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Сообщение 05 фев 2017, 16:35 

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Galactic Civilizations III


OСНОВНАЯ ИНФОРМАЦИЯГод выпуска: 21 января 2016
Жанр: Turn-based Strategy
Разработчик: Stardock Entertainment
Издатель: Stardock Entertainment
Платформа: PC
Версия игры: 2.0
Тип издания: GOG
Язык интерфейса: ENG
Язык oзвучки: ENG
Таблетка: не требуется (DRM Free от GOG.com)СИСТЕМНЫЕ ТРЕБОВАНИЯ Операционная система: Windows 7 (64 bit)
Процессор: 1.8 GHz Intel Core 2 Duo
Оперативная память: 4 Гб
Видеокарта: 512 MB DirectX 10.1 Video Card (AMD Radeon HD5x00 Series / Nvidia GeForce 500 Series)
Свободного места на жестком диске: 12 GBОПИСАНИЕ
Космическая стратегия Galactic Civilizations III, которая разрабатывается компанией Stardock Entertainment. Игра предложит вам построить величественную империю, которая будет доминировать в галактике с помощью завоеваний, дипломатии, культурной гегемонии или научных разработок.[cut] Звезды будут принадлежать вам, если вы сможете удерживать баланс потребностей расширять влияние, открывать новые регионы, заключать соглашения с другими расами или развязывать с ними войны. Игроков ждет эпическая одиночная кампания и многопользовательский режим на четырех игроков. Вы сможете выбрать расу из внушительного списка: Terran Alliance, Drengin Empire, Altarian Resistance, Iridium Corporation, Krynn Syndicate, Thalan Contingency, Iconian Refuge, Yor Collective, или создать собственную. В игре множество минорных фракций, с которыми можно развивать отношения; вы будете колонизировать новые миры, терраформировать планеты и развивать их; ваш флот может состоять из кораблей, которые будут сконструированы вами, а с помощью просмотра сражений вы сможете в реальном времени наблюдать за эпическими космическими схватками.ДОПОЛНИТЕЛЬНОРелиз включает бонусы GOG: руководство (French, English, Russian, German), Wallpaper, портреты аватаров, soundtrack.Список DLC в релизе: Galactic Civilizations III - Altarian Prophecy DLC
Galactic Civilizations III - Lost Treasures DLC
Galactic Civilizations III - Rise of the Terrans DLC
Galactic Civilizations III - Builders Kit DLC
Galactic Civilizations III - Mercenaries Expansion Pack
Galactic Civilizations III - Precursor Worlds DLC
Galactic Civilizations III - Revenge of the Snathi DLC
Galactic Civilizations III - Mega Events DLC
Galactic Civilizations III - Map Pack DLC

Galactic Civilizations III Trailer
v2.0 adds new Starbase Administrators, Improves Diplomacy, updates Ship Builder UI, and More

Starbase Administrators are a new addition to Galactic Civilizations III with v2.0 and will take some of the pressure of feeling like you need to mass-produce Starbases off your shoulders. You'll start with a number of Administrators based on the size of the map, and each Starbase will consume one. Researching certain government-related techs will allow you to hire more Administrators. This new resource gives some advantages to smaller empires who can now choose to use Starbases to improve morale and productivity in their home systems.

Diplomacy has received some major work in this update, too! The AI now takes several things into account when determining trades, including how much they like (or don't like!) you and what their relations are like with your allies and enemies. AI players who don't like you will charge more in diplomacy and will evaluate proposals using a redlining system (learn more about that here). You'll also get detailed information on why a specific trade was accepted or rejected, which will allow you to strategically adjust for future offers.

