shitina shitina
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萌新库迦双极难153回合弃档了,有些问题想请教 153回合,国力第一的矮人12支满编打我5支满编,果断GG 第一把蜥蜴人,感觉就是穷的要死,经济吃不住起高级部队,一直愁钱。一共才35000多收入,5支部队60%的维持费增加。 我按之前翻贴子看的,每个城建占星室叠英雄等级,用高级事物官上巨兽坐骑来代替T5巨兽,经济完全支撑不起一个33级法师事物官,骑诸神引擎远古三角龙要840的维护费,我才1个领主+5个巨兽事物官+一些其他精英部队和蜥人战士神佑变色龙啥的,一只部队维护费都快1W了 还有就是事物官多了点升级技能真的烦死人了这是城市收入,前期一个占星室要6000块根本修不起,占卜池+5%研究速率都要4000块,更别说山脉气候不适宜+30%建筑成本和建筑时间。 这个矮子出来的莫名其妙,本来上面一直是绿皮,突然一下子全变矮人城市,我都惊呆了。见面以后直接有-40的扩张外交红字,死都不肯跟我签互不侵犯。 翻过山打赛特拉的时候合邦了塔拉夸,然后左边山脉的骑士团和矮人探险队都来打我,好不容易把部队赶过去守住山口的城市,巴托哥隆尼突然就把那个银焰骑士团给合了,我打进山索尔格林矮子把探险队矮子合了,没过一会帝国卡皇不远千里来打我卡穆里,弃档的时候外交是这样的顺便吐槽蜥蜴人队友真的**啊
都10点了,请问下有哪可以看到今天更新的中文说明吗 [AI] AI now builds and uses aircraft more effectively. Weaken AI garrisoning if they can use it to take an enemy city. Don't send more than one unit to capture a given unescorted civilian. In non-emergency situations, AI will not trade away more gold per turn than they make excluding trade deals. Improve AI ability to garrison ranged units during city attacks. When AI takes a city, automatically assign a defender. If an AI can take a city this turn, don't try to defend your units first in the process Increase value of picking up resources for unit maintenance. Digging up artifacts in an ally's territory counts as an incursion. Barbarian raid timer now starts as soon as the first unit arrives in range, instead of waiting for the final unit. Allow barbarians to go through unexplored territory as part of an attack. AI will protect units assigned to defend a city from attack while they are trying to get to the city. Increase weighting for Naval Superiority AI trees to focus on building sea units. AI tries to figure out if a city is on the periphery before taking it, avoids jumping into the center of the Empire unless it needs to. Allow AI to levy for defensive purposes. AI now simplifies/focuses trade deals when requesting trades, rather than asking/offering a smorgasbord of items. Correct an issue that was preventing the AI from properly theming artifact collections. Don't warn or get angry if partner converts target city of religious emergency. [UI] New Features Front End: Hall of Fame – Victory and defeat tracking with detailed statistics and graphs for each. In-Game: Build Queue and Multi-Queue, along with tabbed interface to toggle between modes. Lens: Empire Lens – When toggled, displays owned territory, as well as district locations and base yields from districts. World Resources Report: Breakdown of how many strategic and luxury resources each major civ possesses that you’ve met. Mini-map: New mini-map that is easier to read, and a new full-screen mini-map mode that you can toggle in-game. Map Labels: In-world text labels on Natural Wonders and National Parks. (Gathering Storm ruleset games only) Game Setup/Options additions Multiple Colorblind Accessibility options available. Touch Input Enable checkbox available Cloud Shadows Graphics option available. Mouse Wheel Speed slider option available. Warning about Mod Compatibility checkbox available. Gathering Storm Benchmark options (requires Gathering Storm) available. Civilization “Jersey” System: Automatically adjusts Civilization color schemes if they are too close in color range to each other. Scalable resource and yield icons with high-resolution textures available (can be modified via XML). Automatically hide the city ranged attack interface when selecting a unit. Automatically hide ranged attack arrow if a selected unit is out of moves. Automatically adjust the positioning of unit flags covering the city range strike button if an enemy unit moves in range. Add recommended target tile highlighting for the Archaeologist. Unit cycling logic improvement, reducing the instances of the camera getting pulled away from where the user intends to go. Pop-up and advisor queue ordering updates and progress. Additional misc. UI and text fixes, tweaks and updates. [GRAPHICS] New particle system increases performance and allows many more particles to be visible at the same time (much less likely to see effects flicker or fail to play correctly in complex scenes). Slowly moving cloud shadows (can be toggled via graphics options). New terrain/model reflections (previously only ocean/rivers had reflections). Sub-pixel filtering for floating UI elements (fixes ‘jitter’ on unit flags and city banners as camera moves). Improved shadow quality on leaders, obsolete 8K shadow map option removed from ‘ultra’ settings. Further performance and memory usage improvements in DX12. Visual fidelity improvements and sharpness of culture borders and overlays at all graphics quality levels. Various improvements to city and road layouts. Various graphics performance optimizations. Multithreading performance improvements.
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