年糕lian
年糕lian
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怎么做环的据点地图模组 每次进据点都被泰南的建筑美学雷到,想自己弄据点的建筑生成,然而找不到相关的教程和资料想问问有没有人做过教我一下(注:会C、Cpp,CS会一些)
我们地球online也实装生物科技dlc了 rt
我们环有没有能体现文明演进的模组集合? rt,一直想在环里玩文明演进,从部落老哥的木屋,逐步到中世纪的小镇,开拓农田,建造城堡。再到近代工业革命,建设钢铁厂,使用火枪火炮,最后跨入现代,实现自动化,飞入太空。要是有这样的模组集合就好了
正好大晚上来了心灵冲击,把工厂门口的爆炸羊给狂暴了,自动机枪正好没子弹,搬运机又正好进工厂,爆炸羊就顺着门进去了,然后就死在工厂里面了
希克斯之歌Steam动态 Road to 1.0 Road to 1.0 走向正式版1.0 My dear despots. Apologies for the radio silence. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here. Of course I've been available on email and on the discord. 亲爱的君主们。很抱歉一直没有发什么消息。我已经一个月没有上Steam了,因为我一直把所有的时间都花在编程上了。在这样做的同时,我也越来越担心来这里。当然,我可以通过电子邮件和Discord来保持联系。 I'm now half-way through the next update V65, code name “water”. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible. 我现在已经完成了下一次更新:V65的一半,代号为“water”,水体。事实上,大部分内容是打磨,让尽可能多的机制为1.0做好准备。 So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. I am happy with the raw potential the game now has. 到目前为止,每次更新都是添加一些新的机制,同时努力保持游戏处于某种可玩的状态,但尽可能少地花时间进行平衡和打磨。现在,重点已经转移到改进机制,并使机制更好地融入游戏本省。我对游戏现有的潜力感到高兴。 I have now finished up the overworld mechanics into a state that I wished would have been in V64. But there was no time, (and it's always good to let things mature and collect feedback). UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. Manual trade agreements have been re-added. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. I've completely remade the world buildings to make it more interesting and have a sense of progression. There are now many more “Special” buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. The AI aggressiveness will of course scale according to that. 我现在已经完成了超世界机制,进入了我希望的V64状态。但我没有时间(让机制成熟并收集反馈总归是好的)。重建UI一直是重点,这样你才可以真正使用所有关于AI派系的管理系统和建设你王国的机制。重新增加了手动贸易协定。长期以来,贸易一直是扩张的秘密,主要因为它是一种半剥削。我现在将交易推迟到后期,游戏的第一部分将像经典的殖民地模拟游戏进行。我完全重新设计了世界建筑,使其更加有趣,并有一种进步感。现在有更多的“特殊”建筑可以用来升级你的王国,这意味着你拥有的地区越多,专业化程度就越高,整个王国就越强大。 AI的攻击性当然会据此而定。 The AI also communicates with you. From time to time they will send proposals, such as trade agreements, but also requests and gifts. For instance, a disgruntled king might demand of you to give up a region or face their armies. AI也会与你交流。他们会不时发送文书,如贸易协议,但也会提出请求和赠送礼物。例如,一个心怀不满的国王可能会要求你放弃一个地区或面对他们的军队。 As for the city-builder, I'm now getting started on that part, and I have big changes in mind. For instance, I will separate services such as wells and baths, so that they will use both. Wells will have a small radius while the bath will have a huge one. That will force you to build a city centre as the city grows, and allow final results to look more organic. I will also separate the entertainment building such as the arena into “fighting pits” and Colosseum. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. Similar to this, I'm planning shrines vs temples. Food stalls (replacing eatery) vs restaurants (replacing canteen). I also want a new building “bazaar” with all equipment and furniture for you citizens. Housing will have more precise settings, allowing you to easily set up districts that do not burn down in brawls. 