l1234duck2
l1234duck2
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黑相集指导 今天一直在琳那里高能预警,结果文静没过qte,没保住艾瑞克,令人感叹。后面瑞秋死的时候绿色和紫色臭臭泥将悔恨万分。
ir更新了 如题,1.0.3
用不了mod的过来看 p社真是令人无语啊~~~转自b乎,侵删
罗马能打败萨莫奈也太强了吧 面对这样的敌人都能赢,佩服佩服
ir上帝模式 在选择国家界面可以直接控制军队和舰队,还可以直接耗光其军事点数哦
震惊!!本作目前最优秀的部分竟然是······ 很多人都说这代的编辑器是最好的,因为沉迷其中无法自拔,到底是为什么呢?
震惊!ir无法迁都原因竟然是·······
大家对英白拉多罗马有什么问题的,来找我交流吧 如上(
啊,最后的最后了呢 从此以后,再也没有~~~~
缅怀旧日1h限定 沉溺于旧日余晖噢噢噢噢噢噢噢噢哦哦哦
就要发售了,好激动啊 ir要发售了呢,好激动啊,发帖留念吧
来打个招呼 大家好,我是费拉人,这是fellatio
Imperator - Development Diary - 25th of March 2019 第43篇 Hello and welcome to another Development Diary for Imperator: Rome! Today’s diary will be focused once again on warfare, and many of the considerations you face when conducting military operations in the game beyond those covered in the diary on Battles. In many ways Imperator benefits from the many games before it here, and most of the things I will cover today are things that will be familiar to players of our other games. Shattered Retreat Shattered retreat is a concept present in other Paradox games such as Europa Universalis, and what it means is that a defeated army can retreat all the way to a safe location of its own choice in your own territory without it being possible to intercept it. It is also not possible for the owner of the army to choose the destination or to abort the retreat or change its destination after the army has shattered. In Imperator a Shattered Retreat is not only initiated as the result of a lost battle, it can also be initiated at any time by pressing the “Full Retreat” button in the army interface. This also allows an army that becomes trapped in the Zone of Control of enemy forts to retreat back to friendly territory. Relieving Besieged Forts (Here we can see the valiant Bhoja coming to relieve one of their forts which is currently being besieged by Maurya troops. The Bhoja army is treated as the defender and the Maurya army gets the terrain penalty from the fort being built on a hill) Throughout history fortifications have been built on the most defensible locations, making use of mountains, passes, hills and just about any static defense feature. This would not only help the defenders, it also often strengthens any attempt to relieve the besieged city, as the besieging army might find itself pegged between the relieving force and the fortifications. To facilitate this behavior, and to make it important to protect your besieging armies, Imperator will treat any army that is attacked while performing a siege as the offensive side, meaning that it is always the relieving force that gets the bonuses from defensible terrain, even if the besieging force was in position first. Movement Lock While an object can be at any point between two cities in real life, in the game it can only ever be in one of the drawn locations on the map (ie in one City on our map). While this works fine for many purposes it does become a problem with army movement. As in all our games an army has to stay in the location where it started until it finishes moving towards its destination, and only then it will transfer to the new location. This means that if you interrupt a movement order between Rome and Ostia, the army will not be somewhere between Rome and Ostia, as it would in real life, but instead it will be standing in Rome, ready for new adventures. To get around this problem, and avoiding the silliness of last minute aborting of movement in warfare, movement will be locked and impossible to interrupt or change once you have progressed more than 50% of the way to a new location. New orders can still be given, but these will be queued after the army has reached the adjacent location it was headed towards. Assuming Control of a Siege If more than one army is partaking in the siege of the same city, and you are the war leader, or overlord of the country that leads the siege, you can assume leadership of the siege. Ensuring that it will be you who decides when to storm the fort, and that it is you who will gain control of the city once it falls. Attaching When your army alone isn’t large enough to defeat the enemy you might want to have it shadow every move of an allied army, and sometimes you may want to allow your allies and subject to follow one of your armies. The army interface has a toggle for allowing allied troops to attach to your army, as well as a button to attach your army to another army that you share location with to automate this behavior. Transfer Occupation Securing the territory you want is the