Ashy_Raven Ashy_Raven
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Neutrino corp 1.83-RC4发布…… 更新日志是英文的而且我估计翻译回来度娘会找我麻烦所以就不翻译了…… 总之有人在用mac的版的SS如果遇到了严重的性能问题的话就回贴反应下,我换用B计划。 RC4 ------------------------------------------------ CONTENT CHANGES - Adv. Photo Torpedo now release its payload in an Unstable Photo style. - Add a new small energy weapon, Magnetar. A decent Pulsar like PD weapon that fire in bursts. - A really tiny subtle change on the HERP firing VFX. - Add Magnetar, a 4 OP small energy Pulsar like PD weapon. -> Fire in 8x25 brust. -> Accuracy is...well, let's say the inaccuracy is acceptable for a PD weapon, barely. - Drohne and Schwarm now armed with tune down version Magnetar. - Add a new fighter wing, Moskito class escort corvette. -> Base on Floh. -> Armed with Anti-photon Laser and Magnetar. -> 2 ships per wing. - Compatible with Knights Templar 0.9.5h (fixed the TEM_LatticeShield related issue). - Compatible with GraphicsLib. BALANCE CHANGES - Neutronium Plating -> Full restore time increase to 60/90/105/120 - Adv. Photo Torpedo -> Max release range reduce to 500 (from 600) -> Damage reduce to 600 per missile (from 750) - Hildolfr -> Flux dissipation reduce to 1000 -> Armor reduce to 800 -> No longer sold on open market. - Jackhammer -> 2 large missile slots change into synergy. -> Ship system change to Siege Mode. - Phased Array Cannon -> Burst damage reduce to 12000 -> Flux usage reduce to 21000 per burst(same flux/damage ratio) -> Burst time shorten to 6 sec. -> Range reduce to 800 - Siege Mode -> Cooldown increase to 30 sec. -> Range bonus for projectiles/beam reduce to +100%/+50% (from +200%/+66%) -> Now ship can slightly turn while system is activated. - Photon Gun - Increase projectiles tracking ability. - Drache -> Wing size restore to 2 due to a 1 ship wing cann't land on carrier correctly. - Phase Missile System -> Missile HP reduce to 100 (from 650(!!)). - Hammership -> Ship system change into Reaction Control System...Oh wait, this should not in the "BALANCE CHANGES" section... BUGS FIXED - Tried to fix the "no such method" error on Mac.(Please inform me if this cause significant performance issue.)
丢出中微子1.83-RC3,附赠ICE 0.3.3 LTS1c 中微子就是削削削,ICE就是调调调……主要就酱……RC3 ------------------------------------------------ Support Version Checker Antiproton Laser -State restored to 1.82 time -Beam no longer piercing missiles -Each beam it shot will try to aim at missile in small arc independently. Unsung -OP reduce to 450. -Flux dissipation reduce to 2000 -Flux capacity reduce to 30000 -Armor rating reduce to 1750 Phased Array Cannon -Cost 28000 flux to fire(was 24000). -Range decrease to 950. Neutron Lance -Cost 7000 flux to fire(was 6000). -Range decrease to 1000. Silver Lance -Now the armor braking effect will related to target's flux level. It will do more armor braking hits while target's flux level is high. -Will have chance to release EMP arc in path. -Cost 13500 flux to fire.(Was 9000) Bane and Misery -Crit damage halved. -Shots will spread wider after continuous firing. Heavy Neutron Pulse Cannon -DPS increace to 400(200). Neutron Pulse Cannon -DPS increace to 250 by slightly increace ROF. Neutron Pulse Cannon v(F) replaced by Triple Neutron Pulse Cannon -Fire a 9x150 burst every 6 secands. -Max ammo reduce to 18(2 bursts). Reload 9 ammo in 30 secands. -Projectiles travel slow and scattered. -OP cost increase to 14. Floh -Flux capability increase to 2000. Shield efficiency reduce to 0.55 Derp Charge CIWS -Max charges reduce to 3. Maul -Siege Mode will take 3 seconds to charge up. While charging up the weapon fire will be blocked(to give AI some time to line up their weapons). Neutronium Plating -Will cause one second overload while collapsed. Polyphase Amplifier -No longer disable shield. -Cost hard flux to use. And block hard flux dissipation. Some minor VFX adjustment. And something CLASSIFIED...----< ICE version 0.3.3 LTS1c >-------------------------------------------------------------------------- CONTENT CHANGES - Flashghast(missile frigate) and Pentagram(melee frigate) rejoin ICE fleets. - Gandiva LRM(Large high speed LRM) back to ICE armory. - Some adjustment on the melee AI. To make them don't try to kill friendly ships by accident. - Add more variants to ICE and ICI fleets. ICI will stick on Idoneus tech while ICE will mix up with vanilla weapons. - Support Version Checker again BALANCE CHANGES - A balance pass was goes thought all ICE ships. -> OP count reduce to vanilla level. -> Flux state more clost to vanilla level. Most ships vanilla level dissipation rate but about 20%-10% lower capacity. -> Max speed slightly increased. -> Supplies usage more close to vanilla level. -> Aromr rating rebalanced. - Weapon rebalance. -> Hex AC line flux per shot increase to 15, AOE reduced. Light Hex AC range increase to 250, Hex Autocannon range increase to 350 -> Flamebolt Cannon range increase to 400. DPH reduce to 500. Flux per shot increase to 750. CD increase to 2.5.(And will shot fire balls) -> Scatter PD DPH reduce to 100 -> Boomerang SRM missile speed increase to 500 -> Mobius Ray flux per shot increase to 90. -> Chupacabra Fusor flux per second reduce to 300 -> Hypermass Driver shot a 4x1000 brust instead of one 6000 shot. Cost 4x1500 per shot. After shoot overload time reduce to 5 seconds. - Ship systems -> Phase Warp will no longer cost flux after actived. (still cost flux to use.) -> Armor Repair Mataix will cost more flux to repair armor. (As well as Nova Reactor).