至于城市建设这方面,我现在正在开展这方面的工作,我的想法有很大的变化。例如,我会将水井和澡堂等服务分开,这样他们就可以同时使用。井的服务半径较小,而澡堂的半径较大。随着城市的发展,这将迫使你建造一个市中心,使最终的城建看起来更加自然。我还将把竞技场等娱乐建筑分为“角斗坑”和“斗兽场”。角斗坑你将不得不分散在你的城市的各处,而一个斗兽场的服务范围几乎覆盖了你的整个城市。与此类似,我正在规划神社与寺庙。杂食摊(取代杂食店)与餐馆(取代食堂)。我还想要一个新的建筑“集市”,为你们市民提供所有的设备和家具。住房将有更精确的设置系统,让你可以轻松地划分区域,让不同的种族区分开来防止仇杀。 As for the balance, I want a streamlined experience that lets you set your own pace and difficulty. If you want a cosy little city-builder, then you can have it by expanding carefully and slowly, and if you want a challenge worthy of 100s of hours, then you must expand and face the challenges. 至于平衡,我想要一种精简的体验,让你自己确定节奏和难度。如果你想做一个舒适的小城市建设者,那么你可以通过谨慎而缓慢的扩张来获得它;如果你想要来一场100小时挑战,那么你必须加速扩张并面对挑战。 As for the water, I'll keep it simple. A bridge will be needed to clear deep water. You will be able to remove/add shallow water around the natural bodies of water. For irrigation, you will need a water pump, and connect canals to it. It will in other words cost you some manpower. Water table will be scrapped, but settling close to water will be equally important. 至于水,我会保持简单。需要一座桥来覆盖深水。您将能够清除/添加自然水体周围的浅水。对于灌溉,你需要一个水泵,并连接灌溉渠。换句话说,这将花费你一些人力。地下水位机制将被废止,但靠近水源的也同样重要。 Visually, I'm happy to announce that I've gotten help from a very talented artist, and all the icons of the game have ben redrawn to perfection. 在视觉上,我很高兴地宣布,我得到了一位非常有才华的艺术家的帮助,游戏的所有图标都被重新绘制到了完美的地步。 I will also dive into battle balance this time around, and make sure its well balanced. Speaking of which, I've added a very moddable equipment system with different kinds of damage and protection. I have added slash, blunt and pierce damage types, with equipment to go with it. I will leave “magic” to the modding community. 这一次我还将深入到战斗平衡中,并确保其平衡良好。说到这里,我添加了一个可更改性极强的系统,具有不同类型的伤害和防护。我增加了劈伤、钝伤和刺伤这些伤害类型,并配备了相应的装备。我将把“魔法”留给创意工坊。 release of the game is approaching. Apart from the 1.0 quality of existing features, I still have the following to add: 游戏即将发行。除了包括现有内容的1.0外,我还需要添加以下内容: nobles (will include a whole set of posh buildings) military (fix AI issues on the battlefield) Perhaps add commanders to divisions, more training options, royal guard) Tutorial Campaign Zombies Atrifacts Sound overhaul 贵族(将包括一整套豪华建筑) 军事(解决战场上的AI问题)也许可以增加师指挥官、更多的训练选项、皇家卫队) 教程 集会活动 僵尸 (Artifacts)古物?神器? 对音效的全面修正 There are a pile of suggestions on top of this, and I know many of you might be waiting for this or for that. Boats and harbours for instance. Thing is, I do agree that the game would be better with boats, but the amount of work needed for this does not outweigh the benefit currently. Depending on how long I will work on the game, it might still make it into the pipeline. 除此之外还有很多建议,我知道你们中的许多人可能正在等待这个或那个。例如船只和港口。问题是,我确实同意有船的游戏会更好,但目前所需的工作量并没有超过收益。根据我在游戏上工作的时间,它可能仍会处于筹备阶段。 With 1.0, I envision a certain degree of quality. It's not the end of the game at all, but it's a shift in my work, and I'll have to be more careful not to break things, and keep the balance of the game. Raw progress will be slower. 