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bundle up 消音器削减伤害BUG已修复 Hey all. We’ve fixed a bug that went out with the Bundle Up pack. In order to receive the fix, you may have to close and relaunch State of Decay 2 while connected to the internet. We’d like you to understand what was actually happening under the hood. What You Saw Suppressor balance changes appeared much worse than intended for Handmade, Professional, and Advanced Suppressors. When using one of these suppressors, you needed 2-4x more bullets than we intended to kill a plague heart, finish a juggernaut, or defeat a hostile human, with the effect being worse at longer ranges. The Bug In Detail The bug is that there’s a “-” in front of a “0.5” on one value for Handmade, Professional, and Advanced Suppressors. Seems innocent enough, right? Let’s look at what that actually means.This is a graph of weapon impact falloff over range; in short, the farther you are from your target, the less effective your weapon is. Impact is used as a damage value if the target has HP. If the target is instead one of our zombies that doesn’t have health, but instead requires a headshot, this is the percent chance (out of 1, so .8 = 80%) to stun or impact the zombie. Juggernauts use this number to decide how close they are to being staggered; once staggered enough times, they become executable using the special cinematic finisher. The blue graph represents the unchanged behavior of an AK-47 - how much impact is delivered to targets at various ranges. You have full power out to Falloff Point A on the chart. At Falloff Point B, you’re dealing the minimum damage the weapon can deal, in this case .2. You’ll then deal minimum damage out to the weapon’s max range, at which point it won’t count as hitting the target hard enough to do any damage. The green graph represents the impact falloff with a newly-improved muzzle brake. Notice that the base impact, falloff ranges, and max range are all increased. The orange line represents a suppressor that’s working as intended - currently only Improvised Suppressors. Note that pretty much everything is halved - base damage, falloff points A and B, and max range. The yellow line is this particularly nasty bug. Whereas the suppressor is meant to multiply Falloff Point B by 50%, it is instead multiplying it by -50%. That means that the weapon is never dealing full damage, but instead damages targets at point blank range as if they were halfway to the weapon’s Falloff Point B, since Falloff Point A is now the nonsensical -40 meters away. That damage reduction effect compounds to mean that for targets that need to be defeated by reducing their health to zero; namely plague hearts, hostile humans in Dread or Nightmare Zones, or for Juggernauts, who absorb a specified total amount of impact before becoming vulnerable to finisher moves, suppressed weapons at close range are anywhere from 62.5% as useful as they should be, at point-blank range, to 25% as effective as they should be, at falloff point B or farther. Falloff Point B is different for different calibers. Note that suppressors are currently intended to reduce these numbers by half, for calibers they’re compatible with.These rules do not apply to integrally suppressed weapons - such as the Echo S4-SMG, which have hand-tuned numbers and don’t use the multiplier behavior of detachable suppressors.
钢铁之师2新的交战规则前瞻 来自steam news页面12-20更新: Hello! In our recent Road Map 2020 blog post we talked about an exciting new feature coming to Steel Division 2: Rules of Engagement. Today, we’ll be taking a closer look at what this new mechanic actually entails. Rules of Engagement will be made available to all Steel Division 2 players in the form of a free Reinforcement Pack. When? We don’t have an exact date yet but in the not too distant future! What is it? Rules of Engagement will make your commanding life much easier by giving your units more initiative on the battlefield, reducing the amount of micromanagement needed to control them. Like the Smart