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首发黄龙,今天把最后一部分里的国家名称也翻译了。
http://www.twcenter.net/forums//showthread.php?p=11916908
DarthMod Empire v8.0 Platinum
帝国全面战争达斯MOD8.0白金版
"The Changelog of a 13GB mod"
一个13GB大小的MOD的改动列表
Battles Gameplay
及时战斗的游戏表现
Finally the BAI has become better than the average human player. The quest has ended....
电脑战斗方面的人工智能终于好过一般人类对手了,这方面的探索终结了……
New formations make the BAI far more effective, especially in defense. Several adjustments to formations and other settings make the BAI to line up better, generally to behave much more efficiently and be more challenging. You should now notice increased difficulty even in custom battles. The New formations make the BAI to form also double or triple lines when needed, which is necessary when it commands a... 40 Unit army... the new feature of DarthMod Empire (read below).
新的阵型使战斗人工智能更有效,特别是在防御中。一些阵型方面的改动以及其他改动使战斗人工只能更好地维持战线,一般来说表现得更有效且更具有挑战。你甚至能在自定义战斗中注意到难度增加了。这些新阵型使战斗人工智能能在必要的时机下列出两列或者三列阵线,这个必要的时机是当它控制40单位的部队时,这也是达斯MOD的新功能(见下文)。
Much better melee mechanics resulting to more violent hand to hand battles and animations. Changes in unit movement and physics mechanics together with other settings provide much more dynamic melee, ferocious and violent, as realism requests. By improving a lot the melee and animation mechanics units become much more agile when fighting and also the BAI is benefited by being more responsive. Unit speeds and responses superbly balanced not only for more violent melees and better timed volleys but also for much less Siege Lag.
好得多的肉搏机制导致更激烈的手动战斗和战斗画面。单位行军机制已经物理机制的改动已经其他设定提供了更富有变化,残酷,激烈的肉搏战,正如真实战斗中发生的那样。通过肉搏和动画机制的诸多提升,部队在战斗时更灵活,战斗人工只能也得益于反应灵活。部队的速度和反应得到极好的平衡,不仅是因为更激烈的肉搏和更佳的齐射,而且得益于更少了攻城战延迟。
Melee penetration increased to the extreme cinematic effect.
肉搏战的冲击性增加到极致的战斗画面效果。
Unit Vertical rank space increased to proper levels (Maybe it contributed to the Fort Lag).
部队的经验增长空间增加到合适的水平(也许它有助于围城战延迟)。
Several improvements to projectile physics and trajectories.
炮弹物理机制和弹道得到少许提升。
Morale more dynamic (Units are affected more from musketing and cannon fire but do not shutter and can regroup). Native American morale increased for balance.
士气更富于变化(部队更易受燧发枪设计和炮火影响,但不易溃散,能重整)。为了平衡印第安土著的士气提升。
Some repairs in the formations in the off sets to achieve even better BAI.
为了让战斗人工智能表现更好,阵型方面有一些修复和调整。
Wider firing range for straighter AI musket lines.
电脑的直线型火枪阵线设计范围更广。
A small fatigue error penalty in naval battles is fixed.
海战中的一个小的疲劳惩罚错误被修正。
BAI should form better musket lines and be much less hesitant.
战斗人工智能能组建更好的火枪部队阵型,且不太可能迟疑不前。
Ships firepower and accuracy fine tuned and corrected in some cases (for example 2nd rate was showing less firepower than 3rd rate). This affects autoresolve which now should be completely error free and the real time battles which are even more realistic and challenging.
在一些情况下海军舰船的火力和准确度被调整和修正(例如二级舰的火力比3级舰略少),这种效果被自动解决,现在没有错误,而且及时战斗更真实更有挑战性。
Ships mass increased to have more inertia effects.
舰船的惯性得到极大的提升。
Rocket and Mortar ships heavily capped.
火箭船和臼炮艇受到的阻力被加强。
Cannon Range differs now according to caliber.
火炮根据口径,射程不同。
Increased the damage of carronades significantly.
大口径舰炮的伤害增加。
Increased the Naval Cannons ranges.
海军火炮的射程增加。
Increased the Naval Cannons hitpoints so that they do not get destroyed so easily.
增加来海军舰炮的生命值,因此他们更难被摧毁。
Naval Mortars and Rockets range decreased so that they are not overpowered in naval battles.
海军火箭船和臼炮艇的射程被减小所以他们在海战中不再有压倒性优势。
Enhanced the naval physics (ships are affected more by tides and collisions).
加强了海上的物理机制(舰船更易受海浪和碰撞影响。)
A small unbalance in unit cost upkeep for some 1st rates is resolved.
关于一些1级舰维护费的一些微小的不平衡现象被修正。
Ships have more damage endurance for more spectacular naval battles, especially the heavy ships above 2nd rate which are big targets but can win now more evidently due to their general superiority.
舰船在大规模海战中具有更大的生存力,特别是2级舰以上的重型舰船,他们是大目标但是因为它们自身的优势更易取胜。
Infantry squares more resilient against cavalry.
步兵方阵在对抗骑兵时更具有弹性。
Re-balanced all the reload rates so to make the squares to fire more rapidly (they took ages and their reload rate is hard coded and cannot be changed specially) and the BAI even more responsive. Now the squares are more useful than ever and the BAI muskets more than ever without melee bug.
所有的装弹速率被重新平衡使方阵的火力更猛烈(它们取决于年代而且装填速率是被加密的不能单独修改,而且战斗人工智能反应更快。现在方阵比以前更有用,而且战斗人工智能在没有肉搏战错误的情况下比以前更常用火枪射击。
Solid cannon shots have now shockwave effects for realistic impacts, just like in Napoleon: Total War. (Artillery accuracy reduced for balancing, DarthMod submods should update the Artillery Accuracy stat accordingly).
为了表现真实的效果,实心炮弹现在具有更大的冲击波,就像在拿破仑全面战争中那样,(为了平衡火炮的精度下降,达斯次级MOD相应地会升级火炮准确状态。)
Various unit balance costs and stats here and there.
多种单位的花费和状态调整。
English and European factions Ship Marines have now the historically correct model (The Scrooge McDuck hat is over).
英国和欧洲国家海军陆战队现在依据历史有了正确的兵模(Scrooge McDuck式样的帽子不再存在了。)
Pirates and Crimean Khanate have now an enriched unit roster (In Vanilla it was annoyingly limited).
海盗和克里米亚汗国现在有更丰富的兵种。(在原版中被极大的限制了。)
Garrison has some upkeep cost to simulate the siege negative impacts to economy for the defender.
要塞有了一些维护费,这是为了模拟围城战对防御者经济的负面影响。
Many units of minor factions unlocked for custom battles.
在自定义战斗中小国家的许多单位解锁。
Mortar and fixed artillery can now move slowly so that they are more useful and, for god shake, they could move. (Now when the attacker brings his mortars in range, you are in trouble).
臼炮和固定式火炮现在可以缓慢的移动所以现在他们更有用,看在上帝的份上,他们可以移动了。(现在攻击者会让他的臼炮移动来攻击你,你麻烦了)
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