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Crack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《外星贸易公司》原版游戏:http://down.ali213.net/pcgame/offworldtciso.html
2.安装《外星贸易公司》v1.0.12867升级档:http://patch.ali213.net/showpatch/56375.html
3.安装《外星贸易公司》v1.1.13174升级档:http://patch.ali213.net/showpatch/57179.html
4.安装《外星贸易公司》v1.2.13267升级档:http://patch.ali213.net/showpatch/57985.html
5.安装《外星贸易公司》v1.8.13592升级档:http://patch.ali213.net/showpatch/60329.html
6.安装本升级档
包含以下DLC:
Offworld Trading Company - Real Mars Map Pack DLC
Offworld Trading Company - The Ceres Initiative DLC
Offworld Trading Company - Map Toolkit DLC
Offworld Trading Company - The Patron and the Patriot DLC
更新说明:
机翻:
活动
Patron和Patriot是一个DLC包,专注于在Offworld贸易公司增强单人游戏模式。
基本游戏运行的运动模式就像一场持续七场比赛的竞争性比赛。有九个字符要玩,每个都有自己的一组津贴。在玩游戏时,你的角色通过胜利奖金,事件和通过累积的收入,可以花在你所选择的特惠赚取新的优惠。你的策略不仅适用于每个单独的游戏,而且适用于你的角色的perk进程,这使你能够定制你的优势和弱点,以便在以后的游戏中使用。淘汰赛从第三场开始,从每周的比赛中淘汰最弱的竞争对手,直到只剩下四人在决赛中进行竞争,其中股票买入消除了剩余部分,留下了唯一的幸存者对所有火星进行垄断。
在这个基础上,我们制作了增强功能,旨在提高宽度,深度和沉浸为购买赞助人和爱国者的竞选球员。
特征
殖民地类 - 每个殖民地现在专攻经济的一个领域,以各种方式改变当地市场条件。
广告系列长度 - 广告系列比赛现在可以持续4,7或10场比赛。每个长度都有自己的平衡调整和游戏微妙。
批发订单游戏模式 - 不是所有的殖民地都希望你为他们建造栖息地和工作模块。现在有些人希望贵公司提供各种批发商品。
两个新的角色 - 新的CEO,新的游戏特惠。
故事驱动的运动 - 六个关于火星生活的互动短篇故事,可以通过在每个不同的运动长度上玩新角色来体验。
新员工福利&新成就
宽度
新殖民地类
火星上的早期殖民地必须是自给自足的。它们只包括消耗生命支持资源(并提高这些资源的价格)的通用栖息地模块,以及消耗某些工业资源的工作场所模块。
地球的快速殖民化为殖民地专门化创造了机会,在更复杂的火星经济中建立了相互依存的贸易伙伴网络。现在除了通用的Habitat和Workplace模块之外,许多殖民地都有定制的模块类型,它们使用与默认类型不同的资源(提高不同商品集合的价格),甚至在某些情况下生成资源(这实际上驱使价格下降这些商品)。定制模块类型需要不同的材料来构造,这影响了殖民地希望公司为他们建立更多的圆顶的游戏。
我们在“赞助人”和“爱国者”中增加了17种殖民地。这些现在提供了广泛的本地化市场条件,你作为玩家必须预期和管理,以获得成功。还有与每个殖民地类相关的游戏调整,包括由殖民地产生的商品的本地价格控制和每个类特有的可能影响游戏选项的成本或可用性的特殊规则。
广告系列长度
改变在比赛中玩的游戏的数量影响perk进程。由于津贴是为活动的主体塑造的骨架,新的活动长度为球员战略提供了新的机会。
较短的活动期限提供较少的机会在结局之前获得福利,所以启动资本增加。玩家(和他们的AI对手!)有机会在第一场比赛开始之前多次雇佣员工,允许“快速进入”战略体验,迅速发挥红利。随着淘汰轮数的减少,对手的数量减少,每场比赛的对手也减少。但是,从中选择的级别较少,这可能需要您玩一些更困难的场景。
更长的运动时间给予更多的进展机会,但开始时花费在津贴上的现金少得多,并且不允许你在头几个星期永久雇用。你必须决定是否在早期花费大量的临时津贴或尝试保存到更大的购买后。从早期游戏赚取的任何收入都会持续更长的时间,所以这是不容易的选择。每场比赛在早期会打败你对抗三个对手,使繁忙和更困难的游戏。有更多的机会从坏的游戏中恢复,但仍然推向最终的胜利。接近比赛结束时,你必须面对更强大的对手,他们自己已经积累了大量的perk进步,并给你更多的威胁。
添加深度
游戏模式:殖民地建设对批发订单
在殖民地构建模式下,你知道你的对抗:需要大量的铝来建立栖息地圆顶和至少一个建筑工地模块的建筑资源。在赞助人和爱国者,殖民地类可能会影响可用于构建的模块,这可能会改变你需要提供的资源。 (例如,Penal殖民地,使用Carbon代替铝建造他们的监狱模块。)所以即使对于殖民地建设模式,你的公司将需要变得更多样化。
批发订单模式提供了一个更有活力的挑战。殖民地可以要求任何商品类型。您将需要投资更少的现金比建立在殖民地建筑模式的圆顶,但你的物质投资将更大。整个游戏的订单规模增长,需要更加急剧的资源成本。一些订单类型可能是固定的,其中殖民地将想要同一商品的更大的订单。其他顺序可以是动态的,其中对于每个连续的订单填充需要随机选择的资源类型。即使是固定的或动态的列数,从一个游戏到下一个,需要你的战略,以适应每个游戏的个别市场条件。
需要更大的战略深度,才能在这个新的,更有活力的火星经济中取得成功。
新字符
在他的青年,Mikhail Nekrasov医生发现透明铝,第一种透明金属适合在建筑中使用。今天他富有超越的能力,但米哈伊尔正在慢慢失去他与ALS的战斗。对他犯下的罪行把他带到火星。命运可能是什么让他在那里。
Nekrasov博士持有透明铝专利,允许他在建筑中用铝代替玻璃。作为一个独立开发者,他可以构建任何HQ类型。他的公司的采矿,炼钢和地热能力是无与伦比的,但他的专长在其他领域缺乏。
Manuel Valencia是一群年轻投资者中帮助重建全球经济的最亮的明星。他的公司伊卡洛斯投资公司负责建立圣地亚哥作为南美洲的金融中心。一个失败的赌博他最大的贸易成本伊卡洛斯的四分之一的资产。客户逃离,公司被迫关上门。寻求一个新的开始,曼努埃尔接受了从保罗·鲁比尼加入塞内卡和来到火星的提议。
Manny与他以前的许多客户保持着良好的关系。有些人愿意从灰烬中下注,允许他保持强大的债券评级,只付出一半的成本(与其他人相比)来融资他的短期债务。曼尼设立了一个核心抽样部门,为他的当地总部每个级别提供一个核心样本。他没有人员专业化,而是保持一个多才多艺的基础,他依靠他的核心样本,在每个殖民地把资源浪潮倾向于他的青睐。
增加浸没
故事驱动的运动
