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Emperor of the Fading Suns Enhanced
Emperor of the Fading Suns Enhanced DEMO is available here

Now available as Emperor of the Fading Suns Enhanced!

Emperor of the Fading Suns has continued to inspire players not just because of the game itself, but because of the many great mods fans made for the game. The focus of the 1.5 patch is to greatly enhance modding capabilities. Expect many more great mods for the game.

One of the most dramatic changes is one of the least seen. The game was initially built using the Watcom development environment, and one of the first things we had to do was migrate it to Visual Studio. Additionally, the 1.5 patch adds:

Significantly enhanced and added significant modding capabilities. This allows modders to add dramatically more units, technologies, and worlds, and even change game facets like excommunication, sect abilities, ruins, and much more;

Significant enhancements to the map editor;

Enhanced role of religious sects, impacting your unit abilities and population loyalties;

Enhanced player information on unit and city screens;

Added House strength as a factor in diplomacy;

Streamlined some interface elements; and

Fixed a wide variety of bugs.

You can find the full changelog here.

It is the dawn of the sixth millennium and the skies are darkening, for the suns themselves are fading. Humans reached the stars long ago, building a Republic of high technology and universal emancipation—and then squandered it, fought over it, and finally lost it.

A New Dark Age has descended upon humanity, for the greatest of civilizations has fallen and now even the stars are dying. Feudal lords rule the Known Worlds, vying for power with fanatic priests and scheming guilds.

A grand 4X strategy game developed by Holistic Design Inc., Emperor of the Fading Suns is set in the Dark Ages of Space. It allows players to take the role of one of the powerful nobles fighting to become Emperor of the Known Worlds. Similar to such strategy classics as Civilization and Masters of Orion, Emperor of the Fading Suns offers a sophisticated diplomacy engine, space and ground combat, discovery of new planets, multi-player (Internet) competition and more. While rushed to market, it built a loyal following and spawned numerous, unofficial fan-made mods.

In 4550 AD, Vladimir I, the first Emperor of the Known Worlds, crowned himself with his own hands and by the Grace of Holy Terra. He was dead within moments. The Regency is vacant and all humanity is preparing to elect a new Regent. But times are changing.

The mysterious fading of all the suns of the Known Worlds is accelerating, causing increased hardship and a general sense of foreboding. The Fading Suns are a portent, it is said, of coming Armageddon.

Each of the Royal Houses can trace its ancestry to the time of Grand Emperor Vladimir, who consolidated the fragments of the Second Republic into one might Imperium. As ordered by the Great Charter, in the event of an Emperor's death, human space was to be ruled by an interim Regent. However, no Regent has been able to harness enough power to declare himself Emperor. In the meanwhile, the Regency has become a means to loot the Imperium.

Many feel that the human race needs strong, dedicated leadership to face the uncertain future - a selfless leader willing to take a personal interest in the fate of the Imperium. But the Regent has been a mere figurehead, who can at most discourage inter-human conflict. Humanity's only solution is to make the position of Regent a hereditary one, to once again have it called by its ancient name - Emperor. Then the future of the entire Empire will be the overriding concern of the Emperor, instead of just the short-sighted good of his own House.

Can you lead your noble house, be it selfless Hawkwood, debauched Decados, scheming al-Malik, pious Li Halan or militant Hazat, to final victory? Will you return humanity to its once-shining glory? Dare you to become Emperor of the Fading Suns?
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#1. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.
#2. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.
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#5. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.
#6. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.
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#9. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.
#10. Emperor of the Fading Suns Enhanced (GOG) Podle: Holistic Design Inc.

