Ashy_Raven
Ashy_Raven
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铝热手雷的作用是在点燃期间提高目标受到的伤害 这玩意的描述有毒,效果也蛮有毒的 实际作用是在点燃时提高目标受到的伤害。具体使用场景是对hulk和坦克的时候丢一发上去之后用EAT打任意部位秒杀(你能丢泰坦脸也可以一发秒杀) 具体增伤比例还需要测试,目前推测是100%左右 不降低目标装甲等级差评 使用场景比较狭窄,还是建议谨慎使用 (感觉好像有bug,导致增伤部分是全从铝热手雷挂到的地方结算进去。导致一发EAT之后hulk身上俩洞)
新DLC的Steam页面开了…… http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fstore.steampowered.com%2Fapp%2F1336350%2FElite_Dangerous_Odyssey%2F&urlrefer=d41869afe39e0fc551c649c16eef93e5
翻出了游戏中随机战吼的官中稿,吐槽一下那些翻译…… 一股不知名的味道……如果还漏了什么后面再补充吧…… 尝尝解放的味道! How do you like the taste of freedom? 解放精神永存 Freedom never sleeps 解放来啦! Freedom Delivery! 解放! Freedom! 向民主问好! Say "Hello" to democracy! 想要被解放吗? How about a nice cup of Liber-tea? 解放所有人! Liberty for all! 为了解放! For Liberty! 异形渣滓! Alien Scumbag! 给它们点颜色瞧瞧! Let 'em have it! 尝尝我们的厉害! Get some! 超级地球万岁! For Super Earth! 将它们全部击败! Kill them all!
哎呀,忙着玩了忘了吐槽了…… 忘了在发布时吐槽这里将会是疯狂剧透一大波,瞎几把指导一大波,哭天喊地求破解一波,上蹿下跳求mod一波,瞎几把改再来一波,换新的舰妻又一大波……
看来0.8a 快出来了…… Alex推特上已经说了…… (Let's put it this way, there's a solid chance I'll start making 0.8a release candidates in the next few days.) 让我们这么说吧,我很有可能在几天后开始准备0.8a的发布。 4月16日的推文
新Blog 航行日志:萨维吉·戴维的最后任务 Ship’s Log of Salvage Dave’s Final Mission http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Ffractalsoftworks.com%2F2017%2F03%2F29%2Fships-log-of-salvage-daves-final-mission%2F&urlrefer=24b5a6c9fa45682e6d2022d898436f57 以航行日志的方式写的新版本体验。 主要展现的是 星域生成器 技能重做 航线规划器 漂浮的停机船只,可修复或搜刮上面的武器和LPC 漂浮的严重损坏的船只,可以回收燃料,补给或其他货物 新的任务类型,扫描分析外部星系 新的情报界面,可以直接看到星系的天文信息和扫描分析情况 新技能,持续加速。航行速度+10,但需要停下来启动。加速缓慢。 在小行星带中有机会找到残骸 回收残骸时可能会出现事故 新技能,中微子探测器。用于在外围星系中探测天体,可以找到星系虫洞(跳跃点)。可以通过科技技能升级 在外围星系探索时会遇到新类型的敌人 可以获得星球勘探资料,非常值钱 在外围星系发现的漂浮船只可能会在修复过程中启动并攻击你
关于Nvidia新驱动导致Pixel format not accelerated的替代解决… 根据 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fforum.lwjgl.org%2Findex.php%3Ftopic%3D6439.msg34284%23msg34284&urlrefer=46a62c26cf5e9f9744b5dde6c62343d8 提供的解释,这是可能是新的Nvidia驱动在尝试优化JAVA程序的时候出现的一个BUG 解决方案除了回滚驱动之外,可以尝试LWJGL论坛上提供的一个方法……由于我最近并没有升级显卡驱动,所以不保证这个100%工作。 进入StarSector的安装目录,用文本编辑器打开 ./starsector-core/starsector.bat 用以下文本完全替换掉批处理文件的内容,其中-Xms1024m -Xmx1024m可以修改为需要的内存分配量。之后通过运行starsector.bat来启动游戏即可…… ..\jre\bin\java.exe -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
