使用说明:
1.解压缩
2.运行update目录下的setup.exe安装升级档
3.复制codex目录下的所有文件到游戏目录覆盖
升级档安装步骤:
1.安装《群星》含乌托邦版游戏:http://down.ali213.net/pcgame/stellarisiso.html
包含以下DLC:
Stellaris: Anniversary Portraits
Stellaris: Utopia
Stellaris: Leviathans Story Pack
Stellaris: Plantoids Species Pack
Stellaris: Original Game Soundtrack
Stellaris: Infinite Frontiers (eBook)
Stellaris: Nova Edition Upgrade Pack
Stellaris: Galaxy Edition Upgrade Pack
更新说明:
机翻:
更新v1.6.0:
################################################## ############
###################### VERSION 1.6.0 ####################### #
################################################## ############
###################
#扩展功能
###################
*(UTOPIA)添加吞噬群众公民游戏为Hive Minds
*(UTOPIA)现在可以在星系中找到并修复破坏的巨型结构
###################
# 特征
###################
*可以使用大型工程技术修复毁坏的Ringworlds
*将帝国外交室改造成一套16个不同的房间,主题围绕AI人物,可以在设计帝国时自由选择
*用增长速度和重新平衡相关值取代生长时间修饰效应
*增加了排放部门资源库存的能力,以100%的影响为您提供75%的库存资源。在防御性战争中,成本降低到25点
*如果您已经研究了新的生态适应技术,现在可以改造有人居住的行星
*您现在可以分别对部门的能源信贷和矿产税进行纳税
* Ironman autosaving现在是季度而不是每月
###################
#平衡
###################
*人类现在是适应性,游牧性和浪费性,而不是快速学习者和游牧者
*物种修改项目的成本现在基于修改开始和结束时的特征之间的差异,而不是特征成本的总和
* Prethoryn Scourge危机现在会更频繁地出现,而Unbidden更不频繁
* Prethoryn Scourge入侵舰队的基地兵力翻了一番以上
*显着的舰队的基础力量加倍,他们的初始舰队已经翻了四倍多
危机舰队的力量现在已经扩大到了银河系的大小
堕落/觉醒的帝国舰队的力量现在与某个星系的尺寸相当
*某些常见的异常现象不会再次产生
*不可能在技术上启发狂热的Xenophobe原语
*选择古老神事件链的宗教觉醒,现在只是将你的帝国伦理转向精神主义者,而不是完全取代他们
*增加翘曲下降时间
*魅力与厌恶现在只影响其他帝国的意见(分别为+ 25 / -25),而不是影响幸福
*在种姓制度中摆脱奴隶制的流行音乐现在将成为首屈一指的奴隶的一些挥之不去的不快乐
*美味泰坦现在提供+ 50%的食物(低于+ 100%)
*蜂巢头脑现在可以选择吃泰坦美奂的生活
*世界造纸厂的升级现在也解锁了大气操纵技术
* Master Builders ascension perk现在增加了+ 100%的巨型结构建造速度,但不再降低成本
*地形相关技术现在不那么罕见,如果您拥有世界造纸成长率,更有可能出现
*行星调查团现在每月进行1/10的研究(最少3次),而不是1/3
*在比赛开始时,降低玩家边界内产生的飞地和空间怪物的可能性
*调整Xeno Outreach议程权重
*所有的消费品现在都是在帝国一级支付的,以便让玩家更清楚生活水平所造成的成本
*“Megastructure需求被拒绝”修饰符设置为7200天
*化学快乐的退出效应现在不那么严重,不能持续很久
摧毁殖民地之后,现实的革命使行星变得贫瘠
*传感器技术现在可以增加行星传感器范围而不是测量速度
*自动测量协议现在提供+ 50%的船舶测量速度(从+ 15%)
*减少距离,Xenophobe堕落的帝国愤怒的边境前哨
*企业管治公民不再要求你是平等的
Leviathans将不再偶尔在帝国启动系统旁产卵
*灵性堕落的帝国不再因殖民地世界而感到不安,因为这造成了各种事件链的问题,并不一致,因为它们不会对他们造成破坏
*升级运输船只是现在即可,没有成本
*在FTL磁铁中捕获的船舶不再在车站顶部弯曲,而是靠近车站
*大幅度提高了军事站和前沿哨所的伤害输出,盾击点和船体点
*增加了相互建立军事电台的距离
*将科技Nexus的输出提升至+ 30 / + 60 / + 90
*生境太阳能处理器不能再建在具有至少半完工的戴森球体系的系统中
*现在可以将Fanatic Xenophobe Spiritualists做为风扇式净化器
公军的力量现在也增加了-20%的军队保养
*派系问题已经重新混合,有多个新的和重新调整的要求
*提高道德吸引力达100%的效果
*堕落的帝国现在除了其他帝国之外还有其他的产卵
*消除了舰队学院航天局模块的影响成本
Zanaam的监护人现在有点难以击败
*现在有30天的侮辱冷却时间,以防止他们在多人游戏中的垃圾邮件
* Homeworld的适应性现在是+ 30%的奖金,而不是总是100%
*殖民地集中化现在是二级技术
*战争期间不再可能交易系统
*银河管理局和一些技术取决于它现在是三级技术
*前FTL文明在游戏的前25年不能再实现FTL
*共享责任法令不再适用于合成帝国
*从矿业研究中心移走武器
*采取统治现在让+20接受外交征服行动
*正确完成了Enigmatic Fortress事件链,现在产生了一个随机的神秘技术,而不是所有这些技术
* Hive Minds现在获得+ 25%的流行成长速度
* Hive Minds现在获得+ 10%的可居住性
*现在采用的传统组合,传统采用成本增加了10%
Terraforming技术现在更加普遍
*流行音乐现在只能自愿离开拥挤的行星
* Fanatic Purifiers公民现在增加了Xenophobe的吸引力
*机械公民现在增加了唯物主义者的吸引力
*内向公民对公民幸福的完美消除
#建筑物
*团结建筑及相关技术的象征已从游戏中移除
*艺术家纪念碑不再影响幸福或团结作为修饰词,而是将其团结输出从3增加到10
*人民群众对幸福的特质影响从+ 10%降至+ 5%
*和平节日对快乐的法令效应取代了+ 30%的食物
*天堂穹顶建筑对幸福的影响从+ 10%降至+ 5%
*龙纪念碑建筑对幸福的影响取代了15个统一的产出
*龙神社建筑效果快乐取代了15个统一的产出
*恒星奖杯建筑对幸福的影响取代了15个统一的产出
*文化中心的栖息地建筑对幸福的影响从+ 10%降至+ 5%
*文化中心生态建设团结产出从3增加到4
*循环学院对幸福的影响从+ 10%降至+ 5%
循环学院建筑社会产出从4个增加到8个
*欧米茄对齐建筑物理学输出从8增加到10
*诊所现在生产社会研究而不是食物
*生境现在在矿产生产方面有点好一点,在能源和科学生产方面要差一些(尽管后者比前者好得多)
###################
#AI
###################
* AI现在更好地了解如何开发只有奴隶和非有意的机器人的行星
*改进的AI逻辑,用于计算何时可以赢得地面入侵
在宣战之前,大赦国际现在投入更多的资源来建立一支罢工军队
*修正AI计算邻接奖金错误
*自动探索不再探索战争领土
*在计算AI应该登陆军队时,为军队的军事力量定义
*当目标舰队在系统之间移动时,固定的错误导致边界内的舰队订单被取消
* AI不再在船上安装相同类型的两个必需组件
*调整AI船队规模的计算,以避免舰队在国家船队规模高于定义值之后分裂
*平民一旦进行作战,运输紧急情况FTL,健康状况低于100%
*修正了AI试图移动已经到达某个位置的领导者的错误
*修正了AI取消舰队命令以攻击边界内的敌人的错误
*修正了在决定是否建造航天港时,部门AI正在对所有者国家的矿产品而不是自己进行检查的错误
#部门
*当您关闭殖民地设置时,部门现在将正确停止殖民化
*部门将不再修改行星,这将会使比堕落帝国更加愤怒的行星胜于自己的帝国
*部门AI不应再使用不能使用它们的建筑物建造外星人宠物和Betharian Stone
*修正了部门AI将在家畜生产的瓷砖上建造建筑物的问题
*部门AI现在优先考虑建筑机器人流行音乐在行星上与无工作的建筑物
*部门AI现在优先建立机器人流行音乐的行星上具有无法复制的生物气息
*部门不再陷入困境,试图在敌对系统中殖民地球
###################
#界面
###################
*明确的限制在一个大型工具提示
现在,大纲公司根据船级别对民用船舶进行排序
*帝国创建屏幕现在关闭时,按下服务器丢失的对话框
*添加了缺少的解释,为什么某些特殊项目无法在车队订单工具提示中进行研究
*现在删除热键的确认对话框正确地显示“删除”而不是“否”
*食物工具提示现在显示了食物盈余对流行成长的影响
*修正了“我们买不起这个”工具提示在工匠组织的互动
*在变形窗中固定对齐
*与球员相同联盟成员的主题现在在星系图中显示为联盟
*边防站现在在维护工具提示中显示维护成本
*增加了为什么你不能在行星和恒星周围建立轨道站的解释
*现在应该更明确的是玩家的帝国在联系视图中
*现在可以看到谁在外交方面与帝国相媲美
*基元现在有不同的标志层,取决于他们的年龄
*异常界面现在显示系统的名称以及行星的名称
*行星视图现在显示了驻军数量和最大数量
*系统视角中的行星现在在系统视图中显示他们的名字,以区别于无趣的行星
*派系型工具提示现在显示了派系对应的精神
*你没有参与的战争的和平通知现在将显示出什么战争要求被执行
*扩展规划师殖民化视图现在只能列出能够殖民目标行星的流行音乐的行星
*为具有多个子目标的特殊项目添加了“跟踪全部”按钮
* Terra Incognita现在一直应用于所有的地图模式
*添加了一个mapmode切换来显示和隐藏hyperlanes
*私人殖民地船只的工具提示显示矿物质而不是能量
*增加了一个不起作用的公民的警报
*增加了一个警报,以获得未使用的公民积分
*固定4位数的车队容量,导致顶杆断线
*舰队解散确认对话框现在对车站使用正确的文本
*白和平报价现在已经明确标示为这样
*通过CTRL-SHIFT点击,在交易交易期间添加了一次发送1000个资源的选项
*添加了通过CTRL单击向扇区发送1000个资源的选项
*当流行音乐由于任何原因被迫离开行星时,现在将会显示“位移”图标
*外交观点的保护国工具提示现在告诉你他们的霸主的相对技术水平
*修正了一个动画错误舰队视图,导致它从屏幕上滑出来
*增加了其他帝国在外交视野中持续多久的信息
*添加了一种地图模式,显示哪些帝国被认为是邻居
*系统视图中不能造成损坏的船只和站点不再显示军事力量
*对齐请求hotjoin文本
*当适当的物种权利被设定时,现在可以播放奴隶制/清除声
###################
#用户修改
###################
*增加了has_valid_civic触发器
*添加了country_robot_build_speed_mult修饰符
*添加on_army_recruited操作
* change_species效果现在适用于殖民地船只
* is_same_species触发器现在在殖民地船上工作
*“物种”范围切换不适用于殖民地船只
*添加游戏规则should_kill_growing_pop
*特殊项目领导技能要求是所要求的最低水平(技能= 3而不是技能> 2)
*将init_effect添加到spawn_megastructure效果
* set_graphical_culture在大型建筑上工作