在殖民扩张和经济多样化时代,有关火星生活的六个短篇小说。新的殖民地类环境作为这些故事的背景,而在最佳旅行窗口(当行星彼此靠近时)从地球发送到火星的一群殖民舰船解释了为什么会有一群激烈的竞争新的殖民地,这将最终在最后一个殖民地由舰队创建的最后一场比赛。
这些故事的部分原因是玩家的选择。互动是间接的:你不会在你选择故事的直接结果的道路上面对叉子。相反,每个故事的子剧情和细节将围绕你玩的游戏:你的水平选择,对手面对,人员津贴,和胜利或失败在你的游戏。你将通过玩游戏,与你的性格的旅程,沉浸在火星上的生活,因为你应用你的策略和斗争获得胜利。
玩新的CEO来体验故事。每个CEO都有一个故事与三个活动长度的每一个相关,所以你需要赢得每个活动长度两次(每个新CEO一次),体验所有六个故事完成。
重放故事可以产生先前未经历的新细节,因为不同的子图或背景信息的部分由不同的玩家选择和游戏结果触发。
原文:
The Campaign
The Patron and the Patriot is a DLC pack focused on enhancing the single player campaign mode within Offworld Trading Company.
The campaign mode that shipped with the base game operates like a competitive tournament that lasts for seven games. There are nine characters to play, each with their own set of perks. While playing games, your character earns new perks through victory bonuses, events, and via accumulating income that can be spent on perks of your choice. Your strategy applies not just to each individual game, but to your character's perk progression, which lets you tailor your strengths and weaknesses for use in later games to be played. Elimination rounds begin at game three, removing the weakest competitor from the tournament each week, until only four remain to compete in the finale, where stock buyouts eliminate the rest, leaving a sole survivor with a monopoly over all of Mars.
Upon this foundation, we have crafted enhancements designed to improve Breadth, Depth, and Immersion for campaign players who purchase The Patron and the Patriot.
FEATURES
Colony Class - Each colony now specializes in one area of the economy, altering local market conditions in a variety of ways.
Campaign Length - The campaign tournament can now last for 4, 7, or 10 games. Each length comes with its own balance tweaks and gameplay subtleties.
Wholesale Orders game mode - Not all colonies want you to build habitats and work modules for them. Now some instead want your company to supply a variety of wholesale goods.
Two new Characters - New CEOs with new gameplay perks.
Story-Driven Campaigns - Six interactive short stories about life on Mars, available to experience through playing the new characters on each different length of campaign.
New Staffing Perks & New Achievements
Breadth
New Colony Classes
Early colonies on Mars had to be self-sufficient. They consisted only of generic habitat modules, which consume life support resources (and drive up prices on these resources), and workplace modules, which consume certain industrial resources.
Rapid colonization of the planet opens up opportunities for colonies to specialize, creating an interdependent web of trading partners amid a more sophisticated Martian economy. Now in addition to generic Habitat and Workplace modules, many colonies have customized module types, which consume different resources than the default types (driving up prices on a different set of commodities) and even in some cases producing resources (which actually drives prices down on those commodities). Custom module types require different materials for construction, which affects games where the colony desires companies to build more domes for them.