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  • Verze: Windows, Linux
  • Aktualizováno:
  • Update 1.5.2-p9 (June 1st, 2025) Bigger changes:

    Focus no longer automatically switches to a different unit after moving

    The planet view now shows the currently built unit in each city (if any), including the remaining turns (Ctrl+P toggles)

    Added a Finances dialog with itemized income/expense overviews, accessible from the House screen

    Added tooltips to the unit and build dialogs, explaining the effects of unit stats
    Smaller changes:

    Added a fuel gauge to units that require one

    The Esc key now works in the unit view, build and message dialogs

    The City screen now automatically opens when building a new city

    Adjusted the unexplored terrain colors

    Galaxy-wide relics now work in space

    'Select All' now correctly accounts for towed units

    Rebels no longer activate ruins before turn 50

    CTRL+G (grid) and CTRL+T (city names) toggles now work correctly

    The AI is better at handling ruins
    Fixes:

    Fixed a problem causing the production timer to go negative

    Fixed shortcuts with modifiers

    Fixed behaviour when trying to enter a city containing a naval transport

    Fixed a crash when closing a build or tech dialog with no unit selected

    Fixed transports being invulnerable in certain situations

    Fixed button clicks sometimes not registering

    Fixed retreating ministry-owned units

    Fixed a mapeditor crash when hitting Esc in the New dialog
    Modding:

    Added basic modding instructions to the MOD dir

    Init animations can now be static images (PNG, etc)

    Ruin activation is moddable

    Blank artwork files are moddable

    Mapper CSV import no longer crashes
    Update 1.5.2-p6 (April 27th, 2025)

    The planet view now shows the currently built unit in each city (if any), including the remaining turns

    Ctrl+P toggles this feature

    Added various tooltips to the unit dialog - movement types, weapons and more

    The Esc key now works in the unit view, build and message dialogs

    Fixed a problem causing the production timer to go negative

    CTRL+G (grid) and CTRL+T (city names) toggles now work correctly

    Adjusted the unexplored terrain colors

    Fixed a crash in the mapper CSV import
    Update 1.51 (February 20th, 2023)

    Thanks for enjoying Emperor of the Fading Suns! We appreciate all the feedback and are glad you found it both a lot of fun and very stable. That said, this patch addresses the bugs you did find, provides more balance to the AI, and improves the modding tools. This document addresses some significant gameplay changes for which players asked.
    How Do I Get Started?

    If you are a new player, we strongly recommend you start play with the historical map, and with all Houses (yours and the AI) set to “Beginner.” Yes, we grognards know we can beat any strategy game on its highest difficulty level the first time out, but trust us on this one - historical and beginner.

    If you are a returning EFS Enhanced player, we have listened to your feedback and modified some of the gameplay significantly. If you do not have any saved games you want to continue, just jump right back into play. We hope you like the fixes and changes.

    If you want to continue an existing EFS Enhanced game, please copy any saved games you want to continue playing into a new folder before you download the new version. After downloading this patched version, copy those .sav files into the SAV folder in the MOD/LEGACY path. To continue using old unit stats and game settings, enable the Legacy mod by editing the mod.ini file in the root EFS folder. You do this by changing the mod setting from “0” to “1” and removing the semicolon in front of “mods_folder=Legacy”. When you are ready to play with the new settings, return the mod setting to 0 and put the semicolon back in front of mods_folder=Legacy
    What are the Main Changes?

    We have reduced how aggressively the AI builds new structures and units on its worlds.

    Units have been rebalanced for cost and effectiveness. This means that units requiring higher levels of technologies are more dangerous, and some starting units take longer to build. This also increases the value of combined-arms tactics.

    Most technologies take longer to research and require you to build (and protect) more labs.

    We have doubled the number of relics you can find in ruins.

    The combat screen now displays more of the combat modifiers in each encounter.
    Why Do You Call It EFS 1.51?

    Emperor of the Fading Suns was version 1.5 of the game, making this patch 1.51. That said, you can just call it the EFSe patch and have fun
    Important Notes

    Emperor of the Fading Suns Enhanced (1.5) saves are compatible with this patch (1.51).

    1.5 had an issue where save files eventually become corrupted. These save files can be loaded in 1.51 and the game can be continued as if nothing was wrong in the first place.

