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Скачать торрент Surviving Mars (Gagarin Update) (Paradox Interactive) (RUS|ENG|MULTI) [L] - GOG (upd. 16.11.2018 г.)

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Арт33

post 25-Апр-18 19:43

Opportunity update (25 April 2018)
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Opportunity update (25 April 2018)
New Features and Buildings:
Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists to move freely into adjacent domes and utilizing the workplaces and services available there.

If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
New Buildings & Related Changes
New high-end automated storage building which can take over 4,000 units of separate resource is available for your Colony.
Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late game.
A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the surrounding structures
A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank
Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the difficulty, making the mission easier or harder.

Available Game Rules:
Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
No Disasters: Disables all disasters (excluding those coming from mysteries).
Hunger: Can't import food from Earth.
Inflation: Import prices increase over time.
Long Ride: Rocket travel time to and from Mars is three times longer.
The Last Ark: Can call a Passenger Rocket only once.
Amateurs: No specialist applicants.
Rebel Yell: Colonists periodically become renegades. Crime is more severe.
Chaos Theory: Tech fields are fully randomized.
Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more.
Armageddon: Meteor rating set to a new Max level for all locations on Mars.
Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
Twister: Dust Devil rating set to a new Max level for all locations on Mars.
Other fixes and improvements:
Balance:
Added upgrades to the Mohole Mine and the Excavator to increase production
UI:
3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
Better alignment for traits in school
Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
Fixed overlapping of deposits (from random map generation and anomalies)
Storages and Depots are divided in subcategories of the Build Menu
"Milestone failed" message alignment fix
General Fixes:
Fixed air producers (wrong) production in some cases
Fixed calculation of challenge bonus in milestones
Fixed Triboelectric Scrubber not rotating after first clean
Fixed TOS to no longer reappear when changing language
Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
Fixed upside-down positioning of shuttles
Fixed an issue where colonists became starving from eating uncooked meals
Androids now have no initial specialization
Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
Fixes on Polymer Factory production (now depends on its workers)
Fix for some edge cases of automated routes for Transport Rover
Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
Fix for colonists and drones to stop going through Spires
Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
Buildings are now considered to be in dome range if one of their hexes is inside dome range
Updated University description
Clarified immigration policy texts
Various performance optimizations
Various stability improvements
Various sound FX tweaks
Mods:
Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
Added "GlobalEffects" mod item
Default mod preview image format is set to PNG
Kept backward compatibility with mods that use the old 'tags' system

SewerJan

post 30-Апр-18 18:23 (спустя 4 дня)

Арт33, а патчика случаем с прошлой версии 228722 (19911) до нынешней 229422 (20269) нету? Без этого, я так понимаю перекачивать и переустанавливать надо?

Арт33

post 30-Апр-18 18:41 (спустя 18 минут)

138.02 MB
patch_surviving_mars_228722_hotfix_2_(20098)_to_Opportunity_Update_229422_(20269).exe

Есть такой патч но он не встанет, патча с 228722 (19911) до 228722_hotfix_2_(20098) нету, так бы я и перезаливать не стал.

SewerJan

post 30-Апр-18 19:31 (спустя 49 минут)

Перекачал, переустановил. Сохранения старые работают без проблем. Спасибо за обнову.
Соединение между куполами как то корявенько реализовали. Логичней туннель было бы под землёй, а не поверху пускать.

Арт33

post 14-Июн-18 16:22 (спустя 1 месяц 13 дней)

curiosity_hotfix_2
Добавлено Mysteries Resupply Pack
https://www.gog.com/game/surviving_mars_mysteries_resupply_pack

Как только вы подумали, что справились с управлением ресурсами, странные таинственные события постучались к вам в дверь: в Mysteries Resupply Pack, новом бесплатном расширении Surviving Mars, добавлены три новые тайны, которые игрокам предстоит разведать и пережить.
Новые таинственные события, влияющие на жизнь колоний на Марсе:
Огни святого Эльма - Колонистам становится трудно выспаться из-за таинственных огней, начинающий появляться без видимой причины. Что вызывает эти неожиданные явления и связаны ли они с загадочными изменениями в снабжении водой?
Философский камень - Повстречайтесь с существами, совершенно не похожими ни на что земное. Эти кристаллические сущности пришли нам на помощь или просто пытаются защититься?
Metatron - Колонисты смотрят, разинув рот, как громадный парящий монолит завис над вашей едва оперившейся колонией. Пришел ли он с миром и разумен ли он? В любом случае, он блокирует вид из куполов!