* megastructure的on_build_start:添加megastructure实例从fromfrom
*删除未使用的效果load_parameters和remove_sector
* on_modification_complete在更改所有受影响的弹出物种后,在更新帝国的创始人物种(如适用)后执行。修复该事件的FROM(种类)范围不起作用
*放置资本时,AI优先考虑哪些资源现在是可变的
###################
#性能
###################
*清理框架网格,所以他们根本不被推到gfx卡
*多线程船舶组件定位
###################
#图形
###################
* Ringworld行星现在拥有独特的天空背景
*修正了当导弹错过目标时失踪的效果
*添加了一个缺少的修饰符和一个缺少的技术图标
*增加了两个新的行星修改器
*为乌托邦添加了新的事件图像
*调整som船尺寸图标
*添加了几个新的修饰符图标
###################
# Bug修复
###################
*在行星调查之后,即将触发连锁店主的前身家居活动,在某些情况下,应该无法完成前体链
*修复了Enigmatic Fortress事件链,有时无法重新启动,故障一次
*魅力和厌恶物种特征的意见修饰现在显示在帝国编辑中
*你不再被部门控制的车队阻挡
*征服的流行音乐现在可以创建和设置他们的物种权利,如果它们之前不存在,则会正确设置
*修正了帝国中非主要物种的灵能觉醒会导致帝国主要物种发生变化的错误
*如果国家类型需要殖民地,只有在一个国家失去它的最后一个星球,才能移除舰队和军队,尽管行星丢失
*修正了在hotjoin之后没有正确地重新计算太空港修改程序的不同步
*修正了不同步的情况,车队可能会在热队加盟后出现不同的车队情况
*固定不同步的地方,帝国可能会遇到不同的战争盟友
*固定不同步,其中缓存的船舶设计值在hotjoin后未重新计算
*固定交易明星图表有时不会与未披露的原始通信
* Xenophobe派别(隔离主义和至尊主义者)现在已经被压制和推动在一起了
* Synthetic Evolution现在也将任何拥有的机器人,机器人或合成器转换为新物种
*当地球的行星类改变时,地坪现在就被打断了
*修正了一个错误,有时候,灾难不会在侵扰世界时正确清除流氓
*修正了在天堂战争结束时,被唤醒的帝国大厦被毁灭的错误
*固定式风扇净化器帝国偶尔不会显示正确的联系对话
*戒指世界的原始人将不再像自己的星球形状
*玩家们不再可以使用“技术中断领域”技术
*尝试在扩展计划器中构建不可达行星的殖民船时,现在显示工具提示警告
*固定的灌胃本地人不能正常工作为非亲和性和和平主义者
狂热的专制伦理现在正好禁止寡头权威型
*当一个timed pop修饰符到期时,Planet tile现在重新计算它的修饰符
*物种视图不会自动创建新的合成物种的权利(开放的AI政策)
*固定的修饰符,如+1个月影响不正确应用
*修正了一个错误,你可以有一个无效的公民,并在某些情况下仍然可以从中受益(如农业田园诗)
*固定食物缺乏部门有时被忽视,导致粮食收入大幅波动
*调整「游牧交易方案」事件链的交易价值
*游牧人和工匠团将不再要求在Hive Mind行星上安置流行音乐
*所选标志模式现在在帝国创建者中正确突出显示
*船只遇到敌方时,不会再向其他排队系统“跳过”
*被清除的Xenos不再增加Xenophile伦理吸引力在他们的星球上
*在战争开始时固定CTD
*修正了一个错误,给不了他们的实体提供道德(如“非”)
*即使没有外交传统,现在可以组建不结盟国家联盟
当选举结束时,现在重新支持民主领导人
*蜂巢思想在成为灵性主义者觉醒帝国的统治时,不再改变政府和伦理
*修正了合成进化升华不会改变殖民地物种的错误
*修正错误,肉体是弱的上升,不会改变殖民地的种类
*修正不断爆发的人口控制启动时不会被杀死
*团结从吹扫流氓获得,因为Fanatic Purifier不再是6
*修复了世界大战炸弹的立场,正确地影响了地球
资本在战争中失败时,现在已经适应了
*“Tile Blocker Cleared”声音现在只有在清除的阻止程序是构建队列中的最后一个项目时才播放
*修正了物种权变更日期总是更新的错误
*修正了如果您所攻击的星球遭到反叛份子的反抗,您的国家可能被毁坏
*改变了'心灵变化'事件链,以更好地适应新的伦理体系
*现在有可能构建机器人和机器人军队的防御和攻击版本
*修复崩溃错误,如果你在多人游戏大厅选择帝国时被踢了
*修正了Horizon信号技术未出现
*修正了无法打开战斗统计通知的错误
*盟军现已正确删除
*修正了选择血统和能力增强者的技术权重将更有可能为授权人而不是惩罚他们
*奴役的机器人不再使威权和Xenophobe的道德吸引力
而不是自由宣布自己的战争的附庸制造的威胁现在被提供给他们的霸主
*修正了机器人物种在热加工后无法选择播放的错误
*修正了一个错误,在派系上的时间修改器永远不会更新
*修正罕见的CTD开始一个新的游戏
*如果另一个帝国在新游戏中发生在您的传感器范围内,则联系人已经正确建立
*修正了游戏开始时统治者技能水平未正确设定的情况
*固定部门工具提示,显示“计划不构造”的太空港口结构
*探测原语不再保护小行星
*退出桌面现在将触发一个铁人保存
*固定化学Bliss生活标准意外地要求乌托邦扩张
*嗜睡者不再因为清除Hive Mind无人机而感到不安
*船舶设计师不再对FTL驱动器发出警告
*修正了一个没有Utopia DLC的热门玩家无法选择使用乌托邦功能的国家的错误
*铁人游戏现在显示一个ga子
* Ironman现在在退出主菜单时保存
*固定的预处理帝国政府类型不符合其实际政府类型
*修正小错字,渲染游戏“字面上无法播放”
*修正了一个错误,导致神经吻合的弹出物永远不会被奴役
*固定的Philsopher King公民不适用于你的起始统治者
*修正了在你的统治者死后,在选举中改革你的政府权力的错误,可能导致你的帝国永久地被困在一个统治者身上
*固定的殖民地事件不当地在被占领的行星上射击
*修正了更改您的政府类型的联系人视图中无法正确更新的错误
*无效的研究选项现在立即从列表中删除
*修正了一个界面问题,如果其中一个项目已经完成,那么“研究项目”按钮对于具有多个特殊项目的行星将不起作用
分裂舰队现在正确地试图平衡两个新舰队之间的船组成
*修正了“太空盗版的诞生”事件,在某些情况下可能会产生两个电台
*当你有一个技能太低的科学家时,固定的研究项目顺序按钮在右键菜单中没有显示出来
*不能合并或拆分FTL中间的舰队,以防止各种攻击
当没有选举进行时,不可能支持领导人进行选举
*修正了游戏设置中改变星系大小的错误有时也会改变它的形状
*船舶设计师的背景纹理现在总是一样的
*固定的“回国”舰队订单考虑霸主的空间端口,即使他们是敌对的
*固定的殖民者GUI元素显示在“外星人威胁”舰队界面
*在选择施工船时,不可能通过右键单击来查看哪些未经预测的行星有存款和原始资料
*如果目标在传感器范围外移动,则具有攻击命令的船只将中止这些攻击命令
*删除开放边界的货物,因为在战争结束时强制开放的边界使其多余
*异常界面现在显示系统的名称以及行星的名称
*已经不可能拆分或合并已订购订单的船队进行升级,以防止各种攻击
*固定“敌军登陆”通知在登陆在自己的(被占领的)星球上玩
*把一些Sol系统的行星一点点分开
*可能固定的问题导致AI的外交投诉垃圾邮件:AI不检查提议的行动,Diplo提出命令使IsValid检查而不是IsProposable
*需要投票和无效的外交行动现在已被禁用,并在工具提示中说明了原因
*修复与三个行星共享相同轨道的奇怪的策展人系统
*创建新帝国时,不可能输入任意长的名字
*修复了各种接口中的一些文本溢出
*当独立战争的一部分时,升级或返回“家”时,固定舰队进入敌对空间港口
*修正了一个错误,战争菜单显示,即使不会,AI也会接受和平报价
*在建筑物品时扣除作为玩家的部门排除费用已不再可能
*另一个帝国占领的行星不再显示动态警报
*派系销毁时现在删除流行派系推广/抑制修饰符
*修正了可招募军队列表显示无效条目的问题
* Limbo事件链中的Awoken不再被其他物种清除
*合成反叛领导人现在得到“AI”的名字
*不能再改革政府无效的公民
*物种基因修饰按钮和特征点计数器现在被隐藏,如果选定的物种是机器人的,不可修改的
*玩家不再因为homeworld在其他国家的边界而完成物种修改专项工作
*为TRADITION_COST_MULT_NUM_GROUPS添加了工具提示
*所有可居住性计算现在都被夹在[0,100]
*帝国与狂热净化器公民不能再选择和平的第一联系政策
*潜在的战争成本描述现在显示成本最低的国家
*修正了“第一殖民地”事件有时候不会出现
*修复机器人缺少物种类相关描述符
*如果攻击者和捍卫者不再在战争中,地面战斗现在已被取消
*当条件发生变化(例如获得足够的矿物质能够建造殖民地船)时,扩建计划者现在可以正确更新殖民地按钮
*修正了舰队机动事件的一些问题
*取消机器人建设时,资源将被退还
*您现在可以在与另一个帝国共享边界的系统中建立站点
在通信建立之前征服一颗星球现在应用了最近征服的惩罚
*固定能够点击技术视图的背景
*修正了Extradimensionals Defed事件无法正常触发的问题
*在检查船舶时,打击工具正确显示为武器部件
*没有政策的国家类型将能够进行全面轰炸
*在技术视图中,在研究类别之间翻转时,滚动条已正确复位
*修正即使你缺乏必要的提升,你也可以升级大型建筑
*改变政策,以便持续不断的观察站任务不再有效,现在将从该站移除该任务
*修正重新设定物种的权利可以避免冷却时间
*修正了新兴的流行音乐在某些情况下没有得到道德操守
*有侵害的行星不再被毁坏
*物种修改:即使没有遗传选择,也可以选择自由特征
*修正了导致Zanaam系统不产生的错误
*修正了船舶设计师的错误,导致Psionic Shields不能被普通的盾牌所挑选出来
*固定部队士气修改器不能正常工作
*逃避的立场现在总是逃离并避免有可能潜在地攻击他们的敌人的系统(包括不同类型的车站)
*如果homeworld的星球类别改变,一个物种将不会再增加他们的家园的可居住性
*具有积极殖民化订单的殖民地船舶不再显示为空闲,在扩展计划中可用
*只有联邦总统现在可以重新命名联邦
*正在施工的机器人不再需要维护费用
*在陆军或盟军的星球上登陆的军队不再给出一个确认对话框,表示将会使敌方变得敌对
*在任何情况下,无武装的船只和驻地将不再互相参与战斗
*修正了不合格的死亡船只更新的不同步
*只要没有其他人也能拥有自己的星球,再次有可能提高你的边界内的预先审讯者
*固定的魅力/厌恶伦理吸引力的工具提示显示误导性的信息
*固定无法与盟友和科目交易星图
*修建采矿站的固定工具提示在建造能源采矿站时,不正确地显示维护成本
*盖亚行星在正常情况下将不再获得“敌对野生动物”行星改良剂
*固定的战争概述总是将玩家和盟友显示为“攻击者”即使在防守战争中
*点击大纲中的一个派别现在打开所选派系的派系视图
*点击“Sector Missing Resourecs”警告,现在打开“行星和扇区”视图
*在联系人视图中,通过意见进行排序时,Enclaves现在已正确放置
* Enclaves的相对强度现在隐藏在联系人视图中
*不再可以清理和清洗同一个星球
*固定的随机物种有时会产生与Uplifted特征
*当选择Hive Mind伦理时,Hive Mind权威现在也将被自动选择
统治者现在获得了执政的经验和水准。继承人在帝国当局下以更低的速度获得经验
*寡头政权和民主国家不再是技能4级的统治者
*修正了一些涉及多种物种的政策
*精神堕落的帝国将不再要求已经完成了等待活动的事件链的帝国放弃了自己的世界
*修正了与Fallen Empire或Enclave进行通信的任何错误,可立即为您提供所有战略资源的研究选项
*修正了最便宜的Artisan Patron选项,总是适用于每个人
*固定溢出错误导致道德吸引力显示错误的值
*不可能通过战斗屏幕找出“老板”生物的命中点
