使用说明:
1.解压缩
2.运行update文件夹里的setup.exe安装升级档到游戏目录
3.复制codex文件夹里的文件到游戏目录覆盖
4.开始游戏
升级档安装步骤:
1.安装《银河文明3》原版游戏:http://down.ali213.net/pcgame/galacticcivilizations3iso.html
2.安装本升级档
更新说明:
机翻:
更新v2.5:
对于十字军和GalCiv基地的拥有者,您将得到:
转机时间要快得多
人工智能更聪明
很多bug修复
大量改进游戏平衡
对于GalCiv基地的所有者,您将获得:
改进的UI
增强外交和交易变化
资源系统
船主设计师在主菜单上
Starbase升级系统
食物/城市
对于十字军和GalCiv基地的拥有者,您将得到:
您可以使用命令行参数,在基础游戏和十字军之间跳跃。使用“-DisableDLC”十字军“来禁用十字军东征。
当你玩基本游戏的游戏,游戏可以在基地玩
平衡修正的游戏模式。
十字军的具体平衡和修复。
重要
保存游戏从早期版本的银河文明III将不被支持。然而,以前的2.33版本可用的是“银河文明III经典”的“测试版”
更新9/10
固定MP数据加载以更好地处理不匹配的DLC。
更新基地游戏派系资金,起始人数为5人
固定显示在雇佣窗口中的错误,如果玩家不能负担佣人的信用成本,那么它不会正确地禁用雇佣兵条目
修正了当玩家没有足够的学分时可以买到佣兵的问题,只要他们有足够的剩余资源
整合详细变更
合并十字军和“基地”游戏代码。现在这两种产品都只有一个exe。大多数修复和改进将在两款游戏之间共享。
以下十字军特定的游戏元素在基地游戏中被禁用:公民,入侵,促销,间谍活动。
基本游戏玩家继续拥有以下功能:
使用生产车轮(而不是公民)来调整行星和文明经济。请注意,我们已经从游戏中删除强制
入侵系统1.0
小文明1.0
管理点与星系大小而不是公民有关。
十字军的基地游戏变化
十字军和基地游戏现在共享一个通用的UI基础。除了与版本特定功能相关的元素之外,UI在两个版本之间看起来是一样的。对于基地玩家来说,这意味着一个更干净,功能更强大的UI
资源系统大修。资源随着时间的推移积累,是更多船舶和改进所需要的,在交易中更有价值。
Starbases现在使用资源升级而不是构造函数。
更新了外交屏幕窗口。
改进外交和贸易体系,利用新的资源体系;以及更加智能和有趣的交易。
城市/食物 - 你现在使用食物(资源)建立城市,这决定了你的殖民地的人口上限。食物可以像任何其他资源一样交易。
在街上添加“字” - 快速反馈您的星球状态。
合并了十字军东征的一些警报
公民建设者的十字军特定要素在基本游戏模式下被禁用。
种族类型和起始舰队被藏在十字军外面
公民肖像/名称按钮隐藏在十字军之外
风味文字部分替换为十字军外的自定义启动屏幕
十字军外的残疾人舰队标签
使命
船舶设计师现在在主菜单上
将游戏文本移动到基本数据文件。这将使未来的变化更容易。
合并许多资产文件(音乐,声音,特殊fx)
合并了改进的十字架版本的图标,改进和行星瓦片缩略图。
从十字军和基地游戏中删除了大量冗余的游戏数据。
更新了基础设计文件以使用他们的十字军版本(看起来更好)。
更新的Ship class defs和ship style set defs,以便只有一个ship class defs file,defs说使用它们。
对DLC数据系统进行了实质性的改进,提高了稳定性和速度。
使用“-DisableDLC”十字军“来禁用十字军东征。
将自定义数据模板移动到基本游戏文件夹,并将文件重命名为更清晰。更改对话系统以使用新的位置。 (Modders!这可能会影响你)。
将所有的架构从十字军移动到基本架构文件夹。 (Modders!这很可能会影响你)。
基础游戏改进
游戏
主要修复/改进转弯时间和卡住转向问题:只有在屏幕上并且放大的情况下才会播放或者如果它涉及播放器。
每个人口现在都有1个生产点。
从每个征服的行星的1减少到0.25
高速成本乘数从10倍增加到20倍
强制惩罚消除
基地人口增长从0.2减少到0.1
科技通胀由0.01上升至0.02
小行星基础费用从500减少到100
基地生产点从5个减少到1个
资本世界人口帽从10减少到5
默认殖民地人口帽从5减少到3
新改进:空间电梯
新改进:计算机核心
新改善:城市(消费食物提供人口)
新改进:管理中心(构建获得更多管理员,
原文:
Update v2.5:
For owners of Crusade and base GalCiv, you will get:
Turn times are much faster
The AI is much smarter
Lots of bug fixes
Massive improvements in game balance
For owners of just base GalCiv, you will get:
Improved UI
Enhanced Diplomacy and trading changes
Resource system
Ship designer on the main menu
Starbase upgrade system
Food / Cities
For owners of Crusade and base GalCiv, you will get:
You can, with a command line param, jump between the base game and Crusade. Use "-DisableDLC "Crusade" to disable Crusade.
