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讨论下如何评价一个城的地理优势                       时代/分数             资源名称     文艺复兴   中世纪   远古经典   原始 鱼            16       12       11       5 鲸            14       10        9       6 贝            13      9          8        5 小麦(沿河) 12     12      10       6 小麦(不沿河)12       10       10        6 鹿(有森林)   11      10       10        6 鹿(无森林)    9        8       8        6 香蕉         10       9       9        6 牛            12        10      10        6 羊             12      10      10      6 马           12      10        10        4 铁           12        10      10        4 金银           14      12         9       6 宝石          12      10      10        7 大理石        11        9        9       6 象牙皮毛       8        7        7       6   皮毛(无森林) 6        5        5       4 其它奢侈品     9         7         7       6 一般地块       8         6         6       4 冻土            6        4        4       2 山             0        0        0       0 沙漠雪地       4        2        2       0 计算方法:一点食物算2分,一点产能算2分,一点金币算1分,假设奢侈品、战略物资无法交易,并完成相关加成建筑和地块改进。                  注:不包括沙漠地形,鹿与皮毛在冻土上,河流加成另算,城靠海才算海上资源。          一个沿河块:加1分 靠山:加5分 交易的话可以做如下计算 一个奢侈品:加5分(一回合10金币) 一个战略物资:加0.75*个数的分
文明5之1.0.1.217更新内容(补丁还没出) 闲着没事,翻着玩玩,由于平时只玩英文版,可能有些翻译的不准确,望指正 ENGINE •     Significant turn time improvements. •     Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc. •     Memory leak – UI – Change the way the UI Manager calculates the hash of a texture so that different ways of specifying the same texture will not load the same texture more than once. •     Memory leak – DLL – Fix memory leak in DLL Args system CRASH/TURN SPIKE •     Correct coding error that could cause turn-time spikes, incorrect deployments for protected bombard attack, or incorrect deployments as armies marched across the map •     (对前两段兴趣不大~~) USER INTERFACE •     Add combat summary when a city bombards a unit •     城市炮击一个单位时,增加战斗概要 •     Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player •     在ai文明谴责玩家时的回合中,增加一种新的外交状态“谴责” •     Embarked units no longer look like they have 500 strength •     上船单位不再那么经打(不再像有500力量似的) •     User warned if about to declare war on a city state that is under protection of a major power •     如果玩家向被ai(非城邦)保护的城邦宣战,会被警告 GAMEPLAY •     Taper off benefit of excess food when building settlers •     当组建移民时,额外食物的奖励会逐渐减少(不明白) •     City-States now recognize when a road is connected for their road-connection quest. •     对于道路连接请求:当道路连接完成后,城邦会意识到 •     Golden Ages now provide +20% production per city rather than +1 hammer per tile •     黄金时代提供20%的产能(锤子)加成,而不是一块地加一个锤子 STRATEGIC AI •     Prevent AI from building too many AA units •     ai不会制造过多的aa(防空单位?) •     Don't allow CSs to build Manhattan Project •     城邦不会建设曼哈顿工程 •     AI calculation of enemy military might are tweaked based on size of enemy gold reserve •     ai计算敌军实力时,会纠结于敌军的金钱储备 •     AI calculation of enemy power now takes into account promotions
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