*修复了在Irassian homeworld事件中丢失的行星或月亮参考
*修正了当大量订单已经排队时,运动箭头很奇怪的问题
*物种视图现在只显示在帝国物种模式下的边界内的预先识别者
*文化震惊Pops不能再加入派系
*大型建筑物不能再被围绕行星/星星与异常建造
*修正了一些风扇净化器获得Slaving Despots AI个性代替
*修正了当他们没有权力支持他们时,AI被殖民化在“仇外堕落帝国”旁边
*禁止奴隶制/清除物种权利组(如果不适用)
* Derelict Cruiser现在有适当的组件,不再是一个空的罢工工具部分
*预审员进度条现在再次变灰
*来自物种无法招募的武器(由于物种权利变化等)现在将被解散
*修正了由环球世界殖民被灾祸变成行星的问题
*修正了与环境世界和栖息地相结合的超自然现象
*修正了一个错误,跟随你自己的和盟军舰队会导致由于该舰队进入FTL导致中止的命令
*修正了一个在环形云上不会移动的错误
*修正了一个错误,其中的Enigmatic解码器没有正确应用其奖金
* Cyborg海军上将特征和合成海军上将已经交换了统计数据,正确地使合成上乘比Cyborg更强大
*修复机器人公民没有应用机器人维护效果,并且在工具提示中显示不正确的效果
原文:
Update v1.6.0:
##############################################################
####################### VERSION 1.6.0 ########################
##############################################################
###################
# Expansion Features
###################
* (UTOPIA) Added Devouring Swarm civic to the game for Hive Minds
* (UTOPIA) It is now possible to find and repair ruined Megastructures in the galaxy
###################
# Features
###################
* Possible to repair ruined Ringworlds with the Mega-Engineering technology
* Reworked the empire diplomacy rooms into a set of 16 different rooms themed around AI personalities that can be freely chosen between when designing an empire
* Replaced Growth Time modifier effect with Growth Speed and rebalanced related values
* Added the ability to drain sector resource stockpiles, giving you 75% of their stockpiled resources at the cost of 100 influence. The cost is reduced to 25 influence during defensive wars
* It is now possible to terraform inhabited planets if you have researched the new Ecological Adaptation tech
* You can now set taxes for Energy Credits and Minerals on sectors separately
* Ironman autosaving is now quarterly instead of monthly
###################
# Balance
###################
* Humans are now Adaptive, Nomadic and Wasteful instead of Quick Learners and Nomadic
* The cost of species modification projects is now based on the difference between the traits at the start and end of modification, rather than on the sum of the trait cost
* The Prethoryn Scourge crisis will now show up more often and the Unbidden less often
* More than doubled the base strength of the Prethoryn Scourge invasion fleets
* Doubled the base strength of the Extradimensional fleets, and their initial fleet has been more than quadrupled
* The power of crisis fleets now scales to the size of the galaxy
* The power of Fallen/Awakened empire fleets now scales somewhat to the size of the galaxy
* Certain common anomalies will no longer spawn repeatedly
* It is no longer possible to technologically enlighten Fanatic Xenophobe primitives
* Choosing the religious awakening end of the Old Gods event chain now just shifts your empire's ethics towards spiritualist rather than completely replacing them
* Increased warp wind-down time
* Charismatic and Repugnant now only impact opinion of other empires (+25/-25 respectively) rather than affecting happiness
* Pops that are freed from slavery in a Caste System will now have some lingering unhappiness about being made slaves in the first place
* Delicious Titans now gives +50% food (down from +100%)
* Hive Minds can now choose to eat titanic life
* World Shaper ascension perk now also unlocks the Atmospheric Manipulation technology
* Master Builders ascension perk now increases megastructure build speed by +100%, but no longer provides a cost reduction
* Terraforming-related technologies are now less rare, and even more likely to appear if you have the World Shaper ascension perk
* Planetary Survey Corps now gives 1/10th of monthly research (min of 3) instead of 1/3rd
* Reduced likelihood of enclaves and space monsters spawning within player borders at game start
* Tuned Xeno Outreach agenda weights
* All consumer goods are now paid for on the empire level, to make it more clear to the player what costs are incurred by living standards
* 'Megastructure Demands Rejected' modifier set to 7200 days
* Withdrawal effects of Chemical Bliss are now less severe and do not last as long
* Extradimensionals now turn planets barren after destroying colonies
* Sensor techs now increase planet sensor range instead of survey speed
* Automated Survey Protocols now provides +50% ship survey speed (up from +15%)
* Reduced distance at which Xenophobe Fallen Empires are angered by Frontier Outposts
* Corporate Dominion civic no longer requires you to be Egalitarian
* Leviathans will no longer occasionally spawn right next to empire starting systems
* Spiritualist Fallen Empires are no longer upset by colonizing tomb worlds, as this caused issues with various event chains and was inconsistent when they would not be upset over terraforming them
* Upgrading transport ships is now instant and has no cost
* Ships caught in FTL magnets no longer warp in right on top of a station, but rather near it
* Boosted the damage output, shield hit points and hull points of military stations and frontier outposts substantially
* Increased the distance at which military stations have to be built from each other
* Boosted the output of Science Nexus to +30/+60/+90