goal of most wars, but in the chaos of a war with many participants it is not always going to be the country that occupies a city that want to annex it in the upcoming peace treaty. To facilitate prettier borders and cooperation between allies, we have a button in the province view with which you can transfer the occupation to any country that is on your side in the ongoing war. AI subjects will also make use of this to ensure you can demand what you are due in a peace treaty (and so will allies, unless they want the land themselves). Changes to Combat Tactics Finally a word on Military Tactics. While the system as described in the diary from in October created interesting situations where you are rewarded from trying to predict your opponent's choice of tactics, there were some issues we had with it. This choice was in many cases quite random since it did not interact with the army composition at all. Having separate sets of offensive and defensive tactics also turned out to be a lot to keep in mind at all times. The tactics system also overlapped with some of the unique unit abilities from the Military Tradition trees, which were also generally what one would expect to find under the umbrella of Combat Tactics. For these reasons we have implemented a number of changes to the Tactics system (changes pioneered by @Groogy ). There are no longer both defensive and offensive tactics, instead you pick one for your army and it will apply whether you are the attacker or defender.While the bonus or penalty tactics provide is still dependent on how well they work against the tactic chosen by the opposing side, their efficiency is now dependent on the composition of your army.The unique stances from Military Traditions have now been reworked into Combat Tactics that you unlock, with slightly higher bonuses and different matchings than the base ones (but like all tactics they have to be matched with one that is vulnerable to have an effect). At maximum efficiency the generic Combat Tactics currently confer a 20% bonus, with unlockable Tactics from traditions adding another possible 5%. All generic Tactics will have unlockable tactics that they are more efficient against, and more vulnerable too, and vice versa. As an example the unlockable Phalanx tactic is particularly effective against the Shock Action tactic but how much of a bonus you get out of it will depend on how suited your army is to perform it, in the example above it amounts to 9.7% This new system still keeps the element of attempting to predict your opponent's choice of tactics while at the same time adding to the equation that certain tactics are more efficient depending on your army composition. (In the above battle the Seleucids have picked the Phalanx tactic which is efficient against the Shock Action tactic chosen by the Antigonid. Since the Seleucid troop composition matches the ideal for their chosen tactic reasonably well they are able to ) That was all for this week. I will be back next Monday for another development diary, this time focusing on Barbarians, and the various ways you have to handle them
Imperator - Development Diary - 18th of March 2019 第42篇 Hello and welcome to this weeks development diary for Imperator: Rome! Today's diary will cover a variety of things, from some changes done to Mercenaries, Forts, Tribes and Tribal Retinues, to the Achievements and Formable countries the game will ship with. Zones of Control As described in earlier diaries Imperator will have a fort and Zone of Control system that is familiar to anyone who has played EU4. In short a fort will exert a Zone of Control over all surrounding cities and obstruct movement for enemy troops. The expansive map of Imperator means that it can at times be a bit of work to take control of cities as you advance into enemy territory. This is especially a problem when the local military victory is already won, the enemy troops expelled, and local fortifications are under your control. To facilitate the takeover when you have already, de facto, won we have made forts able to automatically start taking control over adjacent cities, even in enemy territory. This means that once a fort has fallen you can save your armies the work of controlling cities in the fort's Zone of Control. Fort control also works across national borders, meaning border forts will automatically start taking control over any adjacent enemy cities that are not protected by enemy forts or troops. In addition to all of the above you are