基2迦美什 基2迦美什
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【转自ptt】2.6版规则设定一览 1.Major Epidemic(需The Reaper's Due资料片) Dynamic- 开局200年时爆发,开局500年时再次爆发 *预设选项 Delayed Dynamic- 在1100年以前开局,过了这一年便有可能爆发, 于此年之后开局,过25年时会爆发 Historical- 过了1345年会爆发,且会走史实路径 *同2.5版设定 Deadly- 黑死病会跟寻常传染病一样照三餐爆发 *Dynamic: 769年开局,969年会爆,1269年再爆; 867年开局,1067年会爆,1367年再爆; 1066年开局,1266年会爆(没1566年可爆); 1081年开局,1281年会爆(没1581年可爆); 1081年以后(1187~1337)的状况不明,等两百年就超过史实时间, 不知是否直接接1345年那波,还是同样得等200年. *Delayed Dynamic: 769,867,1066,1081年开局,1100年会爆; 1081年以后(1187~1337),会在1212~1362年爆发. *Historical: 所有开局一律于1345年爆. *Deadly: 随时都有可能爆. 2.Minor Epidemics(需The Reaper's Due资料片) Default- 传染病频率与规模均照预设 *预设选项,同旧版设定 More- 频率规模均比预设高 Fewer- 频率规模比预设低 3.Mongol Invasion Historical- 成吉思汗在1210~1218年间会登场 *预设选项,同2.5版设定 Random- 蒙古大军会在开局50年内登场 Off- 关闭蒙古入侵者 *无法解成就 4.Aztec Invasion(需Sunset Invasion资料片) 13th Century- 阿兹特克人会在12xx年登场 *预设选项,同2.5版设定 Random- 阿兹特克大军在开局50年内登场 Off- 跟卸载这部资料片没两样,阿兹特克人不会来 5.Shattered Retreats On- 开启溃败撤军 *预设选项,同2.5版设定 Off- 关闭溃败机制 6.Defensive Pacts On- 开启包围网 *预设选项,同2.5版设定 Off- 关闭包围网 7.Gender Equality Default- 开局各国性别法遵照史实,但可改革女性地位 *预设选项,同2.5版设定 Historical- 开局性别法依照史实,且无法改革女性地位 All- 世界各国预设最高女权 *无法解成就
【转自ptt】新DLC偷跑情报 以下是P社偷跑的影片流出的情报 I.御医相关: - 御医所需条件: 学问力15 或 学问力10,具备名医/学者/神秘主义者/逊尼理性派等特质 或 藉决议就职 或 印度教徒需为婆罗门 等条件. - 能力符合条件的封臣也有机会担当御医,运气好的玩家可替主公看病. - 可用决议寻找神医,如果有缺人,每三年可找一次. - 真的缺人的话,可用招募来的神职人员充当御医,但后果自负. - 头痛症状会-0.5健康,-1战斗力/外交/财务/学问能力. - 身体不适会-0.75健康. - 咳嗽会-0.25健康,-1外交能力,并减少5点异性观感. - 初步诊断会暂时加回0.5健康. - 进一步诊断得点决议. - 上述三症状combo变成最坏的结果Cancer,-20%生育力并-3点健康. - 宣告诊断结果有可能维持原状,有可能更坏或稍微缓解,也有可能就此卧床不起. - 缓解症状能暂时恢复1点健康. - 选择疗法时若选最保守的,会被视为胆小鬼. - 手术不仅失败,病人重伤还失去一只眼,国王有权拘捕办事不力的庸医. - 重伤会-2健康值,-25%生育力,-2战斗力/武力/谋略力,-10异性观感, 唯一的好处是重伤者会同病相怜,+5观感. - 独眼龙会-5异性观感,但独眼龙间会同病相怜+5观感,此外战斗能力会-1. - 御医可替家人诊断. - 流感会-2点健康,-1点战斗力与五围能力,以及-30异性观感. - 错误疗法会导致-2健康值,以及-1五围能力. - 替家人诊治,发生医疗纠纷的蒙古大夫,玩家可选择是否监禁. - 替家人治重病,还要送红包给御医?没送后果自负. - 治疗成功可+2点健康值与五围能力. - 抽筋会-0.5健康,-1战斗力与-2武力. - 发烧会-1健康,-10%生育力,-1战斗力与财务/学问能力. - 医生有可能误判病症,鼠疫当成肺炎. - 请得到中世纪黑杰克,或欧陆版华佗,连黑死病都医得好. - 只有自然死亡与找不到凶手的被自杀会拿到白骷髅,大多数角色会因某种伤病而死. - 流感而死的人数似乎偏高. - 名医特质可+0.5健康,2点学问,1点外交,5点普遍观感,每个月还会+0.25威望. - 摄政可兼职阁员御医与将领(曹操可替汉献帝看病的概念). - 内阁介面会在君主头像旁显示摄政与御医肖像. - 玩家可能在十四世纪找到信奉北欧神教的活化石当御医. - 痛风会-2健康,-2战斗力与财务力,-1武力. - 断臂会-5异性观感,同病相怜则带来5点好感,战斗力会-3,而学问能力会+1. - 毁容会-20异性观感,同病相怜则带来5点好感,且外交力-4. - 胸痛会-2健康,-1战斗力. - 伤口化脓是很要命的.