Orders mechanic (detailed in this blog post), Rules of Engagement will have its own options panel which becomes active during a tactical battle. In this screen, you’ll be able to set the various behaviors all your units should follow on the battlefield. Rules of Engagement will allow your units to do more on their own and adapt to changing conditions much more intelligently.A bit of background As you might know, we have been in creating RTS games for a long time, not only with our popular Wargame titles but also with R.U.S.E. (among other games). In the latter example, we set out to provide the units with more adaptive behavior beyond the default orders commonly found in the genre (move, fight, etc.). For example, in R.U.S.E., the standard travel order was a road travel order and the unit would automatically stop when spotting an enemy and then engage them. In Steel Division and Wargame, the default orders are just that - very straight forward. If you click Move, and a unit spots an enemy while moving either off-road or on a paved track, it will not stop to engage. This gives players more control but is also more challenging because the level of micromanagement increases significantly. When you think of it, these basic orders and commands don’t fit the high degree of realism we are trying to accomplish with Steel Division 2 - an authentic World War 2 game. We have also come to the conclusion that it didn’t make much sense to have a default move order that most of the experienced players ignored, as the far more efficient option would be to use Hunt instead. Ultimately, it comes down to the fact that we want to allow for very high levels of micromanagement for our veteran Steel Division 2 players, but at the same time open up to first-comers and new players so that they can enjoy the game in a more relaxed manner.How does it work? In designing Rules of Engagement, we wanted to make sure it would work well in concert with the Smart Orders. You can see both mechanics as being partner-in-crime features, giving the player the flexibility to set their unit’s automatic behavior on the battlefield while decreasing the burden of complex micromanagement. Please note that the feature is still in development, so some of the naming and orders might change.Rules of Engagement orders Advance: Hunt or normal Move. Makes sense, right? Motorised Pathfind: Fast or Short. In this case, the road is to be used if it is calculated to be faster. Watch out, though. Fast can be dangerous because the algorithm that calculates the optimal route can sometimes make the units pass through contested places. Short makes the unit follow the shortest, straightest way: we don’t allow units to travel on any road. On Foot Pathfind: Also known as walking. Cover or Short. Set the unit to either take cover whenever possible (while taking into account not to deviate too far from the original route). Or simply move straight ahead. Idle: Sets the behavior when a unit is doing nothing. Either Nothing, Cover or Hold Position. The first speaks for itself. The second option allows a unit to find cover in a small radius of its current position. The third position will switch a unit’s stance to Smart Orders. Shot on Target: In Steel Division 2, units automatically shoot at the maximum range (2 kilometers). This creates two “issues”: the unit is revealed, and the maximum range is a far cry from effective range, the point where you can actually do damage. This order toggles between Efficient (only shoot when a gun can penetrate an enemy unit’s armor) or Max Range, which is the default stance. If you are a veteran Steel Division 2 player, the Rules of Engagement will be initially configured as a blank slate - you should not notice any difference. You can set your own unit’s behavior as you see fit. If you are new to Steel Division 2 after the Rules of Engagement feature rolls out, it will be configured in a way that we feel is most appropriate to new players. To make clear each unit’s action, we have added the option - as a small button in the new panel - to display all the current orders of each unit. Each order is represented by an arrow of a different color. Conclusion We want to know what you think about the Rules of Engagement. If there are any other orders or behaviors that would be of interest, we are more than happy to take it into consideration! We actively listen to your feedback, be it in the Steam and Eugen forums and social channels (Facebook and Twitter). Don’t hesitate to leave us your thoughts. See you on the battlefield, commander! 