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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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Novinky
- 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
Cena
- Dnes: $7.99
- Minimální: $7.99
- Maximální: $9.99
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Vývojář
Body
Nenalezeno ☹️
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Další informace
- Verze: Windows, Linux
- Kategorie:
GOG Hry
›Strategie
- OS:
Linux
,Windows
- Velikost:
125 Mb
- Dostupné funkce:
Achievements
,Cloud saves
,Multi-player
,Sci-fi
,Single-player
,Strategy
,Turn-based
- Podporovaný jazyk:
English
- GOG Store Hodnocení:
4.5
(64) - Aktualizováno:
- Datum vydání:
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