我可以在steam下中国式家长试玩版下载吗

我在steam下了试玩版,然后刚刚在uplay买了正版,【全境封锁吧】_百度贴吧
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我在steam下了试玩版,然后刚刚在uplay买了正版,
但是在uplay打不开啊,求大佬们告诉我该怎么办啊,又重下一个嘛。。。
全境封锁专线节点,超低延迟,速度更快,一键加速即刻告别登录不上,延迟卡顿等烦恼.专享线路,智能加速.24小时免费试用.加速用海豚,游戏更顺畅!海豚助您畅玩全境封锁!
uplay上寻找已安装的游戏我也试了,不行啊
试玩版是啥
试玩版应该是要重新下载的
直接在steam继续玩试玩不就行了
直接用steam登录
我也是一样用steam试玩
uplay买的黄金版
直接启动没问题
我是把steam版的卸载了。。然后重新下载了。。
重新下载吧
一样的要重新下
你要是在STEAM上玩就不用下载
直接试玩版进就是了
要是在UPLAY上玩就在UPLAY上下载吧
贴吧热议榜
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抢先体验版3月23日正式上架Steam平台
click:8502
《绝地求生:大逃杀》(PlayerUnknown's Battlegrounds)本轮测试已经进入第四周,也就代表着B测即将接近尾声。经过前三周的测试,相信很多小伙伴已经对这款游戏非常熟悉了。相比于《H1Z1》和《Dayz》等生存类游戏来说,《绝地求生:大逃杀》节奏较慢,对新手玩家比较友好;虽然目前优化依旧存在部分问题,但游戏性较强,开发商也很重视中国玩家的体验和反馈,目前游戏反响还算不错,不少玩家表示愿意购买。开发商也顺此之意,推出预购策略来试探市场。值得强调的是,预购推出不久,官方就宣布已经售空。不过,好消息是绝地求生大逃杀抢先体验版会在3月23日正式上架Steam平台,也就是在本周测试之后,喜欢这款游戏的小伙伴还可以购买抢先体验版来愉快游戏。抢先体验版的具体定价暂时还未公布,我们可以参考下预购时期的价格:普通版29.99美元,豪华版39.99美元。估计抢先体验版的价格也不会低太多,预期之外的小伙伴们可以再等等正式版哟!Developer:
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Includes 38 Steam Achievements
Title: Factorio
Genre: , , , ,
Developer:
Publisher:
Release Date: 25 Feb, 2016
What the developers have to say:
Why Early Access?
&We have been working on Factorio for over 5 years. The game is very stable and is highly optimised for prolonged gameplay and creating huge factories. We have sold over 110,000 copies on our website, and we feel now is the right time to release to a wider audience.&
Approximately how long will this game be in Early Access?
&Our plans for release come as part of an ongoing process, and we are constantly adding new features and content. When we feel the game is complete we will release the full version, and our current estimate is that this will take 8-12 months.&
How is the full version planned to differ from the Early Access version?
&In the full version we hope to have a polished GUI, a multiplayer matching server, integration of mods for players and servers, and a number of other finishing touches and additions to the core gameplay.&
What is the current state of the Early Access version?
&The game has a very strong content base, rich with interesting mechanics and features. Many players report they are still having fun on their maps even after hundreds of hours of gameplay, alongside multiplayer support, and a dedicated modding community.&
Will the game be priced differently during and after Early Access?
&No, the price now is the final price.&
How are you planning on involving the Community in your development process?
