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[闲聊]最近出的3D手机RTT----银河掠夺者 最近闲逛googleplay的时候看到的,制作工作室来自台湾,是最近刚出的游戏。下载下来试玩了一下,感觉还不错。 介绍一下游戏特点。由于刚玩四天,可能不太全面,也可能有疏漏之处。 玩家扮演UECF指挥官,可控制的是三支小型星际舰队,虽然一般只有钱供得起一支,每支舰队由最多四艘船组成,一次出战最多动用一只舰队。别觉得少,控制太多单位反而忙不过来,我至今记得玩红警ipad版的痛苦。。。 主要有这几种战舰可选 护卫 驱逐 巡洋 战列 母舰 泰坦,其中战列和母舰有多种型号,不做具体描述。初期赠送玩家一艘驱逐,在初期无法跳过的剧情中又送给玩家一艘巡洋,战舰的各项属性会随着等级提升而提高,生命值甚至能达到两倍以上,当然,每艘船等级完全是由战斗获取的经验值决定的,目前无法通过充值进行升级。 装备方面,包括弹道武器 能量武器与制导武器三种,分别包括自动火炮 高斯炮 激光 EMP 等离子 反物质能束 鱼雷 巡航导弹 战术导弹等。此外还有战术装置,包括推进器 反无人机弹幕 护盾 无人机平台等等。以上的装备是我见过的,还有一大片没见过的。。。所有装备可通过开宝箱 普通货币和稀有货币购买而随机获得。装备系统如图1所示。注意每艘战舰并不是所有外挂点都是开放的,外挂点随着战舰等级提升而解锁,解锁需要金币。然而当你回收船体的时候得到的金币是固定的,约25%价格,和船的改造或等级无关。 战斗是快节奏的,一场战斗一般是一分钟到两分钟,战前三十秒可以布阵或者指示移动。,战斗开始后飞船才能移动或攻击,才会执行先前的命令。战斗中可以实时指挥移动与攻击,或者启用战术装置与反物质主炮,二者都有使用的次数限制(不是消耗品,仅仅限制每次战斗的使用次数)与CD。此外,导弹类武器也有弹药限制,每次战斗自动补满。战舰即使在没有命令的情况下也能自动移动并攻击,接近对手后会与敌舰绕圈缠斗,摧毁目标后自动选择下一个最近的敌人。此外战斗结束后快速维修,时间较短。因此,舰队是无需任何维护费用的。。。。。每场战斗都会得到货币和经验值,并有较大几率得到武器装备。 氪金方面。。这个很逗,因为游戏的高级货币的名字就叫氪金。。。游戏几乎无需充值,因为你可以通过看广告得到5氪金,并同时看另一个广告随机得到一个装备,而且每十分钟一次,时间间隔会随着你的频率而变化,不过最多十五分钟。另外每八个小时获得一个新手包,5000金币10氪金。不过不排除以后玩家增多导致时间变长的可能性,所以,想玩最好早入门。 整体上,这类游戏在安卓上还是相当罕见的,大家不妨试一试,但是一定要用好手机,骁龙810cpu在2560分辨率下的fps只有20左右。。。。
【提问】FL的MOD制作的的一些问题 @JONGMOD @whrily 是关于Encounter的,最近在尝试给新的星系制作战舰Encounter。但是在TLR上面找不到部分细节的说明。 这里以Data\Missions\ENCOUNTERS\area_assault.ini为例。 [EncounterFormation] ship_by_class = 1, 1, sc_fighters sc_fighters [1,1代表的是什么?] pilot_job = assault_leader_job make_class = wanderer ship_by_class = 2, 3, sc_fighters, -1 [2,3代表的是什么? 后面的-1又有什么作用呢?] pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = all, -object_jump_gate, -tradelane [既然是all了,那么逗号后面添加的-object_jump_gate, -tradelane有什么作用? allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite 我推测ship_by_class的数字组第二个是成员数量,第一个数字对应的可能是pilot_job。但是有个反例(第一个数字对应了两种job)如果我说错了,那么它和formation有关?此外就是arrival具体是怎么设置的呢? [EncounterFormation] ship_by_class = 1, 1, sc_freighters pilot_job = freighter_job ship_by_class = 0, 1, sc_fighters [前面有一个0了] pilot_job = escort_leader_job ship_by_class = 0, 2, sc_fighters, -1 [还是0,但是job不同] pilot_job = escort_job 此外,在不同的ini中,sc_xxx后面接的序号也和shipclass类型没有必然关联,不太明白。 现在回到之前那个文件area_assault.ini 下面还有 [EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = all, -object_jump_gate, -tradelane allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 [这里的数有什么意义呢?] permutation = 1, 1 [同上] 希望MOD制作者们解答一下,3Q
[百度云]整合的Freelancer基础MOD制作工具包&介绍 原来想做MOD的,结果现在只剩下了坑。。。。于是我把我使用的工具集中起来,供MOD制作初学者和对数据编辑感兴趣的人使用。 资源收集过程中,访问了以下网站: Adoxa's Freelancer Page http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fadoxa.altervista.org%2Ffreelancer%2Findex.html&urlrefer=d8cb537ebb3c808864f9636930d47ccb 包含大量MOD工具,由站长(某乐于助人的程序员)制作、修改并维护或修改并维护。 MODDB自由枪骑兵社区 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.moddb.com%2Fgames%2Ffreelancer&urlrefer=5e233bd4d73a190528bb9f56beb93ed1 不用多说了,FL玩家最熟悉的地方之一。 the-starport社区 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fthe-starport.net%2F&urlrefer=9f015b418e83c78b36ce6afa81b73a51 FL粉丝聚集地,基本上不再有活动,现在主要是作为一个古老的MOD保存位置与资料库(如229 228)。 Lancersreactor http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.lancersreactor.com%2F&urlrefer=a2e7a1197cf650272927b9ea41edeb62 Lancersreactor主站,提供模组与老帖子存档,同时发布一些信息与太空类游戏的新闻。 Lancersreactor论坛 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Flancersreactor.org%2F&urlrefer=ea1887877a8c2e34471f8d87ce1e725e Lancersreactor论坛,聚集了大量MDO制作者与玩家,但是并不活跃。 二楼开始介绍
