文明5吧 关注:205,182贴子:3,039,404

2月补丁信息

收藏回复

ENGINE
引擎
Significant turn time improvements.
显著降低回合间的等待时间
Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.
隐形河流现在能正确显示了。由于玩家无法看见某些河流,这会导致很多问题,例如在奇怪的地方显示水源、单位移动距离莫名其妙地变小等等。
USER INTERFACE
用户界面
Add combat summary when a city bombards a unit
城市攻击单位时会显示战斗预览
Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
添加新的外交状态“谴责中”,在AI谴责玩家的当轮显示
Embarked units no longer look like they have 500 strength
轮渡单位(就是坐船的陆地单位- -)不再会看上去有500力量
User warned if about to declare war on a city state that is under protection of a major power
当玩家准备对一个受其他国家保护的城邦宣战时,会显示警告
GAMEPLAY
游戏性
Taper off benefit of excess food when building settlers
建造移民时逐渐减少剩余食物量
City-States now recognize when a road is connected for their road-connection quest.
城邦的修路任务能正确完成了
Golden Ages now provide +20% production per city rather than +1 hammer per tile
黄金时代现在提供每个城市+20%锤子,而不是每个地块+1锤子
STRATEGIC AI
战略AI
Prevent AI from building too many AA units
防止AI制造太多AA单位(防空单位?)
Don't allow CSs to build Manhattan Project
禁止城邦制造曼哈顿计划(……)
AI calculation of enemy military might are tweaked based on size of enemy gold reserve
优化AI对敌军军力的计算,现在会加入对敌国金钱的计算
AI calculation of enemy power now takes into account promotions
AI对敌军军力的计算现在会把晋升算进去
DIPLOMATIC AI
外交AI
Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
避免多个国家同时谴责一个玩家。AI现在使用自己的友好度来决定谴责一个国家的几率
Denunciations expire after 50 turns
谴责将在50个回合后失效
Declarations of Friendship expire after 50 turns
盟友条约将在50个回合后失效
MODDING
MODDING
Added support for policies that provide culture from kills
添加对从击杀中获取文化的政策的支持
Added support for policies that provide extra culture from cultural improvements
添加对从文化类地块建筑中获取额外文化点的政策的支持
Added support for policies that provide extra embarked movement
添加对提供额外的轮渡行动值的政策的支持
Added support for policies that provide free Great People
添加对提供免费伟人的政策的支持
Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
在线面板现在显示mod的下载总数,而不是当前版本的下载次数
When you click on a mod in the online browser, you may now use a dropdown to select a previous version.



1楼2011-02-17 11:46回复
    现在可以在在线浏览器中选择一个mod时,从一个下拉框中选择其以前的版本
    Added Line Control for modders to use when creating graphs, etc.
    添加线条控制,以便modder们在绘图时使用
    MULTIPLAYER
    多人游戏
    Can now use DLC civilizations in multiplayer
    多人游戏中可以使用DLC文明了
    Added Ring, Skirmish and Ancient Lake maps to MP.
    多人游戏模式中添加环形、遭遇战和远古湖泊地图
    BUG FIXES
    BUG修正
    Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
    修正在AI谴责玩家后,其外交状态依然显示为“友好”的问题
    Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
    修正AI的言谈举止不符合所显示的外交状态的问题
    Additional bug fixes and tweaks.
    以及其他bug修复和优化
    BALANCE CHANGES
    平衡性修改
    Game Rules
    游戏规则
    Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
    两个城市间至少要有3格地块的间隔(比以前多1格),除非被海隔断
    Cities now only get 1 free production and 0 free gold (1 less in both cases)
    每个城市自带1锤子和0金币(各比以前减少1点)
    Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
    商路的收益基于首都人口数计算;公式做了一些小修改,因此用商路连接很小的城市得不偿失
    Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
    生产移民时,如果剩余食物超过3点,从剩余食物获得的额外锤子收益将会递减
    Allied maritime city states provide 3 food per turn to the capital, not 4
    航海城邦盟友每轮为首都提供3点食物,而不是4点
    Balance pass on production and maintenance costs throughout the game.
    对整个游戏过程中的建造和维护消耗进行了平衡性调整
    Buildings
    建筑
    Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
    添加水渠(新建筑)。新市民出生后,保留40%的食物
    Palace boosted to 3 gold and 3 production
    皇宫提供3金3锤子
    Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
    粮仓为每个小麦、香蕉、鹿资源提供1食物;消耗降低
    Market and Bazaar provide 2 gold (as well as +25%)
    市场和集市(阿拉伯)额外提供2金(同时+25%金)
    Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
    工场额外提供2锤子(锤子奖励降低至+15%,但是影响所有的锤子收益);消耗提高
    Windmill now has a +15% production modifier (for buildings only) and provides 2 production
    风车现在提供+15%锤子(仅对建筑有效),并额外提供2锤子
    Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
    马厩现在可以在有羊或牛的城市建造,为每处羊、牛和马资源提供1锤子;消耗降低
    Lighthouse gives bonus 1 food for Fish; cost reduced
    灯塔为每处鱼资源提供1食物;消耗降低
    Ironworks dropped to 8 production (but earlier in tech tree now)
    炼铁厂提供的锤子数降低为8点(但是在科技树中出现得更早)
    Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
    


