkey for taking screenshots to PrntScrn (was "/" on numeric keypad)  
- auto-controlled military ships without hyperdrives now do not attempt to escort ships with hyperdrives  
- added further improvements to refuelling for independent freighters and civilian pirate ships  
- can no longer board and capture abandoned ships or bases (e.g. planet destroyers, debris fields, etc)  
 
Full Change List for 1.9.0.2 from 1.9.0.1:  
 
CRASH FIXES  
- fixed crash when start new prewarp game with very few pirates  
- fixed crash when last ship in fleet is destroyed while fleet selected, and then click next fleet button  
- fixed various other crashes  
 
GENERAL BUG FIXES  
- fixed bug where private sector ships would sometimes stop working  
- Improved bug (work in progress) where Build Order screen has zero values for ship construction amounts  
- fixed bug where construction ship repairing a damaged ship at a planet would separate from damaged ship being repaired  
- pirate faction manually scrapping ships and bases now properly earns looting income  
- ensure money obtained as loot from raid is never negative  
 
PIRATES, CONTROLLED COLONIES, FACILITIES AND RAIDS  
- fixed bug where sometimes could not build Criminal Network except via advisor suggestion  
- pirate facilities are now much less likely to be destroyed in raids  
- destroying pirate facilities at colonies of normal empires is now harder, as more pirate raider troops are generated to defend pirate bases at colony. Pirates also receive a combat bonus when defending their controlled colony with a Pirate Base or Fortress  
- enemy raids against colonies with pirate facilities will usually only damage the facilities instead of completely destroying them  
- pirate control level at colonies now does not drop below thresholds when have pirate base or fortress present (50% or 100%), even when planet population passes cap where pirate control would normally decrease  
- pirate military ships do not raid own controlled colonies when control level is above 50%  
- raids against controlled colonies where you have own pirate facilities will not destroy these facilities  
- pirate factions will now defend against enemy raids on their controlled colonies with pirate facilities  
- pirate facilities are now faster to build at controlled colonies  
- colony corruption level is now higher when pirates control the colony, and especially when pirate facilities are present  
 
OTHER  
- Gizurean alien race now has lower population growth from periodic race change event  
- bombardment can now sometimes destroy planetary facilities  
- construction ships no longer incorrectly load retrofit resource cargo when repairing damaged ships  
- added message to player when foreign intelligence agent successfully sabotages construction at a base, colony or construction ship  
- patrolling fleets now more likely to engage enemy targets in same system  
- colony ships now always check whether colonization target is within range  
 
 
Full Change List for 1.9.0.1 from 1.9.0.0:  
 
CRASH FIXES  
- fixed crash at game startup on some PCs (ManagementObject)  
- fixed another rare crash  
 
BUG FIXES  
- fixed bug where could have two smuggling missions for a colony if both manually request and then also accept advisor suggestion  
- fixed problem where certain races do not start with Resupply Ship when playing as pirate  
- fixed colors of pirate bonuses (Empire Summary screen) so that penalties are red and bonuses are green  
 
FREIGHTERS AND RESOURCES  
- Construction Ships now also deliver initial retrofit resource cargo to bases they build, thus mining stations have retrofit resources without freighters needing to deliver them afterwards  
- bases present at game startup (e.g. mining stations, etc) now have retrofit resource cargo presupplied  
- now have less freighters built by private economy, especially in large empires  
- now use less Carbon Fibre in components  
 
USER INTERFACE  
- Mining Station list in Empire Navigation Tool now shows resources mined instead of cargo  
- remapped Screenshot key to "/" key on numeric keypad (instead of "0")  
- added hotkey for opening/closing Ground Report screen ("[", open bracket)  
- added pirate stats to *own empire* when selected in Diplomacy screen  
- now properly adjust size of Ground Report screen so that edges are not off-screen when enlarged  
- altered default values for scroll and zoom speed in Game Options so that zooming and scrolling is slower and smoother  
 
OTHER  
- AI is now properly sending advisor suggestion to player before sending a pirate fleet to carry out an assigned Defend mission - i.e. not overriding manual control of fleets  
 
Regards,  
 
- Erik  |   
 
 
 
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