Арт33

post 09-Авг-18 19:25 (спустя 1 месяц 25 дней)

DaVinci Update (06 August 2018)
06 August 2018

Код:

New Feature - Creative Mode
Creative Mode features a set of new game rules that allow you to enjoy a simpler playthrough with endless resources and everything unlocked. Added a Creative Mode option in the main menu which has these game rules on by default.
Easy Maintenance - Buildings don't malfunction due to lack of maintenance
Easy Research - Start with additional 3000 Research per Sol and all base techs revealed
Fast Rockets - Rockets travel ten times faster
Fast Scanning - Sector scanning is ten times faster
Free Construction - Buildings don't require resources to be constructed (they still have construction time)
Iron Colonists - Colonists can't lose Health or Sanity below 50 and they cannot become Earthsick
More Applicants - 500 additional applicants
Overfunded - Start with $100,000 M Funding

Some of the new rules disable all Achievements.
New Feature – Desired Amount in depots & storages
You can now set a desired amount in storages and depots. Drones will try to keep at least the desired amount of resources in depots and storages taking resources from other storages if need be.

New UI – reworked the UI of depots and storages to allow the enabling/disabling of resources in depots more easily. The player can also enable/disable resources in all depots of the same type via Ctrl + Click
Changes to Power Networks
Adjacent power producers & consumers will now connect to each other without the need for a cable.
New Feature – Follow Camera for vehicles and colonists
Follow camera is activated from the selected unit infopanel. Follow camera removes all UI until deactivated.
Balance Changes
Reworked default initial rocket cargo for all sponsors to include a Stirling Generator prefab and more drones to allow for faster starts
Reduced the construction cost of many buildings to reduce the amount of resources being carried by drones and improve game pacing
Increased speed of drones by 20%, techs that increase speed of drones have their effects slightly reduced
Drone battery capacity increased to reduce how often drones need to recharge. Initial battery of drones randomized to avoid having all drones run out of battery at the same time
Reduced fuel needed to refuel a rocket to 50 (30 with tech). Paradox sponsor is down to 80(60 with tech)
Shuttles require less fuel to operate
Reworked applicant generation so the starting pool of applicants is of greater importance. Sponsors with larger starting pools will continue to have more applicants down the line.
Increased the effects of the Celebrity and Genius trait but they now have requirements – Genius colonists will grant research points if their Sanity is high (in the green); Celebrity will grant funding if their comfort is high (in the green).
Electronics Factory now requires maintenance of 2 Machine Parts instead of 3 Electronics
Increased power consumption of Polymer Plant & Electronics Factory to 10
Reduced maintenance of Smart homes
Outsourcing is now limited to five orders at one time
Tourist trait has been reworked - it now grants 10M funding when the colonist arrives. The tourist stays for 5 Sols and then leaves (on the next rocket to Earth). When the tourist leaves Mars they generate 2 new tourist applicants.
Working medical buildings provide birth rate boost bonus for the next 24 hours.
Added new commander profile: City Mayor – 2,000 M additional starting Funding; buildings require upkeep less often; bonus tech: Mars Nouveau (building costs in Metals & Concrete are reduced by 20%).
Added new game rule – Increased Production – base production of all resources is doubled
Endless Supply game rule now lowers difficulty by 200 (instead of 25)
Chaos Theory game rule now lowers difficulty by 50 instead of increasing it
Changes to Disasters
Cable faults and Pipe leaks now happen only during dust storms or as a result of dust devils and meteor strikes. Their effect has been increased but the repair time is much quicker.
A popup message describes the effects of disasters the first time they trigger in each playthrough
Solar Panels are now disabled during Dust Storms and automatically close down
Buildings left without power during a Cold Wave now freeze 3 times slower (after 24 hours, was 8 hours)
Health and Sanity damage, suffocation, dehydration, and freezing effects from disasters are now randomized– colonists will now die or have a sanity breakdown gradually during an emergency rather than all at the same time when time runs out.
Lightning Strikes during Electrostatic Dust Storms have been fixed and will now disable buildings for 24 hours rather than 4 hours. They will also drain power accumulators they hit.
General Fixes
Added new construction colorization of building placement cursor - orange - to indicate possible placement of a building outside drone controller range
Autosave Count and Interval settings added in Options > Gameplay
Buildings inside a Dome are turned off when the Dome is turned off
Colonists can now eat from stockpiles in connected domes when starving
Night shift Sanity loss introduced for training buildings
Fix for passages not returning resources when salvaged
Terrain is properly restored after demolishing a Geoscape Dome
The Stirling Generator will no longer take more dust than intended
Funding is now properly modified by global modifiers
Large Water Tank now freezes and defrosts for the same time as the basic water tank
Constructions in Domes are no longer affected by cold areas
Fixed the Renegades counter in Infobar
Supply grid now properly reconnects through a Passage
Fixed unintended disabling of some buildings by Ion storms
UI
GDPR notice removed. Rejoice!
Fixed various scrolling problems. UIs are now scrollable instead of using pages
Added new keybindings for tilting the camera up and down - F, G
Clicking on icons in the Info Bar now cycles through stored resources, free jobs, free residences, unemployed and homeless Colonists
Wind Turbine production boost during Dust Storms is now indicated in the info panel
Command Center graphs timely update
Renegade morale no longer visible in Command Center
Trait selection in Schools fixed
Yellow decals no longer remain stuck on the martian surface
Added "Low Storage" notifications and removed duplicate other notifications
"Domes without Life Support" notification replaces separate notifications about dome problems
Added list of problematic buildings as rollover of the "Buildings not working" notification
Added guidelines to hex grid
All ground vehicles are collectively called "Rovers". The old "RC Rover" is now named "RC Commander"
Changed displaying of Collaboration loss in Research buildings
Power percentage is no more visible for pinned Rovers after Rover Command AI gets researched
Fixed Ctrl+click not setting desired specialization in all Martian Universities
Added resource conversion ratio in the infopanels of Factories
Added Queue first option in the Sector scanning queue
Added Disabled residential slots stat in the Info Bar
The Info Bar now lists the different sources of Funding for the last Sol and how much Funding was gained from them
Added space communism
Mods
Added Radio Station ModItem and related documentation