    Due to gameplay changes, we recommended that older 1.5 saves should be placed in the MOD/LEGACY/SAV folder. You cand enable the Legacy mod by editing the mod.ini file in the root EFS folder.

    For an improved experience, you should play new games without using the Legacy mod.

    Random galaxies are much harder than the Historical galaxy, even if choosing the same difficulty levels.

    Difficulty level affects Ruins and Random galaxy generation based on the average difficulty of all players, so setting your difficulty low and all other houses high gives a harder random galaxy.
    Important bug fixes including (but not limited to)

    Fixed a bug where Engineers are expended but failed to build cities.

    Reduced frequency of crashes related to alt tabbing

    Reduced frequency of crashes during AI turns

    Fixed a crash that happened when merging a sentried cargo pod

    Fixes League and Church voting in Elections

    Fixes Relics becoming nonfunctional after being captured from another owner

    Fixes Accuracy relic not working correctly

    Fixes Firebirds correctly being consumed when building and canceling units

    Fixes inability to overwrite save files with "save as" button

    Fixes church inquisition burning labs that research proscribed techs

    Plague bombs no longer appear on easier difficulty random maps
    New features

    Unit stats have been rebalanced so that higher tech units are much tougher than earlier units, and cost more in maintenance. Techs take longer to research, proportional to the value of the technology. Direct and Close attacks can now both target the same ground units.

    Added 10 new relics

    Hidden units that weren't spotted or hit in combat remain hidden during and after combat

    Autosave files are now placed in the SAV/AUTOSAVE folder, instead of the main SAV folder.

    Starbases now act as a repair station, and add health regen to space units in the same stack

    Naval Destroyers now act as carriers for Helicopter type units (Gunships)

    Vau Fighter and Symbiot Spitter no longer require refueling

    Pestulator Artillery now causes tactical plague (unit targeted by Pest Art can become infected with plague)

    Plague Bombs now automatically die at the end of combat (presented as Psych damage at end of combat)

    Due to their performance enhancing drugs, Chem Shock Legions now have a chance to suffer some health loss, experience loss, loyalty loss, and Psych damage at the end of combat.

    Environmental tech agility bonuses now show up in the Bonuses/Minuses list in combat screens

    The church now has a chance to unproscribe certain techs based on game difficulty and patriarch sect

    Players can now ask the church to unproscribe techs for money

    The historical galaxy is now more balanced for each Sect, increasing the possibility a Patriarch from outside of the orthodoxy may claim the role
    Full List of Changes: Bug Fixes:

    Game crashes in the Load Dialog if the player clicks something in the Folder Pane (Right Pane) and then OK

    The Tyranny Trait now works similar to the positive loyalty traits and is permanent throughout the game in the -10% Loyalty Reduction to Cities and Units

    Corrupted Save Games can now be reloaded and continued

    Engineers, Symbiot Nesters, and Vau Workers are no longer disbanded at the start of the game by the AI

    Only the current player’s production is seen when right clicking on a city (other player’s production could be seen before regardless of treaty)

    Jump and Space Units that are cargo can now be unloaded in a city

    Right clicking on an empty city controlled by another player no longer jumps back to the current / next unit

    All orbiting stacks of other players can now be selected (this dealt with the League, Church, Symbiot, Vau, and Ministries)

    Firebird purchase message when trying to build a unit with insufficient credits no longer appears

    May fix errors with EnumDisplayMode - Failed on some portable systems including OneXPlayer

    Ruin Gift rewards due to shared data structures are now given correctly

    When deducting credits for building a unit, the correct player’s treasury is now used (was only Li Halan’s before)

    Environmental Techs now correctly show their bonus during the Combat Screen

    The Empty Lab Tech button could interfere with the city’s text - the button has been moved so this no longer happens

    Overwriting Save Game files are now written to the correct folder (and actually overwrite the existing Save Game file)

    Fixes unit list issues that could cause corrupted games / save games

    Prevents crash if a unit’s spotting in UNIT.DAT is set too high by a MODder (max value allowed is 80)