&The community is a vital part of our development process. We announce any planned features far in advance so we have time to read peoples' opinions and comments, and for us to discuss the different points of view players may have. Community suggested ideas are commonly brought up in team discussions, and we value highly the input each individual player can have.&
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Downloadable Content For This Game
Recent updates
Mod portal featuresSanqui has been quite effective these last weeks getting stuck in with the mod portal, so we have some interesting additions to talk about.Mod deprecationA modder can mark a mod as deprecated, which indicates they are no longer updating or maintaining it. The typical case is a mod will add something relevant for the current version of the game (E.G, a mod to scan the players starting area), and then an update to the base game makes the mod obsolete. Just deleting the mod could potentially cause problems for people playing an older version, people might ask what has happened to it etc.Marking as deprecated will keep the mod up on the portal, but it will be hidden from any public searches. This way people downloading using 'Sync mods with save' feature can keep playing, while new players won't stumble upon a mod that is no longer useful or up to date. It also preserves the downloads and discussions in case the author wants to revive it later.CollaboratorsIt is often the case, that a mod author will want someone else to help them maintain and manage their mod, for instance if they are going on holiday when a major release is coming out. The way it has worked in the past, another modder would have to come and upload an updated version of the mod under their own name. Now a modder can set another player as a 'collaborator', which means they can help out will all the maintenance of the mod. Collaborators can do everything the author can do, except add or remove collaborators.You might also spot the other feature, transferring mod ownership. This lets the author give the mod completely to a collaborator, in the case that they are no longer interested in working on the mod at all.Discussions noticeMod authors can now display a notice above their mod page discussions, informing the users of any useful information. For example, an author might prefer you to report bugs on their GitHub page, so the notice will inform users of where they should go. An additional option allows the author to disable the discussions completely, in the case they have their own forum/thread somewhere for discussions.If you have any ideas for an improvement to the mod portal, please let us know on our .Blueprints - Proposal ZeroI feel that none of the propositions in the
were really that great. We spent some more time thinking about the blueprints and the blueprint library while going through the player feedback, and we are now agreeing on what I like to call Proposal Zero, because it was the first idea and the first mockup I ever made related to this subject. Put simply, blueprints stay as items, and the blueprint library becomes a regular inventory, like a chest (that is of course accessible across all your saves).The idea goes together well with the &quickbar is an action bar& idea explained in the . The details and mockups for the action bar are taking shape, so expect more about it in a future FFF. When working on GUIs, I like to create design documents where I try to explain how something works as objectively and as complete as possible. It ends up sounding like a boring legal document, but it helps force me to think of all the corner cases and possibly find problems. I will use this opportunity to also tell you how we usually work on the GUI. Here is what I have written so far:Blueprints and blueprint library Proposition Zero:In the text below, Blueprinting Tool = Blueprint, Blueprint book or deconstruction planner. Library = Blueprint Library. Book = Blueprint Book.Blueprinting Tools stay as items, they interact consistently throughout the game.The blueprint library: One window with one grid of large (or small?) spaces. The grid expands infinitely on a row-by-row basis (if any item is placed in any slot of the last row, a new row is added). This grid act almost identically as a chest. Items can be manually moved there, or fast transferred using any of the shortcuts that work for normal inventories (see comment below). This inventory grid can only hold blueprints, books or deconstruction planners.Special behavior: when picking up a Blueprinting Tool from the blueprint library, it is replaced with a &hand&. This means that when pressing Q to drop it, it is not returned to the player inventory, instead, back to that slot in the blueprint library. This is so blueprints can easily be used directly from the library.The functionality of automatic blueprint library sharing in multiplayer is removed. The &shared blueprints& panel is removed. Blueprints and blueprint books in multiplayer will be shared by manually trading the items or by linking them in the chat. Blueprints or books linked in the chat can be clicked to pick up a copy that can be used as a normal item.Every Blueprinting Tool will have a unique identifier, so every blueprint item is unique, even if it has the same contents.The blueprint editing interface (the UI that opens when you right-click a blueprint) will have 2 new buttons:
Reassign: assign new contents to this blueprint. This is helpful when you want to update a blueprint and leave it in the same place in the player inventory, blueprint library or action bar.
Duplicate: create a new blueprint with a different unique identifier, but the same contents, and place it in the player cursor. This can be useful when players want to take a copy of a blueprint from the library to edit, experiment with or remove buildings from, without changing the original blueprint.
