天邈汉化组翻译【初级】 Δ隐されし禁断の聖域 撒丁公國科西嘉子爵
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TATW 1.2 RC+RR Lore (9月18日)
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兼容汉化,汉化请点我
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另注:本MOD一般更新不需要重新开档~直接覆盖后继续之前的档案就可以了
如果你对安装方法实在有些不知所措,请点击这个连接
http://game1.ali213.net/thread-2715980-1-1.html
安装步骤:
1) 你必须拥有干净的TATW1.2
2) 将下面的内容复制于TATW的目录下(下有详细说明)
国外FF网盘下载点我
国内RF网盘下载点我(感谢jie200127)
3) 作者提供了3种风格的设置给玩家选择,如果你想用ADDITIONAL UNITS MOD(很多新的单位,包括战犬部队)的话,在将补丁中data的内容覆盖到TATW的data文件夹下后,将补丁内的ADDITIONAL UNITS 文件夹中的内容再次粘贴到TATW的data文件夹中.兼容之前的存档(但是有些变动会体现不出来)
4) 打开TATW的data目录,这里有3个export_descr_unit.txt文件:
- export_descr_unit.txt: 作者最推崇的版本 - KK的最爱(TATW的制作组老大)
- export_descr_unit_COHESION_AND_VISUAL.txt: 部队松散程度和游戏性的平衡(不会太卡,但是效果没有第一个好)
- export_descr_unit_BEST_COHESION.txt: 部队的松散程度上最好,但是玩起来没那么好的版本
5) 重新命名你所期望的版本的文件为export_descr_unit.txt
6) 在 data/world/maps/campaign/imperial campaign/ 目录下有个 campaign_script_DIFFICLTY_BASED.txt 文件
这个文件增加了士气给AI电脑(Hard难度下+1,very Hard下+2)
如果你想用这个的话就把这个文件重新命名为campaign_script.txt
如果你想用这个新的设定的话你必须重新开档
整合补丁中包含了如下sub-MOD
-TATW Additional Units mod by Agostinos(增加不少兵种)
-Battle AI by Germanicu5(战斗AI)
-New Corsairs by Bucefalo(昂巴海盗)
-Generals Age Correctly by Sohn des Khaine(年龄脚本)
-Unique Buildings 2.0 by axnsan(新增建筑)
-Immortal Nazgul by kai, plus juli4n's updates(戒灵补丁)
-Middle Earth Lore mod by Aikanar(中土传奇)
-Some excellent animation tweaks by Banzai! (especially cohesion improvement) and Niko(修正动作)
-Majestic Map Mod 2.1 by cherryfunk(地图美化)
-Evil factions dying fix by NSFW(邪恶国家无法被灭亡)
-Faramir and Boromir by:(法波2兄弟)
abbews: 2D-art, traits, ancs, textjob,descriptions and screenshots
JuL14n: details, modifying to the face, scripts, codes,strat models and putting everything together
Taro_M: Modelling/skinning Faramir&Boromir and Master Rangers
~Someone1074 - for great "Capes and cloaks" mod for TES IV Oblivion
~ B. Ward - for "Generals & Captains" modders resource that was used as a base
~ original creators of Mount&Blade - for various stuff
~ Everybody who contributed for "Open Source Project" for Mount&Blade
~ matko - for bracers
-Saruman custom character from Enhancement Mod by Mr.Blackadder(萨鲁曼以及欧散克塔补丁)
-Rohan and Gondor Family Trees Extended by deguerra(洛汗&刚铎家谱)
-parts of Lifespan submod by TNZ(一个年龄系统)
-parts of Additional Units by Dea Paladin(一些新增兵种)
Lore版本包括如下内容
-Good Vs Evil Campaign AI by ZZZZ (外交补丁,以及战略AI补丁)
-Be Evil faction standings by papio (很有趣的外交规则补丁~作为邪恶国家尽情掠夺屠杀吧,这样会让你和你的邪恶盟友更加坚固~)
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最新版本更新9月18号
改动:
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-No factions start at war (thanks to Resurrection for the idea)
-Asymmetrical factions relations, so that for example Isengard regards all good factions badly, yet their relations towards him can be better
-Dwarven Axethrower animation fixed
-thrown axe hits with more damage and more impact mass
-Axethrowers charge after throw (same as for Gondor Marines) and are impetuous
-Uruk/Uruk-hai/Goblin bodyguard sizes reduced
-numerous autoresolve updates that mostly reduce the power of large evil units
-Bardian Archer unit size reduced
-Sauron does not emerge until turn 40 (thanks for coding ideas to NSFW and axnsan), so no invasions until after that
-Invasion target list updated
-Faction economies updated
-AI Eriador will get Gandalf, not only player Eriador
-Faramir and Boromir mod added
The F&B team and credits;
abbews: 2D-art, traits, ancs, textjob,descriptions and screenshots
JuL14n: details, modifying to the face, scripts, codes,strat models and putting everything together
Taro_M: Modelling/skinning Faramir&Boromir and Master Rangers
~Someone1074 - for great "Capes and cloaks" mod for TES IV Oblivion