    Issues with city building and not showing “Missing Required Tech” (the Cathedral was one city where this didn’t work correctly)

    Game no longer crashes if units that cannot move onto a specific terrain type are automatically unloaded if a Jump or Space transport is attacked

    The Church failed to send Inquisitors to Labs researching proscribed tech

    The Historical Galaxy is now MOD-aware and will be loaded if the player selects Historical when playing a MOD

    Randomly-generated Galaxies now use a MOD’s Historical Galaxy (GALAXY.GAL in the MOD\YourMod\GAL folder) when creating new Galaxies

    The House AutoSave files now use the correct month / date

    When giving the player with the lowest score Technologies, their score is updated immediately so that they may not necessarily be the player with the lowest score

    Any space move-type unit can now be unloaded in space if aboard a transport

    Alt-TABbing away from the game should now crash less frequently if at all

    The game’s in-game videos are enabled by default

    The game used the incorrect treasury when trying to build cities with Engineers, causing the Engineer to be consumed, but the city to not be built

    Incorrect Weapon Bonuses were shown in the Unit Dialog

    The Church & League now give votes based on how much they like a player and properly cast promised votes

    Space Units (Gate, Jump, Lander, Mech, & Space) now obey TARGET.DAT rules

    Relics now properly transfer ownership when captured

    Relics (accuracy bonus and others) now work correctly

    When razing a city a sound is now played

    Symbiot Butchers are now longer immune to Direct & Close Space Weaponry

    For Random Galaxies, Shields on Vau-Controlled planets are now properly controlled by the Vau

    When changing a contract, money is properly returned to the player

    Structure damage is now correctly shown during combat when no units are targeted

    Ground units should no longer appear in space without a transpor

    Difficulty Level modifiers are now calculated more accurately (no more truncated values)

    Control of a structure’s ability to build units is now via STRBUILD.DAT so that Rebels will no longer build units from resource markers (unless explicitly specified)

    Turns til the next patriarch is now properly reset even if no patriarch has been found

    Game should no longer crash if bombarding an empty city

    Tech Research & Unit Build specific owner requirements should now work correctly
    Enhancements:

    Added 10 new Relics

    The Advisor now has updated / corrected information when the Tutorial is ON

    Game Folder Structure Re-Organization: The SCENARIO folder has been moved to be under the GAL Folder

    All Terrain and Scenarios for the Historical (GALAXY.GAL), Dark Ages, and Lost Worlds Galaxies are now in the GAL\SCENARIO\GalName folder for that Galaxy File

    Improves game robustness, reducing the number of crashes, and allowing games with issues to potentially be reloaded from the latest save and continue

    Adds new option (disabled by default) that allows the unit’s movement rate value when being reset to be affected by the unit’s current health (this allows units to suffer reduced movement penalties if they have been badly damaged - note that there is a floor based on percentage that can be set so that units cannot have less than 25% of the original movement, for example)

    Combat has been changed when unspotted units are involved - units only reveal themselves if they were actually targeted during combat although Ranged Space attackers always reveal themselves

    A new column in UNIT.DAT has been used to assign a Unit’s Functionality for MODders - this removes the unit’s function defined by its unit slot. For legacy purposes, the unit slot / kind are still used for Nobles, Officers, etc. and the Cargo Pod unit slot is still specific for Cargo Pods

    The DAT files have been updated to improve overall gameplay - the previous V1.4 DAT files have now become the Legacy MOD and are in the MOD\Legacy folder. Players can still play the original V1.4 game files by enabling MODs in MOD.INI and setting the Mod Folder to the Legacy Folder. Note that it is recommended to do this if continuing a save game from V1.5.

