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Скачать игру StarDrive v1.15 - полная русская версия | Рейтинг: 9.4 (14) | Баллы: 231 |
• Разработчик / Developer: Zer0sum Games (1)
• Жанр / Genre: Стратегии (3599); Песочницы (Sandbox-игры) (1335); Ролевые игры (RPG) (3378)
• Язык: Русская версия (8044)
• Тип игры / Game Type: Полная версия (установи и играй)
• Оценка игроков / Game Score: 9.4 из 10 (всего голосов: 14)
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StarDrive - необычная космическая экшен-стратегия с элементами песочницы. Вас ожидаем проработанный и очень масштабный мир, космические сражения, дипломатия, шпионаж, создание и конструирование собственных кораблей, захват планет и многое другое.
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StarDrive, динамичная космическая стратегия, где пользователям предстоит превратить свою небольшую планетку с крошечным межзвездным флотом в огромную галактическую империю. Основной фишкой игры разработчики называют дизайн кораблей и космические бои.
Модульный принцип построения единиц космофлота даст игрокам огромное количество возможностей для настройки и наладки. От которых будут зависеть функции, особенности и области применения кораблей. А само применение они постараются сделать как можно более веселым.
Впрочем, как и в любой космической стратегии, в StarDrive будут не только кораблики и сражения. Социальное и экономическое развитие родной планеты тоже никак не удастся забыть и забросить. Технологические древа, торговые отношения, загадочные артефакты и дипломатия обязательно потребуют пристального внимания. Но иначе никак — победа куется не только ратными, но и трудовыми подвигами…
Глава студии Zero Sum Games Дэн Дисайко дал новое интервью, в котором рассказал о своем новом проекте – экшен-стратегии стиля 4Х StarDrive. Дисайко не только является дизайнером игры, но и пока единственным программистом, однако планы на игру довольно большие и разработчик сообщил, что будет осуществляться объемная пострелизная поддержка дополнениями.
«При создании игры я, конечно, вдохновлялся игрой Orion 2. – Сказал Дисайко. – Но на самом деле есть и другие достойные игры, StarDrive отличается от конкурентов глубиной и масштабностью. Мы стремимся реализовать полноценный 4Х опыт, который означает задействование элементов дизайна кораблей, тактических боев, дипломатической линии, захвата планет и шпионажа – вообщем, полный набор! Мы так же считаем, что StarDrive предлагает этот 4Х опыт в очень доступной и интуитивно понятной форме, приправленной свежим и привлекательным графическим стилем. Игра использует стиль песочницы, где вы выбираете свой размер. Плюс есть контроль времени – в зависимости от стиля игры, вы можете пройти игру за час или же потратить десятки часов. В игре можно выбрать одну из 8 инопланетных рас, лично мне нравятся космические медведи Kulrathi. Эта раса является данью уважения расам Bulrathi и Kilrathi, и хотя японский медведь-самурай звучит немного глупо, в действительности это интересная раса, которая даже задала тон всем остальным нашим расам. После завершения игры мы хотим реализовать несколько имеющихся идей, такие как новые корабли, технологии, и др. Но финальные дополнения будут в большой степени зависеть от получаемой от геймеров обратной связи».
Язык интерфейса: Русский, Английский.
v1.15:
• Fixed an issue with the Fletchette cannon not properly damaging ships.
• Increased the time-out range of all weapons by 25%. This will result in some more satisfying projectile behavior, as projectiles fired at a moving ship that is in range will no longer time out before the target is reached.
• The automated freighter system will no longer assign freighter-class vessels with no cargo capacity to carry cargo.
• Adjusted the AI's desired ratio of ships as follows: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1
• This means that, given 23 ships, the ratio would break down like that. This should result in some more mixed AI fleets.
• I have rebalanced the Flak Cannon to have a proxmity fuse. This means that it will explode when near to an enemy - a direct hit is not required, and indeed, impossible now. I have also made it a direct damage weapon. It will apply its full damage to whatever triggers the proximity fuse.
• Enabled the use of the "ProjectileRadius" tag in weapons files. This will work on any weapons that modders may want to add this functionality to.
• Removed the requirement that you need money to rush production. You only need production now. I think this was causing a great deal of confusion about the economy, as players would see their income decreasing and have no feedback as why. What is happening is that your governors are spending your cash. Well, no more. Both the AI and the player will benefit from this change so it should be balance-neutral. In fact, I expect the AI will become more dangerous.
