StarDrive
подробнее об игре и системные требования
  
НАВИГАЦИЯ ИГРЫ

Stardrive "мод расширяющий оборонительные сооружения"

Имя файлаMissiles.rar
Размер5.32 Мб
Добавилnikqz
Дата добавления
Скачиваний654
Комментариев9
Понравилось3
Описание и инструкции

Мод расширяющий оборонные сооружения: две постройки с ракетами и одна фотонная пушка (добавлены и соответствующие технологии). Сооружения можно строить и в необитаемой местности.
Так же добавлено подробное описание параметров для лучевого оружия

Установка для версия игры 1.08 русс
Распаковать содержимое архива в папку ..\StarDrive\Mods
Запустить игру, выбрать в категории Mods данный мод, начать новую игру или продолжить прежнюю
Нравится 3
Комментарии (9)
  • 2
    nikqz
    версия первая, на баланс особо не тестировалась, т.ч. в будущем можно будет подправить параметры
  • 1
    nike[destroyer]
    Интересно было бы выложить пошаговое описание как моды для игрухи делать.
  • 0
    залейте кто патч на 1.08
  • 0
    зачем тебе 1.08 когда уже 10 вышел... а то и 11 кажется... только их нигде нет...
  • 2
    nikqz
    вот вам 1.11 (у китайцев все есть ток поискать надо)
    Added Russian language support
    Changed a number of fonts around to support russian characters; let me know if you see any oddities
    Fixed repair drones, which were accidentally disabled in 1.10 while trying to fix repair drones. Recursive failure/
    Fixed bug where ships being refitted would jump to full price upon loading a saved game
    Fixed a bug where beams would sometimes misfire
    Fixed an issue where buildings added to the construction queue by a governor weren't getting the pacing modifier
    Fixed a rare race condition regarding ship hangars
    Fixed a rarer crash caused by the autosave
    Fixed a bug where reloading a game would cause ships to lose their boarding defense.
    Increased the range of the EMP cannon to fit with some new stuff I'm doing with AI that wants to capture your ships
    Siphon beam is now 5x more effective
    Siphon beam works properly now. It wasn't working before. Probably no one noticed because it sucked. But not anymore!
    Thalaron beam now applies 5x more damage in addition to killing troops
    Assault shuttle bay cooldown is reduced from 5 minutes to 30 seconds
    Added a tougher remnant challenge to top tier planets
    Fixed a weird issue where you could click the shipyard button when you were in the shipyard and make the screen flicker; may also cause errors
    dl2.3dmgame.com/update/3DMGAME-StarDrive.v1.11.U..
    или
    pan.baidu.com/share/link?shareid=497206&uk=3..
    или
    drive.google.com/uc?id=0BxQLWM93piSRWmtTcFBZYjFF..

    а тут 1.11В
    Hotfix a problem with carriers not launching fighters
    Fighters will now attack the carrier's target if they don't have targets assigned
    Ships should ignore the range on their drones when calculating their weapons range
    pan.baidu.com/share/link?shareid=560860&uk=1..

    1.2
    Fixed Heavy Siphon beam to have the buff from last patch
    Ships with supply bays will no longer resupply other ships with supply bays
    Shamelessly stole ThomasGideon's arc art
    Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
    Changed arcs and shields in the shipyard to always draw over the ship module textures
    Troops now spawn from planets in freighter class vessels rather than scout class vessels
    Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
    Planetary Gravity wells are now a vanilla rule
    Subspace projectors and home territory now negates gravity wells
    Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
    Adding new troop types:
    - "Defender" has more hitpoints, lower attack, no ship. Stays where it is built for now.
    - "Assault Force" is a standard troop. Spawns in a One-Shot freighter that goes into orbit upon being built.
    - "Away Team" weaker troop, has its own shuttle like current troops. Spawns on planet.

    1.13B
    Fixed Heavy Siphon beam to have the buff from last patch
    Ships with supply bays will no longer resupply other ships with supply bays
    Shamelessly stole ThomasGideon's arc art
    Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
    Changed arcs and shields in the shipyard to always draw over the ship module textures
    Troops now spawn from planets in freighter class vessels rather than scout class vessels
    Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
    Planetary Gravity wells are now a vanilla rule
    Subspace projectors and home territory now negates gravity wells
    Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
    Changed the freighter algorithm to be more efficient when supplying planets in need of food
    Added the ability to spawn new random resource items on planets by planet type. For instance, Crystal clusters on a Barren planet, etc.
    Added new star types (green, blue, orange, etc)
    Further tweaked the freighter algorithm to be more efficient
    Added French localization
    Fixed an issue where the AI would keep building projectors to colonies it has lost
    Added support for broadside weaponry. Some weapons can be rotated using arrows keys.
    Modding
    Added a tag to XML to allow for shields to recharge during combat ()
    Added support for Flags in the Mod Manager
    Added support for custom video files to be managed by the Mod Manager (when designing a race, put true in the EmpireData file. The video will then play from YourMod/Video instead of Content/Video)
    Clearing a mod with the mod manager will now uninstall anything it added to the Content Folder.
    Added support for custom music on the main menu
    Hotfix for a crash related to capturing a ship
    pan.baidu.com/share/link?shareid=1795066340&..

    1.13C
    Fixed two crashes that were rarer cases. Should resolve people having issues loading a saved game
    pan.baidu.com/share/link?shareid=84007894&uk..