* Habitat Solar Processors can no longer be built in a system with a at least half-completed Dyson Sphere
* It is now possible for Fanatic Xenophobe Spiritualists to be Fanatic Purifiers
* Strength of Legions Civic now also adds -20% army upkeep
* Faction Issues have been remixed, with multiple new and re-tuned demands
* Increased the effect of promoting an ethic to +100% attraction
* Fallen Empires now spawn slightly further apart from other empires
* Removed influence cost from Fleet Academy spaceport module
* Guardians of Zanaam are now a bit more difficult to defeat
* There is now a 30-day cooldown on insults, to prevent spamming of them in multiplayer
* Homeworld habitability is now a +30% bonus instead of always being 100%
* Colonial Centralization is now a tier 2 tech
* No longer possible to trade away systems while at war
* Galactic Administration and a number of technologies depending on it are now tier 3 techs
* Pre-FTL civilizations can no longer achieve FTL in the first 25 years of the game
* Share the Burden edict is no longer possible for synthetic empires
* Removed weapons from Mining and Research stations
* Adopting domination now gives +20 to acceptance on diplomatic subjugation actions
* Properly completing the Enigmatic Fortress event chain now yields a random Enigmatic technology rather than all of them
* Hive Minds now get a +25% Pop Growth Speed
* Hive Minds now get +10% habitability
* Each tradition group adopted now adds +10% to tradition adoption cost
* Terraforming technology is now more common
* Pops will now only voluntarily migrate away from planets that are heavily crowded
* Fanatic Purifiers civic now increases Xenophobe attraction
* Mechanist civic now increases materialist attraction
* Inward Perfection civic effect on citizen happiness removed
# Buildings
* Symbol of Unity building and related technology have been removed from the game
* Artist Monument no longer affects happiness or unity as a modifier, but instead has its unity ouput increased from 3 to 10
* Champion of the People trait effect on happiness reduced from +10% to +5%
* Peace Festivals edict effect on happiness replaced with +30% food
* Paradise Dome building effect on happiness reduced from +10% to +5%
* Dragon Monument building effect on happiness replaced with 15 unity output
* Dragon Shrine building effect on happiness replaced with 15 unity output
* Stellarite Trophy building effect on happiness replaced with 15 unity output
* Cultural Center habitat building effect on happiness reduced from +10% to +5%
* Cultural Center habitat building unity output increased from 3 to 4
* Loop Institute building effect on happiness reduced from +10% to +5%
* Loop Institute building society output increased from 4 to 8
* Omega Alignment building physics output increased from 8 to 10
* Clinics now produce society research instead of food
* Habitats are now a little better at mineral production, and a little worse at energy and science production (though still much better at the latter than the former)
###################
# AI
###################
* AI now better understands how to develop planets with only slaves and non-sentient robots
* Improved AI logic for calculating when it can win a ground invasion
* AI now devotes more resources to building up a force of assault armies before declaring war
* Fixed AI calculating adjacency bonuses wrong
* Auto explore no longer explores war territory
* Created define for army military power mult when calculating if AI should land armies
* Fixed bug causing fleet order within borders to be canceled when target fleet was moving between systems
* AI no longer installs two required components of the same type on a ship
* Tweaked calculation of AI fleet size to avoid fleets being split up right after the country fleet size is above the define value
* Civilians and transports emergency-FTL as soon as they are in combat and their health is below 100%
* Fixed bug where AI was trying to move a leader that was already on its way to a location
* Fixed bug where AI cancelled fleet order to attack hostiles within borders
* Fixed a bug where the sector AI was checking against the owner country's minerals instead of its own when deciding whether to build a spaceport
# Sectors
* Sectors will now properly stop colonizing when you turn off the colonize setting
* Sectors will no longer settle planets that would anger a Fallen Empire that is superior to their own empire
* Sector AI should no longer build over Alien Pets and Betharian Stone with buildings that can't make use of them
* Fixed an issue where sector AI would construct buildings on tiles worked by Livestock
* Sector AI now prioritizes building robot Pops on planets with unworked buildings
* Sector AI now prioritizes building robot Pops on planets that have biological pops that cannot reproduce
* Sector no longer gets stuck trying to colonize planet in hostile system
###################
# Interface
###################
* Clarified restrictions in a megastructure tooltip
* Outliner now sorts civilian ships according to ship class
* Empire creation screen is now closed when pressing back on the server lost dialog