新Blog 船只修复 懂英语和想学英语的自己去看…… 我比较懒所以就直接划重点 加入工业技能,一石二鸟地同时解决战后登舰和战后己方船只修复问题。 战后不再有登舰步骤,改为船只修复步骤。可以同时修复多艘船只,敌我均可。 敌方船只有25%的基础几率被修复,我方船只有50%的基础几率被修复。 被打碎的船只只有一半的几率能被修复,而且一定会带上“结构损伤”的debuff hullmod 修复敌方船只会带来2到4个debuff hullmod,己方船只会获得一个debuff hullmod 工业技能可以提高战后修复的几率,修复后的基本HP AP CR等等。 敌方武器有25%的基础几率被修复,我方武器有50%的基础几率被修复。 一些技能和hullmod会影响修复,例如hullmod“强化框架”可以防止船只被打碎,技能“损伤管制”可以让被驾驶的船只100%可以修复。而领导系里也有舰队范围的修复技能。 D mod会降低船只的补给消耗,当得到4个(上限)的时候只需要原来40%的补给。 debuff hullmod可以在空间站里修复。不过要花原船只价格的好几倍。 为了方便批量配船添加了“自动装配”,让船只修复只好自动装武器和hullmod 可以自动分配副官。
STARSECTOR Ship&Weapon Editor http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Ffractalsoftworks.com%2Fforum%2Findex.php%3Ftopic%3D11491.0&urlrefer=dab79568715330c90f716e129c9fba06 这是原来的船只编辑器的一个分支。只不过是做了点小升级罢了…… 在这里特别提示一下,为了方便汉化翻译,程序里大部分的文档都可以通过翻译语言定义文件完成本地化。然后可以在设置里指定使用外部字体并进行UTF-8兼容以应对.csv和其他数据文件里的中文。 这帖子只是用来冒个泡并留作归档用。反正汉化版出来之后很快就会有人忘了这玩意了……
突然想起一个很残念的东西,关于登舰的…… 作为一个反SL的机制,每个NPC舰队都有一个后台列表决定了舰队中有哪些船在战后可能会重启(并有机会被登舰)。这个列表以极慢的速度更新,而且随着游戏存档被保存。 换句话来说,如果你通过反复SL来重复和一个NPC交战以期待抢到某个特定的船。如果那个船本身就不在后台的可登船列表里,那你就永远都不可能获得该舰船。(由于列表刷新很慢,在该舰队消失之前几乎不太可能被更新。)
SCY的新模样…… 作者的意思是最快也要等游戏下次更新之后再放出所以而且TODO list有点长所以没有ETA……
发布Neutrino corp 1.83-RC4.2 嘛,也就调调平衡什么的日常维护向更新…… RC4.2 ------------------------------------------------ CONTENT CHANGES - Adv. Photo Torpedo payloads now will less likly to emerge inside its target. - Remove the hullmod skill requirement due to its script cause a lot of trouble. BALANCE CHANGES - Magnetar -> Range increase to 500 (from 450) -> Spread now fixed to 6. - Pulsar Beam weapon line -> Minimum spread increase -> Heavy Pulsar Beam max spread reduce to 20 (from 24) - Light Photon Torpedo -> Max spread reduced to level up Photon Torpedo - Moskito wing -> Ship system change into Swarm Flare Launcher -> Max speed reduce to 125 (from 135) - Floh -> Max speed reduce to 120 (from 135) - Herp Emitter and Phased Array Cannon -> Will block venting while firing. - Sapper SRM and Goliath SRM Launcher -> Will cause Ion Cannon like on hit effect when hit on hull, -> Goliath ammo increase to 480 - Unstable Photon Cannon -> Dps increase to 2000 - Grinder -> Max speed reduce to 60 - Nirvash -> Max speed reduce to 50 - TheEND -> Phase ring will vent hard flux into p-space when ship phased and flux level is higher then 60%. -> Hard flux will stabile at 80% level. -> Ship max speed will reduced while it venting hard flux.
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.)
这巧合得……看得懂英文的进来笑一下……
SS+即将停更…… http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Ffractalsoftworks.com%2Fforum%2Findex.php%3Ftopic%3D7679.msg186726%23msg186726&urlrefer=ba4361846941f5130de21d2c0c163a17 以上,已确认……
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).