The Ship Builder's UI now makes it easier for you to find your favorite creations. By default, the auto-generated military ships will have their categories folded for easier UI navigation. Every ship you create will be added to your "favorites" list. Also, the currency, morale, population, and turn information will appear in the shipyard window now.

v2.0 also brings some additional updates and fixes. For more details, check out the full changelog at the bottom of the post.

v2.0 Changelog:

Administrators
Starbases now require one "Administrator" to build
Number of starting Administrators depends on galaxy size
Research certain Government Technologies to increase the number of Administrators
Current number of available Administrators can be seen on the resource bar or the starbase list tab.
Diplomacy
General pass on conversation weights such that the AI will talk more and offer more interesting trades.
AI players who dislike you will charge you more in diplomacy
Changed diplomacy attitude label from "allied" to "loves (they're not allied)
Changed diplomacy attitude from label "war" to "hates" (they're not at war)
AI should be better at focusing on a given weapon or defense tech rather than trying to research multiple paths.
AIs will heavily weight their relations with other players based on who is at war with whom and why
AIs will tend to come to the aid of their friends even if the enemy is more powerful
AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer (though will require translation of new strings)
AI will use a redlining system of evaluating proposals such that each sub-AI routine will add marks to the proposal with potential veto power.
AI now has the capability of explaining in detail why they rejected (or accepted) a trade offer.
By default, the auto-generated military ships will have their categories folded for easier UI navigation.
Balance
Home planet production points base increased from 1 to 10
Significantly reduced starbase spacing radius to 2 tiles, allowing you cluster them closer together.
AI is substantially better at evaluating what ship to build, when and where
Early game improvements made less expensive
Late game improvement benefits reduced slightly
Research improvements have been rebalanced.
UI Improvements / Bug Fixes
By default, the auto-generated military ships will have their categories folded for easier UI navigation.
When a player designs a ship, it will, by default, be added to the favorites
Added the currency, morale, population, and turns information to the planet and shipyard window
Changed Terran and "space monster" fighters size from small to tiny, matching the sizes for other factions. This change prevents a crash in the ROT campaign
Map Editor: Fixed a problem that prevented the Mini-map Preview from working.
Replaced Diplomatic Specialization 3 to be "Efficient Administration" on all trees. (Base Game and Campaigns.)
Fixed bad Matter Disruption Cost multiplier that was making Matter Disruption 2.6 times more expensive than it should have been.
Changed the width of the asteroid tooltip window and "nearest owned planet" value so that the value can no longer overlap
Negative Strategic resources are no longer shown in the trade options when they were negative
Updated map lighting settings to decreased ambient light and increased key light to make the ships look less flat.
Mercenaries: Ships that you can't afford are greyed out.
Fixed issue where Ancient Kinetic Augmenter had weapon FX even though it is a support module.
Removed military ring Starbase range boost now that we have implemented Administrators.
Fixed a problem that was causing rebellions in peaceful corners of the galaxy

Galactic Civilizations III: 1.9 Mega Patch (Released 12/13)
We are happy to share our next update which has massive improvements in performance, more challenging AI, better balance, and lots of bug fixes. Please review below!

Launcher
Read below for the new launcher will allow us to communicate better with you, better settings support, and more.
Introducing the Launcher

Capstone Techs
In the Age of Ascension, players can now research that provide large, temporary empire-wide bonuses. These techs can be researched repeatedly with stacking bonuses.

Optimization
Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
Removed legacy stopwatch code from the sound system
Moved old profiling junk
Reduced CPU usage of the particles and main graphics threads
Removed redundant debug output
Multithreaded the texture loading at the start of game to improve performance.

AI
AI builds scout ships later in the game to keep exploring very large galaxies
Dramatically reduced AI >normal economic bonuses (no longer needs them)
Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
AI doesn't try to bribe other players to go to war unless they and the other players have a decent military already
AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you're a nice person)
AI now scales the number of similar ship projects based on number of colonies rather than a flat number
AI pumps up colony ship production priority if there are a lot of nice planets laying around
AI pumps out fewer Constructors in general
Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
Updated AI's handling of adjacency bonuses to be more intelligent
AI values planet quality more when picking planets to colonize
AI somewhat more heuristic on tech research
AI somewhat quicker to war
Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.