~ B. Ward - for "Generals & Captains" modders resource that was used as a base
~ original creators of Mount&Blade - for various stuff
~ Everybody who contributed for "Open Source Project" for Mount&Blade
~ matko - for bracers
-Most Gondor bodyguards are now infantry from F&B mod
-Majectic Map Mod 2.1 by cherryfunk
-Saruman custom character from Enhancement Mod by Mr.Blackadder (can only remain in Orthanc), uses Gandalf battle model for the moment
-Rohan and Gondor Family Trees Extended by deguerra
-campaign now starts at 2980
-From Lifespan submod by TNZ:
Epithets have been added to the biography traits of Ecthelion, Gandalf, Dain, Bard, Witch-king, Elrond and Aragorn.
Existing ancillaries have been altered and more added for the Dwarven, Eriador and Gondor factions.
If playing as Gondor and Rohan loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Rohan you will be rewarded.
If playing as Rohan and Gondor loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Gondor you will be rewarded.
If playing as Dale and Dwarves loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dwarves you will be rewarded.
If playing as Dwarves and Dale loses a settlement you will be asked to help liberate that settlement. If you are able to liberate that settlement and return it to Dale you will be rewarded.
-From Dea Paladin's Additional Units mod:
Warriors of Mithlond
Light Elven Infantry
Gundabad Orcs
Likely further additions from this mod in future updates
LIST OF CHANGES (PREVIOUS UPDATE)
-----------------------------------------
-reduced bodyguard sizes for most factions (but orc/goblin/uruk BG sizes stay the same)
-slightly reduced upkeep cost for some bodyguard units
-Cave and Mountain Trolls have stronger skin (armor)
-Invasions delayed until turn 40 or later (needs testing)
-Gondor has slightly larger King's Purse
-evil factions won't die (code by NSFW) as long as they have one region and general remaining (needs testing)
-AI Minas Tirith has stronger garrison script when sieged by AI attacker
-Gondor and Rhun AI receive slightly boosted bonus income per settlement
-Rhun AI sends a scripted stack towards Dwarves/Dale if they are at war around turn 40
-Majestic Map Mod 2.0 by cherryfunk
LIST OF CHANGES (ALL PREVIOUS UPDATES)
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-added in some formations from G5 BAI
-updated mounted skirmisher behaviour in BAI so that these units close in more closely than previously to shoot then pull back, before closing in to shoot again
-mounted javelin animation updated to allow for less delay between throws
-reduction in javelin range to match new BAI behaviour
-Bodyguards +1 armor to depict better quality for these special units
-Kataphracts have heavier armor and more mount mass
-some unit category changes, eg Southron Lancers now light cavalry rather than heavy cavalry
-fire arrows take more time between volleys
-Ents slightly buffed, in such a way as to particularly increase their effectiveness versus trolls
-Mumakil tusk attack now has 'body piercing' attribute
-includes Majestic Map Mod by cherryfunk
-some rebalancing of Ents and combat vs Ents
-updated to TATW 1.2, please +rep KK for his most excellent patch
-Lore version is default install (only difference is the dynamic Area of Recruitment and different Victory Conditions)
-horse run speeds updated
-dwarves now -2 vs cavalry
-elven racial defense bonus reduced by 1
-updated animations for pikemen, no defense anims + reduced defense. If their formation is broken up or flanked they are now very vulnerable, so are better used defensively
-reduced defense for some units carrying simple weapons eg knives.