丢出中微子1.82-RC2 懒癌发作,不写介绍了……反正里面有中式英文写的改动日志(笑)……
丢出中微子1.83-RC1(For Starsector 0.7.2a) 本来想翻译改动日志的但有点太多了担心度娘吃掉…… 注意适用版本是Starsector 0.7.2a 别在Starsector 0.7.1a上试了,新的API会崩的…… 长话短说是兼容性更新 现在中微子的小盾在面向侧舷的时候会回缩一点,稍微硬了一点。 新的hullmod“侧舷辅助护盾”:在护盾面向侧舷的时候护盾覆盖角度会提升,最大75度。 双联兆焦级激光顺应HIL的改动buff了。DPS提升到400,伤害随距离的衰减减少。 高级光子鱼雷引爆距离加倍,但弹头更分散。 多相增幅器会关闭护盾,但强行启动0辐能加速。 不稳地光子加农再削,不再制导。 女妖和洛伦女妖的OP都减少了。 还有些杂七杂八的懒得翻译回来了……
0.72已出…… 嘛,本来想今天更新中微子的但看来得延后一到两星期了……
丢出中微子1.82-RC6…… 没啥特别的东西…… 继续锉刀了一下中子脉冲系列…… 优化了导弹AI的计算,这么吃CPU了…… 锉刀了一下中子态镀层的百分比…… 重做的守护者巨盾……数值和以前一样但能更好地操纵也稍微没这么丑了…… (如果守护者巨盾的AI有什么地方见鬼的话欢迎回复……) 加了脉冲光束枪……小型爆发式光束武器…… 光子鱼雷冷却时间加长…… 侦查无人机提供额外的感应器强度…… 干扰器不会击中自己人(但好像也没啥必要这么做)…… 部分中微子武器和船只可以用于采矿(NEX限定)……
完整字库V3发布 SS+汉化版字库补完。 注意,这并不能解决随机掉字问题。 V3 ------------ 由于点阵字体的对英文显示的兼容性较差,所有字体统一使用微软雅黑。 使用超采样代替字体平滑,减少内存消耗。 对小号(14~15磅)和极小号(10磅)采用更高的超采样率以提高清晰度。
丢出中微子1.82-RC5.5 改动内详……英文…… 几个比较大的改动 脉冲束系列在持续开火时会越射越快,最快达到原始射速的1.5倍。 中子脉冲飞行速度略增,额外伤害从50%高爆伤害改成50%魔法伤害,无视护甲减伤。 折磨/痛苦在护盾上造成的暴击伤害更高,但产生软辐能。 光子鱼雷系列射速减慢三分之一。 不稳定光子鱼雷总伤害提升到6000,辐能降低到3000。但穿甲力下降到很低的水平。 银矛的穿透伤害改为魔法伤害。 脉冲光束加农伤害减少到600多。 尼尔瓦修的前置武器替换成中子脉冲炮阵。 女妖的最后一个大通用换成大混合槽。 中子态镀层没这么亮瞎狗眼了……
发布中微子1.82 本来会有改动日志的,但因为锤子打桩机什么的太多了被度娘当广告吞了,所以一切从简这次……
话说在想如果中微子真的平衡了还会有人玩么…… 新的平衡接近尾声了,突然想到这个问题……
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。
哈,看来热度的确是慢慢降下去了…… 嘛,为啥呢……
这些攻势进化图还真不错…… HELMUT放在Spriters judgement thread的仨攻势……个人还觉得挺好看的……充分体现了原版从低科技到高科技的风格演化……
【修复】骑士团3.4 for 0.65.2a-RC2 市场问题修复 管理,二楼发布链接
额……这明显这个应该违反了EULA但说真的我还挺期待这个的…… 看得懂的人自然会明白……
看来狼级护卫舰受欢迎是有原因的 一个冷知识,狼级是这个游戏里的第一艏船。听David说这是Alex给他发的第一张游戏截图……
好吧……把汉化版的字库扩展和黑魔法换行发上来…… 使用这些东西意味着对Starsector的User License v1.0第4部分a条目的违反……(不过之前用汉化已经违反过一次了……) 使用这些东西有可能违反了微软雅黑的EULA。 ZpixEX2为开源许可,二次使用请继续遵循。 想了一会,打算把汉化版字库扩展和descriptions.csv的自动换行版本分开发……字库扩展应该可以应用到任何版本任何汉化上……黑魔法化的descriptions.csv基于0.65.2a-RC2的汉化1.002版…… 部分汉字变成’或”或”‘是已知问题……这个我暂时没找到解决方案…… 楼下发链接……