    All “hard-coded” techs have had their numbers moved to EFS.INI to allow MODders to change those values for expanded Tech Trees in their MODs

    A new owner delineation has been added so that House Humans can be distinguished from House AI to allow MODders to allow only the AI or Human House players to build certain units

    New functionality: Air Units that don’t die when running out of fuel

    Clergy now have the following functionality:

    When a unit or city is considering changing to a new Sect, their chance to change is affected by the following:

    Their chance is lowered by 10% (specified via EFS.INI) if the Cathedral on the planet is their Sect

    Their chance is increased by 10% (specified via EFS.INI) if the Cathedral on the planet is the Sect they are changing to

    Their chance is lowered by 1% (specified via EFS.INI) for each Clergy of their Sect on the planet

    Their chance is increased by 1% (specified via EFS.INI) for each Clergy of the Sect they are changing to on the planet

    For Religious Rebellions - the chance to rebel is reduced by the square of the number of Clergy on their planet that is their Sect (1% for 1, 2% for 4, 3% for 9, etc.)

    For the Tithe Skim - the skim is increased by 1% (specified via EFS.INI) per Clergy on the planet

    The generation of units for Random Galaxies has been updated to reduce the frequency of Plague Bombs

    PTS units defending against attacking Ranged Space or landing units are now added to the Player’s Combat Report if it is turned ON

    The Church can now Unproscribe Tech if they don’t find a Tech to Proscribe

    Players can now request for the Church to Unproscribe a Tech

    The Historical Galaxy (GALAXY.GAL) has been updated to balance the House Sects, remove Alien Ruins appearing in water, and fixing Vau structures on Vau planets to be properly controlled by the Vau (instead of Neutral)

    Updates the Galaxy File INI override system to be more robust and fault tolerant for MODders

    The following agility bonuses are now MODable (in EFS.INI)

    Bonus if unit is hidden

    All 3 individual Tech Bonuses

    The random camouflage modifiers are now MODable (in EFS.INI)

    When Space & Jump units land outside of cities, the amount of damage is MODable (in EFS.INI)

    Complete MODding of the Combat Mechanics for the To Hit System (via EFS.INI)
    Other Changes:

    Update Credits for those who playtested the close beta - thanks!
    Map Editor:

    Units that can be placed on water no longer have to be in a city or within 1 hex of a city - as long as the hex contains water the unit can be placed there.

    Air units can be placed on any hex - just be sure to place a structure or naval carrier of the same owner nearby so they don't die after the first turn (no need to worry if they are set not to run out of fuel).

    Random Galaxy generation now works correctly

    Structures that cost money can now be placed

    Random Galaxies no longer delete Reserved Cities / Units

    Can now add units up to the maximum tLvl of 12 if they exist in UNIT.DAT

    Able to correctly load .GAL, .SEN, & *.TER files from different folders
    Update 1.5 - Enhanced (October 4th, 2022) Strategy

    This may be one of the most ambitious game patches in PC gaming history, happening 25 years after the game launched and greatly improving how the game works.

    We had several key goals for the 1.5 patch:

    Improve stability;

    Make the game more satisfying and accessible for modders by giving them tools like the map editor; and

    Implement many enhancements based on feedback from players and modders.
    Overview

    The 1.5 patch is a significant revision of the game, being released as Emperor of the Fading Suns Enhanced. Emperor of the Fading Suns has continued to inspire players not just because of the game itself, but also because of the many great mods fans made for the game. The focus of the 1.5 patch is to greatly enhance modding capabilities. Expect many more great mods for the game.

    One of the most dramatic changes is one of the least seen. The game was initially built using the Watcom development environment, and one of the first things we had to do was migrate it to a modern compiler, increasing stability along the way.