算了,自己搬……10月19日更新的0.7版改动记录…… Changes as of October 19, 2015 Campaign Added visual indicators of other fleets' sensor ranges when the player is near the edge of it Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level Revamped campaign fleet generation; added officers and faction-specific fleet compositions Revamped food shortage event No more tracking of sales before event starts or investigations for overselling Only affects markets of size 6 and below Smaller markets are affected more, both in reduced stability and food price increase Intercepting relief fleet increases unrest (i.e. reduces stability) at market Selling food on open/black market has an increased impact on reputation while event is ongoing Selling food on black market produces high unrest after event is over Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand Made intel message detail area slightly taller Revamped trade, pirate, and mercenary fleet spawning Reduced high-end system bounty rewards by about 33% Removed post-engagement options of "maintain contact" and "stand down" Ships on winning side now automatically recover some CR if the engagement was limited in scope Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost Maximum of 75% recovered if any enemy ships were destroyed Added Luddic Path faction, radical arm of the Luddic Church No markets, but launches small raider fleets from Luddic Church worlds Hostile to player, but individual fleets may be bought off with a "tithe" Auto-resolving pursuit: greatly increased effectiveness Expanded battles Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in Adjusted bounty payments and reputation gains when done with the aid of an allied fleet Salvage and bounty split will depend on how much hull damage the player dealt to enemies Friendly fire incidents will cause a reputation drop depending on the severity Very serious incidents will drop reputation all the way to hostile Fighting a faction's enemies in their system will no longer improve reputation with them Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships System bounties now last longer Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage Improved visuals for ship engine glows in campaign; improved fleet movement behavior Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role Combat Added several new missile weapons (one small and two large) Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range Removed ammo regeneration Increased number of warheads to 10 Reduced refire delay to 5 seconds Reduced range to be in line with MRMs Increased missile hitpoints and range at which the main missile splits Increased flight time of individual warheads Added new midline missile cruiser Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic) Added officer portrait to target reticle for ships with officers Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships. Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700) Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400) Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5) Salamander 3x/Pod: increased refire delay to 25 seconds (from 20) IR Pulse Laser: reduced OP cost to 5 Plasma Cannon: damage and flux use increased by 25% Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100% Ion Cannon: flux/shot reduced to 30 (from 80) Heavy Mauler: damage reduced to 200 (from 250) Ship AI: Aggressive officers more aggressive May use strike weapons against frigates if considers itself in trouble Will now consider any non-civilian ship with weapons to be a combat-capable ship Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc Miscellaneous New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others) Updated portrait graphics New graphics for Arbalest Autocannon Added text scrolling for standalone (non-campaign) mission descriptions Many missions updated; extensive backstory added Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default. Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit Modding Added "AMMO_RELOAD" ship system and ship system AI type Added "cr/u" column (cr per use) to ship_systems.csv Added to SoundPlayerAPI: void restartCurrentMusic(); String getCurrentMusicId(); void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId); void setSuspendDefaultMusicPlayback(boolean suspend); Added GameState enum (COMBAT, CAMPAIGN, TITLE) Added SettingsAPI.getCurrentState() to return current state Added LocationAPI.setBackgroundOffset() Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations Decorative weapons now render in the campaign view and on ship icons Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter Added baseValueMult to .skin files. baseValue still supported. Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options Added CombatTaskManagerAPI Added CombatFleetManagerAPI.getTaskManager(boolean ally) Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPI CampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets Other related API changes re: passing in a BattleAPI where appropriate FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member Bugfixing Fixed erroneous rate of fire being shown for burst beam weapons Fixed turret alignment on Tarsus-class freighter Fixed music-related out of memory crash if game was left running for a long time Fixed faction description textbox size in faction intel display screen Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty
嘛,差点忘了这边了……修补版的中微子公司1.81…… 嘛,在FlashFrozen暂时性(?)失踪的情况下继续修补中微子的各种BUG和种种不正常的东西…… 修补版6.1 *注意,由于这个修补需要删除一些文件,所以这个修补无法以补丁的方式发布。而且需要进行清洁安装。 -修复了乌鸦座(Corvus)的市场在某些情况下会重复出现的问题。 -添加了一个叫银矛的大型光束能量武器。能穿透船体。并能部分穿透护盾。(具体细节看里面的log) -巨像的守卫者护盾无法通过回收来清零辐能了。 -将巨像的护盾无人机锁在她该待的地方。防止出现某些搞笑的事情。 -穿透性的抛射物或光束不会再穿透守卫者护盾和神盾无人机。 -削弱了标枪鱼雷在ECCM加持下的定制AI的目标轨迹预测能力。 -撞锤的攻城模式对光束武器的距离加成减少到33%,不过只降低50%转速。 -中微子微型相位螺线管(或者直接说是相位线圈)激活时稍微有一点额外的视觉效果。 -终末级的相位环在船只停机后会停转。(进入相位之后会转快一些但我估计没人会注意到……) -折磨的射程减少到750。辐能消耗从100每发降低到60,射速提升到每分钟300发。 -脉冲光束加农伤害上升25%,辐能上升到870。OP需求+1。略微改善在远距离时的伤害表现。 -连装千兆级脉冲激光伤害和辐能需求都上升50%。弹药量+1但每分钟重装量降为12。 -反质子激光现在会在目标处聚焦,极大提高改善PD效率。OP需求+1. -所有的中子脉冲加农都会以射速的十分之一的速度重装填。 -DERP发射器每分钟重装三发,但需要200辐能开火。 -粒子炮阵列以很奇怪的速度重装填。备弹数下降到40。 -DERP近防系统每次连射三发。系统充能10次,每分钟重充能一次使用。 -把喷灯重做成了修理船。聚变长矛成为她专用的内置武器。
搬运一下我在官网论坛那边的工作过来……中微子公司导弹强化测试 Greetings, fellow consumers, we are Neutrino Corp© 您好,亲爱的顾客,我们是中微子公司©http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Ffractalsoftworks.com%2Fforum%2Findex.php%3Ftopic%3D2345.0&urlrefer=d99cabd1be5b58346193503be74fa641 Author: FlashFrozen Credit to team - Debido for exceptional patience in making my mod jar-ified - Cycerin for some neat scripts and general good ideas - Uomoz for some starsystem scripts - LazyWizard code, scripts, and stuffs - Deathfly for Siege system fix 中微子公司是我个人比较喜欢的mod之一。他有着科技贵族感十足的画风。高效率但小角度的特色护盾配合厚实装甲带来的铁壁防御。强悍的能量武器。强势的战机。以及人见人爱的旗舰Unsung。 不过在进入0.65时代之后,这个mod的开发遇到了不少的问题。最主要的问题可能是作者FlashFrozen最近很忙,所以他无法在Starsector中投入太多的时间。虽然如此,FlashFrozen还是将mod的0.65兼容性问题大致解决了。 而在那个时期,我正好打算在业余时间里稍微学一点JAVA脚本的编写(工作需要,有时除了R之外还需要点JAVA)。在看了一些Starsector中mod的脚本之后,就开始写一些脑洞大开的脚本作为消遣了。然后比较偶然地,我修复了中微子中一直有点问题的Siege system并给FlashFrozen发了过去。没想他挺高兴地采纳并把我Credit进去了。(别笑我在那边那个中二十足的ID,虽然我在这边的ID也差不多……) 然后针对中微子公司在进入0.65之后就出现了很多问题的导弹(其实之前就有不少问题),我陆续作为消遣写了一些脚本来改良。接着就在FlashFrozen的允许下我在官网论坛那边发布了。 然后,当我和他提起我想在某个中国的fan site上发布这个mod时候,FlashFrozen这么回我…… If you want to post it up on Baidu go ahead, just put my name somewhere :) lol (如果你想在百度上发布就随你吧,就是记得要把我的名字放在某处就好(笑)) 好吧,既然他这么说了,那我就照做吧……等等……他为啥知道是百度?
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