discuz商业插件 后台应用插件显示 SELECT * FROM votes_activity 这个怎么处理啊?没用过

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& & & & & & & & & & & & Patch Notes& & & & & & & &
Released 4/28/2011
AIEconomic AI: Tweaks to improve the number of workers built.Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.City Strategy AI: Fix flavor broadcast to cities just after they are founded.&&Player level adjustments since start of game weren't being copied over to the new city.Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.Tactical AI: Early game AI tweak to allow occasional sneak attack.Tactical AI: Improvements in civilian and embarked units targeting.Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.Tactical AI: Changes to more effectively use Great Generals offensively.Tactical AI: Citadels now project danger.Tactical AI: Units defending citadels are h AI will prioritize trying to take these spaces.Tactical AI: AI will now pillage undefended citadels.Tactical AI: Be wary when appro don't close on it if enemy clearly has superiority.Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with.&&Prevents confusing pop ups.Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.Operational AI: Fix muster radius for gathering a naval invasion.&&Invasions won't get stuck trying to gather and will get moving to target sooner now.Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty.Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game.Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles.
GRAPHICSFixed an issue that was not allowing the Americas building set to display properly.If a 3D leaderhead scene cannot be created, fallback to 2D.Update to river color, texture, and shader.
GAMEPLAYUnits: Stealth Bombers can now get promotions.Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.Units: Prevent units with the &No Melee& promotion from capturing cities (archers, catapults, etc.).Units: Air units must be in a city to upgrade, and no sneaky &I'm on a carrier in the city& either.Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.Terrain Improvements: Allow Moai to be built over top of resources.Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.City Management: When selling a building, ensure that all citizens are properly removed.City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.City Management: Fix for an issue that was causing workers to go missing when population went down.City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.Culture: Keep the current culture level of the city after it is captured.&&The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system.Units: City States in games started in the industrial/modern era now correctly produce workers as needed.
UIPre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.Pre-Game: Multi-player maps added to Single-player as well.Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.Pre-Game: Using &:& in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.Notifications: Fix notifications that arise after a city is liberated so they show the name properly.Notifications: Extra DOF expiration notifications removed.Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.New Addition: Resource Panel integrated into upper-left Info Panel UI.New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.Combat Preview: &Bonus VS Cities& is now renamed to &Penalty VS Cities& when it's & 0.Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.City Screen: City Growth meter within the City screen now displays the correct amount.City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.In-Game: Fix the display of the movement cost for units that can embark.In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).In-Game: City State's &Quest& icon is now hidden if that City State is at war with your team.In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).Victory: UN Voting and Results screens now have better support for team games.Multiplayer: Human players no longer show an approachability type since that was meant for AI.Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire.&&Instead just continue to show the count.Production: City connected by railroad production bonus now correctly displays across all UI.Civilopedia: Multiple updates to Civilopedia functionality and accuracy.Pre-Game: Civillization Name in Load Menu is now truncated if it's too large.
DIPLODon't allow research agreements if one party has finished the tech tree.Correct opinion code so we can get outcomes of friendly or allied.Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player.&&It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.
WORLD BUILDERMap Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.Fix permanent war setting in the WB so that it reflects properly in the game.
MODDINGSupport for disabling the Happiness system.Support for disabling the Science/Research system.Support for disabling Social Policy acquisition.Support for disabling the Tutorial system.Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.Add &CityCanConstruct& Lua hook.Exposed LoadString to Lua scripts.
ACHIEVEMENTSFixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.Fixed issue that was keeping the Barbary Coast achievement from firing.Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.
SCENARIOSMongol: Disable all victory conditions except domination.Disable tutorial across all Scenarios.