机翻: 大家好! 在我们最近的2020年路线图博客文章中,我们谈到了钢铁之师2:交战规则的一项激动人心的新功能。 今天,我们将仔细研究这个新机制的实际含义。 交战规则将以免费强化包的形式提供给所有钢铁之师2。什么时候?我们还没有确切的日期,但是在不久的将来! 它是什么? 交战规则将使您的单位在战场上更具主动性,从而减少控制战场所需的微观管理,从而使您的指挥生活变得更加轻松。 像“智能订单”机制(在本博文中详细介绍)一样,“参与规则”将具有其自己的选项面板,该面板在战术战斗中会变得活跃。在此屏幕中,您可以设置所有单位在战场上应遵循的各种行为。 交战规则将使您的单位能够自己做更多的事情,并更加智能地适应不断变化的条件。 有点背景 如您所知,我们长期以来一直在开发RTS游戏,不仅使用我们受欢迎的Wargame游戏而且还使用R.U.S.E. (以及其他游戏)。在后一个示例中,我们着手为单元提供超越该流派中常见的默认顺序(移动,战斗等)的更多适应性行为。例如,在R.U.S.E.中,标准旅行命令是道路旅行命令,当发现敌人并与他们交战时,部队会自动停止。 在Steel Division和Wargame中,默认命令就是这样-非常简单。如果单击“移动”,并且一个单位在越野或在已铺砌的道路上移动时发现了一个敌人,它将不会停止战斗。这给玩家更多的控制权,但也更具挑战性,因为微观管理水平大大提高。 当您想到它时,这些基本的命令和命令并不适合我们试图通过Steel Division 2(一款真正的第二次世界大战游戏)实现的高度真实感。我们还得出这样的结论:拥有大多数有经验的玩家会忽略的默认移动顺序并没有多大意义,因为更有效的选择是改用Hunt。 最终,归结为以下事实:我们希望为资深的Steel Division 2玩家提供非常高水平的微管理,但同时向新手和新玩家开放,以便他们可以在游戏中享受游戏的乐趣。更轻松的方式。 它是如何工作的? 在设计参与规则时,我们希望确保它与Smart Orders协同工作。您可以将这两种机制视为犯罪分子,这使玩家可以灵活地在战场上设置部队的自动行为,同时减轻复杂的微管理负担。 请注意,该功能仍在开发中,因此某些命名和顺序可能会更改。 交战规则 前进:狩猎或普通移动。有道理吧? 电动寻路器:快速或短路。在这种情况下,如果计算得出的道路较快,将使用该道路。不过要当心。快速可能很危险,因为计算最佳路线的算法有时会使单位经过有争议的地方。简短会让单位沿着最短,最直的路线行驶:我们不允许单位在任何道路上行驶。 徒步寻路:也称为步行。掩护或短裤。将设备设置为尽可能掩盖(同时要注意不要偏离原始路线太远)。或者直接向前走。 空闲:设置单位不执行任何操作时的行为。什么都没有,掩盖或保持位置。第一个不言自明。第二种选择允许单位在其当前位置的小半径范围内找到掩护。第三个位置会将单位的立场切换为智能订单。 目标射击:在钢铁2区,单位会自动以最大射程(2公里)射击。这会产生两个“问题”:显示单位,并且最大范围与有效范围相差甚远,有效范围实际上是您可以造成伤害的点。此顺序在“有效”(仅在枪支可以穿透敌方单位的装甲时射击)或“最大射程”之间切换,这是默认姿势。 如果您是钢铁2分区的资深玩家,则《交战规则》将最初配置为空白板-您应该不会有任何区别。您可以根据自己的喜好设置自己单位的行为。 如果“交战规则”功能推出后,您还是钢铁2区的新手,它将以我们认为最适合新玩家的方式进行配置。 为了明确每个单元的操作,我们在新面板中添加了一个选项-作为一个小按钮-以显示每个单元的所有当前订单。每个顺序由不同颜色的箭头表示。 结论 我们想知道您对交战规则有何看法。 如果还有其他需要关注的命令或行为,我们很乐意将其考虑在内! 我们会在Steam和Eugen论坛以及社交渠道(Facebook和Twitter)上积极倾听您的反馈。 不要犹豫,让我们留下您的想法。 指挥官,在战场上见!
19年12月钢铁之师2会有新的DLC消息 来自steam 页面 12-13 news: Hello, commander. Guess who’s back! You might be wondering what the Eugen team has been up to these last couple of weeks, and we can tell you - quite a lot! In today’s post, we want to take some time to talk about the near future and all the cool things you can expect for Steel Division 2. Trust us, there is some exciting news for you today. Read on! What’s coming up As you might know, behind the scenes, we are always hard at work at making Steel Division 2 a more kick-ass experience for all of you. Not only that, there is a ton of new features and content being created as we speak, not in the least our next History DLC. But that’s not all. We can lift a veil on the Reinforcement Packs that are coming your way as well. Previous Packs contained new maps, or for instance, the Smart Order mechanic. The new ones will deliver even more goodies and enhanced gameplay. Like what? Rules of Engagement First off is the Rules of Engagement Reinforcement Pack. We’ll dive deeper into the finer details in a later blog post, but very much in the same vein as its partner mechanic, the Smart Orders, this new feature will enhance the way you can control your units while decreasing the amount of micromanagement. Rules of Engagement work twofold: on the one hand, it allows you to set unit behavior, on the other, it introduces enhanced unit intelligence, allowing troops and vehicles to be more adaptive to threats and the environment. Much like the Smart Orders, the Rules of Engagement will make it easier for new players and hardened veterans alike to control their units. Players will be able to interact with the Rules of Engagement through a new, dedicated screen in the tactical user interface.Destruction Mode Blowing things up and getting points for it has never been as much fun as it was with the Destruction