深度时空宇宙/太空游戏社区

X系列官方授权正版

QQ登录

只需一步,快速开始

扫一扫,访问微社区

查看: 2788|回复: 7

[分享] Entrenchment Beta 2 Change

[复制链接]
发表于 2009-2-3 13:50:55 | 显示全部楼层 |阅读模式
本帖最后由 skylunker 于 2009-2-3 20:35 编辑

Entrenchment Beta 2 Change Log
By Yarlen Posted January 28, 2009 09:33:36
Here's the current change log for the upcoming Beta 2 of Sins of a Solar Empire: Entrenchment. Beta 2 is now available via Impulse for pre-order customers.
--------------------------------------------------------------------------------
Gameplay / Balance:
Weapon Banks -
   * Banks can now engage a variable number of targets where the max number of targets per bank is controlled from data. Each target will receive 100% of the bank's DPS at max, even if there is unused targeting capacity. The design goal is to provide improved combat utility against groups of targets and not against single targets. This is particularly important for starbases.
  * Fixed bug in secondary banks not firing as often as they should. This should really improve capital ships, starbases and flak frigates.
  * Improved secondary bank target acquisition. This should also really improve capital ships, starbases and flak frigates.
Starbases -
  * Most weapon ranges increased slightly.
  * Starbases can now engage multiple targets per bank, effectively scaling their damage by the number of targets in range up to the maximum number of targets per bank (see above).
  * Most upgrade types rebalanced to provide more utility at final level of upgrades.
  * Hangar upgrade types rebalanced to be more cost competitive vs hangar structures and weapon upgrades.
  * Trade part upgrades rebalanced to be more cost competitive with trade port structures.
  * Colony pods upgrade tuned to remain benefit competitive with trade port upgrades.
  * Advent Meteor Storm range increased from 12,000 to 15,000.
  * Starbases can now destabilize phase lanes heading out from their gravity well. This causes considerable damage and full antimatter loss to outgoing enemy units.
  * Starbase deployment costs increased by 1,000 credits, 100 metal and 125 crystal.
  * Starbases now take longer to construct and upgrade in neutral gravity wells compared to friendly ones, and longer still in enemy-owned gravity wells.
  * Starbase unmodified build time increased from 75 to 120 secs.
  * Fixed TEC Argonev's supply ability from being a channelling ability (which consistently interrupted the weapons fire).
  * Fixed Advent Transcencia's Final Judgement so that it applies all its damage correctly.
  * Fixed the TEC Argonev not auto-attacking past the first target unless the player's ships are in-system with it.
Anti-Structure -
  * Anti-structure cruisers (i.e., Ogrov) now use regular weapons logic which fixes a myriad of user interface and behavioral problems.
  * Anti-structure cruisers now prioritize structures (threats or otherwise).
  * TEC Ogrov range increased from 9,000 to 12,000.
  * Advent Adjudicator range increased from 9,000 to 12,000.
  * New "AntiModule" AttackType and new "Module" ArmorType and relevant side-effects added.
  * Converted all structures to have armor type "Module".
  * Bomber strike craft's AntiVeryHeavy damage modifier vs structures reduced from 100% to 75%.

Mines -
  * Planets now have Mine slots in addition to Tactical slots and Civilian Slots. However, each player has access to their Mine slots in every gravity well, even if they don't own the local orbit body. In effect, Mines are limited per player, per gravity well. Currently, the maximum number of mines per player in a single gravity well is 150, which means a total of 1500 (150 * 10) mines if all potential players deploy their maximum number of mines in that gravity well. There is no global maximum of mines.
  * Deploying Advent and Vasari mines now costs resources instead of anti-matter.
  * The user interface for building starbases, Advent minefields, and Vasari Minefields now behaves similarly to how modules are placed and how movement is queued. This really reduces micromanagement, particularly for Vasari mine-laying as you can queue up the entire minefield layout and leave the mine-layer alone to complete the work.
  * Autocast on Advent and Vasari minefield deployment is tempoarily disabled until we are convined the new mine- laying method is satisfactory.
  * Vasari mines are now deployed 6 at a time in a random cluster around the ship (more symmetric to the other mines and requires much less micromanagement).
  * Mine activation delay increased from 10 to 30 secs.
  * Mine hull points reduced to 40.
  * Homing Mines maximum speed increased from 500 to 1,200.

