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/app/386070/ 横扫千星(行星湮灭)dlc
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> 横扫千星:泰坦(Planetary Annihilation TITANS)中文版 绿色PC版
横扫千星:泰坦(Planetary Annihilation TITANS)中文版 绿色PC版
时间: 13:22:39
大小:1.80GB
类型:单机游戏
分类:即时战略
语言:简体中文
运行环境:PC
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  《横扫千星:泰坦(Planetary Annihilation TITANS)》是由Uber Entertainment制作并发行的一款即时战略游戏。UBER算是一个才刚创立的游戏开发团队,但本身却已有相当的游戏开发经验,有参与过《终极动员令:将军》、《魔戒:中土战争》和最早的经典战略游戏《横扫千军》。本作可以说是《横扫千军》进化版本,画面大幅改善、特效也提升了不少,但最重要的是新加入的元素&&星球。
  在游戏中,玩家的战斗不再只是侷限於当下的星球而已了,玩家可藉由火箭搭载士兵去抢占周遭的星球来作为第二基地;像是影片中所展示的月球基地,
就可透过投射的方式直接将军队从外太空对敌人前线进行突击;后期还是打不下来?直接在向外延伸到小行星群,直接以陨石作为战斗要塞,还可直接操控陨石撞向星球,直接毁灭一切。
  &泰坦/TITANS&是《横扫千星》的大型独立资料片并且包含原版内容,主要特色就是为这款即时战略游戏加入了5种泰坦巨人型的超大兵种。
  【游戏信息】
  中文名称:横扫千星:泰坦
  英文名称:Planetary Annihilation TITANS
  游戏类型:即时战略
  游戏平台:PC
  游戏语言:简体中文
  游戏制作:Uber Entertainment
  游戏发行:Uber Entertainment
  【配置要求】
横扫千星:泰坦
  1. 解压缩
  2. 安装游戏
  3. 运行游戏
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包括 19 项 Steam 成就
名称: Planetary Annihilation: TITANS
发行日期: 日
不支持简体中文
本产品尚未对您目前所在的地区语言提供支持。在购买请先行确认目前所支持的语言。
购买 Planetary Annihilation: Titans
Winter Sale 2016
-85%?29.99?4.49
购买 Planetary Annihilation - Upgrade to Titans
Buy this if you own Planetary Annihilation on Steam for a special upgrade price.
Winter Sale 2016
-70%?10.59?3.17
With the continued support of some of our most dedicated community members, we've just released a large patch that improves performance across many areas of the game.
Summary of Changes
Added Multi-threading support to both client and local servers
Tweaked AI
LZ4 compression for server mods
Major rework of the System Editor
Lots of bug fixes and polish
Multi-threading support
Added option to server settings tab to enable multi-threading for local servers.
Added server command line option &--mt-enabled& which enables server multi-threading if present.
The Nav, Physics, and AI updates are now run in parallel when enabled.
These changes do not affect Uber hosted games, only local and private servers (if configured)
AI changes
Retrained all AI neural networks.
Made changes to reduce AI baiting
Support for unit restrictions in new game lobby (work in progress)
Added multi-thread safety to the AI neural networks
LZ4 compression for server mods
Enable LZ4 server mod compression on servers with replay version &= 2, to help reduce client load times on servers with large mods
Added check to enable LZ4 server mod compression only on new servers that can support compression based on replay version sent in login acceptance message.
Currently this also changes replays. Older builds cannot load replays created by newer builds with LZ4 compression of server mods, but newer builds can load older replays
Server version and buildid also sent in login acceptance message will be used for custom server checks in future.