now required to control all forts in a province, as well as the province capital, before you can demand that province in a peace negotiation. Mercenaries (See also the Diary on Mercenaries)While we feel Mercenaries fill an important role in the game it has over time become more and more apparent that it can be a problem that you could Mercenary "Bomb" people by suddenly hiring a lot of troops already close to-, or even right on top of, an ongoing battle or siege. Newly hired mercenary troops now start at 0 morale and will slowly build up to full morale. This also makes it more important to be able to afford their maintenance for a longer period when you hire them, and not just the immediate power cost. Tribal Retinues As described in an earlier diary, the retinues of Tribal Clan Leaders are armies that can be vital to success as an expanding tribe, but their size is dependent on the Clan Leader rather than on you. It could therefore be problematic to have to pay for these armies despite having little control over their recruitment. Tribal Retinues will now be paid for entirely by the Clan Leader and will not cost the Tribe anything at all to maintain. In return for these free to maintain and reinforce troops (even if loyal to people who may end up overthrowing the state) the tribes will now have to pay an additional 50% maintenance for all troops they recruit themselves, and the wage for each Clan Leader has gone up from 2% of the state income to 5% of the state income. This should also complicate the choice of how many Clan Leaders you want in your tribe (something that you can steer through one of the Tribal laws). Achievements and Formable Countries As in our other games these can be become intermediate (or even final) goals for a campaign, or just something you pick up along the way. Formable countries will generally include a few direct in game perks, while achievements are mostly relevant for those who like to show off their accomplishements (and require playing in Ironman mode). AchievementsThere will be 50 achievements in total, and they will be distributed widely in terms of geographic focus and difficulty. Hopefully there is something here for everyone Very Easy: Cincinnatus: Appoint a dictator as a Republic and have him step down Do not disturb my circles: Research 40 Inventions Tribal Concord: Change a law in a Tribal country. Render to Caesar: Take any land in a war. A new Home: As any Tribe Migrate to an empty city. Alea Iacta Est - Have a Dictator holding on to power. Soldier of Fortune: As a Monarchy send a pretender away to be a mercenary. Panem et Circenses - Participate in 10 Olympic Games. International Relations - Befriend two other rulers. Strategic Reserve - Import or produce all types of Strategic Trade Goods in your capital. Easy: Triumvir: Survive a Civil War. Legacy of Aristotle - All 4 Researchers have a skill of 11 in each respective skill (Martial, Finesse, Charisma and Zeal). Envy of the world - Own a city with at least 100 civilization value. Tribal Assembly: Become a Republic as a Tribe Hispania Universalis: Form Greater Iberia. What have the Romans ever Done for us? As Rome own all of Palestine. Have at least 70 civilization in all cities in the Judea area. Punic Ascendance: Conquer Hispania as Carthage. Times New Roman - Own Cariala, Italica and the province of Helvetia as Rome Antipater’s Dream - As Macedonia conquer the regions of Greece and Epirus. The Besieger - As Phrygia sack Babylon, Alexandria, Lysimachea and Pella. Medium: Over 9000: Have at least 9000 pops. The Romans are Crazy: Form Gaul. Carthago Delenda Est: Conquer Carthage and sack it. New Kingdom: Form Egypt, have Egyptian Succession and conquer Nubia and Syria City of the World’s Desire: Have 15 Trade Routes in Byzantium (theoretical max currently in a capital). Pyrrhic Victory: Take Rome as Epirus Perfidious Albion - Unite Albion (decision) in 50 years. Imperial Ambition: Adopt the Imperium Government type. Bois are Back in town: Conquer Boihaemum region as the Boii. Pan-Hellenic League: Unite Greece as a Greek Republic. Stonehenge: As a Megalithic country own 20 sources of stone and the city of Cunetio. Soter: As Ptolemaic Egypt own all wonders of the world through conquest or construction. To the end of the world: Conquer the regions of Gandhara, Mahdyadesa, Pracya, Maru, and Avanti, as the Seleucid Empire or Bactria. Three Great Fires: Form Persia and own Ganzak, Nevshapur and Gur. Holy Fire - Desecrate Holy Sites for 10 different