* Added missing explanations why certain special projects could not be researched in the fleet order tooltips
* The confirmation dialog for removing hotkeys now correctly says "Remove" instead of "No"
* Food tooltip now shows the effects of food surplus on Pop growth
* Fixed an improper "We cannot afford this" tooltip in Artisan Troupe interaction
* Fixed alignment in terraforming window
* Subjects of members of the same Federation as the player now display as allied in the galaxy map
* Frontier stations now display influence maintenance cost in their upkeep tooltip
* Added an explanation for why you can't build orbital stations around planets and stars with anomalies
* Should now be more clear which is the player's empire in contact view
* Can now see who is rivaling an empire in diplomacy view
* Primitives now have different flag tiers depending on which age they are in
* Anomaly interface now displays the name of the system along with the name of the planet
* Planet view now shows number and max number of garrisoned armies
* Planets that are terraforming candidates now show their name plate in system view to differentiate them from uninteresting planets
* Faction type tooltips now show the faction's corresponding ethos
* Peace notifications for wars you're not involved in will now show what war demands were enforced
* Expansion Planner colonization view will now only list planets with Pops that are able to colonize the target planet
* Added a 'track all' button for special projects with multiple sub-goals
* Terra Incognita is now consistently applied in all mapmodes
* Added a mapmode toggle to show and hide hyperlanes
* Tooltip for private colony ship was showing minerals instead of energy
* Added an alert for having inactive civics
* Added an alert for having unspent Civic points
* Fixed 4-digit fleet capacity causing line break in top bar
* Fleet disband confirmation dialog now uses correct text for stations
* White Peace offers are now clearly labeled as such
* Added the option to send 1000 resources at a time during a trade deal by CTRL-SHIFT clicking
* Added the option to send 1000 resources to a sector by CTRL-clicking
* The Displacement icon will now always show up when a Pop is being forced away from a planet for any reason
* The tooltip for Protectorates in diplomatic view now tells you what their relative tech level to their Overlord is
* Fixed an animation bug Fleet view causing it to slide in and out from the screen
* Added information about how long truces between other empires will last in diplomacy view
* Added a map mode that displays which empires are considered neighbors
* Ships and stations that cannot do damage will no longer have displayed military power in system view
* Aligned requesting hotjoin text
* The slavery/purge sounds now play when appropriate species rights are set
###################
# User modding
###################
* Added has_valid_civic trigger
* Added country_robot_build_speed_mult modifier
* Added on_army_recruited on action
* The change_species effect now works on colony ships
* The is_same_species triggers now work on colony ships
* The "species" scope switch not works on colony ships
* Added game rule should_kill_growing_pop
* special project leader skill requirement is the minimum level required (skill = 3 instead of skill > 2)
* add init_effect to spawn_megastructure effect
* set_graphical_culture works on megastructures
* megastructure's on_build_start: add megastructure instance as fromfrom
* Removed unused effects load_parameters and remove_sector
* on_modification_complete is executed after changing the species of all affected pops and after updating the empire's founder species (if applicable). Fix FROM (species) scope of that event not working
* Which resources the AI prioritizes when placing capitals is now moddable
###################
# Performance
###################
* Cleaned up frame meshes so they do not get pushed to the gfx card at all
* Multithreaded ship component targeting
###################
# Graphics
###################
* Ringworld planets now have unique sky backgrounds
* Fixed missing effect when missiles missed their target
* Added a missing modifier and a missing tech icon
* Added two new planet modifiers
* Added new event images for utopia
* Adjusted som ship sizes icons
* Added several new modifier icons
###################
# Bugfixes
###################
* Precursor homeworld events are now triggered for the chain-owner immediately upon planet survey, should fix not being able to complete precursor chains in some cases
* Fixed the Enigmatic Fortress event chain sometimes not restarting properly after failing it once
* The opinion modifiers of Charismatic and Repugnant species traits are now displayed in the empire editor
* You are no longer blocked from disbanding fleets controlled by sectors
* Conquered pops now get their species rights created and setup correctly if they where not existing before
* Fixed a bug where psionic awakening of non-primary species in an empire would cause the empire's primary species to change
* Only remove fleets and armies of a country when losing it's last planet if country type needs colonies, Swarm remains even though planets are lost