System Editor changes
Refactored system_editor UI, system_editor_view and system_editor_planet
Fixed issues where CSG would be lost
Fixed lost advanced edits due to events not firing
Fixed resolution scaling not set causing incorrect air zoom calculation
Fixed unnecessary rebuilding when changing planet
Fixed metal spots disappearing when finished editing (invalid placement)
Camera, camera_controller, camera_contoller_planet and camera_controller_space changes:
Added mouseLocationAsJson
Added toLatLng (was planet private)
System_editor_view and system_editor_planet changes:
Fixed encodeCSGBrushListJson to encode preview brushes or builder brushes in planet
Fixed addMetalSpot to validate metal spot and any mirror when placed
Renamed senedSelectedPlanetToUI to selectedPlanetChanged and cleaned up usage in view
Renamed sendSystemSpecToUI to systemChanged and cleaned up usage in view
Renamed updateUIPlanetMetalSpots to selectedPlanetMetalSpotsChanged and cleaned up usage in view
Renamed updateUIPlanetLandingZones to selectedPlanetLandingZonesChanged and cleaned up usage in view
Added selectedPlanetCsgChanged to view
Moved terrain editing status from view into planet (it's per planet which fixes lost CSG and unncecessary rebuilds)
Moved UI interaction out of planet world into view
Moved UI planets ready from planet world to view and renamed to updatePlanetsReady
Added arePlanetsReady to planet world
Added basic camera lookAt support for planet mode to view (TODO: space camera)
Added systemEditor.convertSelectedPlanetToAdvanced for advanced editing in UI to view and planet
Added selectedPlanetEditingChanged and selected_planet_editing message for advanced editing in UI to view
Added selectedPlanetEditingAsJsonMessage to view
Added setLandingZoneSize to planet for advanced editing in UI to view and planet
Added camera_movement message for UI to view
Added planent_csg updates for UI with selected planet index and current CSG selection for every change when editing terrain to view
Added selected_csg message for UI when selectected CSG changes to view
Added editing mode and planet status to selected_planet_index message for UI to view
Added mouse location to time message for UI (to avoid spamming another UI message) to view
Refactored state handling to use new engine messages
Added handling to restore editing state when changing planets
System Editor Advanced mode changes
Changed advanced edit of no preview placeholder to convert with no csg, metal spots or landing zones
Changed advanced edit of terrain preview to convert csg only with no metal spots or landing zones
Disabled advanced edit mode changes while planets are building
Added landing zone rules editor with camera support to look at landing zone when selected
Added landing zone size
Added display of delete key bindings when editing metal spots and landing zones
Added camera location
Added mouse location
System_editor_view / system_editor_planet, csg_brush_preview changes
Added resetSystem for loading entire system
Added previewSelectedPlanet and updateSelectedPlanet
Added releaseCsg and changed grabSelectedCsg to save original position
Added cameraLookAt with space camera to focus on sun
Added cancel check to release grabbed CSG
Added saveUndoPosition and restoreUndoPosition to CSG brush preview
Renamed buildAllPlanets to previwAllPlanets
Tweaked setLandingZoneSize
Tweaked systemChanged and selectedPlanetChanged from first pass
Tweaked updatePlanetSpec
Additonal changes
Added basic camera support to planet view in system editor via camera_movement handler and api.camera.lookAt
Added planet selector with sun zoom to celestial (no more accidentally changing orbits trying to select a planet)
Added thrusters required for attack to advanced edit
Added clickable CSG command bar showing key bindings when CSG selected (was key bindings help)
Added api.terrain_editor.releaseCsg with ESC handling to cancel grabbed CSG and restore original position
Added sandbox back into biomes
Cleaned up handling of planetCSG, metal_spots and landing_zones conversion to source & brushes, metal_spots, landing_zones
Cleaned up initial loading of system
Added buildAllPlanets to replace convertAllToTerrainPlanets with checks for existing status to system_editor_view
Added resize handling to system editor when editing controls section overflows screen height eg long landing zone lists
Added key bindings help when editing csg to system editor
Tweaked advanced landing zone size and selected csg updates in system editor
Added api.settings.title
Added systemEditor.set_flooded_csg and systemEditor.set_no_features_csg
Tweaked handling of release CSG
Added hasUndoPosition and checks for newly placed CSG with no undo position
Fixed message spam when planet or CSG grabbed
Fixed csg selection not cleared when ending CSG editing
Fixed selected csg not updated when placing new CSG
Fixed flooded and weight params not preserved in preview CSG
Bug fixes/improvements
Client_connection changes
Added CONNECT_TIMEOUT of 5 seconds and STATE_INITIALIZED
Added RECONENCT_DELAY of 0.5 seconds and STATE_RECONNECTING
Changed MAX_RETRIES to 2 ( best handled in UI where we can provide feedback)
Fix for change from list to vector in ThreadPool and TaskBatch where mTasks size is 1 (macos crash fix).