Religions. Hard: No more worlds left to conquer: Reform Alexander’s Empire as a successor state. Garum Nobile: Produce a Surplus of 10 Fish in one city. True Vandal : Start as Vandalia, migrate to Africa, conquer it all, and occupy Rome in a War. Germania Magna: as a Germanic country own all of the regions of Germania, Germania Superior, Vistula, and Boiohaemum. The Man who Would be King: As Bactria become independent and conquer the Regions of Ariana, Bactria and Gandhara. Ashoka’s Pillars: As Maurya conquer all of India, convert to Buddhism and have 80% Religious Unity. Mare Nostrum: Conquer every city adjacent to the Mediterranean as Rome. Megalopolis: As the country of Megalopolis have 80 pops in the city of Megalopolis. Pax Aeterna: Conquer the world. Molon Labe!: As Sparta conquer the city of Persepolis and sack it. Very Hard: Spice Must Flow: Control all Spice production as Mosylon. Kingdom of David: As a Jewish country unite Palestine, Syria and expand to the Nile, and the Tigris in the regions. Reverse Alexander: As a non-Mauryan Hindu, Buddhist or Jain power conquer Pataliputra, Babylon, Memphis and Athens. Heraclea Persica: Starting as Heraclea Pontica form the Achaemenid Empire Tyrean Purple: Form Phoenicia and have a total of at least 500 ships and a surplus of 5 Dyes in Tyre. Formable Nations As in many games before it Imperator will feature a number of countries that an expanding state can "form". Allowing you to shift the identity of your people. Generally these will confer a number of smaller bonuses, as well as a new color and name (and in many cases a new flag). Some of these we have mentioned earlier, in regional development diaries, but this list will include all formable nations at game release. While this is an overview of all formable countries it is not a complete go through in that it does not mention every effect or requirement for each formable country. If a country belongs to a certain tier then that country cannot be formed by other countries of the same tier or above. Tier 1: Small regional formables, often Tribal Federations. Achaea: The Achaean League can be formed by expansive Republics in Achaea. Granting claims on the larger area. Arcadia: The Arcadian League can be formed by expansive Republics in Arcadia. Grants claims on the larger area. Cyprus: Can be formed by a small country in control of all of Cyprus. Aquitania: Tribal Federation for uniting the Aquitani countries. Aremorica: Tribal Federation for uniting the Aremorican tribes. Asturia: Tribal Federation for uniting the Asturian tribes. Carpetania: Tribal Federation for uniting the Carpetani tribes. Celtiberia: Tribal Federation for uniting the Celtiberi tribes. Gallaecia: Tribal Federation for uniting the Gallaecian tribes. Lusitiania: Tribal Federation for uniting the Lusitani tribes. Vettonia: Tribal Federation for uniting the Vettonian tribes. Tier 2 Larger regional formables Assyria: The Neo-Assyrian Empire may be long gone but Assyria has remained an important constituent region of the Median, Persian and Greek empires that came after it. A sufficiently successful local power can reclaim its legacy. Babylon: An even more recent empire, the Neo-Babylonian one, can also be restored by a successful local power willing to relocate to the Mesopotamian riverlands. Cilicia: As one of the richer Anatolian regions, often used as a staging ground for the armies of the successor states, Cilicia can also support its own regional kingdom. Crete: Should one Cretan state come to control all the important cities of the island it can assume a new pan-cretan identity. Dravida: An Indian state that conquers the important cities of the south can form a larger kingdom known as Dravida. Galatia: A Celtic country that finds itself in control of the right parts of central Anatolia can resettle there and assume a new "Galatian" identity. Helvetia: Larger Tribal Federation for uniting the Helveti tribes. Illyria: Should a local country unite the Illyrian region it can create a new pan-illyrian state. Media: A growing Median power (such as for instance Atropatene) can attempt to lay claim to the legacy of the old Median Empire. Numidia: Unifying the tribal states of North West Africa allows you to form the greater state of Numidia. Sicily: While the title "king of Sicily", was assumed by Agathocles of Syracuse at our start, the island was by no mean unified. Should any one power come to conquer all of it, it is possible lay the foundation of a greater Sicilian