mode found in our Wargame titles and Steel Division: Normandy. And yes, this fan-requested mode will make its glorious comeback in Steel Division 2 in one of our upcoming Reinforcement Packs. Much like the version found in the original Wargame titles, Destruction mode grants a player points for - you guessed it - the destruction of enemy units, troops, planes, and vehicles. Every kill nets you points, while the number of flags you control determines the requisition points earned per minute.When the points total runs out, you win (or lose) the game! Destroying a King Tiger 2 will really get to hurt your opponents right in their meow-meow! Army General Multiplayer Now, this is a big one and has been high on our list ever since we started working on the Army General campaigns: multiplayer integration. In one of our future Reinforcement Packs, we’ll introduce the option to play an Army General campaign with or against other human players. This will open up a completely new experience and make each of these dynamic strategic campaigns truly challenging and unique.The new History DLC We can’t say much about the upcoming DLC yet, apart from the fact that it will contain three new divisions each for the Axis and Allies, feature a massive new Army General campaign, and will bring new Historical Battles as well. What, where, how long? Hold on to your seats, ready your keyboards, because before the year’s done, you’ll get to know all the juicy details of our new History DLC. http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fstore.steampowered.com%2Fapp%2F988171%2FSteel_Division_2__History_Pass%2F&urlrefer=5ece585a8caffbcf50c00aa4c7f0474e If you didn’t have it yet, be sure to grab yourself the History Pass for Steel Division 2. With it, you’ll get access to all the three History DLC’s planned for our game. All the DLC’s will be released in the 12 months after the official launch of Steel Division 2, and the first one, highlighting the battles in Poland during Operation Bagration, the very aptly named “Death on the Vistula”, is available now. Conclusion We care deeply about Steel Division 2 and you, the player. We couldn’t have made it so far without your fantastic support and feedback, and we’d like to keep it this way going forward. One other thing we want to do is to communicate more often with our community - either through these posts or through our social media channels. So, keep an eye out on our Steam and Eugen forums and social channels (Facebook and Twitter). You’ll hear from us soon! 机翻: 您好,司令官猜猜谁回来了! 您可能想知道Eugen团队在最近几周的表现如何,我们可以告诉您-很多东西!在今天的帖子中,我们想花一些时间讨论不久的将来以及您对Steel Division 2的所有期待。 相信我们,今天有一些激动人心的消息给您。继续阅读! 即将发生什么 如您所知,在幕后,我们始终在努力使Steel Division 2为所有人带来更多的助攻体验。不仅如此,在我们发言时,还将创建大量新功能和新内容,至少在我们的下一个History DLC中也是如此。 但这还不是全部。我们也可以在即将出现的加固包上揭开面纱。以前的软件包包含新地图,例如,智能订单机制。新的将提供更多的优点和增强的游戏性。像什么? 交战规则 首先是《强化规则包》。我们将在以后的博客文章中更深入地探讨更详细的细节,但与合作伙伴Smart Orders一样,这一新功能将增强您控制单位的方式,同时减少微管理量。 交战规则具有双重作用:一方面,它使您可以设置部队的行为;另一方面,它引入了增强的部队情报,使部队和车辆对威胁和环境更加适应。 与“智能订单”非常相似,“交战规则”将使新玩家和经验丰富的退伍军人更容易控制自己的单位。玩家将能够通过战术用户界面中的新专用屏幕与交战规则进行互动。 破坏模式 在我们的《战争游戏》称号和《钢铁师:诺曼底》中发现的“毁灭”模式下,炸毁一切并获得积分从未像现在这样有趣。是的,这种风扇要求的模式将在我们即将推出的强化包之一中在Steel Division 2中辉煌地卷土重来。 就像在原始《战争游戏》中找到的版本一样,“毁灭模式”为玩家得分-您猜到了-摧毁敌方单位,部队,飞机和车辆。每次击杀网都指向您,而您控制的标志数决定了每分钟获得的请购积分。 当总积分用完时,您赢了(或输了)游戏!摧毁虎王2确实会在喵喵声中伤害对手! 陆军将军多人 现在,这是一个很大的问题,自从我们开始从事陆军将军活动以来,就一直在我们的榜单上名列前茅:多人集成。在未来的增援包中,我们将介绍与其他人类玩家一起或与其他人类玩家进行陆军将军战役的选项。这将开启全新的体验,并使每项动态战略战役都真正具有挑战性和独特性。 新的历史DLC 除了即将发布的DLC之外,我们还不能说太多,除了它将为轴心国和同盟国各增加3个师,并设有庞大的新陆军将军战役,还将带来新的历史战役。 什么,哪里,多长时间?请坐好,准备好键盘,因为在这一年结束之前,您将了解我们新的History DLC的所有详细信息。 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fstore.steampowered.com%2Fapp%2F988171%2FSteel_Division_2__History_Pass%2F&urlrefer=5ece585a8caffbcf50c00aa4c7f0474e 如果您还没有的话,一定要抓住钢2的历史通行证。有了它,您就可以访问我们游戏中计划的所有三个历史DLC。所有DLC的内容都将在第2钢铁分部正式启动后的12个月内发布,第一个突出显示在“巴格拉特行动”期间在波兰的战斗,即恰当地命名为“维斯瓦河上的死亡”。 结论 我们对钢铁2部门以及您(球员)深表关注。到目前为止,如果没有您的大力支持和反馈,我们就无法做到这一点,并且我们希望一直保持下去。 我们要做的另一件事是通过这些帖子或通过我们的社交媒体渠道与社区进行更多的交流。 因此,请关注我们的Steam和Eugen论坛和社交渠道(Facebook和Twitter)。您很快就会收到我们的来信!