    Additionally, the 1.5 patch:

    Significantly enhanced and added numerous modding capabilities. This allows modders to add dramatically more units, technologies, and worlds, and change fun game facets like excommunication, sect abilities, ruins, and much more. Modders can even quickly change UI elements via text files;

    Includes (and enhances) the EFS map editor;

    Enabled players to add custom maps and provides two new galaxy maps: Dark Ages, a smaller galaxy map with about half the planets as the standard galaxy map to allow shorter PBEM games; and Lost Worlds: a larger galaxy map with more than twice the number of planets as the standard galaxy map for players who wish to explore a much larger galaxy

    Enhanced the role of religious sects, impacting your unit abilities and population

    yalties;

    Enhanced player information on unit and city screens;

    Added House strength as a major factor in diplomacy;

    Streamlined some interface elements, as when the game asks you if you want to unload starship transports when they land on a planet;

    Improved and updated animations and unit art, and

    Fixed a wide variety of bugs, including a number of multiplayer exploits.
    Game Changes Modding Changes

    Increase unit limit to 999

    Add all starting options (difficulty levels, house traits, etc.), to efs.ini

    Allow modders to add many of their own tech requirements, to TECH.DAT & UNIT.DAT

    Implements New Owner Needed Column for Techs & Expands Owner Groups for MODding

    Add more tech columns to TECH.DAT & UNIT.DAT

    Increase max amount of techs to 999

    Increase max TLVL to 12

    Only Display City Maintenance if >0

    Implement plague fixes and moddability

    Add moddable noble & officer loyalty/agility/accuracy bonus

    Make structure armor MODable

    Implement Turns2bld column in STRBUILD.DAT

    Implement Credits cost column in STRBUILD.DAT

    Enable loading of custom galaxies

    Add moddable healing bonuses

    MODable Combat Weapon Order / Phases

    Adds Difficulty Level for Randomly Generated Units

    Implements Galaxy INI File System for Overriding Galaxy Parameters

    The Game's Start Year is MODable in EFS.INI

    Add moddable % of resources returned after canceling construction

    Add modding configuration via mod.ini files
    Map Editor Changes

    Fix Map Editor Unit Dialog Display with Long Unit Names

    Map Editor Add Random Button to Unit Dialog

    Map Editor: Add World Menu Items for Adding / Removing Structures / Units

    Map Editor Right Click Unit - Use Unit's Stats

    Map Editor: Units placed in structs default to its owner/sect

    Fixing moving planets & map tiles

    Map Editor Fixes JumpGates Not Showing Immediately

    Map Editor - Fixes issues with changing a planet's coordinates and the unit list becoming unsorted

    Implements Galaxy INI File System for Overriding Galaxy Parameters

    Adds tLvl-awareness to Random Maps

    Add Delete All JumpGates to the Map Editor File Menu

    New Map Editor Save All Scenarios

    Adds "Are You Sure" Message to Map Editor Exit

    Confirms Execution of New Map Editor Options via OK / CANCEL Message

    New lost worlds galaxy

    Map Editor: Add options to generate or remove fleets in the entire galaxy

    Allows map editor to use difficulty level settings for random map creation

    Map Editor Hive / Vau City Owner defaults to Symbiot / Vau
    Specifics Implemented enhancements:

    Implements Missing Sect Rebellion Bonuses

    Update Unit / Build Dialog to Include More Stats

    Orbiting Units are Considered for Garrison Strength

    Fix Unit Interface So That Move All Units Message Appears Only After All Units Have Been Moved

    Adds Armor Factors to City Info Display's Sect Line

    Update Unit Stat Display for Structure's Unit Armor Factor & AGILITY.DAT

    Automatically Sentries a New Cargo Pod

    Fixes Naval / Underwater Appearing in Land-Locked Ruins & Ruin QA Improvements

    Externalize Rank into EFS.INI

    Adds Turn Off Tutorial CheckBox to the Tutorial Dialog

    Adds Display of Energy & Exotica to Resource Lists

    Changes the behavior of attacking adjacent hexes via TERRCOST.DAT att...