Mine Clearing -
  * Changed how Detect Space Mines achieves its functionality so the AI can be used to automate mine clearing.
  * All the scout's behavior was completely rewritten to help remove the micromanagement involved in clearing minefields. To turn a scout into its optimum mine clearing mode, turn off all the autocasting of abilities so it will prioritize the use of the Detect Minefield ability and turn on Auto-Attack so it will kill the mines as it detects them.
  * Flak frigates are now very well suited to helping scouts clear minefields. Besides having weapons in all four banks and having secondary bank firing behavior fixed (see above), they also prioritize mines after fighters and bombers before any other target.
  * Every ship's secondary banks will prioritize mines if they are nearby and considered a threat to the ship. This will also help in minimizing the micromanagement in clearing minefields.

Misc. Gameplay -
  * TEC Hangar Defense flak turrets upgrade now allows firing at 2 targets per bank.
  * Improved target filter for Targeting Uplink to prevent it from being put on unnecessary entities.
  * Fixed credits and resource values being able to go negative (i.e., resource overdraft bug).
  * Fixed queued orders potentially getting ignored after an auto-attack (finally found it Annatar! ).
  * Fixed right-clicking planets from outside the gravity well to execute their planet-centric abilities (should be interpreted as a move).
  * Fixed colonizing capital ships have colonized or tried to colonize planets despite the fact that their auto-cast on the Colonize ability was disabled.
  * Fixed bad group jump behavior.
  * Fixed Deliverance Engine not spreading culture.
  * Added extra condition checking to avoid giving out Star Explorer achievement when it shouldn't be.
  * Post colonization bonuses are now applied essentially at the same time as gaining of ownership of the planet.
  * Fixed missing research prerequisite for Colony Pods starbase upgrade.
  * Fixed ships that were just built by a starbase from being unable to move.

Graphics:
  **  Improved TEC Argonev starbase textures.
  **  Gauss Blast no longer uses asteroid for its travel effect.
  **  New starbase explosions for Advent and Vasari.
  **  Fixed a weapon point on the Kol capital ship.
  **  Dropped four unnecessary weapon points from the TEC Argonev starbase.
  **  2 new beam icon upgrades for the TEC Argonev.

Sound / Music:
  **  Fixed sound bug allowing sounds to play before their minimum replay time had elapsed.
  **  First pass on the majority of Entrenchment sound effects (no vocals yet).

Networking / Multiplayer:
  **  Fixed two ICO crash bugs.
  **  Fixed bug in transmitting unicode characters through the command system (fixes bad characters with chat and renaming entities in foreign languages).
  **  Fixed one known sync bug.
  **  Fixed a false positive sync bug.
  **  Fixed starbases not upgrading when using Alloy.

User Interface / HUD:
  **  Fixed swapped UI event messages for 'Frigate/Capital ship factory required'.
  **  Open Starbase Upgrades button now shows upgrade capacity and stage state of all upgrades.
  **  Weapon damage for a given weapon is only shown if that weapon is not constrained from firing (by research of starbase upgrade requirements).
  **  Starbase upgrades that have unsatisfied research prerequisites now show the small research icon needed icon in the upgrade action grid.
  **  Starbases now show population, tax income and trade income on their main Infocard, if appropriate.
  **  Starbase constructors put at same level as colony frigates for band-boxing priority (i.e., doesn't get bandbox selected with your attack fleet units).
  **  Fixed scroll bar (was missing alpha).
  **  Fixed disabled state of jump drive artifact.
  **  Starbases are now pinned in the Empire Tree by default.
  **  Fixed TEC Ogrov torpedo cruisers now showing up as part of fleets.
  **  Fixed a couple strings that referred to the Ogrov as the Ogrev.

Modding:
  **  Capital ships now support the ability to change meshes as they upgrade.
  **  Max weapon points increased from 10 to 20.
  **  New "AntiModule" AttackType and new "Module" ArmorType are relevant side-effects added.
  **  Banks can now engage a variable number of targets where the max number of targets per bank is controlled from data. See above for more details.