HoocH r76

post 10-Авг-18 14:34 (спустя 19 часов)

Порядок установки дополнений не имеет значений ?

alexist77

post 10-Авг-18 15:35 (спустя 1 час 1 минута)

HoocH r76
Я вот тоже подумал над этим. Правда не рискнул задать такой вопрос. Мало ли...

iMDM

post 16-Ноя-18 14:37 (спустя 3 месяца 5 дней)

Ждем DLC :)

Арт33

post 16-Ноя-18 16:52 (спустя 2 часа 14 минут)

Surviving Mars - Space Race
https://www.gog.com/game/surviving_mars_space_race
Gagarin Update (15 November 2018)

Код:

Gagarin Update (15 November 2018)
New Features:
New UI – The user interface of Surviving Mars has been completely updated to a new visual style
Sponsor Goals - Each sponsor now provides a set of five unique goals. Completing those goals awards various rewards – from Funding and Applicants to free prefabs of Domes and even free Rockets.
The five goals have varying difficulty and can push you to play in a specific direction if you want to get their reward quickly. The more difficult sponsors have tougher goals which sometimes even have a time limit.
Sponsor goals are an improvement and an overhaul of the current Mission Evaluation mechanic which is retired with the update.
Events – Events are story elements that depict different situations arising in the colony and will play out randomly as your colony grows. Sometimes there will be difficult decisions to make, and sometimes your choice of Commander Profile and Mission Sponsor will affect the decision options you have.
There are more than a hundred Event chains, each telling a different story of life on Mars, with more than 250 individual Events. Perhaps a Dust Storm caused a major malfunction in a Fusion Reactor, or a Renegade sabotaged the launch of a Rocket returning to Earth... Once in a while it’s just interesting to see how people may relax and have fun on the red planet.
Planetary Anomalies and Expeditions – Martian Anomalies are no longer found only in your sector – now you can discover them all over the planet. To analyze such a planetary anomaly, you will need to send a rocket to its coordinates on Mars. You will also need Drones, Rovers or Colonists for the expedition. Planetary Anomalies can yield research points, new Techs and Breakthroughs as well as resources and offer bigger rewards than Anomalies in the immediate vicinity of your colony.
Supply Pods - You may need an urgent delivery from Earth every now and then, and your rockets can be on the far side of Mars now. Supply Pods are one-use delivery space vehicles that can transport a limited payload from Earth. They are faster than Rockets and can land in any conditions, even during Dust Storms, but incur $100 M extra cost on launch. Also, they can be salvaged after crash-landing.
New Points of Interest in your sector – new "Research site" and "Vista" locations can be now discovered in your sector map. They boost comfort and research (respectively) in nearby buildings and domes; they are revealed when a sector is scanned; those locations are randomly placed but depend on visible terrain features
Sponsor Logos – a set of new sponsor logos, based on the national flags of the sponsors

