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2.1 版本
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== Free Features == === New Features === * Galaxy generation has been reworked for more interesting hyperlane terrain: stars are now grouped in highly connected 'constellations' separated by thin 'highways', making for more strategic placement of natural chokepoints * All hyperlanes are no longer immediately visible when starting a new game, but will be revealed through exploration. Hyperlane visibility extends roughly twice as far as your sensor range * Added binary star systems * Added trinary star systems * Added new star classes * Added new Tomb World tileset and city backdrop art * Anomaly levels have been reworked to span levels 1-10 instead of 1-5 * Anomalies can no longer fail, but instead the time to research an anomaly will depend on the difference between scientist level and anomaly level, with high level anomalies potentially taking a very long time to research for a low skill scientist * Some older Anomalies have been reworked and fixed to function properly * Strategic Resources have been reworked so that similar materials have the same types of effects - crystals for ship damage, ores for ship defenses, gas for empire effects, etc. * All Strategic Resources are now always visible, but most require specific Technologies to be mined * Strategic Resource deposits are no longer distributed according to galaxy clusters * Added new Aldar Crystals Strategic Resource * Added Aldar Crystals tech * Added Experimental Subspace Nagivation which allows science ships to go missing-in-action and travel to a selected system. This will allow them to bypass (but not enter) closed borders * Added a new Alert for when establishing communications reveals a new Strategic Resource within another Empire's borders * Establishing communications with another Empire that has a Bypass (Gateway, Wormhole, L-Gate) within its borders now counts as discovering that Bypass Type * Added a new Mammalian portrait === Balance === * Survey speed increase per Scientist level increased from 5% per level to 10% per level * Most scientist level requirements for Special Projects have been removed, as they tend to be gated by anomalies anyway * Decreased outer boundary distance for Fallen Empires (was preventing more Fallen Empires from spawning in large galaxies) * Zro Distillation is now a Tier 3 tech (down from 4) * Rebalanced Strategic Resource tech tiers to better fit their effects === UI === * Situation Log has been reworked and will now also list anomalies * Science ships now have a "Research Anomalies in System" right-click command on systems * Renamed tile science modifiers from e.g. "Physics Output" to "Tile Physics Output" to better reflect what the modifiers actually do * Scientist level is now shown in the outliner === AI === * AI will retreat its Colossus if it is alone in combat, as even a planet destroying giant laser is cold comfort in the lonely depths of space * Fixed an issue where the AI would incorrectly allocate too much budget to navies when it could not support any more ships, resulting in underdeveloped empires === Modding === * Scripted variables rework: centralized all @values in \common\scripted_variables folder * Scripted variables rework: centralized @values can be overridden by @values defined in individual files * Anomaly rework: combined _anomaly_categories and _anomalies files into one file * Anomaly rework: added "anomaly_event" effect with expected scopes for use in anomaly categories * Anomaly rework: added a number of new features and updated syntax * Added "exclusive_trigger" functionality to event descriptions * Added "last_changed_species_rights_type" trigger * Added "fleet_action_research_special_project" effect * Added "remove_orbital_deposit" effect that removes the orbital deposit on planet * Added picture parameter for set_planet_entity effect * Added support for multiple asteroid belt types * Added "create_saved_leader" effect * Hyperlane Discovery Range is now separate from Sensor Range, and can be modded for ships, planets, megastructure, etc. * Added "is_bottleneck_system" trigger * Added scriptable bypass connections * Added "delete_megastructure" effect * Added HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA define to hide hyperlanes outside TI * Added "add_tradition" effect * Added support for sealed_wormholes as a bypass type for wormholes * Added the ability to specify colonizer pop species when spawning a colony ship via create_ship * Added a batch optimization effect for spawn_system === Bugfixes === * Fixed issues with the pulsar Marauder system initializer * Fixed edge case where Marauders would sometimes demand more tribute than they should * Fixed a number of minor syntax issues (shoutouts to Dayshine) * Pop production modifier no longer affect strategic resources * Fixed more potential out-of-sync issues in multiplayer * Fixed stability issue when a selected situation log entry is removed * Fixed aborted special projects not disappearing from the situation log and blocking others from completion * Fixing game text descriptions for planet classes * Fixed the OOS when you ctrl-shift-click an enemy fleet * Fixing the set location effect having a wrong angle for fleet position * Withdrawal symptoms are no longer reset when changing species rights * Bugfix for when deleted bypasses were not removed * Fixed issue where the Strategic Resource tutorial mission could trigger for resources located inside other empires, because envy is the darkest emotion * Fixed an effect attempting to link up already-linked wormholes (which would crash the game) * Fixed issue where tutorial missions could sometimes trigger for Gestalt Consciousness empires, who really should know all this instinctively already * Fixed issue where Remove Orbital Debris special project did not require a Science Ship * Fixed Occupation tooltip always displaying 0 planets being occupied * Planet picture override should now apply correctly * Fixing the issue when context effect used in hidden effect caused assert * Fixed more potential text overflows in Federation view * Habitats no longer double dip on orbital deposits * First Contact tutorial mission will no longer trigger when encountering primitives * Fixed anomaly tooltips sometimes displaying incorrect value types * Fixed issue where gateways were sometimes weirdly initialized, causing first gate activation to not activate a second gate * Made it impossible to start building pops that cannot grow and will be removed next monthly tick anyway * Starbase occupation now counted even if there are no occupiable planets in the system * Fixed OOS on hot join due to fleet auto-moving * Fixed CTD for survey console command in case of player is invalid * Fixed erroneous tooltip in "Leviathan Down" anomaly * Disabled the upgrade button of starbase defense stations when you can't afford to upgrade them * Defense armies are no longer so morally affronted by cybernetic enhancements that they mass disband upon completing Synthetic Ascension * Fallen empires will now avoid spawning at the edges of the galaxy * In case a starbase is lost in a save game it will be restored * Fixed the bug when jump drive didn't call the notification for entering the system * Blocked the ability to pick a non-mergeable fleet for deploying newly built ships to prevent an exploit with fleets lacking a size limit * Fixing the bug when it was possible to load save game in an ironman game, and the attendant confusion * Planet having sapient pops during colonization no longer messes up interface and other things * Fixed ironman UI being broken in setup GUI * Made debris try to pick earlier tech available for research rather than having latest one * Event ships can now be removed from fleet designs when they have been destroyed
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