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3.13补丁前瞻……

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发表于 2007-9-14 20:55:42 | 显示全部楼层 |阅读模式
(版主编辑: 楼主原题为“3.13补丁出来了”)

貌似和solver's patch差不多
现在还不能下,可能要到下一周
发表于 2007-9-14 22:06:38 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
发表于 2007-9-14 23:29:02 | 显示全部楼层
打倒一切BTD =。=
发表于 2007-9-14 23:50:15 | 显示全部楼层
...
发表于 2007-9-15 00:13:05 | 显示全部楼层
杀杀杀~~~为被骗进来的劳苦大众报仇~~~

(○" ̄□ ̄)=○☆(__ ̄#)3 ̄)__

[ 本帖最后由 AngryOcean 于 2007-9-15 00:27 编辑 ]
发表于 2007-9-15 08:20:21 | 显示全部楼层
不急着跟了,也不知有什么新的变化。
发表于 2007-9-15 09:16:40 | 显示全部楼层
发表于 2007-9-15 09:36:13 | 显示全部楼层
晕…… 被水进来了
 楼主| 发表于 2007-9-15 11:02:31 | 显示全部楼层
Patch v3.13 change list                        
We are done with the patch, but unfortunately we will not be able torelease it this week as we had hoped. Believe me, I know how hard it isto wait, so here is the list of changes in the meantime.

By the way, the BTS bugs forum here at CFC has been invaluable to us. A special thank you to everyone who posted bug reports.

GAMEPLAY
        Cristo Redentor allows 1 turn between civics changes, not zero turns.
        Attack Sub: 30 strength, 7 moves, 180 cost
        Destroyers also upgrade to Missile Cruisers
        Customs House and Feitoria give +100% Foreign trade route income
        Reduced inflation and better normalized it with game speed
        Inflation no longer increases after the game time limit has been reached
        Adjusted corporation maintenance for inflation
        Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
        Spies downgrade towns, hamlets, and villages instead of completely destroying them
        Military Science moved to Renaissance
        Can't vote on a winner if one team already has all the votes necessary to win
Updated Apostolic Palace civilopedia text to show that all membersreceive the religious building production bonus, unless they defy aresolution.
        Revised liberation formula
        - Fixes exploit of infinite unit generation through city liberation
        Liberation no longer provides free units to non-vassals        
        Cities no longer auto-liberate on conquest except from a vassal to a master
        Colonies no longer can be the same civ as an existing one
        Colony gets all of prior owner's culture on the entire continent
        Can no longer make a colony on a continent with an existing colony. Liberate cities instead.
        Great Works brings city out of revolt, as before BTS
        Unlimited Corporation Executives now allowed
        Invisible units no longer get bumped when an enemy occupies the same tile.
        Can no longer build forts in rival territory
        Can no longer blockade from within your own cultural borders
        Spread culture espionage mission increases your culture by 5% of the total culture in the city
        Vassals can no longer use spies against their master (active missions)
        Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed
        Added minimal conscription ability to all gunpowder and melee units that didn't previously have it
         - Prevents situation where you can't draft when you can build SAM Infantry but not Infantry
        Rival spies no longer count as friendly units for nuke attacks
        Blockading consumes all remaining movement
        Blockade is canceled when unit does something other than blockade
        Blitz promotion available to ships
        Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles
        Colony maintenance capped at twice the distance maintenence
        All teams get espionage points against a newly formed Colony.
        Fighters no longer get experience points for shooting down units that cannot defend (paratroopers)
        Paratroopers have 25% evasion chance

