使用说明:
1.解压缩
2.运行update目录下的EXE安装升级档
3.复制PLAZA目录下的文件到游戏安装目录覆盖
4.开始游戏
升级档安装步骤:
1.安装《智能战争2》PLAZA版游戏:AI.WAR.2-PLAZA
2.安装本升级档
更新说明:
机翻:
更新v1.002:
所有这些更改都归功于Badger和Puffin。克里斯出于某些原因在世界上最长的AMA上工作:https://www.reddit.com/r/Games/comments/dmhlu6/ama_i_am_chris_park_park_founder_of_arcen_games_and/
添加社区成员zeusalmighty的一些新的快速入门
实验目标变更
在“ Galaxy设置->单位”下,现在有一个启用/禁用新追踪模式的设置。
这种模式使得舰船在继续前进之前会杀死所有附近的单位。希望它将使无人机减少到各地的农业警卫站的位置。
寻找玩家对此的反馈
这也将影响AI战舰的战斗方式,因此我也在寻求有关这方面的反馈
余额变动
现在,运输旗舰的能耗很小。
最初是因为它们会使亲核单位受到的伤害更大,但是通常您可以将它们微微包围起来,这……并不是很有趣或有趣。因此,只需大幅度减少它,因为否则会因使用自定义项而受到惩罚。
感谢小行星和其他人的成长。
现在,人类抵抗战士在战斗中的帮助越来越少,因此当他们这样做时,感觉会更加稀有/特别。他们最后一次到那里后,也至少有15分钟不能回到星球。
我忘记了谁要这个(对不起)。他们过去约有60%的时间会发动攻击,现在更像是30%
巨噬细胞现在需要更多的金属才能在“敌对玩家专用”模式下运行。如果该telium在地图上有收割机,还可以减少telium的基本收入;收成应该是主要的收入形式
感谢zeus的建议
残缺不全的旗舰店现在有5分钟的延迟,直到可以维修为止。这是为了在您可能会有工程师的战役中削弱更大的交易
请注意,将残缺不全的旗舰产品退出战斗(即移至没有敌人的另一个星球)将重置维修延迟
来自关于不和谐旗舰店的讨论
工程师和战斗工程师的健康状况较差,并且对AI的目标优先级也高得多。
从关于不和谐的支持舰队的讨论。
人工智能是战斗工厂的重中之重。
从关于不和谐的支持舰队的讨论。
Bug修复
解决快速入门的一些问题
感谢Arnaud的报告
修复一个错误,使黑暗尖塔杀死游戏中的所有玩家和AI后可能会出错。
感谢Ovalcircle带来了黑暗尖塔的胜利
在游戏大厅的某些findHumanKing代码中修复了一个奇怪的null引用异常
由Nuc_Temeron在流中发现
修复了迷你集群炸弹可以互换的问题。哎呀
感谢Steam上的Mayheim进行报告。
对于某些人来说,使用OpenGL而不是DirectX11启动可能会遇到问题,因此在GOG上,默认启动现在是DirectX11。在Steam上,它仍会向您显示所需的选项,但默认以DirectX11开头。
感谢Ronin Storm和Pheespud的报告。
抛光
在设置中将FRD的一些内容替换为追踪模式
感谢Volatar的报告
修复自动风筝设置中的错字
感谢Thotimx
左下方的按钮刚刚说“即将来临”现在显示“聊天菜单。即将来临”,因此很清楚它是什么。
在左上方的工具提示中,提及在银河图/行星屏幕之间切换的快捷方式。
改善时钟的提示,以提及控制游戏速度的按钮
向传入的波工具提示添加更多颜色
摘自Steam上非常不文明且写得不好的熨平板
修正对Praetorian Guard的解释中的错字
感谢unicurse提供的错误报告
单击资源栏中的“威胁”图标时,“威胁详细信息”窗口现在可用传统强度单位(原始值除以1K)显示威胁。
感谢Thotimx和Puffin指出这一点
现在,“威胁细节”窗口显示了银河系中猎人/守卫的总可见强度
修复了一个错误,其中Nanocaust船只逐渐被清算为威胁
改善科学工具提示中的颜色
感谢yupyip报告
一些教程改进。包括一堆颜色。
感谢yupyip指出这一点。
声明结构时,在AIP历史记录显示中修正拼写错误
如果波浪碰到拥有行星的次要派系,则游戏现在会更加努力地在工具提示中显示派系名称。
如果波浪未对准玩家的星球,则该图标将变为更一致的灰色。
现在,警报帖子显示在银河地图上。
很好的主意。
感谢Steam上的Jaridan的建议。
在反击通知悬浮文本中添加一些颜色以提高可读性。
感谢yupyip的建议
修复了本地手表黑客的黑客描述中的错字
感谢Volatar的错误报告
在工具提示中为僵尸显示更好的颜色
感谢yupyip,Apthorpe和darkarchon
ARS变更
改进“由于过多的船队而导致的砍伐”信息,以使ARS砍伐能够明确指出您在哪个舰队
原文:
Update v1.002:
ALL of these changes are thanks to Badger and Puffin. Chris was working on the world's longest AMA for some reason: https://www.reddit.com/r/Games/comments/dmhlu6/ama_i_am_chris_park_founder_of_arcen_games_and/
Add some new Quick Starts by community member zeusalmighty
Experimental Targeting Change
Under Galaxy Settings -> Units there's now a setting to enable/disable a new pursuit mode.
This mode makes ships prefer to kill all nearby units before moving on; hopefully it will make Drones less apt to go aggro guard posts everywhere.
