毒龙之王 毒龙之王
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【愚人节玩笑】4月6日更新补丁预览 这是coh2.org 4月1日发布的更新预告 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.coh2.org%2Fnews%2F51262%2Fthe-april-6th-balance-patch&urlrefer=e7e422281cc086a79cb776fea505b90b 新加入4个东线的指挥官(补充说明原文没有都是我加的,因为之前有测试过,括号里的内容我保证是真的) 苏联 死战不退指挥官 ·不允许撤退,但是获得增加的人力(被动) ·召唤政委小队(仅有一个buff光环,但是政委被打死所有光环内的全部钉死状态) ·人力激增(弹药换人力,玩过1代的玩家肯定知道) ·守住防线!(短期内友军领土内步兵获得防御buff,无视压制,但是不能移动) ·焦土政策(大规模燃烧弹轰炸) 钢铁洪流指挥官Overwhelming Armour ·修理站 ·步坦协同(跟美帝那个一样) ·菜逼T-34召唤(弱一点儿的t-34) `召唤红旗师T-3485(3辆,高老练) ·盟军战争机器(玩过1代的都懂的,死了白送新的载具) 东德 城市突击战术 ·前线补给站(站屋子变,可以修车补人) ·城市突击装甲掷弹兵 (双喷火,2装甲,其余人拿Mp40) ·迫击炮获得燃烧弹 ·战略轰炸(很长的施法前摇,然后把目标地炸成废墟,覆盖很大一片区域) 城市突破战术(这个指挥官是那个错误发布的西德指挥官) ·城市突击轻步兵(5人Mp40小队,没JB用) ·防御性坦克手雷(哈!德军也可以扔雷) ·突破!(阿炳的那个坦克加速和站点) ·35式火焰喷射器(没说给谁,估计是PG或者GD) ·虎王指挥坦克
【朋友船是魔法汉化组】1.15补丁内容预览 足足16页内容…… ################### # Free Features ################### - Reworked spread of discoveries, instead of spreading on a per province basis, discoveries are now spread in whole regions according to a system fully controlled through scripting. - Map mode panel has been extended to allow multiple map modes per slot. Left clicking/hotkey cycles between them, right clicking lists modes in slot (and allows adding/removing modes to slot). - Pirating in someone's node now causes a scaled opinion hit (up to -5 if they have 100% of trade power in a node) per month, and up to -25 if stealing 50 gold from their treasure fleet. - Added a modifiers screen in government view that opens a list of all country-wide modifiers in your country and shows you where their values are coming from. - Added Dynastic Mapmode. ################### # Gamebalance ################### # Buildings - University shuffle has been fixed by allowing buildings that would increase buildings slots to be constructed when there are no free slots. # Diplomacy - Returning unlawful territory now also makes you give up the claim on it. - You can now demand cores and claims with Threaten War belonging to non-protectorate subjects. - Asking an ally to prepare for war is now a +20 bonus to call to arms acceptance (up from +10). - Trust now recovers faster at very low trust levels. - Trust now recovers faster if you have mutual rivals. # Disasters - Castilian Civil War is now less bloody. - The Civil War Disaster now requires 30 average home autonomy. # Economy - Gold mines can now deplete at any level of production above 1, but the chance is much smaller at low levels of production. # Estates - All estates are now removed from provinces on conquest. - Having an active Estate Disaster will now make the other Estates lose influence and loyalty. - Swahili Trader states will now start with 10 influence from Trade Guilds (Burghers). - Burghers will now also accept provinces with 5 or more trade power. - Most Estate Interactions can no longer be used if another Estate is in power/has an active disaster. - Estates: Loyalty change from granting/revoking a province is now capped at +/- 20. - Church Power from Clergy is now 10% rather than 50%. - Dhimmi Estate will no longer ask for land. - Dhimmi Estate will no longer get influence if you don't own Dhimmi provinces. - Republican Burghers will now accept to be granted any province. - Local autonomy no longer has any effect on land forcelimits and manpower in provinces controlled by the Nobility, Cossacks and Tribes (all local autonomy, not just the 25% from the estate). - Local autonomy no longer has any effect on tax income in provinces controlled by the Dhimmi and Clergy (all local autonomy, not just the 25% from the estate). - Local autonomy no longer has any effect on naval forcelimits, trade power and production efficiency in provinces controlled by the Burghers (all local autonomy, not just the 25% from the estate). - Nomadic Tribes estate no longer gains influence from 'Number of Cities', instead they expect control of more territory in a larger horde. - Changed estate loyalty into drifting towards 50% over time, with angry and happy estates being at 40% and 60% loyalty respectively. Loyalty modifiers have been changed to impact the drift rate. - The events randomly increasing an Estates' influence can now only do so by +10, instead of sometimes changing it by +20. - Developing a province owned by an estate will now increase their loyalty by the same amount as if they had been granted a 1 development province. - You will now lose the corresponding amount of loyalty that you gained from granting a province to an estate if you give it away in a peace deal, war threat, sale or grant to subject. # Governments - Theocracies (with the exception of monastic orders) can no longer convert their rulers to generals. - Devotion now ticks down at a base rate of -0.5/year. - You will no longer need more than 10 seats in parliament regardless of the size of your country, so that constitutional monarchies are actually viable for large countries. - Reduced autonomy reduction of most governments. - Celestial Empire no longer