Balance
AI is much MUCH smarter about detecting cultural flipping strategies
AI is much better about detecting fast alliance strategies
Lowered diplomacy bonus of the Diplomacy Techs.
Made low-level factories cheaper, provide smaller bonuses.
Reduced the size of maps while keeping the same number of objects, effectively increasing the galactic density.
Increased the zoom distance.
Diplomacy tech effect to Diplomacy ability increased from 0.5 to 1
Influence MinToClaim increased from 0.33 to 8
Influence Radius root reduced from 3.25 (^0.325) to square root (^0.5)
Eliminated the Influence Bell Curve target divisor
Influence fall off is increased from -0.3 to –10
Capital Influence per turn increased from 1.5 to 3
Colony Influence per turn reduced from 2 to 1
Removed the faction ability bonus from the Diplomatic Office
Removed all faction ability bonuses from starbase modules
Colonies now instantly update when you rush build to show the effect of the new building.
Players start with no area of influence for the first turn
Influence now grows more organically over time
Adjusted tech cost to increase per tech age
New capstone technologies that can be researched repeatedly for galaxy wide bonuses
Minor races will now establish trade routes.
Tweaked influence such that growth is now slower in general, but influence improvements and modules are now much more powerful.
Increased starbase spacing to 4
Adjusted intensity on several strategic map icons and the grid.
AI tends to focus more on tech (generally) than previously.
AI will build survey ships late in game.
AI provided with a much wider variety of ship designs to choose from with the various strategies.
AI weights units much more closely than previously in order to not make one virtually impossible to build.
Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
Close to victory diplomatic penalties increased from 1 to 5.
Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
Minimum planet class to be a manufacturing world reduced from 7 to 4.
Max number of colony ships the AI will construct at once increased from 2 to 3.
Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
Coercion forgiveness eliminated (there is always some coercion if you move off from center).
Maximum coercion reduced from 50% to 35%.
Colony Capital production points reduced from 5 to 1.
Civilization Capital production points reduced from 5 to 1.
Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
Tech inflation penalty significantly reduced.
Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
Pirates moved further away from starting location.
Increased the variance for the various settings (minors, pirates, etc.).
Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
Colony capital maintenance eliminated.
Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
Civ capital hub provides a 3 level bonus (was 1).
Reduced maint. slightly on research buildings.
Rare habitable planets decreased from 30% to 25%.
Nebula and black holes and anomalies made much less common on all settings.
Occasional planet frequency amount doubled from 1X to 2X.
Common stars modifier increased from 0.9 to 1.
Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
Abundant stars increased from 1X to 1.5X.
Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
Small map base object count increased from 64 to 150.
Medium map Base object count increased from 110 to 200.
Large map base object count increased from 155 to 300 (i.e. over twice as many
stars/planets/etc. in a particular size).
Huge map base object count increased from 250 to 350.
INSANE map object count INCREASED from 1200 to 1400!
Sensor cost components reduced slightly.
Cargo module cost reduced from 27 to 10 (cheaper colony ships -- but remember, planets now rely more on population for their production).
Tiny hull cost reduced from 11 to 10.
Small hull cost reduced from 25 to 20.
Medium hull HP increased from 100 to 120.
Large hull cost increased from 128 to 300.
Large hull HP increased from 250 to 600.
Large hull storage increased from 100 to 120.
Large hull logistics cost increased from 7 to 10.
Huge hull cost increased from 432 to 500.
Huge hull HP increased from 500 to 800.
Huge hull storage increased from 250 to 300.
Huge hull logistics increased from 10 to 16.
Cargo hull cost reduced from 42 to 24.
Cargo hull HP reduced from 10 to 1.
Cargo hull logistics increased from 5 to 6.