Important changes:
Completed Milestones now grant Research Points as reward
Added a new building - Waste Rock Processor - unlocked by Waste Rock Liquefaction tech
Unused research points now go to the cheapest tech if no assigned research exists
Shuttles can transport waste rock
Updated sensor tower infopanel UI to include information about working units and disaster early warning
Added ability to enable/disable shuttle service for storage depots
Black Cubes Mystery: Black cubes can no longer destroy passages or appear over deposits
Buildings locked behind technologies will now list the tech field and name in their description
Added new functionality to Shuttle Hub - switch transportation modes between "people", "cargo", and "everything"
Removed Fuelled Extractor's upgrade from Concrete Plants
Wildfire Mystery: fix for long-term consequences of not researching the Cure
Mission Evaluation removed (replaced by Sponsor goals)

Other fixes:
Fix for factories to update Production per sol in real time
Fix for "Charge" hint for RC Generator (fixed both description and controller shortcut)
Fix for closed solar panels to not accumulate dust
Fix for the timer of completed challenges - in-game
Fix for RC Transport route creation when using overview map
Fixes for manual control over a Drone for cable/pipe construction, RC Transport unloading, construction site clearance
Fix for misleading text for pause/unpause
Fix for game freeze when packing numerous drones over short period of time
Fix for colonists migration and job allocation between connected domes - colonists now check if working in connected domes is forbidden when searching for a new dome
Fix for load/unload functionality of RC Transport
Fix for construction process to properly clear construction site when construction is on the edge of construction range
Fix for occasional overlap of buildings
Fix for passage placement to limit some invalid passage positions
Fix for cable placement when outside of drone hub range, which shows cable lines in unbuildable places
Fix for auto-pin option for exceptional colonists
Fixed controller button info when using rename feature
Fix for Crystals in Philosopher's stone mystery, to no longer spawn with a dome base
Fix for Waste Rock Processor model, now does not intersect with pipes
Fix for metal deposits placement to avoid inaccessible locations
Fix for rocket launch failing because of disembarking transport
Fix to keep new deposit positions fixed to map seed
Living Quarters renamed to Living Complex to reflect building sizes naming convention
Fix to remove concrete terrain once a concrete deposit has been depleted
Fix to prevent drones being assigned to destroyed commanders
Fix for drones idle movement while waiting to recharge
Fix for Research screen tooltip to update cost for repeatable techs in queue
Fix to allow sending an empty passenger rocket from Earth (also added a warning)
Added on-screen notification for destroyed buildings
Updated upgrade rollover text to show available resources
Fix for scaling of particle of anomaly scanning
Fix for construction rover to properly utilize/deal with resources on construction site
Fix for loss of control when performing quick actions in the build menu with a controller
Fix for Dome infopanel to better communicate comfort issues
Fix for follow-up camera when units disappear
Fix for setting traits in School/Sanatorium
Fix for pathfinder, reported as automated rover not responding
Removed old mission evaluation system and related notifications when loading pre-Gagarin saves
Tutorial 3: added shield against player spending all money and unable to continue a tutorial step
Various performance optimizations
[OSX] Fix for window resize and occasional crash after using Command+Tab
[Linux] Fix for switch between Full screen and Windowed mode

post 16-Ноя-18 17:15 (спустя 23 минуты)

Топик был перенесен из форума Стратегии в форум Горячие Новинки


REY
 

Игорь_rus

post 16-Ноя-18 17:57 (спустя 1 час 5 минут)

Игра глухонемая(кто-то, что-то говорит, говорят), есть кампания в игре (Сюжетный режим)?

Игорь_rus

post 16-Ноя-18 18:57 (спустя 1 час)

Djigeet
Я ждал ответов, а не мнений, что надо мне я и сам знаю. Кампании нет, голосов нет, вот за это и спасибо!

post 02-Дек-18 18:20 (спустя 15 дней)

Топик был перенесен из форума Горячие Новинки в форум Стратегии


REY
 

Dikt

post 30-Май-19 11:19 (спустя 6 месяцев)

Вышел патч: Cernan 245618

post 07-Сен-21 17:03 (спустя 2 года 3 месяца)

Топик был перенесен из форума Стратегии в форум Архив игр для PC


Арт33
 

Текущее время: 28-Мар 18:09

Часовой пояс: GMT + 3



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