CRASHAdditional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).Fix to &Moai on the edge of the map& crash.Prevent CvDiplomacyAI:oUpdateEstimateOtherPlayerMilitaryThreats from doing a divide by 0 (caused by a city having more damage that hit points).Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.Fix bad cast of PlayerType to TeamType (and resulting crash).Fix random map selection in multiplayer, which could cause a crash.Additional crash protections
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求翻译,这也看得太累了
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这个补丁有下载的么?我的是盗版的。
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以下为翻译,非原创
释放4/28/2011
混合经济翻译:提高工作人员数量的建造。
翻译:未成年人Diplo正确计算错误的AI来决定如果它想加入一个有关战争。
翻译:城市战略修复后的城市都是总是风味广播来建立。自从开始的球员水平调整游戏并不能复制到新的城市。
经营AI:如果AI看到WarState是平静(即没有人的部队靠近敌方的土地),还考虑发起了进攻军事力量如果整体至少均匀。
翻译:改进到更多操作明智地选一个城市的基地海军入侵。
稍微放松要求操作翻译:在为海军入侵目标(让他们早点陆上及攻击)。
翻译:操作/战术固定运动/部署海军入侵部队。
操作/战术AI:强化加权和的选择和目标城市集合的攻击行动。城市
战术AI:早期游戏AI调整允许偶尔的偷袭。
战术AI:改善了单位的民用和靶向性。
防守战术AI:单位有战斗力出境时和被考虑了战术动作(像制作远程攻击),他们其实还没资格。
战术AI:强化的逻辑单位均选用如何着手战术运动如此单位现在可以把放置在土地作为侧翼攻击的单位,轰炸单位等。
改变战术AI:更有效地利用伟大将军进攻。
现在的战术AI:宫殿项目的危险。
防守战术AI:单位宫殿是优先级高的目标,AI会优先考虑努力抓住这些空间。
战术AI掠夺:艾未未将现在不设防的宫殿。
战术AI:小心接近敌人时,不要关闭在城市,如果敌人显然有优势。
Diplo AI:确保外交AI不宣战的战争已经在某人。防止混淆使用弹出框。
人工智能:艾未未运作现在将正确行动打击流产开始了一个球员在一场(如召集一个新的进攻),但能执行一个和平条约后公布了。这个修正了宣战偶尔”AI在和平条约”的问题。
经营范围:修理集合的AI为召集一个海军入侵。不会卡住的入侵试图收集和将得到运动目标早了。
经营AI:不允许核武器袭击瓷砖会打破一个和平条约。
祖国AI:确保风味设置不防止工人从建筑的改进。这将会导致一些AI玩家有大量的后面部分没有建房的空间的游戏。
翻译:修正了祖国的问题,是导致工人和奖金non-resource忽视掠夺资源瓷砖。
修正了一个问题,是不允许美洲建筑将正确显示。
如果一个3D场景leaderhead己不能创建,对二维。
更新到河的颜色、纹理、着色。
单位:隐形轰炸机,现在可以得到晋升。
单位:添加“设防治愈为止”选项,为飞机。当之前,他们只医治无效,会导致混乱的球员。
单位:防止单位以“没有近战”促销活动能够获得城市(弓箭手、投石车等)。
单位:空中单位必须在一个城市升级,没有卑鄙的“我在一载体的城市”也。
单位:修正了被允许单位升级在领土不是他们自己的。
允许Moai地形改善:对于修建在顶部的资源。
地形改善:正确的问题,导致了双重资源如果你建立了一座城市的顶端上的一种改进的资源的情节。
收益率定一个加载顺序问题:那个堰塞湖所在的奖金是没有应用于一个农场加载后一个现有的拯救。
城市管理:当卖一幢建筑物,确保所有的公民都有适当的移除。
城市管理:当分配一位专家来一幢建筑物,确定我们没有偶分配更多的公民是否有空房间。
城市管理:修复了一个问题,这是造成员工去失踪人口下降了。
城市管理:公民纸带从后unassigned职工工作,调整前的数减去人口总数的六分之一。有罕见的情况下,可能会导致工人消失。
文化:保持当前文化水平的城市之后,这是被俘。文化生产将去0,但文化水平必须保持不变,否则一个大城市将能够获得砖速度一样较小的城市。
利用:撤销能力获得额外的自由移民工人的游戏/政策体系。
单位:城市国家在游戏开始的。在现代工业/现在正确地生产工人以及其他需要。
赛前:值在加载画面暗金物品不再显示,直到货物装船后已经结束,防止潜在的“粘住”的界面。
赛前:防止escape键开始从被用于腐败而开始一个教程游戏参数。
赛前:多人地图添加到单人游戏。
问题:固定的一种圆型比赛选项菜单,以便为基础的价值观总是整数的工具提示延迟。
赛前:使用”:“在一个保存的文件名已经不再被认为是有效的因为微软不允许这个。使用这个角色球员可能会在一个保存的名字时并不知道这文件没有创造当它们离开对话框。
通告:修改通知后,产生一个城市获得解放,所以他们显示这个名字在恰当的位置。
通告:额外自由度到期通知移除。
通告:适应denouncement或友情,只显示如果玩家达到了活跃的球队之一。
Tool-tips工人/ workboat:提示现在建立动态建立建议通过看瓷砖的生产效益,这些改进:营、牧场、农场、矿山、通商驿站、渔船、风俗的房子和制造。
鼠标:阴谋Tool-tip文字为自然奇观文化产量现在将显示好像它在你的境界和被工作,就像其他的产量会显示出来。
