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报告翻译问题
but the retreat dosent work. when i press retreat it just starts auto combat instead
You have to ask devs if such thing is possible in one of the forums they frequent:
The Orion Nebula[www.spheriumnorth.com]
Civilization Fanatics Center[forums.civfanatics.com]
GOG Master of Orion series forums[www.gog.com]
Can't you use DOSBox scalers[www.dosbox.com]? MOO2 with a scale factor of 2x should run at 1280x960. Haven't tried it myself, though, so don't know how well it works or how it looks.
I'm playing it windowed - set windowresolution=1280x960 in dosbox.conf
As for retreat - it's not an immediate action, your ship must first turn around and (not sure) move a little. In beginning of the game it takes a few turns (slow engines)
Yes, GOG version uses version 1.40.b23 of the unofficial patch. Don't know if they intend to update to latest version of the unofficial patch.
Changelog
=========
1.50.2.1
Fixed bug causing absence of Unification Production bonus.
1.50.2
Game changes:
- Planet bombing is now symmetrical, enabling bombing all around any planet.
- Cluster galaxy now works in multiplayer.
- Fixed inability to move pop from non-food world to farming on food world.
- Using other player's dimensional portal is now prohibited.
- Ghost colony can be bombed or captured.
- Ghost colony can die out even if colonists are inbound.
- Starvation can create ghost colonies.
- Bombardment can destroy Capitol.
- Auto-designed ships are equivalent to manually designed.
- Satellite generation and repair uses systems size from correct hull table entries 6-8.
- Fixed strategic doomstar having cost and displayed info of tactical one.
- Hard Shields now increase blocked damage in strategic combat.
- Fixed Sub-Space Teleporter getting increased range for faster ships.
- Fixed Sub-Space Teleporter not breaking tractor beam out of range.
- Ship now loses shot right after weapon is destroyed.
- Fixed discrepancy between 'immobile' label and real immobility after BHG/tractor.
- Multiple BHGs and Stellars installed in one slot will now fire one by one.
- Ship cloaked by Phasing Cloak is not affected by area damage now.
- Ship cloaked by Phasing Cloak can’t be boarded.
- Lightning field buggy roll fixed, now kills ½ missiles instead of ⅓.
- Fixed Antaran fighters not working on defensive Cruiser and Titan.
- Fixed AI stall when targeting missile from captured ship.
- Scout lab and Galactic Lore now give bonus against antarans.
- Telepaths can capture ships multiple times without losing control.
- Crashes and quirks related to driveless trans dimensional ships fixed.
- Zeroth weapon flag usable.
- No place for a new spy exploit fixed.
Config parameters:
- Added interactive_combat_stats, makes ship stats update within the combat turn.
- Added large amount of new parameters covering whole OCL and much more.
- More LBXs support specifying alternative file in config.
- Added defensive_range for improved range for satellites and planetary defenses.
- Added lander_ship_use_stealth. #
- Added round_teleport, makes teleporter jump area approximately round (octagonal).
- Added fungi for controlling biomorphic fungi mechanics.
- Exposed parameters for several random events.
- Exposed lucky chance.
- Exposed boarding range in squares both ordinary and for transporters.
- Optionally cloaking device gives missile evasion bonus instead of miss chance.
- Added augmented_engines_speed_bonus.
- Added sub_space_teleporter_range.
- Exposed trans dimensional boni.
- Exposed proton torpedo range.
- Exposed energy absorber damage reduction.
- Exposed damper field damage reduction.
- Score values exposed, orion, antares, council win.
- Optionally enveloping weapon bonus does not work against the planet.
Renamed parameters
- /picks > maximum_Positive_Picks
- speed_td_bonus > td_combat_speed_bonus
- torpedo_miniaturization_missile > torpedo_miniaturization_group_1
Removed parameters
- shortened_anomaly_beast_flux (can be set individually now)
- AI_races_improved (now fully customizable in config)
- AI_ships_improved (now fully customizable in config)
- miniaturization_tweak (split to independent parameters)
- planet_size_class (removed)
Interface changes:
- Sixth design slot is now available.
- Visual fixes for ship, satellite and planet scan both for tactical and strategic mode. Strategic mode is now far less confusing.