AI FIXES
        Fixed bug causing AI units to sit around outside cities.
        AI now knows how to use Steal Tech and Incite Revolt  
        AI's may choose to concentrate on large espionage missions (like steal tech and sabotage project)
        AI uses spies more smartly (camps them in cities to get the discount)  
        AI values espionage buildings more
        Barbarian uprising events spawn more aggressive barbarians
        Fixed issue with AI war planning
        Capitulation to a team that has not had the most success in a war is less likely
        AI espionage tweak
        AI more likely to promote siege units with Accuracy
        AI has a better understanding of when to build early Wonders for non-Normal game speeds
        AI civs that are close to Domination victory are more likely to declare war
        AI close to domination population have a high priority for health buildings and techs
        AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine
        AI uses espionage to destroy non-resource terrain improvements - such as Towns.
        Increased likelihood of the AI stealing techs
        On non-aggressive AI, the AI's are more aggressive early in the game.
        AI trains more units early in the game
        Revised AI bribe into war cost
        AI does better job of bribing other AI's
        AI spends less on Espionage.
        AI trains spies with lower priority
        AI better aware of Free Market / Environmentalism corporation impact
        Exploring units now heal.
        Fixed some issues which hampered or stalled AI early game expansion.
        Tweaks to Governor, particularly "Emphasize Food"
        Fixed an undefended cities issue
        Slight tweak to the AI selection of HQ city when founding a corp
        Governor fills the food bar better
        Governor works hamlets over cottages.
        Fixed bug where city governor would sometimes work sub-optimal tiles
        Fixed some AI war preparation issues
        Fixed AI problem of not training workers in extremely unhealthy city sites
        AI postpones sneak attack plans after a forced peace treaty
        Fixed AI scouting so that they don't get stuck going back and forth
        AI always accepts liberated cities through diplomacy
        Automated corporation spreading no longer tries to spread corporation where it cannot be spread
        Automated workers assigned to connect the trade network no longer do other things.
        AI attitude for voting for/against them in elections decays faster
        Fixed an AI issue with amphibious invasions
        Fixed AI seaborne corporation spreading bug
        Fixed AI using citizens instead of better specialists
        Fixed a bug in AI hurry production decision
        AI now knows how to build a new palace to reduce colony maitenance.
        AI no longer suicides Paratroopers into certain death by intercepting Fighters
        Fixed AI gifting units to the wrong player upon empire split
        Fixed AI tech purchasing in advanced start
        Fixed a bug where AI proposed resolutions that it should never have been voting for
发表于 2007-9-15 11:26:49 | 显示全部楼层
上当受骗!!!!!!!!!!!!!!!!!!!!!
发表于 2007-9-15 11:30:11 | 显示全部楼层
看起来和 Solver's Patch 很像啊, 先拿这个补丁玩着
发表于 2007-9-15 11:33:48 | 显示全部楼层
好期待啊,好多改变。不过好象公司反而改弱了吧,虽然通货膨胀的影响降低了,但是收入少了一块钱,这个太厉害了。不过不知道通货膨胀的影响降低到底会影响多少
发表于 2007-9-15 12:23:10 | 显示全部楼层

小翻一下,抛砖引玉

耶稣像政策转变需要1回合(原来0)
攻击潜艇:30力,7速度,180锤
驱逐舰可以升级为导弹巡洋舰
海关+100%国外贸易收入(原来50%)
降低通货膨胀,并根据游戏速度进行更好的调节
通货膨胀在游戏时间限制(2050年?)达到后不增长
公司维护费根据通货膨胀调整
总公司收益4/公司,以平衡不受通货膨胀影响
间谍使小镇等降级(原来是摧毁)
军事学移到文艺复兴
一个团队如果有足够的票达到胜利,则不可以投给胜利者(没明白)
更新教皇宫百科全书说明,所有成员获得宗教建筑产能奖励,除非拒绝决议
城市解放(liberation)——
        不再提供免费单位(给非附属国)
        城市不会自动解放,除了附属到宗主(谁解释下,不是很明白)
殖民地不会产生现有文明
整个大陆的殖民地获得先前拥有者的文化(人口构成?)
不可以在已有殖民地的大陆建殖民地,使用城市解放代替
艺术作品使城市没叛乱,就像BTS以前那样
无限公司执行官(传播者)
敌人占领相同地块时隐形单位不会被弹开
不可以在敌对领土建堡垒
不可以在文化边界内封锁
间谍传播城市总文化的5%
附属国不可以对宗主国进行主动间谍任务
下毒、红脸不会被游戏速度错误地缩放
对以前没有最小征召的火药、肉搏单位增加最小征召——防止你可以造SAM步兵但不能造步兵时不能征召
核攻击时敌间谍不计算为友军单位
封锁消耗所有剩余移动力
封锁在单位做其他活动时取消
船只可以升闪击(这个好)
三帆、战列舰、荷兰UU无视城墙、城堡
殖民地维护费的距离维护费加倍(是这个意思吧)
所有团队对新建殖民地有间谍点
战斗机不从不能防御的单位(伞兵)获取经验
伞兵25%逃避