We have added 17 classes of colonies in The Patron and the Patriot. These now provide a wide field of localized market conditions, which you as player must anticipate and manage in order to succeed. There are also gameplay tweaks associated with each colony class, including local price controls on commodities produced by the colony and special rules unique to each class that may affect cost or availability of gameplay options.
Campaign Length
Changing the number of games played in the tournament affects perk progression. Since perks are the skeleton that gives shape to the body of a campaign, the new campaign lengths offer new opportunities for player strategy.
The shorter campaign length provides fewer opportunities to gain perks before the finale, so starting capital is increased. Players (and their AI opponents!) have the opportunity to make multiple staffing hires before the first game is played, allowing for a "jump right in" strategic experience that pays dividends quickly. With fewer elimination rounds, the number of opponents is reduced and opponents per game is reduced as well. There are fewer levels from which to choose, though, which may require you to play some more difficult scenarios.
The longer campaign length grants more opportunities for progression, but starts with a lot less cash to spend on perks and does not let you make permanent hires for the first couple of weeks. You must decide whether to spend heavily on temporary perks in the early going or try to save toward bigger purchases later. Any income earned from the early games will carry on longer, so this is no easy choice to make. Every game in the early going will pit you against three of your rivals, making for busier and more difficult games. There is more opportunity to recover from a bad game, though, and still press on toward ultimate victory. Near the end of the tournament, you must face more formidable opponents, who themselves have accumulated a high amount of perk progression and pose more threat to you.
Adding Depth
Game Modes: Colony Build vs Wholesale Orders
In Colony Build mode, you know what you're up against: need lots of Aluminum to build habitat domes and at least one construction resource for building workplace modules. In The Patron and the Patriot, colony class may affect which modules are available to construct, which can vary the resources you will need to provide. (Penal colonies, for instance, use Carbon instead of Aluminum for constructing their Prison modules.) So even for Colony Build mode, your company will need to become more versatile.
Wholesale Orders mode offers a much more dynamic challenge. The colony may request any of the commodity types. You will need to invest less cash than it takes to construct domes in Colony Build mode, but your material investments will be greater. The size of the orders grows throughout the game, requiring an ever-steeper resource cost. Some order types may be fixed, where the colony will want ever-larger orders for the same commodity. Other orders may be dynamic, where a randomly-chosen resource type will be needed for each successive order filled. Even the number of columns that will be fixed or dynamic changes from one game to the next, requiring your strategy to adapt to the individual market conditions of each game played.
Greater depth of strategy will be needed to succeed in this new, more dynamic Martian economy.
New Characters
In his youth, Doctor Mikhail Nekrasov discovered transparent aluminum, the first clear metal suitable for use in construction. Today he is rich beyond measure, but Mikhail is slowly losing his battle with ALS. A crime committed against him lured him to Mars. Fate may be what keeps him there.
Dr. Nekrasov holds the patent for Transparent Aluminum, which permits him to substitute aluminum for glass in construction. As an indie developer, he can construct any HQ type. His company's mining, steel-making, and geothermal capabilities are unmatched, but his specializations leave weakness in other areas.
Manuel Valencia was the brightest star in a young group of investors helping to rebuild the global economy. His firm, Icarus Investments, was responsible for establishing Santiago as the financial center of South America. A failed gamble on his biggest trade cost Icarus a quarter of its assets. Clients fled and the firm was forced to shut its doors. Seeking a fresh start, Manuel has accepted an offer from Paulo Rubini to join Seneca and come to Mars.
Manny maintains good relations with many of his former clients. Some are willing to bet on his rise from the ashes, allowing him to maintain a strong bond rating and pay only half the cost (compared to others) for financing his short term debts. Manny has set up a Core Sampling division, which provides him one Core Sample perk per level of his local Headquarters. He has no staffing specializations, instead maintaining a versatile footing, from which he relies on his Core Samples to turn the resource tide in his favor at each colony.
Increasing Immersion
Story-Driven Campaigns
Six short stories have been written about life on Mars during the era of colonial expansion and economic diversification. The new colony class environment serves as the backdrop for these stories, while a fleet of colony ships sent from Earth to Mars during the optimum travel window (when the planets are near each other) explains why there will be a flurry of intense competition over the new colonies, which will culminate at a final game played at the last colony founded by the fleet.
The stories are driven in part by the player's choices. Interactivity is indirect: you will not face forks in the road where you choose the direct outcome of a story. Instead, the subplots and details of each story will mold themselves around the games that you play: your level selections, opponents faced, staffing perks, and victory or defeat in your games. You will journey with your character through playing the games, immersing yourself in life on Mars as you apply your strategies and struggle to obtain victory.
Play the new CEOs to experience the stories. Each CEO has one story tied to each of the three campaign lengths, so you will need to win each campaign length twice (once for each new CEO) to experience all six stories to completion.
Replays of a story may yield new details not previously experienced, as different subplots or sections of background information are triggered by different player choices and game outcomes.
by BAT