Connect_to_game scene
Added cancel button visible for non Ladder1v1 games after first failure which cancels immediately if no penidng engine connection
Changed DEFAULT_CONNECTION_ATTEMPTS to 5 (now less in engine)
Added DEFAULT_CONNECT_DELAY of 2 seconds when connecting to a new local server (reduces chance of first time fail while server is still starting)
Added DEFAULT_RETRY_DELAY of 5 seconds
Added connection attempts of 15 with retry delay of 10 seconds when loading local saved games (server is non responsive when loading big saved games)
Other fixes
Updated to FMOD 4.44.64
Attempted fix for AMD green planet bug
Fixed missing build bar images for Enderstryke71 and Nefelpitou commanders.
Fixed incorrect economy rate when new player joins an empty slot cleared by another player leaving / kicked / spectating (or an AI removed) that was an economy rate not 1.0
Fixed long timeouts with many retries when connecting to non existent or stealh blocked servers.
Fixed loading of big saved games
Added cancel button while connecting to server
Fix for planet wide patrol task not getting enough initial patrol points, causing the task to constantly reset itself and cause lag.
Patrol task, auto repair task, and anti entity task now filter possible targets faster. This represents a decent perf boost for later game.
Fixed bounty claimed by ally voice over playing in group for nuclear missle ready.
Removed the ?_? AI name, since it was not displaying properly on at least one platform.
Fixed lobbyId typo in start rejoinGame, lobbyId not set in matchmaking, ko db extender breaking systems and player guide not scrollable
Fixed rejoinGame not settings mods, etc due to consistent use of lobbId vs lobby_id
Fixed lobbyId not saved in matchmaking
Fixed broken systems when not initialised correctly with default value of empty array by ko db extender
Fixed player guide not scrollable due to incomplete white flash fix
Fixed server mods not uploaded during host connect for manually started local server
Changed community mods CDN URL
Removed the Mutex from swizzletree. Instead mEnumerationCount is a std::atomic.
Fix for an uninitialized variable that was preventing users from being able to change the playback rate of replays
Removed a couple of very spammy log messages
Fix for burnables attempting to write out to the burning curve during the shutdown call when the curve was already updated by the call to incinerate on the same tick.
We no longer query the order's unit's position for every pass of (is my fellow unit close enough to me). For area patrols with lots of units, this is a huge perf win.
Fixed the army patrol target cache to work more like it was initially intended.
Added sim performance percentage next to game time in live_game_options_bar.
Fix for agent looking at wrong move type value when determining if it should just steer towards its slot position.
Fix for formation looking at wrong move type value when determining grid and cushion size.
Fix for group moving an agents goal to its slot position when the slot position is not valid.
Fixed nav agent logic regarding when to steer towards their group slot position and when to use their own ground path.
Fix for a nav agent variable getting modified on when it wasn't supposed to be.
Adjusted the logic controlling what nav search spaces get updated per tick.
Minor adjustment to nav to prevent units from remaining stuck due to not having a flow field for an extended amount of time.
Adjusted nav group logic so that slots are not treated as ahead of the group when the group is not moving.
Added gNoMods to startupJS for better handling of --nomods by community mods.
Added cores, memory and nomods to getSetupInfo and UI start scene.
More multi-threading protection for the unit type db.
Fix for Collision Geometry potentially rebuilding its BVH in one thread while another thread is walking the tree. Would only occur if there were multiple AIs and multi threading was enabled.
Fix for uninitialized variable in nav agent.
Adjusted AsyncParallelForDriver to split work more evenly over threads.
Added getVersion to AudioWrapper, NullAudioWrapper, FmodAudioWrapper with decoding and logging of FMOD version.