Looking for player feedback on this
This also will affect the way AI ships will fight, so I'm loooking for feedback on that aspect as well
Balance Changes
Transport Flagships now cost very little energy.
This was originally so they would be hurt more by Nucleophilic units, but you can usually just micro them around and that's...not really fun or interesting. So just greatly reduce it, since you were otherwise being penalised for using the custom ones.
Thanks to Asteroid and seemingly others for bringing up.
The Human Resistance Fighters now help less often in battles, so it feels more rare/special when they do. They also can't go back to a planet for at least 15 minutes after their last time there.
I forget who asked for this (sorry). They used to attack about 60% of the time, now it's more like 30%
Macrophages now need more metal to do things on Hostile To Players Only mode. Also decrease base telium income when that telium has harvesters on the map; harvesting should be the primary form of income
Thanks to zeus for suggesting
Crippled flagships now have a 5 minute delay until they are eligible to be repaired. This is to make crippling a Bigger Deal in battles where you might have engineers
Note that taking the crippled flagship out of combat (ie to another planet where there are no enemies) will reset the repair delay
From a discussion about flagships on discord
Engineers and Combat Engineers have less health, and are also much higher target priority for the AI.
From discussion about support fleets on discord.
Combat Factories are much higher priority for the AI.
From discussion about support fleets on discord.
Bugfixes
Fix a few problems with quickstarts
Thanks to Arnaud for reporting
Fix a bug where the Dark Spire could give errors after it has killed all the players and AIs in the game.
Thanks to Ovalcircle for bringing about the triumph of the Dark Spire
Fix a strange null reference exception in some findHumanKing code in the game lobby
Spotted by Nuc_Temeron on stream
Fixed Mini Cluster Bombs being swappable. Woops.
Thanks to Mayheim on Steam for reporting.
Launching with OpenGL instead of DirectX11 can be problematic for some people, so on GOG the default launch is now DirectX11. On Steam it still shows you the option of which you want, but starts with DirectX11 as the default.
Thanks to Ronin Storm and Pheespud for reporting.
Polish
Replace a few mentions of FRD with Pursuit Mode in the Settings
Thanks to Volatar for reporting
Fix a typo in the Auto-Kite setting
Thanks to Thotimx
The button in the lower left that just said "Coming Soon" now says "Chat Menu. Coming Soon" so it's clear what it is.
Include mention of the shortcut for toggling between the galaxy map/planet screen in the tooltip for the planet name in the top left.
Improve the tooltip for the clock to mention the buttons that control game speed
Add more colours to the incoming wave tooltip
From a remarkably uncivil and poorly written screed on Steam
Fix a typo in the explanation for the Praetorian Guard
Thanks to unicurse for the bug report
The 'Threat Detail' window available when you click on the Threat icon in the resource bar now shows threat in traditional Strength units (with the raw value divided by 1K).
Thanks to Thotimx and Puffin for pointing this out
The 'Threat Detail' window now shows the total visible hunter/warden strength in the galaxy
Fix a bug where Nanocaust ships were winding up being counted as Threat incorrectly
Improve the colouring in the science tooltips
Thanks to yupyip for reporting
Some tutorial improvements. Includes a bunch of colour.
Thanks to yupyip for pointing it out.
Fix a typo in the AIP history display when claiming structures
If a wave is against a minor faction that owns a planet, the game now tries harder to show the faction name in the tooltip.
If a wave is not against a player planet, the icon will turn grey more consistently.
Alarm Posts now show up on the galaxy map.
Pretty neat idea.
Thanks to Jaridan on Steam for suggesting.
Add some colour to the counterattack notification hovertext to improve readability.
Thanks to yupyip for the suggestion
Fix a typo in the hacking description for local watch hacks
Thanks to Volatar for the bug report
Show better colours for zombies in tooltips
Thanks to yupyip, Apthorpe and darkarchon
ARS Changes
Improve the 'cant hack due to too many ship lines' message for the ARS hack to explicitly call out which fleet you are using, and mention that the hack is done by the closest flagship
Some people on Steam were finding this confusing.
Fix a bug where custom fleets couldn't hack ARS for more ship lines
Thanks to zeus and Chromatism for reporting
Fix a bug where Lone Wolf Fleets could hack ARS
Thanks to AnnoyingOrange for reporting
Fix a bug where things like Hydra Heads were being counted as ship lines for the purposes of an ARS hack
This bug has popped up in so many places, fixing it is like, well, killing the heads on a hydra
Thanks to yupyip for reporting this one
ARS Reroll hacks cost less Hacking Points but have a stronger response
ARS to Science conversion hack now grants more science
ARSs are now owned by AI factions, so hacking them will increase AI hacking response over time
A small nerf to ARS hacks, given that every other changes constitute a buff to the player
Instigator Changes
Some nerfs to Instigators; decrease their power and make the bases spawn less frequently
Fix a bug where Instigator Bases weren't correctly tracking their cumulative effect
Thanks to zeusalmighty for suggesting I look at this
Fix some punctuation issues with Instigator Base descriptions
Instigator bases now report how many times the effect has triggered
Tech Vault Changes
The "Turn Tech Vault into Science" hack now grants a bit more science
Add a "Reroll Tech granted by Tech Vault" hack
Hacking a Tech Vault for science no longer increases the cost of the next upgrade
It seems like everyone wants this
Tech Vaults are now owned by AI factions, so hacking them will increase AI hacking response over time
A small nerf to Tech Vault hacks, given that every other changes constitute a strong buff to the player
by PLAZA