【新闻】Balancemod 1.20 Beta更新 Version 1.20ß on 11-September-2015 具体信息,下载地址:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.captainkwok.net%2Fbalancemod.php&urlrefer=c66c8c5c28bf4a01f6389feb99366f34 1. Changed - Reduced System Size "Small Systems" for improved performance 2. Changed - Adjusted various component ranges to better suit "Small Systems" 3. Changed - Design type naming scheme to improve organization 4. Added - New design types that will be supported by AI/Ministers 5. Added - Component Control Computer (Master Computer that can't use direct fire/seeking weapons) 6. Changed - Drone Computer Core can no longer be used with direct fire/seeking weapons 7. Added - Combat Drone Computer Core that can be used with direct fire/seeking weapons 8. Added - Component Supply Pod which can remotely distribute supplies in a system [NOT WORKING] 9. Added - Component Ordnance Pod which can remotely distribute ordnance in a system [NOT WORKING] 10. Added - Component Ordnance Replicator which creates ordnance each turn for a vehicle 11. Added - Component Null-Space Shield Generator [NOT WORKING] 12. Added - Components Plasma Shield Generator, Small Plasma Shield Generator (Organic Technology) [CONFIRM] 13. Added - Component Psychic Node (Psychic Technology) to share experience between ships in combat 14. Added - Component Temporal Space Yard (Temporal Technology) 15. Added - Component Small Stealth Armor 16. Added - Component Small Phased Shield Generator 17. Removed - Component Fighter Life Support 18. Changed - Religious technology components require crewed vehicles (No Master Computers) 19. Changed - Psychic technology components/weapons required crewed vehicles (No Master Computers) 20. Added - Weapons X-Ray Laser, Small X-Ray Laser 21. Added - Weapon Smart Bomb (Cargo) to damage only units in planetary cargo 22. Changed - Electric Discharge, Small Electric Discharge damage type to "Double Damage To Shields" 23. Changed - Lightning Ray damage type to "Double Damage To Shields" 24. Added - Weapons Small Capital Ship Missile, Small Plasma Missile, Small Quantum Torpedo 25. Added - Racial weapons Small Seeking Parasite, Small Crystalline Torpedo, Small Alloy Burner Missile 26. Changed - Rocket Pods now available under Troop Weapons and restricted to Troop vehicles 27. Changed - Weapon Computer Virus can now target any computerized control center 28. Changed - Damage amounts, resource costs for various weapons 29. Changed - Split Stellar Manipulation into individual tech areas 30. Changed - Modified many tech area level requirements components/weapons 31. Changed - Focused on creating more interspersed tech area requirements for components/weapons/facilities 32. Changed - Re-organized Planet Utilization tech area 33. Changed - Re-organized Resource extraction tech areas 34. Changed - Re-organized Centralized Computer System tech area 35. Changed - Re-organized Robotics tech area 36. Changed - Re-organized racial tech area requirements for racial facilities 37. Changed - Re-organized racial tech area requirements for racial weapons 38. Changed - Re-organized ship construction tech areas into Small, Medium, Large 39. Changed - Generally