* Fixed out-of-sync where spaceport modifiers were not properly recalculated after hotjoin
* Fixed out-of-sync where fleets could end up with different fleet stances after hotjoin
* Fixed out-of-sync where empires could end up with different war allies
* Fixed out-of-sync where cached ship design values were not recalculated after hotjoin
* Fixed trading Star Charts sometimes not giving Communications with uncovered Primitives
* Xenophobe factions (Isolationist and Supremacist) are now Suppressed and Promoted together
* Synthetic Evolution will now also convert any owned robots, droids or synths to your new species
* Terraforming is now interrupted when a planet has its planet class changed
* Fixed a bug where sometimes the Scourge would not properly purge pops while infesting worlds
* Fixed a bug where the buildings of Awakened Empires would be destroyed at the end of the War in Heaven
* Fixed Fanatic Purifier empires occasionally not displaying the correct contact dialogue
* Primitives on Ring Worlds will no longer nuke themselves planet-shaped
* The technology Enigmatic Disruption Field is no longer available to players
* A tooltip warning is now shown when trying to build colony ships for unreachable planets in the expansion planner
* Fixed indoctrinate natives not working properly for xenophiles and pacifists
* Fanatic Authoritarian ethic now properly disables oligarchic authority type
* Planet tile now recalculates its modifiers when a timed pop modifier expires
* Species view does not automagically create new species rights for synthetics upon opening anymore (overriding AI policy)
* Fixed modifiers such as +1 monthly influence not being applied correctly
* Fixed a bug where you could have an invalid civic and still get benefits from it in some cases (such as Agrarian Idyll)
* Fixed food deficit from sectors sometimes being ignored, causing big fluctuations in food income
* Tweaked the trade values for the "Nomad Trade Proposal" event chain
* Nomads and Artisan Troupe will no longer ask to settle pops on Hive Mind planets
* The selected flag pattern is now properly highlighted in the empire creator
* Ships no longer "skips ahead" to other queued systems when they encounter hostiles
* Xenos that are being purged no longer increase Xenophile ethics attraction on their planet
* Fixed CTD when a war is started
* Fixed a bug that was giving ethics to entities that shouldn't have them (such as the Unbidden)
* Now possible to form the League of Non-Aligned Powers even if you do not have diplomacy traditions
* Support for democratic leaders is now reset when an election ends
* Hive Minds no longer change government and ethics when becoming the dominion of a Spiritualist Awakened Empire
* Fixed bug where the Synthetic Evolution ascension perk would not change the species of colony ships
* Fixed bug where The Flesh Is Weak ascension perk would not change the species of colony ships
* Fix growing pops not being killed when population control is enabled
* Unity gained from purging pops as Fanatic Purifier is no longer capped at 6
* Fixed Armageddon bombing stance to properly affect planet
* Capital is now properly moved when it is lost in a war
* 'Tile Blocker Cleared' sound now only plays if the cleared blocker is the last item in the build queue
* Fixed bug where the species rights change date was always updated
* Fixed bug where your country could be destroyed if a planet you attacked got rebel revolts
* Reworked the 'a Change of Heart' event chain to better fit the new ethics system
* It is now possible to build both defense and assault versions of robotic and android armies
* Fixed crash bug if you were kicked while selecting empire in the multiplayer lobby
* Fixed a Horizon Signal-related technology not appearing
* Fixed bug where the combat stats notification could not be opened
* War allies are now properly removed
* Fixed the tech weights for Selected Lineages and Capacity Boosters to be more likely for Authoritarians instead of penalizing them on it
* Enslaved robots no longer cause Authoritarian and Xenophobe ethics attraction
* Threat generated by vassals that are not free to declare their own wars is now given to their overlord instead
* Fixed bug where robotic species could not be picked to play after hotjoin
* Fixed a bug where timed modifiers on factions would never update
* Fixed rare CTD when starting a new game
* Contact is now properly established if another empire happens to spawn within your sensor range in a new game
* Fixed a case where ruler skill level wasn't correctly set on start of game
* Fixed sector tooltip displaying "Planning to construct none" for spaceport constructions
* Probing primitives no longer protects them from asteroids
* Quit to desktop will now trigger an ironman save
* Fixed Chemical Bliss living standard accidentally requiring the Utopia expansion
* Xenophiles are no longer upset by the purging of Hive Mind drones
* Stations no longer have warnings for FTL drive in ship designer
* Fixed a bug where a hotjoining player without the Utopia DLC could not pick countries that used Utopia features
* Ironman games now show a gauntlet