Shortcuts to Blueprinting Tools can be created from the player inventory or from the blueprint library to the action bar:
Right clicking a shortcut to a Blueprinting Tool will open the blueprint editing interface, as if it was right clicked in its original location.
If a Blueprinting Tool is moved between the library and the player inventory, the shortcut in the action bar remains valid and unchanged.
If the Blueprinting Tool is moved outside any of these inventories (e.g., placed in a chest, or given to another player), the shortcut will become greyed out and cannot be interacted with, only cleared. If the Blueprinting Tool is placed back in the player inventory or blueprint library, the shortcut becomes valid again.
If the Blueprinting Tool is removed (or destroyed) from the library, and a different game is loaded that had a shortcut to that Blueprinting Tool, the shortcut will become greyed out forever, and it can only be cleared. This is to give feedback that there used to be a Blueprinting Tool there.
If a Blueprinting Tool is explicitly destroyed using the trash button, the shortcut will become greyed out forever and it can only be cleared. This is to keep consistency with the two rules above.
Blueprint books will work very similarly to the library: it will be an inventory which can hold only blueprints (maybe also deconstruction planners?).Blueprint books will have the same sparse grid where you can arrange the contents as you like. 'Shift + Mouse Wheel' will move to the next/previous non-empty slot.Blueprint books will not have any special behavior or interactions while in the library, right clicking them will open the book in a separate window, possibly closing the Library. Clicking them will pick them up to the cursor.Blueprinting Tools are created using buttons in the Library. Blueprint string importing will also be there.Quick Copy pasting will be done using new copy-paste functions that work almost identically to blueprints. Pressing 'Ctrl + C' will place a copy tool, similar to a blueprint in the cursor. You can use this select a number of entities to copy. Pressing 'Ctrl + V' will place a quick paste tool in the cursor, similar to a blueprint with items. You can use this to place as many copies of the things you copied as you like.The quick copy and quick paste tools are not items. Pressing Q will simply clear the cursor and not return anything to the inventory.The quick copy and quick paste buttons will also be shown in the main GUI, next to the action bar. Hovering over the paste button will show a tooltip of the blueprint that is currently in the 'clipboard'.Comments:Being able to use all the fast transfer shortcuts in the blueprint library makes it very consistent with a chest, but can lead to very nasty situations where one accidental click can transfer all the blueprints and books to your inventory, completely screwing the order and organization you had in the grid. At the same time &transfer everything& can be something some players might use often if they don't have many books.Other:The blueprint editor GUI should allow you to zoom and pan around to better inspect it. You can add buildings while holding an item or ghost item for convenience a small interface will give you the possibility to place any ghost item in the cursor. This is intended for quick corrections. Things like connecting cables or changing entity settings
for bigger changes use the Reassign button.The blueprint library button will be disabled until bots are researched or until any item is added to the library for the first time. This means less GUIs for new players to get lost in, also less of an invitation to use the controversial string importing at the beginning for the game.Usually I create a very crude and simplified MS Paint mockup of any changed GUIs.I use all this, the design document and mockup, to present the idea to the other devs, make some changes, and if we all mostly agree with it, all this goes to Albert so he can more thoroughly design the look and arrange all the GUI elements. There is usually a lot of back end forth between us so we can properly tie UI and UX together. After the mockup is finished, one of the programmers, usually Oxyd, Dominik or I(Twinsen) start putting it in game, with the help of kovarex who makes sure AGUI has all the new functionality we need in the back-end. After we have the interaction in the game and we are able to play with it, there is of course further tweaking.Well, the process I wrote about is the ideal case, in reality every different part of the UI is done slightly differently, especially since we are still at the beginning and we are still trying to figure out the concepts of the GUI, but I hope we will be able to use this pipeline to go though the GUI like butter.Let us know what you think of the proposed changes to blueprint on our .