Added getVersion / getRenderer / getShaderVersion to GLRasterizer, NullRasterizer and Rasterizer
Added fmod_version, opengl_version, opengl_renderer and opengl_shader_version in getSetupInfo for UI
Moved where feature observables are removed to prevent features from mutating the sim history during the retire entities step.
Fix for octree::walk deleting the FindState we are working before we were really done with it.
Fix for failing to parse a unit type string if one of the unit types returned an empty spec set. This can happen if a spec string includes one of the Custom unit types, but there are no mods installed that makes use of that unit type.
Added defeated status and AI personality to army replay info
We are no longer allocating a string eveytime we validate a build order. We do this often enough that this is a decent perf improvement.
Added checkboxes for selected CSG pathable, mergable, no features and flooded flags
Added display of selected CSG JSON (temporary until full parameter editing is finished)
Added clearMergableCsg, setFloodedCsg, clearFloodedCsg, setNoFeaturesCsg and clearNoFeaturesCsg to api.terrain_editor
Improved and renamed respondToResize to checkResize with cleaner handling of landing zone and CSG json overflow
Fixed uninitialised weight, weightHard and weightScale
Fixed revert to standard mode while advanced editing with zero CSG, metal spots and landing zones
Fixed remote saved games not showing last saved time and incorrectly sorting to bottom of saved games list
Fixed minor scroll overflow in frame for player guide article
Fixed --nomods handling using new gNoMods in connect to game, new game and replay loading
Fixed
never returning for invalid lobbyId
Added cancel to join game after waiting 10 seconds
关于这款游戏
RTS JUST GOT BIGGER
TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features:
Devastate your enemies with 5 massive Titan-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship!
Expand your strategic arsenal with 16 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms!
Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer.
Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer,
Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit.
Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different.
Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked play ladder.
Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan!
Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once!
Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.
*Must meet Minimum System Requirements for offline play
SteamOS + Linux
最低配置:
操作系统: Windows 7 64 bit
处理器: Quad Core Processor
内存: 8 GB RAM
图形: Shader 3.0 / OpenGL 3.2 +, 1 GB GPU RAM
DirectX 版本: 9.0c
网络: 宽带互联网连接
存储空间: 需要 5 GB 可用空间
附注事项: Windows XP and Vista are NOT supported.
推荐配置:
操作系统: Windows 7
64-bit
处理器: Quad Core Processor
内存: 12 GB RAM
图形: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+, 1 GB GPU RAM
DirectX 版本: 9.0c
网络: 宽带互联网连接
存储空间: 需要 7 GB 可用空间
附注事项: Windows XP and Vista are NOT supported.
最低配置:
操作系统: OS X 10.9+
处理器: Quad Core Processor
内存: 8 GB RAM
图形: OpenGL 3.2+
网络: 宽带互联网连接
存储空间: 需要 5 GB 可用空间
附注事项: 32-bit versions of OS X are not supported.
推荐配置:
操作系统: OS X 10.10+
处理器: Quad Core Processor
内存: 12 GB RAM
图形: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+
网络: 宽带互联网连接
存储空间: 需要 7 GB 可用空间
附注事项: 32-bit versions of OS X are not supported.
最低配置:
操作系统: Any
处理器: Quad Core Processor
内存: 8 GB RAM
图形: OpenGL 3.2+, 1 GB GPU RAM
网络: 宽带互联网连接
存储空间: 需要 5 GB 可用空间
推荐配置:
处理器: Quad Core Processor
内存: 12 GB RAM
图形: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+, 1 GB GPU RAM
网络: 宽带互联网连接
存储空间: 需要 7 GB 可用空间
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您可以使用此 Widget 生成器来生成一段 HTML 代码嵌入您的网站,使得客户能够轻松地在 Steam 上购买此游戏。
购买这款游戏的方式不止一种。请选择一个特定礼包来创建 Widget:
Planetary Annihilation: Titans
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现在越来越多的单机游戏都只能在或等系统上运行,比如最近的大作,极品飞车使命招换等等。对于很多的用户来说升级就是唯一的选择,最主要的原因是目前只支持到,由很多游戏是在或上面开发的,而具微软也不打算开发的了,
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