* Ironman now saves when exiting to main menu
* Fixed pre-scripted empire government types not matching their actual government types
* Fixed minor typo rendering the game "literally unplayable"
* Fixed a bug that was causing nerve stapled pops to never be enslaved
* Fixed Philsopher King civic not applying to your starting ruler
* Fixed a bug where reforming your government authority in the middle of an election after the death of your ruler could cause your empire to be stuck without a ruler permanently
* Fixed colony events inappropriately firing on occupied planets
* Fixed a bug where changing your government type would not properly update in contacts view
* Invalid research options are now instantly removed from list
* Fixed an interface issue where the 'Research Project' button would not work on planets with multiple special projects if one of those projects had been completed
* Split Fleet now properly tries to balance ship composition between the two new fleets
* Fixed "Birth of Space Piracy" event potentially spawning two stations in certain circumstances
* Fixed research project order button not showing up at all in right-click context menu when you had a scientist with too low skill
* Can no longer merge or split fleets that are in the middle of FTL wind-down, to prevent various exploits
* No longer possible to support leaders for an election when there is no election going on
* Fixed a bug where changing the size of the galaxy in game setup would sometimes also change its shape
* Background texture in ship designer is now always the same
* Fixed "return home" fleet orders considering overlord's space ports even if they are hostile
* Fixed colonizer GUI elements showing up in 'alien menace' fleet interface
* No longer possible to see which unsurveyed planets have deposits and primitives by right-clicking them while having a construction ship selected
* Ships with attack orders will now abort those attack orders if the target moves outside sensor range
* Removed open borders wargoal, since enforced open borders on war end made it redundant
* Anomaly interface now displays the name of the system along with the name of the planet
* It is no longer possible to split or merge fleets that have been given orders to upgrade, to prevent various exploits
* Fixed 'enemy troops landing' notification playing when landing on your own (occupied) planet
* Spaced out the planets of the Sol system a little bit
* Possibly fixed issue causing diplomatic invation spams from AI: AI not checking proposed actions and Diplo propose command making IsValid check instead of IsProposable
* Diplo actions which require votes and are invalid are now disabled and the reason stated in tooltip
* Fixed strange Curator system with three planets sharing the same orbit
* It is no longer possible to enter arbitrarily long names when creating new empires
* Fixed some text overflows in various interfaces
* Fixed fleets going to hostile space ports when upgrading or returning "home" when part of an independence war
* Fixed a bug where the war menu showed that the AI would accept a peace offer even if it wouldn't
* It is no longer possible to get sector excluded costs deducted as a player when building items
* Unrest alert is no longer shown for planets that are occupied by another empire
* Pop faction promotion/suppression modifiers are now removed when the faction is destroyed
* Fixed an issue causing the list of recruitable armies to show invalid entries
* The Awoken in the Limbo event chain are no longer purged by another species
* Synthetic rebel leaders now get "AI" names
* Can no longer reform governments to have invalid civics
* The species gene modify button and trait points counter are now hidden if the selected species is robotic and not modifiable
* Player no longer blocked from completing special project on species modification due to homeworld being in other's borders
* Added tooltip for TRADITION_COST_MULT_NUM_GROUPS
* All habitability calculations are now clamped at [0, 100]
* Empires with fanatic purifier civic can't select peaceful first contact policy anymore
* Potential warscore cost description now shows the country with the lowest cost
* Fixed "first colony" event sometimes not showing up
* Fixed missing species class-related descriptors for Robots
* Ground combat is now canceled if the attackers and defenders are no longer at war
* Expansion planner now properly updates the colonize button when conditions change (such as getting enough minerals to be able to build a colony ship)
* Fixed some issues with the Fleet Maneuvers event
* When cancelling construction of robots, resources are refunded
* You can now build stations in systems where you share borders with another empire
* Conquering a planet before communications are established now applies the recently conquered penalty
* Fixed being able to click through background of technology view
* Fixed issue where Extradimensionals Defeated event failed to trigger properly
* Strike craft now correctly shows up as weapon components when inspecting ships
* Country types without policies will be able to do full bombardment