翻到了一些David画的草图…… 图库地址http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fimgur.com%2Fa%2FnJ6Sk%2315&urlrefer=91f1fb73a0e0bef64a231c032b681fa9 先是一些武器草图……再来一些船只草图……
有什么奇怪的东西混进来了……
一个很糟糕的消息…… 似乎找到汉化掉字的原因了……那玩意嵌入在游戏内核JAR包里……目前对那个没什么想法……(其实是一个用来防止输错符号导致崩溃的保护机制……)
小问题……为何是甜不辣而不是天妇罗…… 一开始看到这个的时候还真是一头雾水……
两个好消息和一个坏消息…… 最近看到汉化的文本觉得非常不爽……强迫症发作对汉化做了点调整…… 现在有两个好消息和一个坏消息…… 好消息之一是知道应该如何替换字体并扩展字库了……至少在我手边的测试版里,苍鹭能正确显示,苍?成为历史了……新的点阵字库在显示小字体的时候也比较锐利…… 好消息之二是在用了某些投机取巧的方法并学会了某种如同黑魔法咒语般的正则表达式之后……换行问题有所改善……至少右边缘从狗啃状改成了兔子啃状……也就是一两个字的不整齐了…… 坏消息是我暂时没找出什么黑魔法来解决行中意外掉一个字的问题……可能需要一些不这么自动化并更巧妙一些的计算吧…… 中微子的汉化优化版在这个测试的汉化改良上工作得比较完美……但在掉字问题解决或我的突发性强迫症结束之前是不会随着新的汉化发布……
好吧,既然大家都喜欢中文版……那就发布中微子的中文版吧…… 图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2F7f3afd150a83d1bebe38c1f7741c687be33fc1b7&urlrefer=4f9c0c00742c23eb8faca7c979a61e67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 基本上把该汉化的东西都汉化了一轮,将在楼下发布链接。 关于带了导弹增强的英文原版,参阅这个帖子。 对于导弹增强带来的感想和BUG也请回复到那边去。谢谢合作…… http://tieba.baidu.com/p/3718015404?pid=67384750635&cid=67544035100#67544035100 吐槽一下英文原文的描述……FlashFrozen的母语应该不是英语……
贴吧逐渐降温了…… 看来那波新人潮过去了快……
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?
好吧,这个严重跑题但我找不同其他更不严肃的地方能吐槽了…… 2015年4月22日,bing词典的每日一句是这个…… Lolita, light of my life, fire of my loins. My sin, my soul. -- Lolita 洛丽塔,我的生命之光,欲念之火。我的罪恶,我的灵魂。 《洛丽塔》 一下子就让我想起了十年前的那些日子了……真伤感……
嘛……在官网那边看到了一些怀旧的东西…… 遥想当年猛击(攻势)还没装上TPC,身材还没这么丰满……而征服者的侧舷武器还是中世纪时期的射界……某巡洋舰却有丧心病狂的槽位……而另一个巡洋舰也差不多……加上现在某个千年板凳具有超IMBA的槽位分布……大船还真是可怜啊……当时……
嘛……忽然想起一个小问题……大家应该都是开全伤害来玩的吧…… 最近吧里经常见到很多旗舰无双防御至上等论调的东西……而且在讨论的时候常常觉得有一种鸡同鸭讲的感觉……这让我严重怀疑……是不是有不少人是开着伤害减半在玩……
好吧……看来除了副官之外,还有些新玩意儿…… 根据Alex 的尿性,在blog里面提到基本都是已经内测得差不多了的东西……看来下一个版本将在战役模式(或者说叫大地图下?)加入传感器要素…… 原文很长,但长话短说就是加入战争迷雾,以及可以用伪造的IFF来伪造自己的舰队。而传感器怎么工作就看图说话吧…… 舰长,十点钟方向有舰船反应!发现一小型舰队小型舰队正在接近本舰。舰队所属不明,舰队中有……驱逐舰2艘,护卫舰3艘,航母1艘,战机编队3小队。海盗!舰长,他们是海盗!对方成进攻态势接近中!舰长,怎么办!?嘛,就是这样…… 然后还有点故意流出的福利……(在大地图下将能有技能可用!)
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