    1.13H
    Fixed a race condition crash
    Nerfed planet richness across the board by half. An ultrarich planet is now in the 2.5 richness range; starting planets are 1.0 richness. This should help forestall or eliminate reaching the “singularity” point where you have a post-scarcity economy
    Reduced the amount of military strength generated by platforms and stations for the purposes of the AI determining your strength
    Rotated modules will now save properly for ships that are Works in Progress
    Added the display of weapon tags to the active module panel in the shipyard
    Added appropriate tags to all weapon files
    Added Guided to Quantum Torpedo Cannon; Added interceptable to QT cannon
    Changed readouts on Ship Design screen so that large numbers display in a truncated format for easier reading
    Added the “Space Bomb” class of weapons. These are momentum-based weapons that have virtually no propellant whatsoever, mostly relying on the velocity of the firing ship to guide it to the target
    Fixed an issue with AI aiming becoming worse the faster the firing ship moved. The issue was an omission in the formula for estimating the projectile’s time to target (the firing ship’s velocity was not properly added to the projectile’s velocity)
    Fixed a similar issue in collision detection algorithms for estimating projectile positions, which could cause misses for fast projectiles fired from fast moving ships
    Added “Hardcore” ruleset, with a reworked tech tree. see below
    Fixed bug where planetary defenses weren't firing
    а так же новвоведения в компонентах оружия и модулях кораблей
    pan.baidu.com/share/link?shareid=3061130608&..

    1.13J
    Added Scrolling to the tech tree with the right mouse button
    Changed the way scrolling with the right mouse button works in the shipyard to feel a bit better
    Fixed a bug where ships would not drop out of warp if caught in a hyperspace flux or other inhibiting field
    Fixed an issue where the In Combat Shield Recharge wasn't loading up properly
    Fixed an issue where AI ships were not properly affected by gravity wells
    Added a Launch All troops button to the colony screen
    pan.baidu.com/s/1DXAiW

    1.13K
    Added a few code optimizations courtesy of crunchy gremlin. Should see some better late game performance
    Added a number of new end-game ship designs from Isahn's ship pack. The AI should have some nastier toys to play with now
    Removed the Revoran system
    Added normal maps to Vulfen capital ships that were missing - they should look cooler now
    Fixed an issue where resupply ships would sometimes attempt to resupply themselves
    aja2vzju2r.l11.yunpan.cn/lk/QbPIpdwLFYJJk
    pan.baidu.com/s/1gOrS2

    1.14A
    Added fairly major memory optimizations. Possibly eliminated OOM errors. Please let me know your results
    Added the Kulrathi Titan
    Added Vulfar Titan
    Changed the peace treaty notification icon to a dove icon
    Double clicking a planet will no longer explore it automatically
    Ships with ordnance fabricators will no longer be the target of resupply shuttles
    EMP Torpedoes now actually do EMP Damage!
    Added an indicator on the planet list screen for systems that have a known enemy presence
    The cancel colonize order button on the planet list will properly abort the mission of a colony ship en route
    Fixed an error where Cybernetic governors were not considering the effects of the tax rate in deciding how to set their production labor allocations, which could lead to poor results and starvation.
    The Cybernetic AI will no longer colonize planets which have less than 1.0 richness
    The Cybernetic governor will build biospheres on the best planets
    Core World governors will now build biospheres automatically if they determine that it is beneficial to do so
    Added new Core / Research world governor behavior which will adjust production and research percentages to try and make a profit when running at a deficit
    Drastically changes the weight the AI gives to making capital ships (want them to build lots more)
    Reduced the number of freighters and passenger transports the AI wants to build
    The AI will be smarter about building up its fleet so as to keep its economy running smoothly
    The AI will now be more aggressive about scouting
    Governors will be more careful about building shipyards unless they can be properly supported financially
    All governors will be more careful to only begin construction projects when they believe they can afford the maintenance
    The AI will build projectors only if they can very comfortable afford them
    Changed a Core World governor rule that would have them switch to research if their production stores get full. Won't do that anymore because it affects their taxes
    Changed the way ship maintenance works. Maintenance is now a fixed amount depending on ship class.
    Fixed an error where the Ship Scrapping logic would collide with the Auto Explore logic to have stuttery-looking AI scout ships
    Fixed an error where expeditionary fleets could run out of ammo and fail to rearm
    pan.baidu.com/s/169gd3
  • 0
    nikqz
    а тут все плюшки к расе
    скопировать нужную расу в папку игры ..\StarDrive\Content\Races
    и начать игру за эту расу, так же можно вернуть параметры из папки оригинал
    yadi.sk/d/RqiTjfXe52Bpf
  • 0
    nikqz
    а тут обновил этот мод для 1.14A добавил читерную плюшку уменьшитель массы (модуль к кораблю, изучается в ветке секрет), комп ей не пользуется, самому можно тоже не пользоваться
    yadi.sk/d/AIzd5FO4CJWhA
  • 0
    nike[destroyer]
    тоже вот жду пока кто нить сделает
  • 0
    nikqz
    Частенько в игре расы считают что им проще сдаться чем играть, что выглядит нелепо, маловероятно что какой то народ захочет просто так сдаться полностью другому под натиском поражения и уж тем более мирно, в данном файле для версии игры 1.13К это желание пресекается а тут для 1.14А
B
i
u
Спойлер

Вы уверены что хотите удалить этот комментарий?