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[原创] 2014/12/9 野蛮:滚出地球 更新 v100607

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发表于 2014-12-9 00:46:07 | 显示全部楼层 |阅读模式
v100607

修改了赞助者奖励:

斯拉夫联邦
在原有基础上,增加战略资源奖励+50%石油

巴西利亚
在原有的近战奖励基础上,增加驻扎单位+5回复

非洲联盟
在原有基础上,增加每座城市自带旧地球遗迹

法兰西伊比利亚
改为:每激活十个政策,赠送一个政策。和原先的完全不一样,跟科技没关系了

修改殖民者奖励:
科学教+2烧瓶
难民+2食物
贵族+4金币
工程师+2锤子
艺术家+3文化

科技树改成彩色的了

政策机制进行了修改,在原先的横向的协同加成上,增加了竖向的协同加成

目前为止,时间太晚,就发现了这么多,简单来说就是调整了平衡性

调整幅度可以说非常大,果然,滚出地球是个半成品,不过看这补丁的诚意,游戏的日益完善可以预见的

[ 本帖最后由 qqqween007 于 2014-12-9 00:55 编辑 ]
发表于 2014-12-9 07:06:27 | 显示全部楼层
非洲黑大叔终于有UA了
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发表于 2014-12-9 08:18:52 | 显示全部楼层
探险队力量从3升到6,纯正一级修改成探险队防御时双倍力量(而不是免受外星生物攻击),和谐一级改成了探险队免疫瘴气
以后早期开城会难一点
路海贸易路线都被横砍一刀,主要思路是减少贸易路线所能连接的城市范围。Autoplant不再提供第三条贸易路线。
倾向性特有单位消耗的战略资源都减少了,但没升过级的特有单位力量都下降,比如光板儿动力装甲力量从40跌到24,速特有单位Rush不那么好用了
现在一个文明健康或是不健康,得到的增益和减益都随着你具体健康数值的数字多少而增减。健康负70时,减50%生产,50%科研,50%文化,城市不再增加人口,新前哨站无法成长,城市间谍警报等级加100%

[ 本帖最后由 Hyperion 于 2014-12-9 08:32 编辑 ]
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发表于 2014-12-9 08:25:35 | 显示全部楼层
哦对,贸易站不能用钱买出了。我早期探险队疯狂踩穴凑钱,一分顶脸家里敲贸易队然后前线买出贸易站速科技法就这么进了历史的垃圾堆

[ 本帖最后由 Hyperion 于 2014-12-9 08:29 编辑 ]
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发表于 2014-12-9 08:50:13 | 显示全部楼层
终于有更新了,早该出了
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发表于 2014-12-9 10:55:03 | 显示全部楼层
现金交易要宣友
和平协议什么都能换
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发表于 2014-12-9 22:59:11 | 显示全部楼层
Patch Notes:

