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智能战争2 v1.005升级档+免DVD补丁PLAZA版

智能战争2 v1.005升级档+免DVD补丁PLAZA版

  • 补丁类型:其他补丁
  • 更新时间:2021-07-31
  • 补丁语言:英文

所属游戏:智能战争2

补丁标签:
补丁详情

1.解压缩 2.安装Update文件夹下的升级补丁到游戏目录 3.复制PLAZA文件夹下的免DVD补丁到游戏目录覆盖 4.运行游戏

补丁使用说明

1.安装《高级保龄球》PLAZA版游戏:AI.War.2-PLAZA

2.安装本升级档

机翻:

更新v1.005:

先进的研究站现在给你提供了一大堆的选择,你可以在船上为自己争取,而不必每次都花黑客点。这是超级有趣的,给你更多的权力。

高级研究站不能再合并航线了(人们发现这很令人困惑),但在你拿出你的干草叉之前——一些不和谐的人倾向于朝那个方向前进……

一个全新的结构,舰队容量扩展器,已经添加。这些可以让你的船帽翻倍的任何打击或护卫舰线,在舰队中攻击它。你可以选择你想要增加上限的那条线,所以它比混乱的ARS机制要强大得多。这些东西非常多。愿你的舰队越来越大,越来越繁荣。

车队本身现在被限制在5条线上,自定义车队更容易使用,同时也减少了一些。

但是现在你所有的舰队可以有额外的船只放入他们,使他们最多5线。这在以前是不可能的,所以你可能会永远停留在1-3行,除了定制车队。

EXP机制现在只适用于移动进攻舰队(这包括支持舰队,但不包括城堡、战斗基地或行星舰队),因此,它也只计算这些类型的舰队时,计算惩罚或奖励EXP生产。

行星舰队可能会得到一些严重的开发奶酪发生在EXP升级他们,所以随着这些消失,我们现在有能力为你花科学升级一个特定的星球。它很强大,但代价是不可再生资源。我们可能需要在这方面做更多的平衡(事实上,这几乎是可以保证的),但是现在它已经尽可能地保守地改变了,如果有什么变化的话,应该偏向于您。

小派系现在可以在他们自己的团队中互相合作,如果你想!所以你可以让巨噬细胞和纳米机器人一起对抗你和人工智能。以前的派系总是憎恨所有人,AI的盟友,或者玩家的盟友。现在有更多的可能性。

平衡改善,UI改善和bug修复的数量是荒谬的,所以这里有一些可能会影响很多人的亮点:

 

修正了一个令人兴奋的bug,在特定的条件下,AOE射击造成了太多的伤害。

将鼠标悬停在载入菜单中的保存游戏上,会告诉你保存游戏已经被载入了多少次。所以如果你被困在一个特别困难的地方,你会得到一些关于它有多难的反馈。

发起者现在有一个永久的通知(比如wave通知)。

僵尸化不再对戴森战船,可怕的守护者和类似的东西有效。这是一种操作,但旧的行为可以作为一个星系设置启用。

不同的AI难度现在在不同的AIP数量上增加标记等级。因此,不同的人工智能可以处于不同的标记水平。哎唷。这将给超高难度游戏带来更合适的挑战。

猎人和典狱长的舰队现在得到了去壳船,希望能防止被隐形单位永久侦察。

如果你的舰队数量超过一个星球上的人工智能“足够多”,那么所有的哨所都会释放他们的船只,这样船只就可以逃跑了。再一次,姚。

AIP地板现在增加了35%的AIP增益,从20%。所以你不可能奶酪超级终端这么多。

减少更多主题车队的最低及最高单位类型数目(i。e那些有大规模核聚变轰炸机的)。这是令人难以置信的协同内在,与更多的单位通常也。

大大降低了工程师的辅助施工和返修率。这些援助最终有可能帮助工厂达到荒谬的数额——实际上可能比工厂多一点。

金属矿车和经济指挥站的收入普遍被削减,因为它们失去了平衡。

炮塔不再是如此的耗能,因为它是困难的领域,所有他们。

眼睛现在可以由一个星球上舰队的数量触发,而不仅仅是船只的数量。

大大降低了运输旗舰作为目标的优先级,因此人工智能在处理它们时将会更加聪明。

一大堆关于黑客的平衡和调整。

原文:

Update v1.005:
Advanced Research Stations now give you a whole bunch of choices on which ship to gain for yourself without you having to spend hacking points every stinking time. This is super fun and gives you a lot more power.
Advanced Research Stations can't merge ship lines anymore (people found that confusing), but before you get your pitchforks out -- some folks on Discord were inclined to head that direction...
A whole new structure, Fleet Capacity Extenders, has been added. These let you double the ship cap of any strikecraft or frigate line in the fleet that hacks it. You get to choose the line you want to up the cap on, so it's way more powerful than the confusing ARS mechanic ever was. And these things are very plentiful. May your fleets be ever larger and prosper.
Fleets themselves are now capped to just 5 lines across the board, and the custom fleets are both easier to use as well as being nerfed a bit.
BUT now ALL of your fleets can have extra ships put into them to bring them up to 5 lines. That wasn't possible before, so you might be stuck on 1-3 lines forever on all but the custom fleets.
The EXP mechanic now only works for mobile offensive fleets (this does include support fleets, but not citadels or battlestations or planetary fleets), and consequently it also only counts these types of fleets when calculating the penalty or bonus to EXP generation.
Planetary fleets could get some serious exploity cheese happening with EXP leveling them up, so with that gone -- see above -- we now have the ability for you to spend science to upgrade a specific planet. It's powerful, but comes at a non-renewable-resource cost. We may have some more balance to do in this area (in fact that's all but guaranteed), but it's changed as conservatively as possible for now and should skew in your favor if anything.
Minor factions can now be on their own teams with one another, if you want! So you can have the macrophage and nanocaust team up with one another versus you and the AI. Before the factions had to always hate everyone, ally to AI, or ally to the player. Now there's even more possibilities.
The number of balance improvements and UI improvements and bugfixes is just absurd, so here's a few highlights that may affect a lot of people in particular:

Fix an exciting bug where AOE shots were doing way too much damage under certain specific conditions.
Hovering over a save game in the Load menu will tell you how many times that save game has been loaded. So if you're stuck at a particularly hard spot then you'll get some feedback as to how hard it is.
Instigators now have a permanent notification (like wave notifications).
Zombification no longer works on Dyson ships, Dire Guardians and such things. It was kindof OP. But the old behaviour can be enabled as a Galaxy Setting.
Different AI Difficulties now increase the mark level at different AIP amounts. As a result of this, different AIs can be at different mark levels. Yow. This should give a more proper challenge to the ultra-high-difficulty games.
The Hunter and Warden fleets now get decloaking ships, in the hopes of preventing permanent scouting by cloaked units.
If your fleet outnumbers the AI "enough" on a planet then all the Guard Posts will release their ships so the ships can run away. Again, yow.
AIP Floor is now increased by 35% of AIP gain, up from 20%. So you can't cheese the SuperTerminal so much.
Reduced minimum and maximum unit type counts in the more thematic Fleets (i.e the ones with mass Fusion Bombers). This is incredibly synergistic inherently, with far more units in general too.
Drastically reduced the assist construction and repair rate of Engineers. It was possible for these to eventually end up assisting Factories to absurd amounts - actually a good bit more than the Factory.
Income in general has been slashed from metal harvesters and economic command stations, as it was out of balance.
Turrets are no longer quite so energy-hungry, as it was difficult to field all of them.
Eyes can now be triggered by the number of fleets on a planet, not just the number of ships.
Greatly reduced Transport Flagship priority as a target, so the AI will be way smarter about dealing with them.
A whole bunch of balance and tuning relating to hacking.

by PLAZA

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