reduces land forcelimit, and instead gives a boost to prestige. - Heirs of own country in Elective Monarchy no longer have weak legitimacy. - Supporting your own heir in Elective Monarchy now costs 10 prestige rather than 5 legitimacy. - Having a foreign ruler in an Elective Monarchy now has a small chance to result in another country of the same dynasty getting a Claim Throne casus belli on them. - When an Elective Monarchy is forced into a personal union they will now change government to their overlord's form of monarchy. - Separate peacing out in the first year of a war if you have more than (individual) -10 war score now leads to a prestige hit similar to dishonoring the CTA. # HRE - You now get -3 stab from DOWing a Free City as the Holy Roman Emperor. - The casus belli from Demand Unlawful Territory now lasts for 10 years, so that it isn't impossible to use against allies without truce breaking. # Hordes - Nomads now get +25% shock damage on all flat terrain (instead of just own provinces), but -25% shock damage on non-flat terrain. - The amount of power gained from razing now decreases by 4% per military tech level above 3, up to a maximum of -80% (5 power per development). - Added -25 opinion modifier when razing province with countries that have core on that province. - Nomads no longer have minimum autonomy in non-Tribe provinces, but government form bonuses to manpower and forcelimits were slashed. # Ideas & Policies - Reduced a number of +1 army tradition bonuses from national idea sets to +0.5 to make it harder to stack (+1 from defensive/quality were not changed). # Nation Designer - Kingdom rank in Nation Designer is now free, and Duchy rank gives you 10 extra points to spend. # Leaders - Female advisor chance now also affects chance of getting female generals, if female generals are permitted. # Power Projection - Power Projection now also gives Horde Unity and Devotion. # Religion - Centers of reformation will no longer appear in unsuitable terrain or right next to an existing center. - The Reform the Cult of Inti reform for Inti countries will now also provide Devotion if undertaken by a theocracy (such as Ichma). - The 'conquest of X' modifiers now give +0.5 prestige (down from +1). - When converting to a new religion, all modifiers in the country marked as religion=yes will now be cleared. - When changing syncretic faith, all modifiers in the country marked as secondary_religion=yes will now be cleared. - Confucianism will now give a 10% cost reduction for administrative tech instead of heathen tolerance. - Mahayana will now give a 5% reduction to Idea Cost instead of Heathen Tolerance. # Revolts - Smart rebels now attempt to actively defend their territory under favorable circumstances. - Rebels can no longer break a country unless they control at least 1 fort (capital or otherwise). # Rivals - Number of potential rivals is no longer limited to 8, but rather you'll be able to pick any suitable nation as a rival. # Subjects - Negative prestige no longer breaks Personal Unions. - Negative prestige will now affect your subjects' liberty desire. - It is now possible to use Place Relative on Throne on a subject not in regency, but with a bigger impact on liberty desire. - It is now possible to Enforce Religion on a subject of a different religion group, but with a much bigger impact on liberty desire. # Units & Forts - Placement of armies at game start should now be much more sensible. - Deliberately retreating with one or more unit(s) now causes a corresponding amount of morale to be lost units remaining in battle on that side. E.g. if 25% of all forces deliberately retreat, 25% of maximum morale is lost. # Victory Cards - It is no longer possible to get a new victory card if you already have 2 unfulfilled ones. # War - You now only lose a little trust with the caller for dishonoring a non-ally call (such as a guarantee or defender of the faith), and no trust with anyone else. - Colonial Nations can no longer be given overseas provinces in a peace deal unless they are the war leader. - You must now wait until 30 days after the game's starting date to declare any wars, to give countries a chance to form alliances. - The AI will no longer ally a country that's in a war and could call it into said war under any circumstances. ################### # AI ################### # Diplomacy - AI subjects will no longer try to embargo on their own (circumventing rules while doing so, which led to collisions with Embargo Rivals). - AI Emperor should no longer DOW Free Cities. - AI: No longer refuses an Electorate due to being a Militarist. - AI: Will now refuse becoming a Free City if Militarist. - Support Independence now considers adjacency to subjects as acceptable criteria for reachability. - AI somewhat more aggressively pursues mission targets. - Fixed Defender of the Faith impact on AI's war evaluation, it was basically inverted. - There's now a +10 bonus for catholic AI call to arms acceptance