When you play campaigns originally made for the base game, the game can play it in base
game mode for balance fixes.
Crusade specific balance and fixes.
Important
Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build available is an "beta" on steam as "Galactic Civilizations III Classic"
Update 9/10
Fixed MP data loading to better handle mismatched DLC.
Update base game faction capitals to have starting population of 5
Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
Consolidation Detailed Changes
Merged Crusade and "base" game code. There is now only one exe for both products. Most fixes and improvements will be shared between both games.
The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
Base game players continue to have following:
Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy. Note that we've removed coercion from the game
Invasion system 1.0
Minor Civilizations 1.0
Administration points are tied to galaxy size rather than citizens.
Base Game changes from Crusade
Crusade and Base game now share a common UI base. Aside from elements tied to version specific features, the UI looks identical between the two versions. For base players, this means a cleaner and more functional UI.
Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.
Starbases are now upgraded using resources, not constructors.
Updated the diplomacy screen window.
Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
Cities/ Food -- you now use food (a resource) to build cities, which determine your colony's population cap. Food can be traded, just like any other resource.
Added "word on the street" -- quick feedback on the status of your planet.
Merged down some of the alerts from Crusade
Crusade specific elements of civ builder are disabled in base game mode.
Race Type and Starting Fleet are hidden outside of Crusade
Citizen portraits/names buttons hidden outside of Crusade
Flavor Text portion replaced with customizing startup screen outside of Crusade
Disabled Fleets tab outside of Crusade
Missions
Ship designer is now on the main menu
Moved game text down to base data files. This will make future changes much easier.
Merged many asset files (music, sounds, special fx)
Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.
Removed a lot of redundant game data from Crusade and the base game.
Updated the base ship design files to use their Crusade versions (which look nicer).
Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.
Made substantial improvements to the DLC data system that improves stability and speed.
Use "-DisableDLC "Crusade" to disable Crusade.
Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders! This might affect you).
Moved all the schema from Crusade down into the base schema folder. (Modders! This will very likely affect you).
Base Game Improvements
Gameplay
Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
Every unit of population now produces 1 raw production point.
Eager bonus reduced from 1 per conquered planet to 0.25
Rush cost multiplier increased from 10X to 20X
Coercion penalty eliminated
Base population growth reduced from 0.2 to 0.1
Tech inflation increased from 0.01 to 0.02
Asteroid base cost reduced from 500 to 100
Base colony production points reduced from 5 to 1
Capital world population cap reduced from 10 to 5
Default colony population cap reduced from 5 to 3
New Improvement: Space Elevator
New Improvement: Computer Core
New Improvement: City (consumes food to provide population)
New Improvement: Administration Center (build to get more administrators, consumes food)
General re-balance to planetary improvements to go with the new population model
Improvements changed to support the new differentiation between military manufacturing and social manufacturing
Various improvements are now set as indestructible to eliminate various cheese strategies
Yor can increase population easier but it now costs a Durantium to do it.
Improvement maint. generally reduced
Eliminated Colonial Hospital Improvement.
General balance update of improvements to deal with the new resource system.
Economic Stimulus now doubles planet's economy rather than provide a 5% bonus
Research Project doubles planet's research.
Cultural Festival doubles planet's influence production.
Birthing subsidies double planet's birth rate.
Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
General reduction of maint costs for weapons
Updated balance of weapons based on feedback
Hull costs increased to deal with increased resources
Shipyard default HP reduced from 150 to 50
Shipyard cost reduced
Starbase defenses reduced from 10 to 5
Influence starbase modules greatly increased in power.
UI
The Production Wheel now dynamically resizes to its parent window
Removed an ancient camera control window that no longer used.
Updated the Title Window to work with both Crusade and Mercenaries.
Fixed title of Load Transport Popup Window
Removed text for obsolete ships that weren't being used.