    Adds Missing PLAYER.TXT Files for Random Structure Placement

    Adds Map Editor Structure / Unit Menu Items to the Star Map File Menu

    Add contract information to acceptance/rejection messages

    Ensures that at least 1 of a resource is given as a ruin gift

    Implements Proscribed Technology Difficulty Level System

    Increases Sect Info Width for Cathedrals when Showing Planetary Sect Information

    Adds tLvl-awareness to Random Maps

    Fix not being able to capture non combatant with Naval Transport

    Naval -> Land can capture non Combat Units

    Allows Naval -> Land & Land -> Naval Combat Even If Units Can't Move There

    Units that can move on water can be unloaded there

    Adds Colorization for Altered Statistics

    Add Dynamic ruins

    Dynamic Rebels & Other Minor Fixes

    Implement AI configurations in PlayerTable.DAT

    Moving Mixed Movement Types Averages their Movement if Set in EFS.INI

    Update City Maintenance & Producing Unit Message

    Only Display City Maintenance if >0

    No Rebellions for cities or units are allowed on Byzantium Secundus until the Emperor has been Declared

    Implements Sect Loyalty Bonus

    Update EFS.INI - volume parameter comments

    Prevent switching away from transport group after loading cargo

    Modify tech proscribing chances by Patriarch's sect

    Implement plague fixes and moddability

    Add new sects leaders bitmaps

    Rework ministry selection AI, make it take the most powerful ministry

    Updates Change Sect Dialog for All 7 House Sects

    Allows Setting of Sound Volume in the Game via EFS.INI

    Adds Combat Timers to EFS.INI

    Update information on the church diplomacy based on spy locations

    Increase planet limit to 160

    Add high quality random number generator

    Add json representation of .res files with a conversion script

    Giving a Unit as a Ruin Gift is now tLvl-aware

    New "Dark Ages" 21-Planet Galaxy Map

    Adds Scenario Data for Standard Galaxy

    Remove progress of current research when striking a requirement

    Allow placement of naval units in coastal cities in Map Editor

    Add search function to City Info screen

    Fixes Display of Sects Info for Church Diplomacy

    Prevent attacks on completely hidden fleets

    Increase maximum lines in messages to 10

    Changes Like & Loyalty Based on House Tax, Tithe Skim, & Unit Pay Settings

    Church excommunication like is now MODdable

    Adds new efs.ini default parameters

    Move save games to rewritten file dialogue

    Use system double click time for unit double click

    Forbid emperor declarations during election years

    Prevent nobles in orbit of Byz2 from being able to vote

    Better support for multiple monitors

    Rewrite file and directory selection menu to support mods

    Avoid closing "Send message" dialogue and erasing the message if no r...

    Remove tech progress if all labs researching it are destroyed

    Adds City Cost to Build City Screen

    Add flock settings to unit.dat

    Remove research progress if the last lab is captured

    Stop warning about lost tech progress if no progress was made

    Add tithe skim & rebellion

    Add all spies, submarines and stealth ships to byz2 combat

    Adds Timed Messages section to EFS.INI

    Implement sects & clergy

    Add automatic saving of random galaxies / save turn to GAL file at end of turn

    Update AI tech striking behavior

    Make most weapons do small damage to structures

    Let air units refuel on transports

    Rewrite AI behavior regarding unit construction, consider mods

    Add improved unit Icons

    Add Kind, Owner, Disband columns to UNIT.DAT

    Remove crawler restriction on pts unit

    Unload units from space transports when attacked on land

    Only Show Player's Hearts if Allied

    Make Vau activation tech moddable in EFS.INI

    Psy Unit can now attack aboard Space Carriers

    Allow space bombardment of empty cities and unexplored tiles

    Use TARGET.DAT for AI Ranged Space targeting

    Streamline excessive confirmation messages

    Damage updates unit health every phase

    Allow player scores beyond 100 turns

    Do not zero out movement points when automatically loading units onto a Naval Transport

    Add animation length multiplier to EFS.INI

    Only units involved in combat gain experience

    Make Delta hexes treated as land hexes

    Make Player Treaties moddable via DAT file, start rebels at war with Church & League

    Scenarios now work in the Map Editor

    Move GALAXY.GAL to the GAL Folder

    Switch to ffmpeg to play animations

    Upscale videos, switch to ffplay
    Fixed bugs:

    Fix Various Cargo-Related Issues & More

    Fixes Crash on Save Game Load with Invalid Cargo

    Fix Dead Bombarder Use of Deallocated Memory

    Fix Naval Unload Crash

    Fixes Naval Units in Land-Locked Wells for Random Galaxies

    Fixes Text Overlap Issue with Display of Armor Factors

    Fix Vau Planet and Alien Ruin on Water Hex Issues

    Fixes Reported Rebellion Issues

    Fix Non-Secure PBEM Save Game Issue

    Fixes Broken PTS Retaliation

    Map Editor World Map Shows Stack Count Correctly

    Adds Missing I2 Sect Bonsues to Unit Dialog

    First Cut at Fixing Broken AI Partisans

    Fixes the Sidebar Not Updating the Planet in the Unit Production Queue

    Fixes Incorrect Specification for Show Tutorials in EFS.INI

    Fix Drag Chiclet Icon Issue with New Place

    Fixes Issue with Cargo Pods Not Able to Move with New Combined Move Set to 1 in EFS.INI

    Continuously Loop Through Save Game Dialog Until PBEM Save Game is Properly Selected

    Fixes Multiple Sceptor Votes

    Fixes 524 & Deletes Cargo to Prevent Invulnerability

    Fix crash when deleting units from group finder

    Fix Prevent Unloading Cargo onto Unmoveable Terrain for MODders

    Fix Cargo Pod Exploit with New Combined Average Move

    Fix Building City on Delta Hex is Okay

    Fix crash at house screen when money is negative

    Fix movement when one tile would take the whole turn

    Ensure Singularity Ruin Gift Scaling for Max Relics in Game

    Fixes Ice (TYPE2) & Jungle (TYPE3.TXT) being swapped for Random Map Generation

    Fix AI not accepting contracts where you give more than half of your treasury

    Fix being able to attack your own ministry units in space, but not attack enemy ministry units with yours

    Removes "like" from consideration when doing house diplomacy

    Fix money count not updating after autobuy during unit building

    Fix being able to have a treaty with yourself

    Fix AI not rejecting offers asking for more than 2/3rds of their money

    Fix cargo pods being created on ocean hexes with ships when trading

    Update Movement, Camouflage, & Spotting to floating point values

    Fix for 0 MP Space Units Grouped with >0 MP Units Move to Planet

    Clarify the difference between autosaves in the .ini

    Fixes Incomplete Re-Ordering of Planets when Deleting a Planet

    Fix AI Using Non-combatants as Combatants

    Fixes Declining Boarding Naval Transport Illegal Move

    Fixes Empty City Text Overlap

    Fix Dragging Units not tLvl-aware

    Fixes Cities Too Easily Damaged and Major Bug with Reading AGILITY.DAT

    Fix alt key becoming stuck from alt+tab

    Fix Map Editor Selection / Display of All Sects

    Prevent disbanding naval units at resource markers

    Fix group finder not updating planet information on next/prev

    Fix tax slider incrementing 3 times faster

    Makes despotism reduce research amount as intended

    Fix being able to unload cargo onto resources in ocean tiles

    Tech is done researching at 0 remaining points

    Disable "build units" and "raze city" buttons on resource markers

    Fix Combat on Byz2 Message

    Fix extra resources from structures at the map edges

    Routing didn't check the owner of an empty city

    Players Going to War with Themselves

    Fix resource counts for units of different TLVLs

    When Loading a Galaxy sets techType to -1 so that AI will Research Tech in That Lab

    Fix health of units shown incorrectly during combat

    Prevent war with unspotted Vau units

    Fix attack options and city defense being applied to both attack & defender

    Fix targets not being picked according to their Rank in combat

    Fix Contracts Asking for Money

    Fix game existing when loading a missing save file

    You can no longer buy resources from the League when at war with them

    Fix Players being able to give maps of planets they haven't explored

    Fix Issues with Save Game Dialog

    Fix saving/loading Proscribed Technologies

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