浏览器:国防部浏览器插件面板重置他们的滚动价值的时候,一个新的插件被选择。
新援:资源小组整合到左信息面板的界面。
新援的槽内的建筑物是:专家现在所显示的信息提示信息科技树,双方Civilopedia弹出,并且生产。
预览:“奖金与战斗城市”是现在更名为“点球VS城市”时,它的& 0。
预览:固定奖金战斗显示问题的时候打击敌方单位(如果敌人有奖金,需要“友好”的领土,它会显示,在预览,即使它们显然是在敌人的领土)。
预览:显示驻防战斗单位奖金为城市寡头政体远程攻击。
城市:城市增长屏幕屏幕仪表在这座城市里现在会正确的数额。
屏幕显示城市:解决目前的研究进展,使研究估计UI似乎是错误的。
游戏:解决显示单位的移动代价可以启程了。
修正了游戏中四舍五入问题:在军队概述(事实上,一个缺乏四舍五入的话题)。
游戏中隐藏的飞机:适当选择UI如果遮住了(雾的战争等)。
游戏:城市国家“探索”图标,现在是隐藏的,如果战争,城市状态是你的队伍。
游戏介绍:城市旗帜在显示不同的提示信息现在木偶城市非国有的球员。
现在在游戏:顶部面板从固定人口不同不幸和苦恼从专家。
游戏:选择一个单位在军事概述会现在选择该单位,选择了两次现在将移动相机。
胜利的UI显示:解决外交胜利的选票(这是显示选票,使其脱离死文明/城邦)。
联合国投票和结果的胜利:现在有更好的支持屏幕上一线队的比赛中。
多人游戏:人类玩家不再显示了一个平易近人类型自从那是用来AI。
多人游戏:多层外交w /球队不再有重叠的文本。
外交:现在一个确认对话当你公开谴责一个文明点。
外交:玩家不能公开谴责一个文明多次在同一回合。
修正了一个单位面板:错误的陈设需要升级所需的资源,如果资源数量是0和你正在运行一个赤字在那资源(负返回值)。
生产:在界面上的奇迹,为国家建设,不prereq列举每个个体的城市建设的需要,如果prereq不一定要在每个城市都在《帝国》。而你就继续显示计数。
生产:城市连接了铁路生产奖金现在可以正确显示在所有的界面。
Civilopedia:多重的更新,Civilopedia功能和精度。
Civillization赛前:现在在负荷菜单名截断如果太大。
不允许研究协议如果一方已经完成了这项科技树。
正确的观点,代码,以便我们可以获得结果的友好或结盟。
修复AI的交易调整,这样就不会不小心对待你的奢侈品作为战略性的项目。这本质上是防止AI从以往任何时候都反处理请求的战略资源,从其他的球员。它仅仅re-submitted请求更多的还盘,奢侈品,,游戏什么也看不见。如果接受,玩家就会认识到,不过已经太晚了他们所有的奢侈资源都消失了。
地图编辑器
地图的大小:添加控件添加或去除成排的魔法从山顶、建造、左或右的一张地图。
添加默认为“地图尺寸&下拉列表以便玩家可以设置默认的数量的文明,他们想要玩在地图上的位置。
设置中固定永久战争WB,使其反映正常游戏。
导致幸福的支持系统。
支持销毁科研体系。
导致社会政策支持的习得。
摘要本科生导师制支持禁用。
适当的初始化公民和贸易路线为某个场景在装载时存在的帝国。
正确的问题是在授予次要文明交往,在游戏中创建从WB的情况。
“添加”CityCanConstruct Lua钩。
对暴露LoadString Lua脚本。
那是固定的问题,为该模型长矛停止从现代院里成就开火。
修正了与建筑类型的比较,真是让《古墓丽影》的成就开火。
修正了那是保持巴巴利海岸的成就开火。
修正了飞行要塞的成就会让火当行动是由一个AI的球员。
修正了上帝是伟大的成就会让火当行动是由一个AI的球员。
蒙古:禁用所有胜利条件除了占统治地位。
在所有的情景,禁用教程
额外的零检查,以防止出现可能Lua撞车事故中,由于无效的数据一个怎样的数据库。
加强彩扑杀数量降低每个细胞(贴花渲染滚动碰撞)。
“Moai固定在禁区边缘的地图”崩溃。
防止CvDiplomacyAIUpdateEstimateOtherPlayerMilitaryThreats除以从做一个0(所造成的一个城市都有更大的伤害,生命值)。
添加在额外保护限制使用无效的球员,造成多起交通事故在入侵检测系统(IDs)社区提供的扑救。
PlayerType修理坏的演员(及产生的原因,对TeamType碰撞)。
选择固定随机地图在多人游戏,这可能会导致撞车。
额外的碰撞保护
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看这翻译更累。。。。还是看原文舒服。。。。
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贡献度9 金元2253 注册时间积分261精华0帖子
不知道什么时候才会有破解,最近破解的动静似乎很小啊
无聊啊,好游戏,求好游戏
最后登录贡献度54 金元3833 银行存款0 注册时间阅读权限50帖子主题精华0积分599UID1798904
高级玩家, 积分 599, 距离下一级还需 1 积分
贡献度54 金元3833 注册时间积分599精华0帖子
喔~新版本比较不错~
最后登录贡献度7 金元1930 银行存款0 注册时间阅读权限50帖子主题精华0积分221UID1492437
高级玩家, 积分 221, 距离下一级还需 379 积分
贡献度7 金元1930 注册时间积分221精华0帖子
机翻看的蛋疼。
最后登录贡献度264 金元9569 银行存款0 注册时间阅读权限90帖子主题精华0积分2013UID406909
游戏达人, 积分 2013, 距离下一级还需 1487 积分
贡献度264 金元9569 注册时间积分2013精华0帖子
出新的补丁后,值得再玩一遍
最后登录贡献度140 金元9038 银行存款0 注册时间阅读权限90帖子主题精华0积分1464UID525392
游戏狂人, 积分 1464, 距离下一级还需 536 积分
贡献度140 金元9038 注册时间积分1464精华0帖子
这次改动也不小
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