- Correct display of colony ship count for 2 or more ships in star system popup.
- Proper displaying of non-integer racial food bonus.
- Default game settings changed (tactical combat, ship initiative and legal moves on).
- Option auto_close_board_confirm_popup to close boarding report confirmations without user action.
- Exposed difficulty level for which extra confirmation of new leader popup appears.
- SFX volume in video is separate from music now.
- Cheat warning will always be issued on the next turn after cheating.
- Cheat warning will never be lost now.
Changelog
=========
1.50.3
Game changes:
- Fixed ship retreat disappearances bug, immobilized ship now halts retreat.
- Fixed Antaran SF repair issues.
- Spy threshold fixup, now values below 60 work. Negative thresholds are forbidden.
- Optional strict combat sequencing mode.
- Two ships now can destroy each other with BHG simultaneously.
- AI now honors board_in_black_hole parameter.
- Tractors (both incoming and outgoing) break when ship phase cloaks.
- Stasis field recharges correctly now.
- Removing stasis field does not zero ship’s shots.
- Ship which started turn in stasis gets a chance to act this turn if freed.
- Fixed a bug when fighters chase unrelated friendly ships.
- Fighters will now highlight when targeting missile that targets current ship.
- Move blocked by missile alert will no longer trigger dogfights.
- Ships now decloak if cloak-inducing device is broken.
- Specials repaired in combat resume operation (in classic they don’t).
- Fixed bug in drive repair after combat, now ship is always made mobile.
- Building & spy no longer give free cash on-build like in 1.40.
- Fixed AI bought prod appearing as non-zero prod after capturing colony.
- RPs produced on turn 0 are not lost even if you did not choose tech yet.
- MENLO now gives 1 million research points.
- Fixed incompatibility with classic’s save game format for ships with augs.
- Decloaking triggers ship stats recalculation in ICS mode.
- Fixed SD trait not applying in combat (1.50.2 bug).
- Fixed SD-20 displaying as SD-19 in ship info (1.50.2 bug).
- Fixed bizarre damage visuals from ESD weapons (1.50.2 bug).
Interface changes:
- Option to play against a random number of AIs.
- Updated NEWGAME.LBX, added pictures for cluster, random and post warp.
- Updated COMBAT.LBX with greyed Wait button for strict combat sequencing.
- Option to skip delete housing / trade goods dialog without deleting them.
- Corrupt 6th design slot (when loading pre 1.50.1 saves) is automatically fixed.
- Fixed broken money bonus display in summary in race selection screen.
- Fixed broken money bonus display in race statistics.
- Fixed broken +1/2 food display in race statistics.
- Smaller font is used in race statistics if race has too many traits.
- Autosave in local games works like in net games, saves every turn before battles.
Config parameters:
- Config reload now reports success or failure via popup.
- Exposed mapmod tables, removed fixed mods ice, or2, gm3+ and added as cfg.
- Freighter on-build income is tunable.
- Configurable pre warp field set.
- Optional continuous BHG.
- Added scout_lab_research_bonus table.
- Added leader skill cost table and separate commando cost.
- Optionally Megawealth does not double leader hire cost. #
- Support for custom shield and armor names.
- Optional satellite capture.
I managed to stave off combat until late in the game, I had a Doomstar with Xetronium armour, heavy armour, reinforced structure and a ton of weaponry, yet even when facing ridiculously under-powered foes(class 1 shields, murculite missiles ect.), each battle was a total roll of the dice. By this I mean that defeat was totally random, in several battles my she got hit by a single volley of missiles and exploded even though I had full amour and structure.
It got worse if I put the battle on auto, many times my ships would self destruct for no reason at all.
I have been playing this game for over 20 years and have never experienced this before, I hope they adjust this in later patches, for now I think I will revert to version 1.4
The patch does not change combat the way you describe. What you experienced is likely the result of AI using EMG missiles, this is rare, but happens and can be observed in 1.40 too. More elaborate answer from the patch authors here http://forums.civfanatics.com/showpost.php?p=14348826&postcount=18.
http://forums.civfanatics.com/showthread.php?p=14353126#post14353126