* Scrollbar now properly resets when flipping between researched categories in technology view
* Fix that you could upgrade a megastructure even if you lacked the necessary ascension perk
* Changing policies so that an ongoing observation station mission is no longer valid will now remove that mission from the station
* Fix Resetting species rights to default could circumvent cooldowns
* Fixed newly created Pops not getting ethics under some circumstances
* Infested planets no longer destroyed
* Species Modifications: Free traits can be selected even if no trait picks are left
* Fixed a bug that was causing the Zanaam system not to spawn
* Fixed a bug in ship designer that was causing Psionic Shields not to be picked over regular shields
* Fixed army morale modifiers not working properly
* Ships in evasive stance will now always flee from and avoid systems that have any hostiles that could potentially attack them (including different types of stations)
* A species will no longer get an increase in habitability on their homeworld if the homeworld's planet class changed
* Colony ships that have active colonization orders are no longer displayed as idle and available in expansion planner
* Only the Federation President can now rename a Federation
* Robots that are under construction no longer cost maintenance
* Landing armies on a vassal or ally's planet no longer gives a confirmation dialog stating it will turn them hostile
* Unarmed ships and stations will no longer engage each other in combat under any circumstances
* Fixed out-of-sync where killed ships had their movement updated
* It is once again possible to uplift pre-sentients inside your borders even if you do not own their planet as long as nobody else does either
* Fixed tooltip for Charismatic/Repugnant ethics attraction showing misleading information
* Fixed not being able to trade star charts with allies and subjects
* Fixed tooltip for build mining station order incorrectly showing a maintenance cost when building an energy mining station
* Gaia planets will no longer get the 'Hostile Wildlife' planet modifier under normal circumstances
* Fixed war overview always showing player and allies as 'Attackers' even in defensive wars
* Clicking a faction in the outliner now opens the Faction View with that faction selected
* Clicking the 'Sector Missing Resourecs' alert now opens Planets & Sectors view
* Enclaves are now properly placed when sorting by opinion in contacts view
* Relative Power of Enclaves is now hidden in contacts view
* No longer possible to cede and cleanse the same planet
* Fixed randomized species sometimes being generated with the Uplifted trait
* When choosing Hive Mind ethic, Hive Mind authority will now also be autoselected
* Rulers now gain experience and level up from ruling. Heirs gain experience at a reduced rate under Imperial authority
* Oligarchies and Democracies no longer start with skill level 4 rulers
* Fixed certain policies dealing with multiple species not showing up immediately for empires with Syncretic Evolution
* Spiritualist Fallen Empires will no longer demand that empires that have completed the Worm-in-Waiting event chain abandon their home worlds
* Fixed a bug where getting communications with a Fallen Empire or Enclave would immediately give you access to research options for all strategic resources
* Fixed the cheapest Artisan Patron option always being available to everyone
* Fixed overflow bug causing ethic attraction to show wrong values
* It is no longer possible to find out the hit points of 'boss' creatures through the battle screen
* Fixed missing planet or moon reference in the Irassian homeworld event
* Fixed an issue with movement arrows acting strange when lots of orders had been queued
* Species view now only shows pre-sentients within your borders when in Empire species mode
* Culture shocked Pops can no longer join factions
* Megastructures can no longer be built around planets/stars with Anomalies
* Fixed some Fanatic Purifiers getting Slaving Despots AI personality instead
* Fixed AI colonizing next to Xenophobic Fallen Empires when they did not have the power to stand up to them
* Disable slavery/purge species rights groups if they are not applicable
* Derelict Cruiser now has proper components, no longer an empty strike craft section
* Pre-sentients progress bar is now grey again
* Armies from species that are not valid for recruitment (due to changing species rights, etc) will now be disbanded
* Fixed issue where Ring Worlds colonized by the Scourge turned into planets
* Fixed issues related to Extradimensionals bombarding Ring Worlds and Habitats
* Fixed a bug where following your own & allied fleets would result in an aborted order due to that fleet entering FTL
* Fixed a bug where clouds on ringworld would not move
* Fixed a bug where Enigmatic Decoder was not applying its bonuses correctly
* Cyborg admiral trait and Synthetic admiral trait have now swapped stats, correctly making Synthetic admirals stronger than Cyborg ones
* Fixes Mechanist civic not having its robot maintenance effect applied and an incorrect effect being displayed in the tooltip
by CODEX