While working on the GUI, we reached the infamous blueprint library, and we started talking about how to improve it. This lead to discussions about how we can improve the entire system of blueprints. The problem was not simple at all, and these discussions have been going on for a few days.Current versionThe current version of the blueprint library has several problems:Clicking a blueprint in the blueprint library means creating a blueprint, almost always. So if you click the blueprint library blueprint to build something and then press the Q key to clear the cursor, it goes into your inventory. This can easily lead to random blueprints slowly cluttering your inventory as you use blueprints directly from the blueprint library now and then.As blueprints in the game and in the library are two separate things, the players need to manually check that the blueprint library version of the blueprints are up to date. Once you play more games and use the blueprint library to share the blueprints between them, which is the reason for it to exist, it naturally happens that you end up having out-dated versions of blueprints in the library, as you changed them in the previous game, but you forgot to update them in the library. Also, updating the blueprint library isn't easy, as when you update some of your blueprints in the game, you have to search the corresponding original blueprint in the library, remove it, and move the new version to the library. A process which is annoying at the very least. I find this point to be the most troubling, as we want people to upgrade their blueprint layouts as they play, not just mindlessly copy-paste the first version of the blueprint they figured out over and over.The standard way of putting new blueprint into the blueprint library just puts it at the end of the blueprint library, and deleting any blueprint moves everything under it around. This means some blueprints are constantly changing positions and are hard to find.Once new players open the possibility of making blueprints, it opens many things at the same time for them. Construction robots, blueprints and their creation, deconstruction planners, blueprint books and the blueprint library. The easier (smaller) can we make this step, the better.Other UI annoyances such as exporting and importing blueprints through the obscure &Drop here to move blueprint& box.Changes that will be done no matter whatFirst of all, blueprint library and blueprint books will not have this list of blueprints. It will have a grid similar to the one in inventory, so you can arrange the blueprints better.There will be a way to do copy-paste quickly without having to create a blueprint. This solves one of the biggest sources of inventory cluttering, as now you have to make a blueprint for every copy-paste which ends up in the inventory after pressing Q. The most probable idea is, that pressing Ctrl+C would activate the 'copy' tool. You select what you want, confirm the selection with the blueprint dialog. After that, whenever you press Ctrl+V, you activate the last copy. Very similar to how computer clipboards usually work.Apart from this, there is the problem of how to resolve the rest of the blueprint library problems.Proposal 1 - no blueprint items, just quickbar references of 2 kindsThis would be implemented together with the quickbar is just an action bar idea explained in the . The idea is, that blueprints would never be items. Quite an extreme change, as it would mean, no blueprints on belts, no blueprints in chests etc. In this scenario, we could still allow a mod to create/allow blueprints as items, but it wouldn't be the vanilla way to do it.If you create a blueprint, there would be 3 things you could do with that.Use it (or not) and press Q, the blueprint would be destroyed. The reason for this, is that we want players to put blueprints explicitly in a slot or the library, instead of cluttering the main character inventory.Put it into the quickbar. The blueprint (or book) stays in the quickbar until it is removed or replaced by another blueprint. It is not in the library.Put it into the blueprint library, by opening it, and explicitly selecting a slot where to put it.You can use blueprints directly from the quickbar or from the library. You can also pick a blueprint from the blueprint library and place it in the quickbar.The tricky part is in the last point. There would be basically two kind of blueprints in the quickbar:Blueprints that are only in the quickbar, so it is the stores all the blueprint data.Blueprints that are just a reference to the blueprint library. This itself is quite a weird thing to have.Proposal 2 - Blueprint items that are linked to the blueprint libraryIn this proposal, blueprints exist as regular items again, but to solve the problem of having two different versions of the blueprint in the game and in the library, blueprints could be linked. This means, that moving a blueprint from the library to your inventory would make the link with the library. Making any changes to the blueprint would automatically update the blueprint library version and, upon loading any other save that has blueprint linked to the same blueprint, the blueprint in the inventory would be also update to the new version.This looks nice and all, but it has its own collection of problems.There are two kind of blueprint