Improvements/Bugs Fixes
Fixed a major late-game memory leak
Stuck Turn fix involving battle system in multiplayer
]When vram is maxed out, the game will no longer generate a massive log file.
Fix for capstone alerts showing up for non-local player and for tech victory alerts showing up for non-tech victory items
Fix text wrapping on starbase window
Increase the opacity of the alpha on the un-owned grid
Escape key now prompts the user if they are designing a ship, instead of instantly leaving the view.
Added an option skip the upgrade notification on the starbases window.
Fix some bad prerequisites some hidden minor race tech tree.
]Fix bad tech description for Technological Outreach tech, in the Torian Tech Tree.
Added check in Galactic Events that prevent random crashes with event that pops up twice.
Fix bad prerequisite for Xeno Geology in the Arcean techtree.
Fix bad prerequisite for Drengin Manufacturing Stimulus.
Removed normal map corrections and Lean Maps from game as they didn't look good and were taking up too much space.
Fixed false positive on culture flipping penalty in diplomacy window
Fixed bad normal map for merc textures.
Fixed issue in Krynn tech tree causing the Coordination Temple to be hidden.
Fixed some issues that were causing some of the techs at end of the tree to have the wrong cost calculated.
Increased the halo size on non-colonized planets
Added author fields for maps, factions and ships.
Starbases will now notify the you that they need to be upgraded after being initially built.
Fixed double counting of trade routes for AI diplomacy purposes.
Fixed late game crashes related to textures on large maps.
Fixed an infrequent crash on loading large maps.
Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
If a player faction is set to random in the prefs.ini file, the quick-start tooltip will no longer display an invalid faction.
Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn't being updated at the same time.
Clicking available projects tabs no longer resets the improvement cursor.
Added ESC to close Ship Designer and Diplomacy screens.
Starbases no longer incorrectly show the upgrade option when none avail.
Fixed a crash related to the AI defying the UP.
Galactic Civilization III 1.8 Update (Release 6/14)
Hello!

The 1.8 update is nearly here. We taken some time to improve the stability of multiplayer, as well as introduced some new game features including asteroid mining and ship leveling.

Overview
Asteroid Mining
You can now mine Asteroids for riches! Click on any Asteroid within your ZOC and spend some credits to start building an Asteroid Mining Base. Once the Base is complete, it will send Raw Production to the planet of your choice (you can re-assign the destination planet of course). However, these Asteroid Bases are fragile and easily destroyed by an enemy attack.

Ship Leveling
All ships now improve over time for winning battles and surveying anomalies. Most ships will gain additional HP as they level up. Mercenary Ships will additionally improve based on their existing abilities.

Improved Multiplayer
We've completely reworked the game's movement and event system to greatly reduce the number of desyncs and improve the stability of multiplayer.

Uncolonized Planet List
We've added a great new feature that lists out planets you've discovered but haven't colonized yet. This will help you expand your empire faster.

Star Information Window
You can now click on a star to see colonizable worlds within that solar system. Rename your stars to organize your empire or after your favorite Sci-Fi series.

Change Log
Note: Adding startup commands to a desktop shortcut not longer works. To add startup commands, please edit the games "Launch Options" in Steam.

Asteroid Mining
Asteroids within your ZOC can be mined. Each Mining base costs 500 credits and takes 3 turns to build.
Mined Asteroids will provide a raw production bonus to the nearest planet. The bonus is reduced by distance. You can reassign the receiving planet.
If the ZOC changes, the Mining Base will be automatically flipped.
Mining Base can be attacked and blown up by enemy fleets.
Mined Asteroid map icons are tinted to their faction's color.
Colonies can be decommissioned for scorched earth tactics
You can rename Mining Bases by clicking on their name in the context panel
Asteriod Mining Bases do not require a starbase.
Note: The Asteroid Mining feature will require starting a new game.

Star Information Window
You can now click on a star to see colonizable worlds within that solar system.
Clicking on one of the planets will select it on the strategic map.
Click on a star's name to rename it.

Uncolonized Planet List
The Colonies list now has two sections: Colonized and Uncolonized Planets. Uncolonized
Planets lists out the planets you've discovered but haven't colonized yet.
Both sections are collapsible and are independently sorted.

Ship Leveling
Ships gain experience through winning battles and surveying anomalies. This experience translates into a ship level.
Ships gain additional HP as they level up.
Mercenary ships gain additional bonuses.