人类黎明 1.05 升级说明 Version 1.0.5 released3月19日下午5:52 This version is the first of a series of weekly updates where we will be addressing the most pressing issues raised by the community. We are also working on new content in parallel to these patches (more info on this at some point). Changes Animal limits improvements. (动物限制功能UI改进) - You can now access the animal limits by clicking a button in the Stables. - Animal limits are also displayed in the Domestic animals panel. - Better tooltips for animal limits. - Animal limits hint will now appear when you acquire 10 goats/sheep/pigs. - Added animal limits help topic. Balance Changes.(平衡改进) - Now you can get attacks of packs of animals (before only 1 animal would attack at once). 现在会有多个动物一同攻击你 - Slightly increased animal attack frequency. 轻微提升动物攻击频率 - Plant diseases are now slightly more deadly (They affect 65% of crops instead of 50% in the Continental Dawn scenario). 作物病害导致绝收率轻微提升 - Traders now bring Stone in the Iron Age. 交易员在铁器时代带来石头交易 Modding. - Custom Environments are now supported. Important Fixes. - Fixed issue with people not producing bread if limit was set to infinity. 修复无上限但村民不做面包的BUG - Fixed issue where traders could get stuck at edge of some maps (Plains of Conflict was one of them) and spawn resources far from settlement. 修复交易员卡在地图边缘问题和资源产生离定居点过远问题 - Fixed crash when commanding people to sprint into a house while they were pulling a donkey/horse. 修复拉车村民进房屋崩溃BUG Other Fixes. - Fixes issues with prestige calculations. 修复声望计算问题 - Fixed Express Evolution achievement. 修复成就问题 - Fix for some achievements not completing until game was restarted. 修复成就问题 - You can now double click on stone, flint and ore deposits to select nearby same objects. 现在可双击石头/燧石等选择附近同样资源 - Loading screen now renders properly in any aspect ratio. 载入界面改进 - Fixed swordmastery tooltip in german indicating Bronze Swords, instead of Steel Swords. 德语翻译错误修复 - Added game state info for error reports. 增加游戏错误报告 - More stability fixes.其他修复
群星(stellaris)2.0.1自定义作弊政策【教程】 2.0.1版本的 X:\Stellaris\common\edicts\01_edicts.txt 相比以前不兼容旧的自定义作弊法案(就是自己复制粘贴进去一套作弊法案),如果强行复制粘贴旧的条目会导致游戏中只显示法案,但无法点选启用。 新的启用方法是: 步骤1.打开01_edicts.txt (记得先备份),开头添加如下红色内容: ########################################################################## # Empire edicts ########################################################################## @Edict1Cost = 100 @Edict2Cost = 200 @Edict3Cost = 300 @Edict4Cost = 1 #自定义法案影响力消耗 @EdictDuration = 3600 @EdictDuration2 = 360000 #自定义法案持续时间,这个数字能持续1100年 步骤2.在末尾添加如下内容: country_edict = { name = "DeepDark_Fantasy" #法案名可以自定义 length = @EdictDuration2 #法案持续时间,指向自定义时间 cost = { influence = @Edict4Cost } #法案花费,指向自定义花费大小 modifier = { all_technology_research_speed = 5 #科研速度 +500% country_leader_cap = 15 #领袖上限 +10 country_sector_cap_add = 15 #星区上限 +10 species_leader_exp_gain = 1.00 #領袖經驗獲取 +100% pop_happiness = 0.5 #人口幸福度 +50% planet_clear_blocker_time_mult = -1 #清除地塊時間 -50% } potential = { is_ai = no } allow = { } ai_weight = { weight = 0 } } 步骤3.保存,进游戏启用政策。 其他作弊条目可参考其他帖,想要多少复制粘贴进去就行,数值自己随意改。
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