    2楼2011-02-17 11:46
    回复
      工厂需要工场才能建造;额外提供3点锤子,但是只+25%锤子;增加一个专家槽(现在有两个)
      Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
      核电站和太阳能电站需要工厂才能建造;锤子加成调整为+35%,并额外提供4锤子;二者只可造其一
      Hospital adds 5 food (but no longer retains food), requires Aqueduct
      医院提供5食物(但不再减少新生人口的食物消耗),需要水渠才能建造
      Forge adds +1 production to each source of Iron
      锻造厂为每处铁资源提供1点锤子
      Reduced Armory maintenance to 2 gold
      兵工厂维护费降低至2金
      Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
      竞技场提供的快乐降低至3;维护费降低至2金
      Reduced Theatre happiness to 4
      剧院提供的快乐降低至4
      Reduced Monastery maintenance to 0 gold
      修道院无维护费
      Reduced Garden maintenance to 1 gold
      花园维护费降低至1金
      Reduced Observatory maintenance to 0 gold
      天文台无维护费
      Reduced Opera House culture to 4, and reduced maintenance to 2 gold
      歌剧院提供的文化值降低至4,维护费降低为2金
      Removed the Great Person Point from Public School
      公立学校不再提供伟人点数
      Specialist Adjustments
      专家调整
      Temple -1 Artist
      寺院-1艺术家点数
      Mud Pyramid Mosque -1 Artist
      土塔清真寺-1艺术家点数
      Opera House +1 Artist
      歌剧院+1艺术家点数
      Bank -1 Merchant
      银行-1商人点数
      Satraps Court -1 Merchant
      总督府-1商人点数
      Stock Exchange +1 Merchant
      证券交易所+1商人点数
      Observatory -1 Scientist
      天文台-1科学家点数
      University +1 Scientist
      大学+1科学家点数
      Garden -1 Artist
      花园-1艺术家点数
      Laboratory -1 Scientist
      实验室-1科学家点数
      Public School +1 Scientist
      公立学校+1科学家点数
      Improvements/Routes
      地块建筑/道路
      Production bonus from Railroads reduced to 25%
      铁路提供的锤子加成降低至25%
      Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
      宝石、金、银和大理石上建造的矿井-1金
      Fishing Boats give 1 food, not gold.
      渔船提供1食物,而不是金币
      Fishing Boats give 1 gold with Compass.
      罗盘(科技)为渔船提供1金币
      Camps on Deer give production instead of food .
      鹿群上的营地提供锤子,而不是食物
      Remove 1 extra food from Sugar plantations.
      蔗糖种植园提供的食物-1
      Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
      贸易站只提供1金币(研究经济学后再+1)
      Trading Post & Camp gold increases by 1 with Economics.
      研究经济学后,贸易站和营地+1金
      Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
      研究科学理论后伐木场+1锤子(从蒸汽机提前)
      Mine & Quarry production increases by 1 with Chemistry.
      矿井和采石场在研究化学后+1锤子
      Plantation & Pasture food increases by 1 with Fertilizer.
      种植园和牧场在研究化肥后+1食物
      Well & Offshore Platform boosted to 3 production (from 1).
      油井和近海平台+3锤子(以前是+1)
      Academy increased to 6 Science.
      研究院(大科建造的那个)提供6烧瓶
      Landmark increased to 6 Culture.
      地标(大艺)提供6文化
      Manufactory increased to 4 Production.
      


