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【RS2】1.02b更新 前几天1.02版更新了成吨的bug,昨天官方放出了150m左右的补丁修复了一些比较严重的bug ================ 游戏问题 1.【修复】玩家通过狙击镜观察别人时,别人的人物模型会变得骨骼精奇原力平移的bug (育碧式模型bug,相信这几天玩狙击手的人都有所体会) 2.【修复】玩家使用各种霰弹枪时手部出现秘制抖动的bug ------------------------------------------ 地图修改 1.VNTE-SongBe 修复玩家刚进服务器时进场画面在地下的bug 2.VNTE-SongBe 移除美军方眼镜蛇武装直升机以平衡双方战力 ------------------------------------------ 活动 RS2双倍经验活动延长两天到8月17日 最近越南国服各种鬼,现在只能跑去新加坡服俄服甚至美服去混,老外的打法也是千奇百怪,打得比国服欢乐不少 总结一下在外服玩新地图的经验 VNTE-AnLaoValley 瓜皮美军vs瓜皮越军,越军一瓜皮起来A点都拿不下,美军一瓜皮起来直接转进如风。总体来说这图是美军优势图,只要美军方意识够好,小鸟持续点灯,将越军挡在C点甚至A点是没有问题的 三张新地图中最喜欢的一张图,因为对比度高,色彩够明亮(缺点是容易瞎眼) VNTE-SongBe 黑蜀黍加成图,游戏体验极差 VNSU-HueCity 用脚做平衡的典范 HueCity本身就对美军不大友好,转到SU模式后就更不友好了 就是把Compound拿来改成SU模式都比HueCity好
个人认为海盗的机制需要更新 海盗,各位群星玩家的好pong友,每次开局10年内必刷,一般就在玩家领域附近刷一个哨站和一支战斗力大约200左右的掠夺舰队,随机攻击你领域内某一星系里的矿站和科研站,专门坑那些开局不造护卫舰的萌新。不过自从大家都经历这个套路以后,海盗就成了一个没存在感的野怪。明明海盗除了掠夺小队还有不少战斗力上K的舰队,却不跑出去烧杀抢掠而是像野怪一样呆在星系里等玩家来收割。个人认为海盗机制需要如下更新: 1.海盗成为可交互势力,一局游戏将出现2-5个不同的海盗势力(类似虚空恶魔) 2.开局出现的掠夺小队改为反复刷,不会因为玩家摧毁了海盗哨站就不刷 3.开局30年后战斗力1K-5K的海盗瞭望舰队开始出现,会重复刷新并攻击骚扰玩家或AI的星系 4.开局60年后战斗力10K-40K的海盗主力舰队开始出现,会重复刷新并攻击骚扰玩家或AI的星系 5.海盗现在可以攻击并占领殖民地,被占领的殖民地在一定时间内没有收复的话就会成为海盗避风港之一 6.类似天灾,海盗占领的殖民地越多,实力就越强,甚至可以发展出上M的舰队 7.每个海盗势力都会定期向势力范围内的帝国索要高额保护费,交了就只有掠夺小队光顾,不交就有海盗主力舰队光顾 8.海盗以集结地和避风港为据点,两者都布有复数太空要塞和留守舰队镇守,需要超过60K的战斗力才能打下来 9.通过摧毁集结地和解放避风港来打击削弱海盗,当某一海盗势力的所有集结地和避风港都被搞定后,该海盗势力就会彻底灭亡 10.各个海盗势力时而联手,时而互相攻击 好吧感觉这样搞的话海盗都成天灾预备军了,不知诸位有什么想法
【E3现代战争】开始重新制作 【E3现代战争讨论群】79198340 验证请写贴吧或52论坛的ID ######################### E3现代战争从今年春节后开始龟速制作,到5月时制作工作已彻底停滞。原因嘛一是三次元,二是汉化问题,三是电脑升级后这几个月都在补以前玩不了的FPS(手动斜眼),现在我从旧电脑里翻出关键文件,将MOD移植到E3MAP0.91开始重新制作。 讨论群同时也是制作群,欢迎进群 现在主要面临的3个问题是: 1.E3MAP的汉化问题,汉化这方面我不太熟悉,而且E3MAP吗省份非常多 2.MOD开始时间问题:原定2003,现在推倒新出三个方向:2001、2003和2010 3.AI和事件 4.美工 目前的方向是先汉化再开始进一步制作 需要汉化的是系统和省份名称 欢迎讨论建议指导 ######################### 先前的制作成果:图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81图片来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fxiangce.baidu.com%2Fpicture%2Falbum%2Flist%2Fd84361b323f1f164256e11b6a54185593b22754c&urlrefer=03c52686c79483ada83b22769aa49a81
【HOI4】钢铁雄心4开发日志4:陆军学说 官网地址:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fforum.paradoxplaza.com%2Fforum%2Fshowthread.php%3F769073-Hearts-of-Iron-IV-Development-Diary-4-Land-Doctrines%26s%3D8e837f1a493f1a867dddbcd187030a84&urlrefer=0985f1bcf39fd3b06438d3c5f2a7c97e 第一次翻译日志,有建议请提出 ==================== 原文: Hello! It's time for another Hearts of Iron 4 Developer Diary, and this one is about Land Doctrines. For HoI4, we are leaning more towards the Doctrine paths you may remember from HoI2 than the mix-and-match of HoI3. We have 4 main mutually exclusive Doctrine paths which nations can research. Each path also has one or more mutually exclusive choices to further differentiate the doctrines and sub-doctrines. Because we are still pre-alpha, I can't really describe exactly what each tech in the tree does at the moment; this can and will change as we implement, test and iterate over them. I can describe the general idea behind each path and choice so hopefully you will understand what we are aiming for.Mobile Warfare: This path focuses on mobile mechanized units and is the default German path. Armour and motorized/mechanized units will have the largest gains in this path. It also reduces the planning time needed before you can launch an