increased ship sizes 40. Added - Tech Area Xenoarchaeology as a stage gate for ruins technology 41. Added - Tech Area Focused Energy Weapons as an early game weapon technology (X-Ray Lasers) 42. Added - Cultural achievement Conservation to reduce supply usage 43. Added - Cultural achievement Environment to improve planetary conditions 44. Changed - Increased cultural achievement Recreation to 10 levels 45. Changed - Cultural achievement Sociology now improves Intelligence generation 46. Changed - Updated selected modifiers in SocietyTypes.txt 47. Changed - Updated selected modifiers in GovernmentTypes.txt 48. Changed - Updated Fleet and Task Force Formations [PENDING] 49. Changed - Reduced maximum trade percentages [CONFIRM] xx. Added - Implemented happiness penalties for ongoing wars based on war tolerance xx. Added - Intelligence project Disrupt Construction Queue [CONFIRM] xx. Added - AI support for cooperative intelligence [CONFIRM] xx. Changed - Improved AI intelligence spending [PENDING] xx. Changed - Made improvements to intel target selection [CONFIRM] xx. Changed - Made improvements to event target selection [PENDING] xx. Added - AI support for new Master/Control Computer components xx. Added - AI performance analysis routine which is used on monthly and yearly basis to measure progress [IN PROGRESS] xx. Added - New AI empire/design strategy modifiers based on feedback from performance analysis [IN PROGRESS] xx. Changed - Improved AI fleet design and increased variability in fleet sizes and types between AI empires [CONFIRM] xx. Changed - Various adjustments to AI ship and unit distribution [IN PROGRESS] xx. Changed - Improvements to how AI players respond and followup to requests [CONFIRM] xx. Changed - Updated AI designs for new ship sizes [IN PROGRESS] xx. Changed - Updated AI research scripts for changes to tech tree xx. Added - Turn-to-turn AI ship status check xx. Added - Turn-to-turn AI colony status check [PENDING]
[下载&介绍]Captain Kwok's Balance Mod 1.19J更新发布 1.19J更新于2015年1月5号[说好的2013年秋天放1.20呢?] 详情:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.captainkwok.net%2Fbalancemod.php&urlrefer=c66c8c5c28bf4a01f6389feb99366f34 目前没有汉化是肯定的。 资源下载[本人上传]: /#pan.baidu.com/s/1roxm2 介绍:[2楼放翻译,本人高二,翻译纯手打,如有错误欢迎指出] Version 1.19j on 05-January-2015 1. Changed - Modified resource values/percentages for planets 2. Changed - Modified starting planet values for finite resource games 3. Changed - Adjusted the homeworld starting facilities for low tech starts 4. Fixed - AI had stopped adding ships/units to Base Space Yard queues 5. Fixed - Made improvements for AI colony selection in finite resource games 6. Fixed - Made improvements for AI remote resource gathering in finite resource games 7. Fixed - Made improvements for AI resource facility construction in finite resource games 8. Fixed - AIs were still not retrofitting enough 9. Changed - Made improvements to the AI's designation of Space Yard hubs 10. Changed - Improved AI fleet retrofit location selection 11. Changed - Space Yard or Repair Ships used by the AI will sometimes help repair fleet ships retrofitting 12. Fixed - Sometimes AI players were too eager to return retrofit ships to duty before they were repaired 13. Fixed - AI players were sometimes having difficulties