against crusade targets. - The Emperor should be somewhat less likely to declare war on HRE members now. - AI should be less interested in Agitating for Liberty over long border distances to target now. - AI is now a lot more sensible in what provinces it chooses to claim as vital interest. - AI will no longer rival countries with 80+ trust under any circumstances, and less likely to rival countries with high (but still below 80) trust. - Trust now has a significantly bigger effect on making the AI not desire your provinces. # Economy - AI should now be more likely to send privateering fleets. - AI will pay back loans more aggressively in peace time. - AI may reduce colonial maintenance and stop sending new colonists to repay loans. - Reduced AI peace time fort budget when it has armies to maintain, should result in mothballing more often taking place. - AI will no longer go over force limit when fighting significantly weaker enemies. - AI will no longer develop provinces to more than original development * 2 or 10 development, whichever is biggest. These numbers can be changed in defines. # Exploration - AI will now explore with at most 5 regiments on its conquistador stack. # HRE - AI Emperor should now avoid taking provinces for himself in Imperial Liberation wars and prefer to liberate the target. # Subjects - Subjects that have been or risk being hostile to AI overlord will no longer be granted cores/claims/provinces/subsidized armies. # War - AI will now favor transporting troops over blockading as it should. - AI will no longer attempt to block straits when there are no enemies that can be blocked. - Fixed case of AI indecisiveness caused by trying to return to base in enemy controlled territory, then considering it a cancellation criterion at next tick. - AI should now avoid declaring wars on targets it doesn't dare to invade anyway (due to lack of transports and/or troops). - AI less likely to declare war on nations outside coring range. - AI is now more reluctant to peace when there are ongoing battles. - One cause of AI "sleep" eliminated by rebuilding controller/owner areas every 4 months. - AI now less fond of peaces that result in enemy territory being split up into multiple parts (anti ugly map measure). - Fixed problem with splinters unable to path to their target due to forts doing nothing. - Fixed overflow bug in province conquest weight calculation that could make AI ignore declaring war for highly desired provinces. - If AI wishes to fight someone they do not have a wargoal on, they may now attempt to fabricate claims as a consequence (rather than it being a precondition). - War allies will no longer transfer occupation that was already transferred to them by a human or to an AI that transferred it in the past. - War allies are more likely to transfer war goal to war leader. - Non-horde/non-doom AI less likely to go to war while having loans. - Added slight tendency for AI to loot enemy controlled provinces. - AI less likely to stand idle in support of sieging army when enemy is pretty far away or is rebels. - Made AI a bit more likely to disband troops when having loans and less likely when having rebels at home. - Fixed loop where two armies would swap provinces with each other trying to attach. - Fixed loop where AI would assign a navy to a blockade and then cancel it because of AI evaluating it to require more ships than at first. - AI daimyos no longer pick the independence peace option since it is counter-productive to their aim of taking over the shogunate. - AI daimyos will no longer declare wars out of the belief non-allied disloyal daimyos won't support the shogun, eliminating one cause of hari kiri. - Peace negotiation AI doesn't care about claims given up on others than themselves or their subjects anymore. - AI armies now return to home base if they can't find something better to do (this solves a case of accidentally helping a rival siege a shared enemy of a different war). - Fixed issue with AI invasions getting into split/merge loops if splinters could walk a "land" path over loading fleet. - AI now splits up siege armies into divisions in adjacent provinces to avoid attrition. - Fixed AI attrition bug that made it stack too many units on sieges. - AI is now less afraid of high (but still <100%) overextension when it comes to taking provinces it wants. - Fixed particular AI army movement loop involving attached units next to sieges. 未完待续
【新人玩骑砍】玩完维京玩本体的吐槽 大家好,玩维京玩到瓶颈后,朋友和战友推荐我去玩玩本体(我最先玩有单机剧情的867剧本),然后我选了个北佬阵营(Nord)就开始了(敏魅骑射流) 以下是新人的吐槽,各位老骑士就当笑话看一下吧 1. 我去这骑兵就是亲爹啊!新手阶段靠着一匹马,各种1挑10风筝流啊,你们这些步行强盗海贼吔我骑射大法啦!反观维京征服里面的骑兵(那个时代西欧没有马鞍),简直就是纯侦查的感觉… 2. 诺德是重步兵核心的国家(这点儿貌似很多游戏都这么设计的),所以我的打法是盾墙+驽手推进,我负责骑兵冲击侧翼,碰到攻城战就是大家躲在攻城云梯后面我biubiubiu射。这套打法初期没啥问题,直到我碰到斯瓦蒂亚的重骑兵群冲锋,我的步兵完全打不动他的马(只能用驽近距离射穿)。不知道各位用什么阵型对付?我骑枪苦手 3. 这真的是1257年吗?女人感觉比1066年还没人权,诺德王国三分之一的领土我打下来的,连下三城只给我一城,而且还没人权只能嫁贵族老爷不能随便找个男的入赘…我看成就列表都是女性角色,果然是地狱难度啊 4. 感觉这游戏的外交系统有EU4的AE设置啊,我攻下几座城后,万国来朝,都快把斯瓦蒂亚灭了,结果维基亚和罗多克宣战…结果如今自保都成问题… 5. 请问只能自立,不能直接弑君篡权吗?