Improved Multiplayer experience
Refactored movement and events systems to reduce the number of stuck turns and desyncs during multiplayer. These changes should have no gameplay effects.
Increased the movement speed of ships only in multiplayer.

Gameplay
Diplomacy Statistic bonus increased from 2 to 3
Conquest Victory Goal is not active until after turn and the player has a reasonable military
Easy target modifier now takes trade routes into effect and reduces the impact accordingly if the player is trading with them
Ships In ZOC diplomatic modifier takes into account how many ships are in the ZOC . If it's just 1, it tends to let that slide.
Added recommended player counts to each galaxy size. When you choose a galaxy size, you can choose to automatically add the recommended number of players to the game.
Specialized techs now have star icon next to them to make them stand out relative to normal techs
Updated Durantium Refinery and Thulium Data Archive to do Flat points.
Added new Promethean Reserve improvement that provides credits per turn.

Bug Fixes
Fixed a potential issue when setting a destination for a fleet that can move and immediately hitting 'end turn'
Iconian Defenders will no longer respawn after being attacked by a faction with the "Scavenge" ability.
Prevented a crash if a mod tries to reference a missing sound file
Right-aligned the values for the lobby details section to account for differences in length of the titles for various languages.
Planets can be renamed again
The Lobby Window was being hidden unnecessarily when clicking the Invite Friends button. It now stays visible in the background.
Fixed various places where long names (planet, shipyard, or starbase) would break out of their frames.
Fixed issue that prevented allies from using the "declare war on" offer during trade.
Fixed crashes caused by canceling a starbase modules.
Fixing an issue where canceling mining starbase modules on a starbase with claimed resources caused the starbase to remove the queued modules incorrectly.
Fixing a tooltip where it would say you can't build you because the module is claimed by another starbase when in fact it was claimed by the current starbase and the warning is in error.
Fixed typos in the description for the "Precious Metals" planet feature
Logistics now shown with decimal values. Previously, value was being rounded in the UI and which in some cases, made it appear that a fleet had room for another ship.
Re-implemented the round robin colonization event mechanism to be simpler and also functional. This should fix problems with colony events not firing after the list is exhausted.
Не играешь в одну и ту же игру дважды: Играйте в абсолютной песочнице, где у каждой игры своя индивидуальная карта, неповторимые миры и новые трудности – и все это в массовом масштабе. Играйте против от 16 до 100 оппонентов.
Множество путей к победе: Военные победы, культурное доминирование, технологическое вознесение или политический альянс – путей к победе не один.
Сюжетный режим игры: Перенеситесь в мир, где действие происходит в 23-ем веке; проживите сами 20-летнию сюжетную арку, стоящую за восстанием человечества.
Массивное древо технологий: Исследуйте технологическое древо по всей ширине и глубине. У каждой фракции в игре свои индивидуальные специализации. Ваш выбор определяет то, как вы играете и побеждаете.
Ваши собственные настройки фракций & кораблей: Создавайте с нуля вашу цивилизацию, у которой выбранный вами внешний вид, корабли, технологии и даже есть возможность выбора, как ИИ их станут использовать.
ЧТО НОВОГО В GALACTIC CIVILIZATIONS III:
Мультиплеер: Впервые, Galactic Civilizations стала игрой с возможностью режима мультиплеер и полной поддержкой собственных цивилизаций, сохраненных в мультиплеере игр и многим другим.
Новая Система Битв: Вы решаете, какую роль играют ваши корабли в битве. Теперь у вас есть возможность наблюдать битвы флотов в кинематографическом стиле и видеть вашу проектировку в действии.
Новый Командир Колоний: Местонахождение планетных улучшений теперь имеет значение. Бонусы за близость и планетные ресурсы имеют большое влияние на то, в чем сильна (или слаба) планета.
Правители Планет: Используйте правителей отдельных планет для руководства вашими мирами, решая, какие улучшения строить и когда, что позволяет вам сосредоточиться на больших стратегических целях.
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