Made the Administration Center precluded by synthetic and silicon based life for Crusade
Base game now has the same (substantially lower) ship maintenance values as Crusade.
Added special popup message if the player tries to load an older save game
Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat.
Bugs
Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.
Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
Added ghosting to data compiler so that the game does not appear to be hung when starting up.
Fixed potential crash in movement phase from trying to using a null pointer.
AI won't send colony ships off the map when intentionally missing a distant planet
Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
Fixed a GWG bug where the base game administrators didn't show up on the first turn
Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
United Planets actions are now handled by the host (adds stability, and prevents checksum error)
If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.
Updated the Title Window to work with both Crusade and Mercenaries.
Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode
Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen
Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)
On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)
Added error code for transport having no population
Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.
Added stability to the Influence Border System
Fixed issue where the AI could set a ship's destination to a negative y value
Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
Added new material def for rally points (all rally points now use this material instead of the faction materials)
Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.
Added null check to prevent crash when mousing over a fleet in the map editor
Fleets are now named using the owning faction's full name, instead of the short name
Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
Added Rally point material to Crusade material defs to so they don't sometimes disappear.
Fixed MP data loading to better handle mismatched DLC.
Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
DLC 4 (Precursor Worlds)
Production point bonus from one of the events reduced from 4 to 3
Production point bonus from Precursor exploitation reduced from 30 to 3
There's a bunch of the above. Insta-win if you got one of these.
Expansion 1 (Mercenaries)
Mercenary costs increased substantially
Mercenary ships that cost resources cost when you buy them rather than per turn
Mercenary tag added to the mercenarydefs.xml
Crusade
Gameplay
Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
Population to raw production now 1 to 1.
Starting capital world population reduced from 10 to 5
New improvement: Administration Center. Provides an Administration point
Basic laser renamed Enhanced laser as it requires Elerium
Starbase default defenses nerfed somewhat
Starting credits increased from 2500 to 3000
Rush cost multiplier reduced from 25 to 20
Tech inflation added. Now to the 1.02 power.
Governors more friendly to synthetic populations
General balance pass on planetary improvements to go with the new population model
Unique planetary improvements can no longer be destroyed
Planetary Invasion is now in the Age of Expansion (arrives earlier)
Various tweaks to planet features for better pacing
Slight reduction in cost for civilian ship components
Substantial increase in the cost for military ship components
Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
General balance pass on weapon values based on feedback
Shipyard HP increased from 25 to 50
Tweaking to various planetary resources to improve pacing.
Calculation of player objects moved out of update AI to improve multi-core stability
Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya ♥♥♥♥♥♥♥s!)
AI more risk taking with its colony ships
AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
Fixed bug that would prevent transports from finding a destination in some cases
AI much better about saving up its resources to use with ships
AI much MUCH better at building up its planets, using farms, building cities, etc.
Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
AI will replace existing weaker improvements with superior improvements late game.
AI much more careful about rushing improvements and ships to keep a decent bank
balance so that it can better build up asteroids, hire mercenaries, etc.
AI functionality to determine tiles it should replace with newer improvements.
AI better at fleet handling.
Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet
Default players per map size updated:
Tiny: 3 to 2
Small: 4 to 3
Medium: 8 to 6
Large: 12 to 8
Huge: 16 to 12
Gigantic: 20 to 16
Excessive: 30 to 32
Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).
UI
Removed an ancient camera control window that no longer used.
Updated the Title Window to work with both Crusade and Mercenaries.
Removed text for obsolete ships that weren't being used.
Made the Administration Center precluded by synthetic and silicon based life for Crusade
Base game now has the same (substantially lower) ship maintenance values as Crusade.
Added special popup message if the player tries to load an older save game
Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat
Bugs
Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.
Fixed issue where AI would destroy improvements that were indestructible.
Fixed bug where the approval would get stuck at 100% if certain events triggered
fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist
Various null pointer crash fixes.
Added stability to the Influence Border System
Fixed issue where the AI could set a ship's destination to a negative y value
Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
Added new material def for rally points (all rally points now use this material instead of the faction materials)
Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
United Planets actions are now handled by the host (adds stability, and prevents checksum error)
If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.
Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
Added ghosting to data compiler so that the game does not appear to be hung when starting up.
Fixed potential crash in movement phase from trying to using a null pointer.
AI won't send colony ships off the map when intentionally missing a distant planet
Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
Added null check to prevent crash when mousing over a fleet in the map editor
Fleets are now named using the owning faction's full name, instead of the short name
Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
Added Rally point material to Crusade material defs to so they don't sometimes disappear.
Fixed MP data loading to better handle mismatched DLC.
Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
by CODEX