史上最没有用的前线建筑 没错我今天就是要来黑一波英军战术支援学说的终极技能:前线观测所 这东西,10cp出来 300人力30油料,场上限定1个,要求中立建筑完全位于友军领土。 然后呢,大家以为这东西这么晚出来,条件又这么苛刻,还不便宜,一定是狂炫酷霸吧 一点儿都不!!!! 1. 他不能补人 2. 他不能医疗 3. 他不能维修 4. 他不能作为撤退点 5. 他没有任何buff 那么这个东西到底能做啥? 能扔技能:4个技能,召唤炮击、召唤迫击炮烟雾弹、召唤侦察机(盘旋)、召唤台风(类似隔壁200弹药那个,但是只要150) 技能半径大约一个屏幕左右 给周围提供免费且常驻的炮击和空中支援 炮击=给受伤坦克扔烟雾弹 空袭=台风20mm机炮扫射,歪得厉害,密度小的吓死人,以至于一开始我都没注意到竟然有支援。这个台风地图上看不到,所以无法被击落 这么一看,其实还可以啊,Vp周围扔一个可以帮忙守点。或者给前线提供支援 白日做梦! 首先,这东西出来的很晚,10cp地图上还能找到几个完好无损的房子? 其次,空袭支援完全可以无视…估计连东方营都打不死 最后一条,这东西…敌人是一直可见的,没错!免费视野…这就等于是告诉对面炮兵对我开炮! 苏军前线兵营:噗…垃圾 东德碉堡:噗…垃圾 西德餐车:噗…垃圾 美帝救护车:噗…垃圾
【战争学院汉化组】9月17日正式补丁内容 因为我是手机,所以只能一部分一部分的翻译,各位请见谅 September 17th Patch Notes 地图改变 社区新地图轮换,很多都是1代魔改,比如炸逼之河和红球快递 Adding Surzdorf Adding Ecliptic Fields Adding Achelous River Adding Montherme Adding Red Ball Express 去除若干地图(轮换时间到) Removing Bystraya Voda Removing Wolfs Lair Removing Eindhoven Country Removing Pavlov’s House 暴风雪和冻伤系统在排位赛里移除 自建游戏里可以选择开关寒冷系统 然而深雪的影响依然存在 总体更改 加入shift+右键连击造成的连续倒车操作支持(1代老玩家肯定有印象) 所有的步兵单位在从掩体撤退时不隐身 平民建筑物对火焰承受值从240提高到480 绿盾获得对爆炸性武器 50%免伤 火焰武器更改 所有火焰武器的dot(持续伤害)时间从3s提高到20s 步兵手持火焰武器不会造成dot伤害(但是经过测试,莫洛托夫依然是铝热剂) 火焰武器对建筑物的伤害加成从1.5降低到1.25 火焰武器对英国的野战工事加成也从1.5降低到1.25(强拆更困难了) 手持型喷火武器 加入0.5s的武器发射后摇时间(就是打完了会愣一下,玩过dota和lol的同学都知道可以通过移动取消后摇) AOE精度统一设置为15(大buff,原来超低) AOE范围从4变为2 AOE伤害统一设置为1(以前只有近距离算1,buff) AOE友军伤害统一设置为0.25(buff,以前最高1) AOE距离统一设置为2(buff,以前最高2) 反应半径从2.1变为2.5 一次射击时间统一设置为1(以前为0.5/1,buff) 对建筑物内人员伤害加倍 对重掩体后人员伤害加倍 对轻掩体后人员获得25%伤害加成 伤害从8提高到16 纵向追踪速度从90降低到45
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