开发日志 #4 旅行的意义 https://goo.gl/93Oow6 Hey all! Today’s topic will further explore the subjects of fleet movement, FTL-travel and the general wonders one might happen upon when ripping holes through subspace. As the writing of this is a bit sudden the dev diary came out late today, our apologies! The galaxy is a pretty huge place and to get anywhere in a timely manner you’ll want to travel faster than the speed of light, or use FTL-travel for short. Stellaris will have three methods of FTL that players can use; Warp, Hyperlanes and Wormholes. They all have distinct advantages and disadvantages when it comes to the strategic movement of ships and fleets causing expansion paths, diplomacy and wars to be quite different depending on the method used. Warp Warp requires each ship in the fleet to be equipped with a Warp Drive. These are quite costly to build and cause a major drain on each ship’s available power, but allows unconstrained travel to any system within range. When travelling to a system outside the range of a single warp-jump, the fleet has to make a sequence of jumps through a number of systems. Any jump puts a considerable strain on a ship’s Warp Drive, causing the fleet to not be able to jump again for a short while after arrival. While this can be reduced by more advanced technology, it does remain a weak point throughout the game for any species using this method. Fleets using Warp Drives to travel will need to do so at the edge of a system to lessen the gravitational pull of the local star. This in combination with the fact that warp-jumps have the slowest FTL-speed of the three methods means that the arrival point of an incoming warp-fleet can be identified, and possibly ambushed. The cost of freedom is potentially high! Wormhole Some species have decided to sidestep this whole business of blasting through the void at ludicrous speed. They prefer to open up a temporary wormhole that a fleet may use to instantly travel to a distant system. These wormholes can only be generated by a Wormhole Station, a type of space station that can only be constructed on the outer edge of a system. Any fleet wanting to travel will have to use the Wormhole Station as a connecting point, passing through it whenever they leave the system. The station may only generate a single wormhole at a time, forcing all ships and fleets to wait while one is being prepared. The larger the fleet, the longer it takes for the Wormhole Station to be ready. The wormhole generated does allow two-way travel, but will collapse almost instantly after sending a fleet through. Constructing and maintaining an efficient network of Wormhole Stations is vital to any species using wormholes, as it will allow sending huge fleets from one part of the galaxy to another in very short time. It also allows striking deep inside enemy territory with little warning. This great strength can also be a great weakness, as fleets are left with no means of further offense or retreat should the network be disabled through covert attacks by enemy strike-fleets. Hyperdrive The galaxy in Stellaris has a hidden network of hyperlanes connecting the systems, only visible for those who know where to look. Ships that are equipped with a Hyperdrive can access these lanes and use them to traverse the galaxy at incredible speed. They are however bound by the preexisting network, and has to path through each system connecting their current location and target. Galactic voids lacking systems are in effect huge movement-blockers for any species using hyperlanes, having few systems allowing possible crossings. An enemy could potentially fortify these vital systems should they become aware of their existence, creating strategic choke-points. As the hyperlanes exist in subspace, fleets may access them from anywhere within a system and does not have to travel from the gravitational edge as Warp Drives and Wormhole Stations do. As such, catching a fleet using hyperlanes can be tricky. Correctly identifying the paths to intercept and interrupt their somewhat long charge-up is probably your best bet. All methods of FTL-travel can be improved by researching more advanced technologies. While their exact effects differ some they all improve the speed, range, efficiency or cooldown of FTL-travel. However, being able to casually bend time and space with increased power does not necessarily mean using it with more responsibility. As additional species bend the laws of physics to send larger and larger fleets through the galaxy, there is always the risk of something, or someone, noticing... Next week we’ll talk more about the different species in the galaxy. Look forward to it!
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