-some units now have zero defense
-small unit stat and cost updates
-small campaign balance updates
-latest BAI from Germanicu5, including stakes for AI
-heavy polearm units are recruited earlier by Mordor and OotMM
-dwarven units are smaller but costs are unchanged
-hopefully updates from this point on will focus on improving campaign balance
-Very slightly reduced accuracy for all missile units, except Silvan Elves, who suffer a small melee penalty to compensate
-Slightly reduced mount masses
-Faster Wargs, with better morale
-Slightly reduced heat effects on those wearing armor
-Tweaked AI that reacts better to missile fire
-Fixed bug where AI army would deploy in a single long line at battle start
-Most crossbow units remain in close formation rather than deploying to open formation, which affects their shooting rate too much
-Same applies to Snaga skirmishers
-Some hero abilities added to a very small number of units: Power of the Eldar, Light of Elbereth, Courage of the Lion, Chief of the Dunedain, Terror of the Nazgul, Terror of the Witch King
-War dogs reduced mass
-Bug in missions file fixed
-Aikanar's Middle Earth Lore mod added
-Southron Pikemen added back in after accidental omission
-Chance of assassination success reduced
-Dwarves must now destroy Rhun as part of their victory conditions
-Better availability for Variags for Rhun
-Rhun King's Purse increased
-Updated recruit priority for all units for more faction-specific army composition
-Missile units more likely to drop bows and engage with swords when attacked in melee
-reduced mass for some mount types
-updated some building costs
-updated hasahrii stats
-cavalry attack bonus of +1 given to compensate for infantry agility defense bonus of 0, +1 or +2 removed
-Uruk Halberd and Uruk-hai Pikemen assigned 'aggressive' animation set
-OotMM starting forces slightly reduced
-Updated building costs
-Improved cohesion
-Revised victory conditions for all factions in Lore Edition
-Wargs more available, and also in OotMM roster
-Wargs have larger numbers per unit
-Wargs use 'horde' formation
-Spear units -2 defense and +15 attack delay
-Olog-hai more armor but slightly less defense
-Rhun has slightly more king's purse
-All archers have 5 less arrows, crossbows 4 less bolts
-Jul14n's updates to Immortal Nazgul script
-Ongoing tuning of costs
-Some unit sizes changed to reflect faction strengths and weaknesses
-Updated starting forces for OotMM and Isengard
-Moria Halberd now non-phalanx
-Troll catapult does more damage
-Snagas assigned different anims
-Some buildings give additional bonuses
-Lore Edition includes comprehensive dynamic AOR for every unit in the game, based upon faction, preferred land type, culture/religion level, unit type and tier. All factions recruit best in their initial areas, then in their preferred type of land (eg forests for Elves, Mountains for Dwarves), with further reductions for less suitable land types. Higher culture/religion levels can offset this somewhat
-Dynamic settlement growth rates based upon region population growth value, faction/race, preferred land type and quality of settlement site
-Updates to some settlement start levels, starting forces and types
-Changes to some unit sizes
-Increased AI morale bonus at Hard/Very Hard difficulty
-Small reduction to AI King's Purse
-High-quality spear unit attack value slightly reduced
-Elven arrow load reduced
-Note that a lot of the changes that were only going to be included in the Lore Edition were incorporated into the non-Lore Edition files-Dwarves more expensive to recruit but less to upkeep
-Rohan 'warrior'-type units less expensive to recruit but more to upkeep, also slower to recruit but larger pool size
-Other human 'warrior' (untrained) units less expensive to recruit but more to upkeep, these units are more like mercenaries and expect war booty etc
-Rohan King's purse lowered; Isengard's increased (new campaign start required to see this)
-Most 'evil' units cost less and have larger pool sizes
-Some larger 'evil' settlements have an extra recruitment slot
-all upkeep costs increased by 20%
-some unit costs adjusted
-AI gets slightly more cash bonus from each settlement
-updated Unique Buildings by axnsan to version 2.0-updated BAI by Germanicu5
-updates to siege and crusade setttings by xaldin
-smiths no longer required for higher-tier barracks
-small stats changes
-more units are AOR
-reduces some mission rewards
-Nazgul, Warriors of Mithlond and Grey Company given 'command' attribute
-smiths temporarily disabled, except for Isengard Forge and Mithril Forge
-geography file by Lusted that smooths mountain battlefields
-new AI cash script with variable bonus for settlements depending on settlement size and type
-reworked costs.
-PB
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总而言之更新了很多东西,非常有意义的一个版本~建议用里面的Additional Units 版本进行游戏
[ 本帖最后由 caizheng12 于 2009-9-22 19:07 编辑 ] |
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