• Added a satisfying conclusion to the Remnant quest line. Be ready.
• Fixed an issue where Remnant kills weren't tracking properly through saved games, which could result in you either missing the event or getting the event multiple times.
• Big Disintegrator buff
• Added a tag for Mod files <DisableDefaultRaces>true</DisableDefaultRaces> if you want to remove the original StarDrive races from appearing while your mod is loaded.
• The sickbay should now appropriately heal injured troops that are stationed on board the craft
• Fixed the victory music not playing on the victory screen
• Fixed some inconsistencies between the displayed empire income and the calculated empire income. Somehow these could become desynced, but now they use the same function and should not desync.
v1.14D:
• Fixed the Troop Cloning exploit
• Fixed the issue where you could launch troops immediately upon landing. They need to have an available move action to be able to launch now.
• Fixed the issue where the AI was building too many cruisers when it could be building super-capitals
• Fixed a rare crash
v1.14C:
• Changed .NET version to 4.0 to combat startup crash.
• fixed a bug where ships loaded from a mod could explode on being built.
v1.14A:
• Added fairly major memory optimizations. Possibly eliminated OOM errors. Please let me know your results
• Added the Kulrathi Titan
• Added Vulfar Titan
• Changed the peace treaty notification icon to a dove icon
• Double clicking a planet will no longer explore it automatically
• Ships with ordnance fabricators will no longer be the target of resupply shuttles
• EMP Torpedoes now actually do EMP Damage!
• Added an indicator on the planet list screen for systems that have a known enemy presence
• The cancel colonize order button on the planet list will properly abort the mission of a colony ship en route
• Fixed an error where Cybernetic governors were not considering the effects of the tax rate in deciding how to set their production labor allocations, which could lead to poor results and starvation.
• The Cybernetic AI will no longer colonize planets which have less than 1.0 richness
• The Cybernetic governor will build biospheres on the best planets
• Core World governors will now build biospheres automatically if they determine that it is beneficial to do so
• Added new Core / Research world governor behavior which will adjust production and research percentages to try and make a profit when running at a deficit
• Drastically changes the weight the AI gives to making capital ships (want them to build lots more)
• Reduced the number of freighters and passenger transports the AI wants to build
• The AI will be smarter about building up its fleet so as to keep its economy running smoothly
• The AI will now be more aggressive about scouting
• Governors will be more careful about building shipyards unless they can be properly supported financially
• All governors will be more careful to only begin construction projects when they believe they can afford the maintenance
• The AI will build projectors only if they can very comfortable afford them
• Changed a Core World governor rule that would have them switch to research if their production stores get full. Won't do that anymore because it affects their taxes
• Changed the way ship maintenance works. Maintenance is now a fixed amount depending on ship class.
• Fixed an error where the Ship Scrapping logic would collide with the Auto Explore logic to have stuttery-looking AI scout ships
• Fixed an error where expeditionary fleets could run out of ammo and fail to rearm
v1.13J:
• Added Scrolling to the tech tree with the right mouse button.
• Changed the way scrolling with the right mouse button works in the shipyard to feel a bit better.
• Fixed a bug where ships would not drop out of warp if caught in a hyperspace flux or other inhibiting field.
• Fixed an issue where the In Combat Shield Recharge wasn't loading up properly.
• Fixed an issue where AI ships were not properly affected by gravity wells.
• Added a Launch All troops button to the colony screen.
v1.13H:
• Fixed Heavy Siphon beam to have the buff from last patch
• Ships with supply bays will no longer resupply other ships with supply bays
• Shamelessly stole ThomasGideon's arc art
• Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
• Changed arcs and shields in the shipyard to always draw over the ship module textures
• Troops now spawn from planets in freighter class vessels rather than scout class vessels
• Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
• Planetary Gravity wells are now a vanilla rule
• Subspace projectors and home territory now negates gravity wells
• Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
• Changed the freighter algorithm to be more efficient when supplying planets in need of food
• Added the ability to spawn new random resource items on planets by planet type. For instance, Crystal clusters on a Barren planet, etc.
