本帖最后由 秋枫月草 于 2020-4-26 09:06 编辑
唤醒星门(Gates Awakened)
唤醒星门(Gates Awakened)增加一系列开启在星门间瞬间穿梭功能的短任务,并致力于将这些拓展符合原版游戏设定。
唤醒星门允许你穿过少量能够快速旅行的星门,改变你的探索和殖民计划。虽然这当然不太符合原版背景设定,但是这两个解锁星门的任务还是顺利地融入了游戏背景中。
这个mod尝试鼓励早期探索和减少后期旅行并且不会让你有作弊感。
一旦一个星门被激活,玩家可以通过消耗一定量的燃料(与距离相关)来穿梭到其他已被激活的星门。
“等等,这里不是早就有一个星门MOD了么?”
特别感谢toast,他做出的Active Gates mod富有创意。没有那玩意,这个MOD就不会存在。
如果你觉得“激活每一个星门并因此能在整个星域到处穿梭”听起来比“只能玩少少的几个门”要棒,那直接去玩Active Gates就好~!
Active Gates允许你马上跳入和激活每一个星门(花一点费用),Gates Awakened则会更慢地提供星门且数量有限,并且努力符合游戏背景。
一共有5个星门允许瞬间穿梭(两个随机的,三个玩家自定的)
穿梭费用是直达路线的80%
第一个探索任务始于酒吧,可以直接接取,将激活一扇在核心星区的星门和一扇边缘星区的星门
第二个探索任务也始于酒吧,玩家得拥有一支中局游戏规模的舰队或建立殖民地才能接取,该任务让玩家能选择更多星门激活
当其他舰队在追踪你时,星门不可用。我们不希望这会引起关注。
应该支持中途加入存档
“我想激活所有的星门并且免费穿梭!”
旅行是这游戏的平衡点。这个mod之所以存在,是因为我觉得这在终局游戏十分乏味,但是激活每一个星门将导致距离在很大程度上没用并且移除了一些策略/决策/游玩规则。我会告诫你不要太过头了。
好吧,我的意思是,这是你的选择,不是我的。在“mods/Gates-Awakened/data/config/settings.json”,有一个设定叫“gatesAwakened_midgameQuestRewardCodeCount”
将这个的数字改成你想激活的星门数(哦,别忘了你会在第一个任务里激活额外的两个星门),并且重新载入游戏(如果这没用,就重启Starsector)
记住你还是得完成第二个任务才能随意激活/关闭星门
你可能还想改改燃料消耗比例,这在同样的文件里,叫“gatesAwakened_FuelMultiplier”
搬运者注:
上一次传是1.3.0,这一次是2.0.3,更新的内容......有些多,还是不逐项翻译了,主要有以下几个要点:
1、添加第三个最终任务,允许玩家
2、修正了一系列的BUG
3、支持Boggled的星门建造MOD(player constructed gates)
4、修正了和Vayra's Sector的冲突问题
5、不兼容用过1.X版本的旧存档
另外,提到的Boggled的星门建造MOD,似乎也能提供完备的星门穿梭功能,不过还在测试中,有兴趣可以自己去官方论坛modding板块找
以下是更新内容原文:
2.0.4 (2020-2-6)
- Fixes gate icon not showing sometimes (thanks to those who reported, including @Ner'zhulAI)
- Fixes crash when loading save game after taking a GA quest from the bar (reported by Atopo on the forums and QA'ed by @Bribe Guntails)
Spoilers for third mission (just more bugfixes)
2.0.3 (2020-1-7)
- Added support for jumping to Boggled's player constructed gates
- If no Remnant systems exist, second quest uses a non-Remnant system instead (reported by Tiberiumkyle on the forums)
- Fixed third quest intel showing planet type instead of name (reported by Avanitia on Discord)
- Possibly fixed quest intel icon showing incorrectly (unconfirmed)
- Fixed bug where declining a quest, then trying to start it again would crash
- Fixed bug where final quest epilogue could be triggered by interacting with any active gate (reported by Histidine on Discord)
- Adds forum id to version checker
2.0.2 (2019-11-30)
- Added console command to force start the first quest
- Fixed bug where some players were kicked out of the planet dialog when trying to start
the first quest (thanks to Kraosdada#8765 on Discord and Sartek on the forums for the reports)
2.0.1 (2019-11-27) (Discord-first)
- Not save compatible with v1.x (eg v1.3.1)
- Fixed bug where you couldn't use gates :S
- Caused by a last-minute change to mod prefix that wasn't correctly updated in rules.csv
- Thanks to Sunflare#3581 on Discord for the report!
2.0.0 (2019-11-25) (Discord-only for testing)
- Not save compatible with v1.x (eg v1.3.1)
- Added final quest, which allows the player (wouldn't you rather have a surprise?)
- Polished existing quests and intel. New icon, intel is now marked as completed, better wording, etc
- Fixed compatibility issue with Vayra's Sector where a gate-related event in VS was not shown
- Hopefully fixed bug where the dialog did not appear after jumping in the first quest
- Added Gates-Awakened-related Console Commands (including spawning a gate)
- Readded LazyLib as dependency (to use its Kotlin stdlib)
- Way more refactoring than was necessary
1.3.1 (2019-10-9)
- Fix for crash when completing a question after the intel has timed out
- Thanks to Liork on Discord for the report
- Known issue: intel can time out, apparently
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