state. Syria: At our start Syria is completely owned by the Antigonid state of Phrygia, Yamnat: Unifying the countries of southern Arabia allows you to form the greater state of Yamnat. Saxonia: Tribal federation for the Germanic tribes of Saxonian culture. Suebia: Tribal federation for Suebian culture Germanic tribes. Belgia: Tribal Federation for the Belgae tribes. Pretania: Tribal Federation for the tribes of Pretania. Caledonian Confederacy: Tribal federation for the Caledonian tribes. Noricum: Tribal federation for the Noric tribes. Dahae: Tribal Federation for the Dahae tribes. Armenia: Should the Kingdom of Armenia be destroyed (or if you destroy it) you can reclaim their legacy and form a new Armenian Kingdom. Egypt: Should the Ptolemaic kingdom of Egypt be destroyed, someone else of Egyptian culture and religion can reform that kingdom. Macedon: If Macedon is destroyed there is no shortage of other countries who could reclaim that legacy. Gaining claims on all that the old kingdom once ruled. Phrygia: While Phrygia exists at start as the realm under Antigonus this is a smaller regional formable for someone who controls the core Phrygian region. Pontus: The kingdom of Pontus can be formed by a local power that conquers the region if the old Pontus state is destroyed. This decision is also available to anyone with the Mithridatid dynasty in power (at start this rules the small city state of Kios) Tier 3 Formables Greater regional empires. Albion: A non-tribal country that has united the entire British isles can form the Empire of Albion. Argead Empire: While the great Diadochi kingdoms have a more realistic shot at this, any Hellenic kingdom can attempt to reform the Argead Empire, laying claim to all lands once ruled by Alexander the great. In order to do so they must conquer major cities all over this fallen empire. Bharatavarsha: An Indian country that conquers the entire subcontinent can lay claim to this prestigious title of an Pan-Indian Empire. Gaul: A Gallic power that unites its entire region may form the greater state of Gaul. Pan-Hellenic League: While the Pan-Hellenic League under Alexander, and later the successors, was a type of organization for the control of the Greek cities by an outside power, the ideal of a league to encompass the free Greek is not dead. An expansive Greek Republic that rises to sufficient power and influence can attempt to form a Pan-Hellenic league of a more true calling. Greater Iberia: A power in Iberia that unites the entire peninsula can form the greater state of Iberia. Persia: While the Persian empire was destroyed under Alexander, the name and tradition will not die as easily. A Persian power that reclaims the empire can assume a greater Pan-Persian imperial tradition once more. Phoenicia: Few Phoenician cities remain free at our start dates, and those that do are beholden to the Antigonids in Phrygia. Should they somehow be able to wrest away the greater Phoenician region from its current owners however they may attempt to form a greater Phoenician state. Magna Graecia: At our start Magna Graecia, Greek southern Italy, is divided into a great number of small, and mostly weak, states. Should one rise above all others they can form the greater state of Magna Graecia, champion of all Italian Greeks. Dacia: Unification country for the Dacian states, requires conquering and colonizing the greater Dacian region. Parthia: While Parthia exists as a Macedonian Seleucid Satrapy at start, a country in the region can destroy this state and form a new Parthian state (more similar to the Arsacid or Parthian empire).
呜呜呜,对不起大家,我又来水帖了 +3告辞
为了申请吧主我要灌下水 大家快来灌水助我
哼,丢人 笑看各位丢人···········
赞美汉化组·~~~~~ 感谢汉化组辛勤劳动···终于出院了,加入截屏正统坐等三十年
求助 我從2015年7月就沒有更新過dota2,今天用更新提示無效的更新地址,怎麽辦,希望大神幫忙解決,樓主的是國際服的
求助关於明信片 捷克明信片下面的五个格子是什麼...急用谢谢
生化3和暗夜附武器,星爆好还是神怒之炎好 如题
求助神怒之炎好不好呀 刚10片出的
为什么别的省预赛这么晚?是全国第28届化学竞赛初赛的预赛吗? 如题,广东5月就搞了,楼主佛山一等预赛狗
蓝拳。 2014春节套属性求教 大神救命啊(¬_¬)
(¬_¬)蓝拳pk求春节套属性,大神帮忙 准备入手春节套了,大家快点阻止我
水~~~~这碳酸铜都超理来了······ 渣像素无力
2b了,,,三模摸底物质推断题 a与2b生成e和f,2b和c生成f和2g,c和e生成2g和a,e为沉淀,c水溶液为酸性,化学计量数已给出,楼主脑子被门卡了,答出a为MgCO3,b为KOH,c为H2CO3,e为Mg(OH)2,f为K2CO3,g为H2O,是否可以?
初三sb三模化学摸底物质推断 a与2b生成e和f,2b和c生成f和2g,c和e生成2g和a,e为沉淀,c水溶液为酸性,化学计量数已给出,楼主脑子被门卡了,答出a为MgCO3,b为KOH,c为H2CO3,e为Mg(OH)2,f为K2CO3,g为H2O,是否可以?
水一下~铁最高化合价 忘了铁最高化合价了…是+6高铁酸根还是+8的FeO4?
…初三奥赛党…求大神帮扶一水题 化学老师空降神题rt~在学生做完白磷在氧气中燃烧的实验后,一只中二老师向实验后有水残留的集气瓶中加入过量Na2O2…最后给铂丝和无色火焰喷灯为神器……跪求具体反应现象(颜色、沉淀)和方程式,还TM要最后检验生成物+检验化学式(什么根的酸、碱、盐+生成物和ph啊!)应试教育出来的213做不来啊
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