Misc.:
  **  Fixed crash bug on exit and saving/loading game under certain circumstances.
  **  Fixed replays from not working.
  **  Fixed crash caused by rallying or following a mine.
  **  Lots of memory optimizations.
  **  Fixed crash in texture memory allocation.
  **  Improved background texture loading algorithm.
  **  Improved texture defragmentation.
  **  Removed redundant non-pirate maps (you can select to not have pirates on any map).
  **  Fixed game crashing when using a scout to attack Vasari mines.
这个更新多啊~~~什么时候能享受到~哈哈PS:再编辑就超1000字符了~~
发表于 2009-2-3 17:16:54 | 显示全部楼层
天哪……  这游戏……  比网游还强……
 楼主| 发表于 2009-2-3 21:46:10 | 显示全部楼层
堑壕贝塔2更改日志
By Yarlen Posted January 28, 2009 09:33:36由Yarlen发布2009年1月28日9时33分36秒 Here's the current change log for the upcoming Beta 2 of Sins of a Solar Empire: Entrenchment.以下是目前的变化转换为即将到来的测试版2的罪孽一个太阳能帝国:壕沟。 Beta 2 is now available via Impulse for pre-order customers.测试版2现在可通过脉冲预购的顾客。

--------------------------------------------------------------------------------
Gameplay / Balance: 游戏/平衡:

Weapon Banks -核武器银行-
Banks can now engage a variable number of targets where the max number of targets per bank is controlled from data.银行现在可以聘请一些目标变量的最大数量为每家银行的目标是控制数据。 Each target will receive 100% of the bank's DPS at max, even if there is unused targeting capacity.每一个目标将得到100 %的银行的存保计划在最大,即使是未使用的配置能力。 The design goal is to provide improved combat utility against groups of targets and not against single targets.设计目标是提供更好的打击公用事业对群体的目标,而不是针对单一的目标。 This is particularly important for starbases.这是特别重要的starbases 。
Fixed bug in secondary banks not firing as often as they should.固定中的错误中学银行没有发射经常应。 This should really improve capital ships, starbases and flak frigates.这应该真正改善资本船舶, starbases和防弹护卫舰。
Improved secondary bank target acquisition.改进中学银行的收购目标。 This should also really improve capital ships, starbases and flak frigates.这也应该真正改善资本船舶, starbases和防弹护卫舰。
Starbases - Starbases -
Most weapon ranges increased slightly.大多数核武器范围略有增加。
Starbases can now engage multiple targets per bank, effectively scaling their damage by the number of targets in range up to the maximum number of targets per bank (see above). Starbases现在可以进行多目标为每家银行,有效地扩大其破坏的数量指标范围内的最高人数的目标为每家银行(见上文) 。
Most upgrade types rebalanced to provide more utility at final level of upgrades.大多数升级类型平衡,以提供更多的实用工具在最后一级的升级。
Hangar upgrade types rebalanced to be more cost competitive vs hangar structures and weapon upgrades.库升级类型平衡,以更具成本竞争力与机库的结构和武器的升级。
Trade part upgrades rebalanced to be more cost competitive with trade port structures.贸易平衡的一部分升级到更具成本竞争力与贸易港口结构。
Colony pods upgrade tuned to remain benefit competitive with trade port upgrades.菌落吊舱升级调整,以保持竞争力与贸易中获益港口升级。
Advent Meteor Storm range increased from 12,000 to 15,000.流星雨的到来范围增加至12000至15000 。
Starbases can now destabilize phase lanes heading out from their gravity well. Starbases现在可以破坏阶段车道从标题以及其严重性。 This causes considerable damage and full antimatter loss to outgoing enemy units.这会造成相当大的破坏和充分反物质损失向即将离任的敌人单位。
Starbase deployment costs increased by 1,000 credits, 100 metal and 125 crystal. Starbase部署成本增加了1000个学分, 100和125的金属晶体。
Starbases now take longer to construct and upgrade in neutral gravity wells compared to friendly ones, and longer still in enemy-owned gravity wells. Starbases现在需要更长的时间才能建造和升级的中立重力井相比,友好的,并仍处于敌人不再拥有重力井。
Starbase unmodified build time increased from 75 to 120 secs. Starbase未建立时间增加75至120秒。
Fixed TEC Argonev's supply ability from being a channelling ability (which consistently interrupted the weapons fire).固定科技Argonev的供应能力从一个输送能力(一贯打断了武器弹药) 。
Fixed Advent Transcencia's Final Judgement so that it applies all its damage correctly.固定降临Transcencia的最后判决,使之适用于所有损害正确。
Fixed the TEC Argonev not auto-attacking past the first target unless the player's ships are in-system with it.固定的科技Argonev不会自动攻击的第一目标,除非球员的船只是在系统的。
Anti-Structure -反结构-
Anti-structure cruisers (ie, Ogrov) now use regular weapons logic which fixes a myriad of user interface and behavioral problems.反结构巡洋舰(即Ogrov )现在使用常规武器的逻辑修正了无数的用户界面和行为问题。
Anti-structure cruisers now prioritize structures (threats or otherwise).反结构巡洋舰现在优先考虑的结构(威胁或以其他方式) 。
TEC Ogrov range increased from 9,000 to 12,000.科技Ogrov范围内的比例从9000至12000 。
Advent Adjudicator range increased from 9,000 to 12,000.降临审裁范围的比例从9000到12000 。
New "AntiModule" AttackType and new "Module" ArmorType and relevant side-effects added.新的“ AntiModule ” AttackType和新的“模块” ArmorType和有关的副作用增加。
Converted all structures to have armor type "Module".换算结构有装甲型“模块” 。
Bomber strike craft's AntiVeryHeavy damage modifier vs structures reduced from 100% to 75%.炸弹袭击工艺的AntiVeryHeavy修饰与结构损害减少到100 %至75 % 。
Mines -地雷-
Planets now have Mine slots in addition to Tactical slots and Civilian Slots.行星现在矿插槽除了战术插槽和文职人员插槽。 However, each player has access to their Mine slots in every gravity well, even if they don't own the local orbit body.然而,每个球员获得其排雷插槽以及在每一个重力,即使不属于自己的地方轨道机构。 In effect, Mines are limited per player, per gravity well.实际上,地雷是有限的每个球员,每严重性以及。 Currently, the maximum number of mines per player in a single gravity well is 150, which means a total of 1500 (150 * 10) mines if all potential players deploy their maximum number of mines in that gravity well.目前,最大的地雷数量的球员在每一个单一的严重性以及为150 ,这意味着总共有1500 ( 150 * 10 )如果所有潜在的地雷球员部署其最大数量的地雷在这严重性以及。 There is no global maximum of mines.没有全球最大的地雷。
Deploying Advent and Vasari mines now costs resources instead of anti-matter.部署到来和瓦萨利地雷现在成本的资源而不是反物质。
The user interface for building starbases, Advent minefields, and Vasari Minefields now behaves similarly to how modules are placed and how movement is queued.用户界面的建设starbases ,临雷区,雷场和瓦萨利现在如何表现同样模块放在如何运动排队。 This really reduces micromanagement, particularly for Vasari mine-laying as you can queue up the entire minefield layout and leave the mine-layer alone to complete the work.这确实减少微观管理,特别是对瓦萨利布雷作为也可以排队整个雷场的布局和离开矿井层单独完成这项工作。
Autocast on Advent and Vasari minefield deployment is tempoarily disabled until we are convined the new mine- laying method is satisfactory. Autocast的到来和瓦萨利雷区部署tempoarily停用,直到我们convined新的布雷方法是令人满意的。
Vasari mines are now deployed 6 at a time in a random cluster around the ship (more symmetric to the other mines and requires much less micromanagement).瓦萨利地雷现在部署6的时间在一个随机整群周围船舶(更对称的其他地雷,并要求更微观) 。
Mine activation delay increased from 10 to 30 secs.矿活化拖延从10个增加到30秒。
Mine hull points reduced to 40.矿山船体分减少到40 。
Homing Mines maximum speed increased from 500 to 1,200.寻的地雷最高时速提高到500 〜 1200 。
 楼主| 发表于 2009-2-3 21:48:27 | 显示全部楼层
Mine Clearing -扫雷-
Changed how Detect Space Mines achieves its functionality so the AI can be used to automate mine clearing.改变了空间探测地雷,以便实现其功能的人工智能可用于自动扫雷。
All the scout's behavior was completely rewritten to help remove the micromanagement involved in clearing minefields.所有的球探的行为是完全重写,以帮助消除微观参与清除地雷。 To turn a scout into its optimum mine clearing mode, turn off all the autocasting of abilities so it will prioritize the use of the Detect Minefield ability and turn on Auto-Attack so it will kill the mines as it detects them.要打开球探到最佳排雷模式,关闭所有的autocasting的能力,以便将优先考虑使用检测井田能力和开启自动攻击,以便将杀死地雷,因为它检测到。
Flak frigates are now very well suited to helping scouts clear minefields.防弹舰现在非常适合帮助球探明确雷区。 Besides having weapons in all four banks and having secondary bank firing behavior fixed (see above), they also prioritize mines after fighters and bombers before any other target.除了拥有核武器的所有四家银行和二级银行有固定发射行为(见上文) ,他们还优先考虑地雷后,战斗机和轰炸机在任何其他的目标。
Every ship's secondary banks will prioritize mines if they are nearby and considered a threat to the ship.每艘船舶的二级银行将优先地雷如果他们都在附近,并审议了威胁,该船舶。 This will also help in minimizing the micromanagement in clearing minefields.这也将有助于在尽量减少微观管理清理雷区。
Misc.杂项。 Gameplay -游戏-
TEC Hangar Defense flak turrets upgrade now allows firing at 2 targets per bank.国防科技库防弹塔楼升级现在允许射击2目标为每家银行。
Improved target filter for Targeting Uplink to prevent it from being put on unnecessary entities.改进的目标定位上行过滤,以防止它被放在不必要的实体。
Fixed credits and resource values being able to go negative (ie, resource overdraft bug).固定资产贷款和资源价值能够去负(即,资源透支的错误) 。
Fixed queued orders potentially getting ignored after an auto-attack (finally found it Annatar!固定排队订单可能越来越忽视后自动攻击(终于找到了它Annatar !  ). ) 。
Fixed right-clicking planets from outside the gravity well to execute their planet-centric abilities (should be interpreted as a move).固定右键单击以外行星的严重性以及执行其地球为中心的能力(应被解释为此举) 。
Fixed colonizing capital ships have colonized or tried to colonize planets despite the fact that their auto-cast on the Colonize ability was disabled.固定资本船舶殖民殖民地或试图进行殖民行星尽管事实是他们的汽车铸造的殖民能力已停用。
Fixed bad group jump behavior.固定坏集团跳转行为。
Fixed Deliverance Engine not spreading culture.固定拯救发动机不传播文化。
Added extra condition checking to avoid giving out Star Explorer achievement when it shouldn't be.进行了额外的条件检查,以避免给了星Explorer的成就时,不应该。
Post colonization bonuses are now applied essentially at the same time as gaining of ownership of the planet.后殖民奖金现在基本上是适用的同时,获得所有权的行星。
Fixed missing research prerequisite for Colony Pods starbase upgrade.固定失踪研究前提殖民地舱starbase升级。
Fixed ships that were just built by a starbase from being unable to move.固定的船只刚刚建成的starbase因无法移动。
Graphics: 图形:

Improved TEC Argonev starbase textures.改进科技Argonev starbase纹理。
Gauss Blast no longer uses asteroid for its travel effect.高斯高炉不再使用小行星的旅游效应。
New starbase explosions for Advent and Vasari.新starbase爆炸的到来和瓦萨里。
Fixed a weapon point on the Kol capital ship.修正了一个武器上的点科尔资本船舶。
Dropped four unnecessary weapon points from the TEC Argonev starbase.减少不必要的核武器四点从科技Argonev starbase 。
2 new beam icon upgrades for the TEC Argonev. 2新的光束图标升级的过渡时期行政委员会Argonev 。
Sound / Music: 音效/音乐:

Fixed sound bug allowing sounds to play before their minimum replay time had elapsed.健全的漏洞,允许固定的声音发挥其最低重播前的时间已经过去了。
First pass on the majority of Entrenchment sound effects (no vocals yet).首先通过对大多数堑壕音效(没有人声尚未) 。
Networking / Multiplayer: 网络/多人:

Fixed two ICO crash bugs.固定两个意崩溃的错误。
Fixed bug in transmitting unicode characters through the command system (fixes bad characters with chat and renaming entities in foreign languages).固定中的漏洞,转递Unicode字符通过指挥系统(修复坏字符聊天和重新命名实体外语) 。
Fixed one known sync bug.一个已知的固定同步错误。
Fixed a false positive sync bug.修正了一个假阳性同步错误。
Fixed starbases not upgrading when using Alloy.固定starbases不升级使用合金。
User Interface / HUD: 用户界面/平视显示器:

Fixed swapped UI event messages for 'Frigate/Capital ship factory required'.固定交换的UI事件消息的'护卫舰/资本船舶工厂需要。
Open Starbase Upgrades button now shows upgrade capacity and stage state of all upgrades.打开Starbase现在显示升级按钮,升级能力和现阶段国家所有的升级。
Weapon damage for a given weapon is only shown if that weapon is not constrained from firing (by research of starbase upgrade requirements).核武器损害某一核武器只是表明如果不限制核武器发射(由研究starbase升级的要求) 。
Starbase upgrades that have unsatisfied research prerequisites now show the small research icon needed icon in the upgrade action grid. Starbase升级的先决条件不满意现在的研究表明,小型研究图标需要图标升级行动网。
Starbases now show population, tax income and trade income on their main Infocard, if appropriate. Starbases现在查看的人口,税收和贸易收入的主要信息,如果适当的。
Starbase constructors put at same level as colony frigates for band-boxing priority (ie, doesn't get bandbox selected with your attack fleet units). Starbase建设者处于同一水平的殖民地护卫舰带拳击优先(即没有得到bandbox选择与您的攻击舰队单位) 。
Fixed scroll bar (was missing alpha).固定卷轴(失踪阿尔法) 。
Fixed disabled state of jump drive artifact.固定残疾人状况跳转驱动影。
Starbases are now pinned in the Empire Tree by default. Starbases现在寄托在帝国树默认。
Fixed TEC Ogrov torpedo cruisers now showing up as part of fleets.固定科技Ogrov鱼雷巡洋舰,现在出现的一部分船队。
Fixed a couple strings that referred to the Ogrov as the Ogrev.修正了一个由字符串提到Ogrov作为Ogrev 。
Modding: Modding :

Capital ships now support the ability to change meshes as they upgrade.现在船舶资本支持的能力,改变网格的,因为它们升级。
Max weapon points increased from 10 to 20.最大武器点从10个增加到20个。
New "AntiModule" AttackType and new "Module" ArmorType are relevant side-effects added.新的“ AntiModule ” AttackType和新的“模块” ArmorType有关的副作用增加。
Banks can now engage a variable number of targets where the max number of targets per bank is controlled from data.银行现在可以聘请一些目标变量的最大数量为每家银行的目标是控制数据。 See above for more details.在上面看到的更多的细节。
Misc.: 杂项。 :

Fixed crash bug on exit and saving/loading game under certain circumstances.固定导致软件崩溃的错误退出并保存/载入游戏,在某些情况下。
Fixed replays from not working.回放从没有固定工作。
Fixed crash caused by rallying or following a mine.固定事故造成的凝聚力或以下的地雷。
Lots of memory optimizations.大量的记忆体最佳化。
Fixed crash in texture memory allocation.固定坠毁在纹理内存分配。
Improved background texture loading algorithm.改进的背景纹理加载算法。
Improved texture defragmentation.改进的纹理重组。
Removed redundant non-pirate maps (you can select to not have pirates on any map).删除多余的非海盗地图(您可以选择没有海盗任何地图) 。
Fixed game crashing when using a scout to attack Vasari mines.固定使用时游戏崩溃的球探攻击瓦萨利地雷。
 楼主| 发表于 2009-2-3 21:49:05 | 显示全部楼层
GOOGLE的翻译确实很烂~~呵呵将就吧
发表于 2009-2-3 23:13:13 | 显示全部楼层
支持一下GOOGLE这糟糕的翻译,大约了解了一些。
发表于 2009-2-6 13:09:43 | 显示全部楼层
上了一下官网,这个Weapon Banks应该是指舰船装备武器的各边吧(前后左右)。各边可以同时攻击多个目标……虽然主要是为了星际基地,但看来防空同样有这个能力,感动啊,我掣爱的防空,终于可以在无数的苍蝇面前挺直腰杆了……

官网貌似有不少人对这一点很兴奋

PS:为什么没有S300一样的远程防空呢,sigh...
发表于 2009-3-21 03:30:56 | 显示全部楼层
什么哦,头烫
您需要登录后才可以回帖 登录 | 注册

本版积分规则

关闭

站长推荐上一条 /1 下一条

QQ|小黑屋|手机版|Archiver|DeepTimes.NET 太空游戏站 ( 滇ICP备19010062号-1