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智能战争2 v1.006升级档+免DVD补丁PLAZA版

智能战争2 v1.006升级档+免DVD补丁PLAZA版

补丁介绍

使用说明:

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

升级档安装步骤:

1.安装《智能战争2》PLAZA版游戏:AI.War.2-PLAZA

2.安装本升级档

更新说明:

机翻:

更新v1.006:
在一支舰队中具有重复的航线的能力
现在,该游戏允许在单个舰队中重复船队。这是人们真正想要的东西,我们知道为什么,但这是一件棘手的技术性事情。事实证明,今天我们的第一个想法不适用于多人游戏,但值得庆幸的是,我们提出了一些想法。
这还包括初始车队设计能够向其自身添加一个车队线的多个副本的功能,而在此之前它只是将它们组合在一起。例如,现在您可以在一个机队设计中拥有两条轰炸机生产线。
请注意,这目前不适用于舰队中的无人机。无论如何,这些都不能被玩家交换,并且似乎没有任何理由可以使这部分发挥作用。如果确实需要,可以在以后进行扩展,但这似乎毫无意义。
只有玩家移动车队才具有此新功能。如果类型相匹配,指挥站,NPC舰队,战场/堡垒等仍会合并其舰队。那些不能交换,它们像往常一样工作更有意义。
可能存在一些错误(主要是当它是舰队中的辅助舰队时,某些东西没有建立,或者当有重复的舰队时,这些东西不能正确交换),但是如果是的话,请报告这些给我们,并忍受我们。
多亏了nas1m,Asteroid和其他许多人的要求-在某些蒸汽评论家或其他人不和谐的情况下,有时相当有力,但是我们得到了信息。实施起来很棘手,可能会导致一些错误,但是很明显,这对人们来说很重要。
现在,当入侵黑暗尖塔舰船时,它总是将您获得的每艘新船置于自己的船队中,而不是添加到现有的船队中。
此外,它会检查以确保您有足够的空插槽,然后才能正常工作。
戴森(Dyson)骇客似乎一直以为您会增加现有生产线的船顶盖,因此,到目前为止,我们一直保持这种状态。
驴现在可以将重复的船线授予舰队,而不是将它们合并而成为单独的船线。
如果您在一个船队内有多条航线,只需要将其中一条航线加倍,然后再根据需要允许另一条航线加倍,那么对某艘航线的船顶进行翻盖操作就应该可以正常工作。
但是,这很复杂,需要进行测试。
新轰炸机首发舰队
添加了一个新的轰炸机舰队作为开始选择,其中包括两条相同的融合轰炸机生产线,以及寄生轰炸机。这有助于突出一个事实,即只要您在大厅仔细阅读这些内容,您就可以拥有非常主题化的车队,以便所有人都可以,这是一个教学的时刻。
Bug修复
修复了一个错误,该错误的提示显示了ARS授予的飞船数量未将标记等级提高。请注意,它仍然没有考虑任何其他乘数,例如ICG
修复了更多的护卫舰被植入ARS中的“攻击”选项的问题。
感谢zeus的报告。
修复了由于竞争条件而在HandleLODsAndShipPartAnimations P2中可能发生的ArgumentOutOfRangeException的问题。它是无害的,不再在您的脸上显示错误消息。
感谢eXplorminate的Rob报告。
修复了计划的金属流周围可能发生的非常讨厌的内存泄漏,特别是考虑到它们是在单个池中使用但用于两个不同的线程区域的。
即使在金属流用户界面未打开的情况下,由于两个线程之间的竞争条件,这也会影响事情。总体来说,这还导致了一些错误和其他比赛条件,所有这些问题现已修复。
这是一种非常不寻常的情况,它具有非常特殊的数据结构(基于时间的池),这只是……确实是一种极端情况。即使在某些情况下,它也不是在所有情况下都不会真正导致错误或内存泄漏。对于报告该事件的一位玩家,而其他人都没有与此相关的崩溃,为什么它会变得尤为严重,这让人感到莫名其妙。老实说,但这就是比赛条件的本质。
感谢NRSirLimbo的报告。
修复了一些内存泄漏以及其他在主动查看金属流界面时导致过多内存流失的问题。这些都是可以归还给播放器的东西,因此通常并不是真正的内存泄漏。它在堆上泄漏,然后稍后返回。
感谢NRSirLimbo的报告。
与金属流有关的最后一种内存泄漏型问题现已修复。克里斯最早是在2018年9月推出的,或者是在更改另一段代码以在每个列表中复制而不是在另一个列表中引用时引入的。无论如何,我们正在创建一公吨的额外金属流数据,然后这些数据被垃圾收集器从内存池中搅出,并且通常会浪费一些CPU时间和

原文:

Update v1.006:
The Ability To Have Duplicate Ship Lines In One Fleet
The game now allows for duplicate ship lines in a single fleet. This was something that people REALLY wanted, and we get why, but it was a tricky technical thing. Our first idea for this today wasn't valid for multiplayer it turned out, but thankfully we came up with something that is.
This also includes the ability for initial fleet designs to add more than one copy of a fleet line to itself, whereas before it would just combine them. So you could have two bomber lines in a single fleet design now, for example.
Note that this will NOT work for drones in fleets at the moment. Those can't be swapped around by players anyway, and there didn't seem to be any reason to make this part work. It could be extended later if we really need to, but it seemed pointless.
Only the player mobile fleets have this new ability. Command stations, NPC fleets, battlestations/citadels, and so forth all still combine their fleet lines if the type matches. Those can't be swapped around, and it makes much more sense for them to work like they always have.
It's possible there may be some bugs with this (mainly of the sort of something not building when it's a secondary ship line in a fleet, or things not being able to swap properly when there are duplicate lines), but if so please do report those to us and bear with us.
Thanks to nas1m, Asteroid, and many others for requesting this -- rather forcefully at times in the case of some steam reviewers or folks on discord, but we got the message. This was tricky as heck to implement, and may cause a few bugs for a bit, but it's clear how important this is to people.
When hacking for dark spire ships, it now always puts each new ship you get in its own ship line rather than ever adding to an existing line.
Additionally, it checks to make sure you have enough empty slots before it will work.
Dyson hacks seem to have been assuming that you'll increase the ship cap on existing lines, so for now we've left that working as it always has.
ARSes now CAN grant duplicate ship lines to a fleet, and instead of merging they now stay as separate ship lines.
Doing a hack to double the cap of a ship line SHOULD work properly in cases where you have multiple ship lines inside a single fleet, only doubling one of them and then allowing the other one to be doubled later if you want.
This needs testing, though, as it was kind of complicated.
New Bomber Starting Fleet
Added a new Bomber Fleet as a starting option, which includes two different identical lines of Fusion Bombers, plus also Parasitic Bombers. This helps to highlight the fact that you can have very-thematic fleets for anyone just perusing these things from the lobby, so that hopefully this is a teaching moment.
Bugfixes
Fix a bug where the tooltip showing the number of ships an ARS granted didn't factor in Mark Level increases. Note it still doesn't factor in any additional multipliers like ICGs
Fixed some more Frigates being seeded as Strike options in ARS.
Thanks to zeus for reporting.
Fixed an ArgumentOutOfRangeException that could happen in HandleLODsAndShipPartAnimations P2 because of a race condition. It's harmless and no longer puts up an error message in your face.
Thanks to Rob from eXplorminate for reporting.
Fixed a pretty nasty memory leak that could happen around planned metal flows, particularly given that they were being used from a single pool but for two different threading areas.
This was something that would affect things even when the metal flows UI wasn't open, because of race conditions between two threads. It was also causing some errors and other race conditions in general, all of which are now fixed.
It was a very unusual sort of situation with a very special-case data structure (the time-based pool), and that was just... really an edge case thing. It also was not really causing errors or a memory leak in all cases, even though it was in some. Why it would be particularly severe for the one player who reported it, while nobody else had crashes related to this, is mildly baffling. But that's the nature of race conditions for you, honestly.
Thanks to NRSirLimbo for reporting.
Fixed a couple of memory leaks and other things that caused excessive memory churn while actively viewing the metal flows interface. These were things that would be given back to the player and thus not truly a memory leak in general; it was leaking on the heap and then coming back later.
Thanks to NRSirLimbo for reporting.
The last of the memory-leaky-type things related to metal flows is now fixed. This one was introduced possibly as far back as September 2018 by Chris, or possibly more recently when changing another bit of code to make a copy per list instead of having a reference in another list. At any rate, we were creating a metric ton of extra metal flow data that was then getting churned out of the memory pool by the garbage collector, and generally wasting some CPU time and efficiency. Now things properly get returned to the pool.
On the metal flows screen, there is still some climbing RAM that you see for a while, but then it stabilizes and eventually drops. That seems to be mostly related to temporarily cached sprite quads being used by TextMeshPro, and with such large amounts of text that changes frequently that's probably unavoidable. It's not a true memory leak anymore, and doesn't spike more than something like 60mb at peak in our current tests, where it was hundreds of mb in the same tests previously.
Thanks to NRSirLimbo for reporting.
Clarify the Threat tooltip to say that the Visible Threat reported is only from Watched planets
Thanks to Thotimx of reporting
Put in a couple of changes that may fix custom flagships being placed at a higher mark level than their base should be if the planet they are on is a higher mark.
Fixed an invisible nullref exception that could happen on quitting the game program in some rare circumstances.
Added a new "Show Fleet Ship Line Numbers" settings option to the Debug section that is for helping us root out problems with multiple ship lines of the same type within a fleet.
Fixed a rare nullref exception that could happen inside LazyLoadSquadWrapper when there were multiple threads looking at a ship at the same time that it was removed from the game.
Thanks to Norfeder for reporting.
Fixed another rare indexing exception that could happen inside GetEntityByID when there were multiple threads looking at a ship at the same time that it was removed from the game.
Thanks to Phenomphear for reporting.
Balance Tweaks
Reduced firepower and health of Instigator and Warden Fleet Bases.
People liked it when shown the values before the release, but it seems to have caused issues elsewhere. For deepstriking defense, probably need to be another method.
Also lowered the range a tad of both and removed the forcefield from the Warden Fleet Base.
Upped Parasite damage slightly, doubled the zombification damage amount.
So now they zombify in 5 shots, and 1 at MK7.
Bumped up starting metal storage to the maximum value.
Home Human Settlements gain 260 metal per mark, up from 120.
Reduced metal cost of Plasma Turrets and Beam Cannons by half.
Human Home Command metal income 900 - > 2,200, increase by 400 per mark.
Battlestations now benefit from the Citadel Technology.
Reduced cost of Citadel Tech from 3,000/4,500/6,000 to 2,000/3,000/4,000.
Reduced cost of Sentries Tech from 1000/1500/2000/2500 to 500/750/1000/1250.
Watchman Frigate energy usage 7,000 -> 3,000.

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