attack. This path is somewhat frontloaded with early bonuses. The first branching in this tree allows you to choose between Mobile Infantry or Armour as your main focus. While Mobile Infantry isn't as effective in combat, it is cheaper and can be used in greater numbers, so it could be an alternate strategy for Germany, or be used by a less industrially powerful nation. The second split offers the choice between switching over to a defensive posture (maximizing Manpower gains) as Germany historically did, or continuing to develop offensive mobile doctrines. And yes, we know Blitzkrieg wasn't a formal doctrine, but the mishmash of innovations and new techniques that the Germans used is popularly known as such, so we roll with it. Superior Firepower: This is the American default path. This doctrine focuses on big, well-equipped, but expensive divisions and gains a bonus when fighting in areas with friendly air superiority. The first split offers the choice between adding more support units to each division, or focusing on independently deployed support brigades. The second split will let you pick between Airland battle (for increased cooperation with the air force for combat support) or Shock and Awe (which keeps the majority of your focus on ground-based firepower). Grand Battleplan: This could be thought of as the traditional doctrine path, and is the default choice for Britain, France, Italy, and Japan. This doctrine path gives you larger planning bonuses and boosts Infantry and Artillery. It is a bit weak on the offence to begin with, but has some defensive bonuses. The split offers the choice between increased offensive potential and steadily improving all unit types with the Assault path, or focusing heavily on Infantry with the more frontloaded Infiltration path. Mass Assault: The default doctrine for the USSR and China. It focuses on using large amounts of Manpower and offers increased morale and reinforce-speed. The early techs give some defensive bonuses and Infantry/Militia boosts. The first path decision here offers either continuing with the same methods with Mass Mobilisation (the mass use of Infantry and Militia) or adopting the innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the capability of Armour, artillery, and mobile units. You may notice from the image that the Mass Mobilisation path is shorter than the others. This is because it's more of a series of stopgap measures for nations in dire straits than a real doctrine, and we want to encourage nations to swap out of it when/if their situation improves. "Swap out of it?" I hear you say. Yes, you can change your Doctrine path if you want. This will come at a cost. There will be a period of disorganisation for your army based on how far into your previous path you were and on the size of your army, so it's likely not something you want to do when things are going very poorly in the middle of a war. However, you do not necessarily start from scratch in your new Doctrine path: Several techs are shared between the paths, and if you switch to a path which includes a shared tech you have already researched you will start at that point in the new tree. Ok, that's about all for this DD, start trying to guess the tech names based on their icons!
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