with low resource starts 14. Changed - Made some adjustments to AI vehicle demand 15. Changed - AI with Ancient Race racial trait less likely to share maps 16. Changed - AI design improvements 17. Changed - AI will make more use of Long Range Scanners 18. Fixed - AI was not using the Intelligence Compound colony type 19. Changed - AI will periodically update Colony Types based on actual facilities present 20. Fixed - AI players were sometimes too conservative in their resource usage 21. Changed - Improvements to how AI decides intelligence defense spending 22. Fixed - Sometimes AI players were not designing Troop Transports 23. Fixed - AI ships/fleets/units were not attacking when they should have been 24. Changed - AI was too often trying to explore/survey systems that were too distant to be useful 25. Fixed - AI players were not always getting rid of their disabled/immobilized ships 26. Fixed - Sometimes AI Medical Ships were failing to cure plagues due to outdated Medical Bays 27. Fixed - AI players were not upgrading their facilities when a colony was full 28. Fixed - Occassionally AI players would pick an invalid target for their Warp Point Openers 29. Changed - Some improvements to AI orders for Storm/Planet/Star Destroyers 30. Fixed - AI explorers were not always receiving the right survey orders 31. Changed - Improvements to how the AI handles demand for Colony Ships 32. Changed - AI will sometimes consider "friendly" ships and colonies in their space for anger* 33. Changed - Revised calculations for AI vehicle distributions 34. Changed - Made improvements to the AI's resource conversion routine 35. Fixed - The AI would still upgrade Research Centers after reaching max tech 36. Changed - Made improvements to the AI's facility management routine 37. Fixed - AI players were building too many Point-Defense Satellites 38. Changed - AI players were using too much trade income for maintenance costs when struggling with intel defense 39. Changed - AI Psychic players will not use Psychic weapons on drones/satellites 40. Fixed - AI players would still add more than one Energy Refractor on a design 41. Fixed - Some elements for AI political anger were being added incorrectly 42. Changed - Minor adjustments to AI treaty element selection 43. Changed - Adjusted AI vehicle demand values 44. Changed - Increased variation in AI usage of remotely deployed units 45. Changed - Improvements to how the AI estimates production capacities of other players
[资源&介绍]Dark Horizon - 黑暗地平线 封面:制作方:Quazar Studio 发行商:Paradox Interactive 类型:PC/太空动作类游戏 语言:英语/俄语 发行时间:2008年10月13日 详细介绍: 天灾伸出无情的魔爪,宇宙正缓慢的消亡。星系不复存在,看似无法阻止这恐怖威胁。但是能对抗它的武器的谣言正在银河系中缓慢的流传着。 太空动作类游戏“黑暗地平线”讲述了一个在惊险的宇宙中一个为生存而战的史诗。 在这个世界中,你作为神秘的Guardian种族的一员,通过多场激烈的战斗以保卫人类避免被毁灭一切的危险事物“Mirk”所灭绝。接受你的战友的援助:其他的Guardians将和你肩并肩战斗,同时生物机械种族BIOS将通过他们的高科技设备与武器协助你。 你不仅仅能变更或改装你的太空梭与武器。通过富有挑战性的星际任务,你能够得到资源,在各个任务之间的空闲时间,它们可以被用来创造你自己的飞船装备与武器。新的模式同样允许你决定是牺牲一定的火力而隐形地飞过敌军阵线或是选择牺牲护盾以发动更加强大的进攻。 允许飞船的充分自定制,你可以做精细程度的修改,并更换太空梭外壳、护盾系统、反应堆、装甲[注:装甲、船体、护盾是三回事儿]、武器、导弹等等。收集资源,拆解闲置装备,将他们用于创造你自己的极具毁灭性的武器,同时提升级你的飞船,创造终极太空梭。与其他飞行员组成团队共同参加激烈战斗,下达命令,使用战术杀敌。(请注意游戏没有多人模式!) 在两个模式中通过你的要求做出将改变你的战斗机性能的选择。影子(Shadow)模式隐身穿过敌阵(但是不能展现武器的全部威力),Corter[注:目前找不到翻译]模式能提升火力,代价是更多的能量消耗将减弱护盾 截图:视频:
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