Balance
Wonders and Buildings:
Holon Chamber provides 3 Science, 4 Energy (was 5 Science)
Mind Stems cannot be bought with Energy.
Diplomacy:
Any diplo item can now be traded in exchange for a peace treaty
Lump Energy trade requires a Cooperation Agreement.
Trade:
Water trade routes no longer receive any increased yield.
Revised trade route formula for city-to-city trade, with reduced yields.
Trade Depots can no longer be purchased with Energy.
Aliens:
Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
Adjusting passive recovery rate for alien opinion to be slower, to permit easier aggression escalation.
Covert Ops:
Establish Network now has 0 difficulty and produces 0 intrigue. This prevents players from exploiting it to increase intrigue.
Health effects balancing:
From -20 to -70, Production is penalized -1% per point (up to -50%).
From -15 to -65, enemy Covert Ops Intrigue is increased +2% per point (up to +100%).
From -10 to -60, Science is penalized -1% per point (up to -50%).
From -5 to -55, Culture is penalized -1% per point (up to -50%).
From 0 to -50, Outpost Growth is penalized -2% per point (up to -100%).
From 0 to -50, City Growth is penalized -2% per point (up to -100%).
From 1 to 5, nothing happens.
From 5 to 25, Production bonus +1% per point (up to +20%).
From 10 to 30, enemy Covert Ops Intrigue is decreased -2% per point (up to -40%).
From 15 to 35, Science bonus +1% per point (up to +20%).
From 20 to 40, Culture bonus +1 per point (up to +20%).
From 25 to 45, City Growth bonus +1% per point (up to +20%).
From 25 to 45, Outpost Growth bonus +2% per point (up to +40%).
Virtues:
Eudaimonia (Tier III Prosperity virtue) now provides -15% less Unhealth (was -25%)
Learning Centers now provides +1 Science for Academies (was +2)
Game Setup:
Sponsors:
o Kozlov Ability: Orbital units last 50% longer, +50% Petroleum resource (was Orbital units last 20% longer and first launch grants free technology)
o Barre Ability: +10% Growth when Healthy, all cities start with an Old Earth Relic (was +10% Growth when Healthy)
o Rejinaldo Ability: Melee units +10% Strength, all units +5 Heal when fortified (was +10% Melee combat strength)
o Elodie Ability: provides 1 free Virtue for every 10 Virtues earned normally through Culture (was 1 free Tech for every 10 Virtues earned in any way)
Colonists:
o Aristocrats now provide +4 Energy per City (no Health bonus)
o Artists now provide +3 Culture per City (no Health bonus)
Tech Web:
Clear Miasma now unlocks on Ecology (was Alien Biology)
Miasmic Repulsor now unlocks on Alien Biology (was Ecology)
Array Science bonus now unlocks on Astrodynamics (was Orbital Automation)
Planet Carver now unlocks on Orbital Automation (was Astrodynamics)
Markov Eclipse now unlocks on Transcendental Math (was Artificial Intelligence)
Stations:
Station start turn base is now 30 (was 20)
Station minimum allowed distance to another station is now 2 (was 3)
Station minimum allowed distance to a city is now 6 (was 5)
Station minimum allowed distance to an outpost is now 5 (was 3)
Affinity Perks:
Harmony level 1 grants Miasma Immunity to the Explorer unit (was Alien opinion recovers twice as quickly)
Purity level 1 adds double combat strength when defending to Explorer unit (was Aliens cannot attack Explorers)
Quests:
Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.
Autoplant Building Quest grants bonus Production (was +1 Trade Route)
Units:
Explorers now have 6 combat strength (was 3).
Sea units now follow the same rules for ranged combat defense as all other units: they use the highest of their combat values (ranged combat or melee combat) when calculating defense.
Combat Rover unit can no longer fortify, and no longer receives defense bonuses from the terrain it is on.
Raising the secondary level requirement for the hybrid upgrades of affinity units:
o First affinity unit (ex. Xeno Swarm) now upgrades at level 10 of main affinity and level 4 of secondary affinity (was 10+2)
o Second affinity unit (ex. Xeno Cavalry) now upgrades at 12+5 (was 12+3)
o Third affinity unit (ex. Rocktopus) now upgrades at level 14+6 (was 14+4)
o Fourth affinity unit (ex. Xeno Titan) now upgrades at level 16+7 (was 16+5)
Lowering strategic resource costs for many affinity units, to ensure consistency across affinities and make top tier units easier to build. The first affinity units require 1 strategic, the second require 2, the third require 3, and the fourth require 5.
o CARVR now costs 2 Firaxite (was 3)
o Rocktopus now costs 2 Xenomass and 1 Floatstone (was 3 Xenomass and 1 Floatstone)
o LEV Tank now costs 3 Floatstone (was 4)
o SABR now costs 3 Firaxite (was 4)
o Xeno Titan now costs 5 Xenomass (was 7)
o LEV Destroyer now costs 5 Floatstone (was 7)
o ANGEL now costs 5 Firaxite (was 6)
Increased production costs of upgraded Combat Rovers and Missile Rovers:
o Combat Rovers now cost 80, 160, 260, 370 (was 80, 140, 220, 320)
o Missile Rovers now cost 100, 190, 290, 400 (was 100, 180, 270, 370)
Lowering combat strength progression of Combat Rover:
o Combat Rover combat strength progression is now 12, 18, 28, 52 (was 12, 18, 32, 52)
Changes to the combat strength of affinity units, to make non-upgraded ones more weak in general:
o Xeno Swarm now has 22 combat strength at start, 54 when upgraded (was 34, 54)
o Xeno Cavalry now has 36, 72 (was 48, 72)
o Rocktopus now has 60, 92 (was 60, 82)
o Xeno Titan now has 86, 114 (was 96, 114)
o Battlesuit now has 24, 66 (was 40, 66)
o Aegis now has 34, 34 double strike (was 40, 40 double strike)
o LEV Tank now has 44, 77 (was 52, 77)
o LEV Destroyer now has 74, 104 (was 84, 104)
o CNDR now has 24, 63 (was 38, 63)
o CARVR now has 38, 76 (was 50, 76)
o SABR now has 52, 86 (was 58, 86)
o ANGEL now has 78 with 78 melee, 102 with 88 melee (was 88 with 88 melee, 102 with 102 melee)
AI:
Once the game is in Extended mode (after the player clicks the One More Turn button) the AI will now only pursue Domination.
Warmonger threat per city acquisition is now capped.
Warmonger calculation now scaled down when cities are taken by Sponsors that are reacting to a war that was declared upon them (that is, when that civ is not the aggressor).
Adjusted AI bonuses on higher difficulty levels.
Additional AI tuning, improvements, and tweaks.
Gameplay Feedback:
Implemented anonymous gameplay telemetry for design feedback.
UI
Settings and Game Setup:
The menu now displays EQAA modes instead of MSAA modes if in Mantle version and the GPU supports EQAA.
Added option to disable UI/Map blur.
The player is now informed that enabling max turns disables victory achievements.
Trade:
Previous trade routes appear in their own category at top of trade route chooser
City/Production UI:
Adding Health tooltip help in City View to explain health sources and population cap
City production pop-up now shows the last item completed.
Increased city renaming from 15 character max to 23 character max.
Misc:
Allow "One More Turn" after the default win conditions (Contact, Promised Land, Emancipation, Transcendence, Domination, Time), added text to defeat screen explaining how you were defeated.
Option to make minimap opaque
ESC leaves orbital mode instead of raising in game shell menu
Added a badge to covert ops button in the action corner which will show up, and a warning to the covert ops panel when a player has any cities with high intrigue.
Tech web - adding color underlays to building and wonder types.
Added additional Advisors for trade convoy and trade vessel.
Added support for third party wars in diplo overview.
Full touch/gesture and pen support added (Ultrabook, Surface Pro, etc.).
Multiplayer
Setting the internet server browser list distance filtering to worldwide.
All players are notified when anyone completes a victory wonder.
Multiple improvements to stability.
Modding
2D fallback image now supported for leaders on all video quality settings, not just the lowest.
Added the ability to mod Quests.
Bugs
Embarked workers can now correctly repair pillaged improvements.
Fixed an issue where Max turns was getting set on “Reload”, causing achievements to not fire.
Fixed bug where victory achievements would only unlock for the first player on a team.
Fixed empty trade requests that could occur during the AI turn.
Fixed multiple Quest issues (quest tracking, information, and reward bugs).
Fixed multiple issues with screen resolution on specific displays (like the 144Hz full-screen issue), and a Mantle issue causing the game to not display on the correct screen.
Setting MaxTurns only affects timed victory conditions. For a timed victory, you must either not set MaxTurns (of which, there will be a default for the game speed), or set it to 100+ turns. All other victory conditions can be achieved regardless of max turns.
Friendly aliens no longer blockade cities.
Fixed some specific issues with resources not appearing properly in the player stockpile.
Many additional bugs and crashes addressed based on community feedback. Thank you!
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发表于 2014-12-9 23:43:23 | 显示全部楼层
非盟种田变得更强了,法兰西原本就很废,现在看起来还是很废

斯拉夫加石油说白了就是继续强化卫星,但是最强的那几种卫星出来的时候都已经差不多胜利了吧……

科·技·树·终·于·变·彩·色·了·啊!!!!!
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发表于 2014-12-10 14:33:07 | 显示全部楼层
健康惩罚多少是痛了点了(唉?)

科技网改得好,哪个是建筑哪个是奇迹一目了然了

[ 本帖最后由 zyc92118 于 2014-12-10 14:50 编辑 ]
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发表于 2014-12-12 13:11:43 | 显示全部楼层
UI改进大好
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发表于 2014-12-14 15:17:41 | 显示全部楼层
居然更新了,好久没上了
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发表于 2014-12-15 02:35:59 | 显示全部楼层

回复 1# 的帖子

斯拉夫沒有送科技了~~
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