items now: blueprints that are only in the inventory and blueprints are also linked.What happens when you put your linked blueprint into a chest, is it still linked?What happens when your linked blueprint in a chest is picked up by another player?What if you have two identical blueprints in the library that are both linked to each other. Will the player always understand that changing one will change both?And many more...It kinds of leads us to not liking this option too much as well.Proposal 3 - Blueprints only in blueprint library that is also a blueprint-barThere would 10 slot blueprint bar under the quickbar (or action bar). It would be the only possible storage for blueprints, so no blueprints as items and no separate blueprint library. It would have unlimited amount of pages that can be added/removed/selected. This blueprint bar would be shared between all games.The advantage of this is simplicity and straightforwardness, that there is suddenly only one kind of blueprint (instead of 3 in Proposal 2). No need to transfer from inventory to library and back. The storage and place where it is used from is the same.The disadvantage is mainly the fact, that it isn't integrated with the quickbar (or action bar), so you can't use the default 1-10 shortcuts to access it.Proposal 4 - Action bar is persistent and the only storage for blueprintsAgain, this goes together with the quickbar is just an action bar idea explained in the . Additionally the action bar will have multiple pages of shortcuts. You can select what page of shortcuts you want to use in which of the 2 displayed bars. Something like this:This is similar to proposal 3, but with blueprint-bar and action-bar merged. The action bar (with all the pages) would be shared between games. Blueprints could only be stored in the action bar.I personally like this the most. Even the description of it is stupid simple. You just open different save, and you are guaranteed to have access to all the blueprints and action bar selections you created in the previous game(s). You can use keyboard shortcuts to access blueprints, you can combine pages of action bar of items and blueprints to your liking. For example, action bar with rail building would have rails, signal, locomotives, wagons, and different kind of rail building blueprints(or books).The disadvantages of this solution are the limitations. If we keep the amount of action bar pages to 10 for easy access through keyboard shortcuts, it implies limited amount of space for the blueprints. I personally wouldn't see it as a problem as it is 10x10 slots should be enough for everyone right? :) But seriously if at least 30 should be free to be used by blueprints, and since we have blueprint books that have unlimited storage size, the amount of blueprints you could store would still be unlimited, only the amount of books (categories) would be limited.How many people out there would have actually problems with the limitation of having around 30 blueprint books? Obviously the second solution is to allow more than 10 pages of quick bar, but it would come with different kind of problems.The second problem that might be the fact, that you can't make a blueprint &just for this game& without putting it into the library. I personally don't see it as a problem, as the whole point of the blueprint library rework is to avoid the problems of merging two kind of storages of blueprints. This would force the player to have only one.The third problem of this might be the fact, that the blueprints are not items anymore. Some people might prefer to store their blueprints in chests over the map in certain way. For example, putting oil setup blueprints in their oil setup map area etc. This wouldn't be possible anymore, as the blueprints would always have to be in the action bar somewhere.As you see, it is quite a tough problem, and it is cases like this where your feedback is even more valuable than usual, so please let us know what you think on our .
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About This Game
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire. Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.No other game in the history of gaming handles the logistics side of management simulator so perfectly. - RedditI see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, MojangFactorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
System Requirements
SteamOS + Linux
Minimum:OS: Windows 10, 8, 7, Vista (64 Bit)Processor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage.
Recommended:OS: Windows 10, 8, 7 (64 Bit)Processor: Quad core 3Ghz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
Minimum:OS: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, MavericksProcessor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage
Recommended:OS: macOS High Sierra, Sierra, OSX El Capitan, Yosemite, MavericksProcessor: Quad core 3GHz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
Minimum:OS: Linux (tarball installation)Processor: Dual core 3Ghz+Memory: 4 GB RAMGraphics: 512MB Video MemoryStorage: 1 GB available spaceAdditional Notes: Low sprite resolution and Low VRAM usage
Recommended:OS: Linux (tarball installation)Processor: Quad core 3GHz+Memory: 8 GB RAMGraphics: 2GB Video memoryStorage: 1 GB available space
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