• Added new star types (green, blue, orange, etc)
• Further tweaked the freighter algorithm to be more efficient
• Added French localization
• Fixed an issue where the AI would keep building projectors to colonies it has lost
• Added support for broadside weaponry. Some weapons can be rotated using arrows keys.
Modding
• Added a tag to XML to allow for shields to recharge during combat (<shield_recharge_combat_rate>)
• Added support for Flags in the Mod Manager
• Added support for custom video files to be managed by the Mod Manager (when designing a race, put <ModRace>true</ModRace> in the EmpireData file. The video will then play from YourMod/Video instead of Content/Video)
• Clearing a mod with the mod manager will now uninstall anything it added to the Content Folder.
• Added support for custom music on the main menu
v1.13D:
• Fixed a crash that would occur if you had a ship in one of your fleets that became captured by a remnant assimilator vessel
v1.13C:
• Fixed two crashes that were rarer cases. Should resolve people having issues loading a saved game
v1.13B:
• Hotfix for a crash related to capturing a ship
v1.13:
• Fixed Heavy Siphon beam to have the buff from last patch
• Ships with supply bays will no longer resupply other ships with supply bays
• Shamelessly stole ThomasGideon's arc art
• Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
• Changed arcs and shields in the shipyard to always draw over the ship module textures
• Troops now spawn from planets in freighter class vessels rather than scout class vessels
• Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
• Planetary Gravity wells are now a vanilla rule
• Subspace projectors and home territory now negates gravity wells
• Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
• Changed the freighter algorithm to be more efficient when supplying planets in need of food
• Added the ability to spawn new random resource items on planets by planet type. For instance, Crystal clusters on a Barren planet, etc.
• Added new star types (green, blue, orange, etc)
• Further tweaked the freighter algorithm to be more efficient
• Added French localization
• Fixed an issue where the AI would keep building projectors to colonies it has lost
• Added support for broadside weaponry. Some weapons can be rotated using arrows keys.
Modding
• Added a tag to XML to allow for shields to recharge during combat (<shield_recharge_combat_rate>)
• Added support for Flags in the Mod Manager
• Added support for custom video files to be managed by the Mod Manager (when designing a race, put <ModRace>true</ModRace> in the EmpireData file. The video will then play from YourMod/Video instead of Content/Video)
• Clearing a mod with the mod manager will now uninstall anything it added to the Content Folder.
• Added support for custom music on the main menu
v1.11B:
• hotfix a problem with carriers not launching fighters
• Fighters will now attack the carrier's target if they don't have targets assigned
• Ships should ignore the range on their drones when calculating their weapons range
v1.11:
• Added Russian language support
• Changed a number of fonts around to support russian characters; let me know if you see any oddities
• Fixed repair drones, which were accidentally disabled in 1.10 while trying to fix repair drones. Recursive failure/
• Fixed bug where ships being refitted would jump to full price upon loading a saved game
• Fixed a bug where beams would sometimes misfire
• Fixed an issue where buildings added to the construction queue by a governor weren't getting the pacing modifier
• Fixed a rare race condition regarding ship hangars
• Fixed a rarer crash caused by the autosave
• Fixed a bug where reloading a game would cause ships to lose their boarding defense.
• Increased the range of the EMP cannon to fit with some new stuff I'm doing with AI that wants to capture your ships
• Siphon beam is now 5x more effective
• Siphon beam works properly now. It wasn't working before. Probably no one noticed because it sucked. But not anymore!