[ 本帖最后由 buli 于 2007-9-15 16:13 编辑 ]
 楼主| 发表于 2007-9-15 12:44:53 | 显示全部楼层
Great works就是大艺的文化炸弹
get bumped是说,敌人移动到你的单位所在格子的时候自动把你的单位弹到另外的格子里去。

我觉得frigate无视城墙城堡比较有价值,以前用frigate轰城防%2明显是bug
发表于 2007-9-15 12:48:16 | 显示全部楼层
原帖由 scoutzxb 于 2007-9-15 12:44 发表
Great works就是大艺的文化炸弹
get bumped是说,敌人移动到你的单位所在格子的时候自动把你的单位弹到另外的格子里去。

我觉得frigate无视城墙城堡比较有价值,以前用frigate轰城防%2明显是bug

是这样啊,谢谢啊,我编辑下
发表于 2007-9-15 13:17:09 | 显示全部楼层
destroyer=驱逐舰。。。

不叫破坏者。。
发表于 2007-9-15 16:14:44 | 显示全部楼层
原帖由 阴阳穿影 于 2007-9-15 13:17 发表
destroyer=驱逐舰。。。

不叫破坏者。。

改了
发表于 2007-9-15 17:45:51 | 显示全部楼层
耶稣圣像允许内政革命时间间隔为1回合,而不是0回合
攻击潜艇30力, 7移, 180造价t
驱逐舰可升级为导弹巡洋舰
海关和Feitoria带来外贸奖励为100%
降低通货膨胀
游戏回合限制到达后,通货膨胀不再增长。(可以玩到地球爆炸了
公司维护费将受通货膨胀率的影响
Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation。(不懂……)
间谍不再能够一次彻底地破坏城镇、村庄,而是每次使它们降低一级。
军事科学被移至启蒙时代
在投票中,如果某组队自己已经拥有足够获得外交胜利的选票数,则不能发起外交胜利投票(?不确定)
修改了教皇宫的文明百科全书说明。
……未完待续
发表于 2007-9-15 18:11:50 | 显示全部楼层
原帖由 buli 于 2007-9-15 12:23 发表
耶稣像政策转变需要1回合(原来0)
攻击潜艇:30力,7速度,180锤
驱逐舰可以升级为导弹巡洋舰
海关+100%国外贸易收入(原来50%)
降低通货膨胀,并根据游戏速度进行更好的调节
通货膨胀在游戏时间限制(2 ...


谢谢,期待再完整一点,等补丁再开新图了
发表于 2007-9-15 18:12:42 | 显示全部楼层
在投票中,如果某组队自己已经拥有足够获得外交胜利的选票数,则不能发起外交胜利投票

意思是:如果光靠你这一组的人来投票就能导致外交胜利,那就不会弹出外交胜利投票的选项

顾名思义,外交胜利本来就是争取其他文明的支持,但是有时候自己扩张很快,自己一个人的票数就占了全球的2/3,那一投票就可以直接胜利,这样就没意思了,所以在修正之后,外交胜利的达成方式是:自己一组人的票数不足以达成外交胜利,同时要依靠良好关系下的其他文明投票给你,才能达成。
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