【数据】政策对应的效果;游戏难度对应的效果
重建僵尸大陆3吧
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level 8
秋冥月 楼主
第三个教程。介绍不同游戏难度(简单到地狱)在游戏文件中对应的值;以及不同政策的效果
2017年02月04日 16点02分 1
level 8
秋冥月 楼主
政策部分来自WIKI,机翻,都能看懂,选项和游戏顺序一致:
【一、市政厅政策】
罪与罚-什么应该成为我们的凶手和treasoners最严厉的惩罚吗?
剥夺他们的奢侈品-没有时间,低秩序:犯罪更有可能发生
把罪犯关进监狱罪犯被监禁,正常秩序:犯罪偶尔发生,但当它这样做,幸存者不能做任何事情了几天
把他们从堡垒里驱逐出来,罪犯被放逐,高阶:犯罪很少发生,但一旦发生,你就会失去一个幸存者
资本的惩罚罪犯食人族吃,高阶:犯罪很少发生,到那时候,你会获得一些食物。但是幸福会减少,你会失去一个幸存者
民族主义-我们对局外人的态度是什么?
照顾我们自己:增加防御
帮助我们的盟友:友好的派系会更喜欢我们
帮助任何需要它的人:更多的幸存者会来找我们
我们的最高优先-我们最看重什么?
重建世界-更多的新兵
保卫人民安全-增加防御
提供宗教道德中心-教会更有效
贸易繁荣-更好的贸易协议
私人财产-人们应该拥有自己的东西吗?
人们共享所有资源-生产更多资源,降低幸福感
一些共享,一些正常的资源和幸福
人们保留他们自己的东西-更少的资源,增加幸福
摇滚投票-我们如何构造我们的政府?
领导者选择政策-常规政策体系
领导人和参议院选择政策-偶尔的政府冲突,幸福增加
所有幸存者投票-随机政策将选择,幸福增加
财富分配-谁得到最好的东西?
随机分配奢侈品-正常的幸福
青睐技术工人-更高水平的幸存者
支持最难的工人-增加快乐,但更少的熟练新兵
喜欢士兵-更快乐的士兵和更多的新兵
2017年02月04日 16点02分 2
这是...机翻么[阴险] 看着好难受
2017年02月06日 06点02分
level 8
秋冥月 楼主
【二、其他政策】
口粮
定期口粮-幸存者每天吃1食物
减少口粮-幸存者每天少吃25%的食物,快乐减少
增加口粮-幸存者每天吃25%的食物,快乐增加
淋浴配给
让人们尽可能多的淋浴--从药剂师那里得到积极的反馈,增加快乐。任务修复水净化站偶尔发生(直到任务完成,幸福的奖金是否定)
限制阵雨一周一次-轻微的幸福损失定期。修理水站的任务经常发生
限制生活必需品的水的使用-更大的幸福损失定期
弹药的使用
平衡的弹药的使用-保持弹药的使用和火药一样
喷雾和祈祷,增加使用的弹药,+ 1防御增加枪
节约弹药尽量减少弹药的使用率,从1枪防御
外交政策
张开双臂增加派系关系和招聘成功的机会,fortwide防御-
谨慎-保持关系和防御的平衡
fortwide敌意增加防御,降低招聘的成功机会和派别的关系
教堂和酒吧
教堂-教堂比酒吧更有效
酒吧比教堂更有效
均匀地在教堂和酒吧
强制站岗
不,志愿者的警卫是足够的-从药剂师的积极反馈,只有那些值班警卫有助于堡垒防御
是的,所有人都在守护任务+幸福,每个人都贡献堡垒防御和获得防御技能与攻击
民主
不,我会做所有决定-让你选择政策的决定
是的,人民应该投票-创造一个新的选择,“让人民投票”和禁用所有其他选项的政策
2017年02月04日 16点02分 3
level 8
秋冥月 楼主
【四、游戏难度等级】
原文件:(五个等级,对应五个数值。英文超级简单还带解释,就不放机翻了……其实可以自己去机翻)
[difficulty]
; these are all length-5 arrays for the five difficulties:
; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE
; How many survivors are initially on the map for each passable nonfort square
;COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20
; How often survivors join up randomly in survivor arrives type events
;SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50
; Added to every survivor's level during all skill checks
;COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0
; Game starts with this much food
;STARTING_FOOD = 50, 50, 50, 35, 25
; All survivors are created with this happiness, except the main leader
;STARTING_HAPPY = 100, 75, 50, 35, 25
; Extra zombies in the squares beside the fort at the start of the game
;EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10
; How many zombies can there be max on one square at the same time?
;MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180
; How many zombies spawn on each square (away from the fort)
;ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25
; Zombie unit strength is 50 * this
;ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50
; How many days between regular zombie units spawning or attacking, halved while swarming
;DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3
; The number of days between mobile horde spawns, halved while swarming
;DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10
; How strong are mobile zombie hordes?
;MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00
; How quickly faction strength increases naturally over time
;FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00
; How much food does a one square farm produce per day
;BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00
; How miserable are survivors in the lategame
;LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00
; How often do negative events occur compared to other events
;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50
; How quickly do the survivors gain skill
;EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50
; How often do any random events happen
;EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
; How many zombies on each square when the game starts
;STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
; Police stations and banks give this much bonus defense
;DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10
; Towers give this much bonus defense
;UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5
; Bunkers give this much bonus defense
;UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10
; Turrets give this much bonus defense
;UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15
; When the average edge square reaches this, the fort's at max defense
;MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,
; Fertilizer tech gives this much extra food per farm square
;FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50
; Reclaim missions can't happen if there are more than this many zombies on a square
;RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0
; Colins carried over to the next city will be nerfed to this level
;DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5
; What survivor level are backstories awarded
;BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4
; What survivor level are backstories awarded
;BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7
; What survivor level are backstories awarded
;BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10
; Amount of total food, fuel etc that raiders take
;PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75
; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
;MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60
; How long do we have to wait before meeting with a faction or trading at their fort again
;MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3
; Building materials at the start of the game
;STARTING_MATERIALS = 20, 20, 20, 20, 20
; Ammunition at the start of the game
;STARTING_AMMO = 10, 10, 10, 10, 10
; Fuel at the start of the game
;STARTING_FUEL = 5, 5, 5, 5, 5
; Medicine at the start of the game
;STARTING_MEDICINE = 5, 5, 5, 5, 5
; Even with no apartments or suburbs, can still house this many survivors
;BASE_HOUSES = 2, 2, 2, 2, 2
; How many survivors can live in an apartment or 1x1 suburb
;HOUSES_PER_SQUARE = 2, 2, 2, 2, 2
; Any roll for injury vs death has at minimum this chance to be injury
;INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10
; Injury vs death rolls will be injury if someone died within this many days
;DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0
; The amount of food eating one person gives you. Dogs are half.
;FOOD_PER_BODY = 10, 10, 10, 10, 10
; Gifting this value during a trade will net the most respect possible from even the strongest faction
;MAX_TRADE_GIFT = 100, 100, 100, 100, 100
; how many regular zombies it takes to become an attack-ready unit
;MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5
; Number of attacks or missions takes it takes to use up one unit of ammo per gun
;USES_PER_AMMO = 3, 3, 3, 3, 3
; like usesPerAmmo, how many uses does a single unit of bath salts get you
;USES_PER_BATHSALT = 2, 2, 2, 2, 2
; A survivor loses this much (0-100) happiness if they are injured
;SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20
; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
;FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20
; The entire fort loses this much happiness if a building is lost in an attack
;TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5
; How many zombies per turn a trap kills
;TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5
; How many zombies per turn an upgraded trap kills
;TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10
; How many zombies per turn an attractor pulls in
;ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5
; Regular zombie units will spawn faster until this many are on the map
;MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
; How many regular zombie units can be on the map at once
;MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
; How strong should factions be at the start of the game
;FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25
; How often recruits are leaders compared to other skills
;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1
; How often recruits are soldiers compared to other skills
;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4
; How often recruits are scavengers compared to other skills
;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2
; How often recruits are builders compared to other skills
;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2
; How often recruits are engineers compared to other skills
;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1
2017年02月04日 16点02分 5
level 8
秋冥月 楼主
结束,这个游戏算是被我摸透了吧……
以及debug模式真是毁乐趣,我千辛万苦找到办法以后又删掉了……
2017年02月04日 17点02分 6
像楼主这样开车熟练的老司机已经很少了[滑稽]
2017年02月05日 00点02分
大师级人物 对游戏本体深入研究的厉害人物 我爱你
2017年02月05日 03点02分
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