• Thalaron beam now applies 5x more damage in addition to killing troops
• Assault shuttle bay cooldown is reduced from 5 minutes to 30 seconds
• Added a tougher remnant challenge to top tier planets
• Fixed a weird issue where you could click the shipyard button when you were in the shipyard and make the screen flicker; may also cause errors
v1.10:
• Fixed the bug where loading a mod would not load your modded ships
• StarDrive will now remember what mod you have loaded between plays
• Fixed a crash referencing the Agent Operations list
• Added modding support for adding or overwriting default ship designs with a mod
• Fixed an issue where the game would freeze sometimes when firing beam weapons
• Hotfix for a Repair Drone related issue that could cripple your game to 1fps
v1.09:
• Fixed race condition crash involving the drop-down notifications
• Fixed a crash that could occur when trying to save if there is a corrupted saved game file
• Small improvements to the combat collision code to speed things up. 5-10%
• Fixed a race condition involving AI tasks
• Fixed a crash in the planet list if you hide owned planets when all known planets are owned
• Fixed a crash that could occur when loading a saved game
• Fixed an issue where if you bomb the shit out of a planet and then colonize the leftover wasteland, then you can sometimes find an alien build queue still waiting there for you
• Fixed issue where repair drones would not fire when out of combat
• Resupply shuttles will now disappear when they complete their supply run. Should help clean things up
• If you have an invalid ship design file (Like one made with an external tool; sometimes these are faulty) the game will no longer choke up trying to load it, and will instead skip loading that design
• Fixed some odd behavior with scrollbars
• Fixed another race condition crash that could occur if a building list for a planet was accessed by a different thread at exactly the right/wrong moment
• Added potential fix for "Attempted to Read or Write Protected Memory" crash related to late game Beam Weapons
• Fixed an issue where "BuildOnlyOnce" tags on buildings were not being respected
• Fixed some issues where the Pacing setting was not correctly affecting the cost of Buildings
v1.08:
• Add a rule option that troops cost .5 population to make
• Add an AI behavior to look out for player Exterminatus squads. If the AI sees the player bombing the shit out of one of their planets, they will rush planet shield tech.
• AI should prioritize attacking ships that are bombing any of their planets. Focus fire.
• Investigate repair drones or beams firing and pausing / unpausing rapidly
• Fixed a potential crash related to a multi-threading race condition
• Changed the way StarDrive looks for your config file; attempting to fix errors where SD says "Can't find file Windows/System32/Config.xml". Somehow SD can forget its local path so I am forcing it to remember. Hopefully.
• Fixed an issue where Tech names on the Diplomacy screen weren't getting pulled from the localization file
• Fixed a crash related to fleet buttons and a race condition if a fleet is destroyed
• Fixed a UI issue where selecting a massive fleet and scrolling down in the list, then drag selecting a new group of ships would have the new group's icons scrolled out of view
• Fixed a bug where the increased cost of ships and buildings was forgotten after loading a save with Pacing > 100%
• Reduced Maintenance on Biospheres to .1 from .5
• Reduced population bonus from Biospheres to .1 from .5
• Point Defense Weapons can now target missiles fired from planets
• Fixed an issue where projectiles could sometimes miss when they should be hits.
• Added missile salvo support for modders
• Fixed a race condition crash - the "Queue Empty" crash
• Fixed a race condition - "Index out of Range" related to the drag-select box
• Fixed potential index out of range crash in the render code
• Changed the way StarDrive reads and stores its Config information to try and solve XML reading errors on the config file
• Changed a number of fonts to support German characters. The text appears more crisp now as well
v1.06:
• First up, performance optimizations. I am working on a solution to utilize more of your CPU cores to do the battle simulation. So far so good. I am on the lookout for any issues this new multithreaded solution has raised. So far performance enhancements seem significant
• Fixed issue where setting In system warp to 0% would cripple your ships; they will drop out of warp if they would be faster at sublight speeds now
• Nerfed the remnant reactors a little bit
• The Planet list screen will remember your sorting when adding or removing filters
• Fixed issue where selection box would get caught on the minimap
• Added volume options for music and effects
• Buffed range and damage of Phalanx PD module
• Fixed issue where Cybernetic and Military governors would still build shipyards
• Fixed issue where loading a saved game where you had absorbed an empire would remove that empire's troops and hulls from your list of unlocked troops / hulls
• Added a rules option for gravity wells around planets
• Added a net income indicator the colony screen
• Fixed a couple of problems with the industrial governor doing wrong things
• Core World Governors will now only build a biosphere if one is essential to placing a building
• Added a new farming technology
• Balanced a few tech costs out
• Fixed bug where saving over the first design that shows when you open the shipyard would replace the item in the hull selection list with your design
• Changed the AI research algorithm to account for mods; they will know to pick modded technologies now if they can't find the default techs