对于1.0,我设想了一定程度的质量。这根本不是游戏的结束,但这是我工作的转变,我必须更加小心,不要打破局面,要保持游戏的平衡。进度将更慢。 My plan on building and maintaining momentum for 1.0 release is you guys. I want to make the community come alive, have moderators, events, competitions, and most importantly modders. Taking advantage of you modders have been the plan from the start, as you create the best stuff. Vanilla will be as good as I can make it, but mods will make it excel. I hope to work more closely with you and guide you through the process, and hopefully present you with rewards and opportunities. I plan on opening up the entire code base for you to play around with, make changes, and finally release mods from it. 我的计划是建立和保持1.0版本发布的势头,而这取决你们。我想让社区变得活跃起来,有主持人、活动、比赛,最重要的是有模组制作者。从一开始我就希望能有模组制作者,你们创造了这款游戏最棒的部分。我会尽我所能把游戏的本体内容做好,但模组会让它变得更加出色。我希望与模组制作者更密切地合作,并帮助大家完成整个过程,并希望为您提供奖励和机会。我计划打开整个代码库,让你四处玩耍,做出革新,并最终从中发布mod。 If you would be interested of helping me with the community, please let me know! 如果你有兴趣帮助我的社区,请告诉我! When the big 1.0 release might be, I do not know yet. It's always been 4 years now, but I do see the horizon within a year. 1.0的大版本可能在什么时候发布,我还不知道。现在已经4年了,但我确实在一年内看到了希望。2023年9月26日周二 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fsteamcommunity.com%2Fapp%2F1162750%2Feventcomments%2F3879344844064382546%2F&urlrefer=b4e7d7963f1d2d61f863b88ecf600d0d
希克斯之歌Steam动态搬运 本帖会开始搬运并翻译Jack在steam上的动态,尤其是各类重大的更新,以及讨论区的内容,更新动态会从6月29日日的V64 What is best in life开始,先前的我就不翻译了。讨论区的6月1日的Technical issues、5月3日的Play the Demo!、4月29日的FAQ我也会搬运,如果以后还有更新我会继续。
机械之灾:血流成河的河川保卫战 前情提要:《环世界城建:河川县》 https://tieba.baidu.com/p/8451668330?pid=147800205290&cid=0#147800205290 本期内容:《机械之灾:血流成河的河川保卫战》 注意事项:本次地图为《河川县(初版)》,这意味着这张地图是在帖子《环世界城建:河川县》所公开的地图之前(有些地方会和前帖子里的描述不一样,比如没有右下的学校和工地等等)(也就说这场战役早就打完但是摸了很久才开始写帖子) 在战斗中我一直使用开发者模式随战局逐步构筑阵地(有时还会替小人凿建筑),小人也是用开发者模式批量刷出来的,至于方法我以后再讲 这次内容很长很长,我估计要写上几天只能慢慢来了我宣布:河川保卫战,正式开始!
环世界城建:河川县 之前玩环世界,很喜欢打仗,尤其是喜欢打巷战,然而游戏里又没有大城市,于是决定自己动手建城市打了一场感觉不尽兴,舞台太小,于是决定建一座覆盖全图的大城 接下来就是介绍河川县! (这个是之前拍的,之后肯定用截图)
开发者模式遇到了一些问题 这个问题我遇到的比较杂,具体讲一下: 1、开发者模式下设置阵营,但是发现建筑物只能一个一个的设置,小人也是(不过如果生成小人的话可以堆在一起设置)有什么办法能一片一片地设置? 2、生成的小人怎么一片一片地清空和设置他们的货物? 3、给予小人武器与装备时,武器和衣着的材料和品质每个人不一样(在地上生成物品也是,只会一个一个地设置品质)怎么做到给予的装备一致 谢谢大家帮忙
作者决定不再和Gleamer studios合作
希克斯之歌 Songs of syx 蚁人牧场玩法讲解 摘要 在玩家总结出叛军经济学、热带毒师等玩法后,又发现了一种新玩法,称之为:“蚁人牧场”。蚁人牧场的核心思想是自产奴隶,其可行性来自于游戏中律法的执行与奴隶贸易。通过理论的提出与实践,已经证明“蚁人牧场”是可行的,且效率与热带毒师相当,收益不光包括奴隶的实物生产,也包括奴隶贸易带来的资金。本文将会讲解“蚁人牧场”的思路与具体操作。
V63灌溉实践分享 先前已有不少玩家已经对V63灌溉进行了讲解,比如: @户轩阁《塞上江南——简单聊一下新版本(.63)肥沃度机制》 @L渣诚君《希克斯之歌63版本种田流的一些发展思路》 等等,这些文章有较大篇幅的描述。我也是主要参考这两篇文章的讲解,对@L渣诚君 的规划做了一部分改进。 部分译名有修改,对应关系如下: 原译文:水道 Water-table 现译文:地下水位 原译文:运河 canal 现译文 灌溉渠
希克斯之歌可能通过Gleamer Studio在国内发行 今天下午与作者聊了一下,了解到他可能会通过Gleamer Studio(就是开发部落幸存者的那个)在国内发行希克斯之歌(⊙o⊙)
希克斯之歌开发日志搬运 之前在希克斯之歌吧官方群Songs of Syx看到有人说作者Jack失踪了,其实不是,因为Wall的存在产生了信息差,事实上作者Jack一直在Discord频道上分享开发日志,所以开了这篇帖子来搬运开发日志,我会先把V63-Tourism(1月2日)之后的更新都逐步搬运过来,之后也会保持一定的更新,当然会技术的可以直接去Discord看,这篇帖子主要是给没有技术的人看,希望大家多多关注希克斯之歌的开发,希望希克斯之歌早日出正式版(❤ ω ❤)
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