• Added a little red box around empires you are at war with in the diplomacy screen
• Slight nerf to rockets and missiles
• Slight buff to Fletchette cannon
• Slight buff to Flak cannon
• Added a drag to reorder to the colony screen queue
• Added zoom to shipyard
• Fixed some potential crashes related to XML
• Added queing for ship attack orders
• Increase FTL speed by about 10% on normal and warp engines
• Changed the Savage trait to give + 30% combat strength from + 20%; I want the bears to be stronger
• Placed the save function into its own thread to avoid in-game hiccuping
• Changed max zoom out so that you can see most of the game map while zoomed out now
• Overhauled some portions of the AI regarding fleet management and invasions
• Changed nukes to do more damage to population per hit
• Changed default movement for right click with a fleet selected to be formation movement
• Distengration array buff
• Fixed an issue where people on non-NTFS file systems would get crashes loading
• Toned down the federation mechanic
• Added racial warp sounds
• Even more performance optimizations attempted
• Clicking a notification of enemy forces in your systems will bring you to that system now
• Added ability to colonize from planet screen
• If you give a fleet an attack order then the fleet will now stay in the vicinity after finishing the attack
• Changed Outpost science from .5 per colonist to .25 per colonist
• Increased the cost of many mid and late game technologies
• Cybernetic cost moved to 8;
• Opteris gets small homeworld
• Opteris lose Reflexes
• Fixed bug where the bonus from Naval Tradition would be lost upon loading a save for any ships that were already in a construction queue
• Fixed exploit where construction ships could be scrapped for free production
• Explosive Weapons will no longer deal friendly fire damage
• Vertical farms to 4 food from 5
• Upgraded the ship list screen
• Changed entry size for planet list screen to fit more planets
• Added support for giving multiple ships the explore command
• Fixed an issue where some weapon effects were incorrectly failing to draw
• Fixed an issue where ships would sometimes stutter-warp
• Took a look at supply shuttles to make sure they work out of combat now
• Fixed an issue where you couldn't rename planets when a governor was enabled
• Improved roughly 200 default ship designs to add more challenging opponents
• Added hotkeys for all game menus and many camera functions
• Added high res textures for ship modules
• Added Control Zooming. Hold control while wheeling in or out for max zoom
• Elite Beam Code Optimizations!
• Added new gameplay optimizations
• Fixed several crash bugs
v1.04:
General UI / App issues:
• Fixed resolution in windowed mode.
• Lock mouse cursor inside to window.
• UI scaling.
• Lack of audio options in the options menu.
• Gamespeed limiter keeps resetting to default.
• Missing option to disable anomalies.
• Ability to save races - minor.
• Remember the settings from the last game I started.
• Random race option.
Star map UI:
• Keyboard shortcuts for the radial menus.
• Event icons should only be dismissed if you right click on them.
• Event focusing is just wrong.
• Maximum zoom out for the star map is insufficient.
Ground combat:
• Launch all for the combat screen.
Ship design:
• Display projected maintenance costs.
• Allow zooming in/out during ship design.
• Allow the rotation of modules by 90 degree steps.
• Allow the adjustment of firing arcs on fixed mount modules.
• Snap points for firing arc rotation.
• Save design dialog should be filtered like the load design dialog.
FIXED:
• Cannot obsolete designs / specify designs to build by the AI.
Colony, Colony management, Planet list:
• Colony ship en route to a planet is not displayed prominently enough.
• Planet list should help the players identify the location of planets displayed.
• The AI governor change button changes position on the planet list interface.
• Exiting the colony screen after going there from the empire colony list takes you to the star map.
• The colony management screen should have a tally of the military forces stationed in the colony.
• More info about rushing production.
• Streamline rushing production.
Diplomacy:
• Ability to Delay - Ignore diplomatic conversations.
• Diplomacy popup starts with a question.
• End button always visible in diplomacy windows even when not available.
FIXED / REMOVED:
• Order by population on the planet list should be handled differently.
• Clicking anywhere in the governor area should cycle through the governor options.
General:
• Advanced rule options dialog is missing any sort of accept/cancel buttons.
• Borderless windowed mode issues.
Gameplay:
• Game should start paused on starting a new game or loading a game.
• Perseverance should not start under direct player control.
Colony management:
• Drag and drop in the production queue.
StarDrive is a 4X Action-Strategy game where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, you forge out into the galaxy, exploring new worlds, building new colonies, and discovering the StarDrive universe. The heart of StarDrive is its ship design and combat engine. StarDrive takes a module-based approach to ship design, allowing the player to create custom ship designs where the composition and placement of ship modules really matters to the performance of a ship in combat. In combat, if your portside armor is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship's shields, warp into and out of the fray, launch fighters, lay mines, and so much more.
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