      3楼2011-02-17 11:46
      回复


        5楼2011-02-17 19:30
        回复
          政策改的很给力啊,看来城贵在精不贵在多啦


          IP属地:海南6楼2011-02-17 20:03
          回复
            出了么


            IP属地:陕西7楼2011-02-18 23:55
            回复
              "Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
              传统:文化边界扩张效果随着城市的数量提高而降低,降低效果随着游戏进程的深入而提高。同时为首都提供3点文化"
              这条翻译很有google翻译的风格,貌似塞爱维就是这么翻译的,LZ转帖的话还是注明出处吧,尊重版权。如果是自己翻的,穿上马甲,也好让大家谢谢你。
              应该是:开启传统政策后,城市领土扩张所需(文化还是金钱?)会有折扣。折扣数值会随着游戏进程(时代更替?)提升吧。


              8楼2011-02-19 00:39
              回复
                1.科技研究更漫长,好!
                原来的游戏进程,科技经常不到400回合就升满。
                2.小麦,香蕉,牛,羊等资源提高了价值,好!
                3.降低大理石的效果,好!
                原来大家都当选图党,没有大理石就重开!
                4.能力主义:每个连接到首都的城市+0.5快乐,首都附近出现一个自选的免费伟人,好!
                原来那个只+0.5快乐的那个政策吧?原来那个太废!
                5.城市之间要相隔3格,不好!
                由于游戏优化或者游戏进程太慢长的问题,大伙开图一般都不超过6人小图。这一规矩太过分!一个非洲顶多挤4,5个城市......不合理!
                6.铀,石油等都有调整,居然不增加铝和煤的出现几率,不好!
                没有工厂,高科技发电厂居然不让造?可笑,原来找个煤矿都难,6人图全球平均不超过2个。


                9楼2011-02-19 01:23
                回复
                  回复:9楼
                  1.只会让RA党更猖獗.OCC更容易了,因为OCC后期科技基本全靠RA,这一修改变相延长了AI的胜利进度,而对OCC玩家基本无影响
                  2.开图党表示好图更给力了,必须要挑。
                  3.开图党表示坐大理依然给力。
                  4.同意
                  5.这个修改意图很明显:区分ICS和爆铺。原帖前面的话LZ没有贴,制作组说的很清楚,这个补丁之后希望爆铺流和大城流各有所长,基本保持平衡。135为了打压ICS彻底废了自主政策,变相废了爆铺,显然是矫枉过正了。这次通过改变开城距,城市本身提供的金锤数和商路计算公式算是从根本上废了ICS。另一方面大幅度提升自主政策树和大学科学家槽+1显然是鼓励爆铺,让铺城流能和精城流分庭抗礼。个人认为这一修改非常睿智,但不知道实际应用中会不会出现预料不到的负面影响。
                  6.同意,煤到无所谓,需求不大,缺铝很不爽。


                  10楼2011-02-19 02:15
                  回复
                    这个补丁是什么版本?
                    还有我咋感觉这版本有点面目全非呢…


                    IP属地:江苏11楼2011-02-19 04:04
                    回复
                      回复:10楼
                      没有铝可以用机器人!
                      没有煤何来工厂?
                      没有工厂,那后面的高级发电建筑不用弄了?


                      12楼2011-02-19 12:41
                      回复
                        艺术家和科学家的坐地建筑都有加强,合理!
                        为何见不到经济学家的坐地建筑?
                        经济学家的坐地建筑最废好不好?
                        起码加多2金啦!


                        13楼2011-02-19 12:43
                        回复
                          回复13楼:
                          经济伟人送成邦多给力。要是坐地没个200回合都不值~~


                          IP属地:内蒙古14楼2011-02-19 12:48
                          回复
                            请问楼上各位,我比较看重的一项改动,表现主义:每建一个城,开启下一个政策的文化惩罚(+30%)降低33%(也就是文化惩罚降低至+20%?)。同时开启一个黄金时代
                            这是不是太imba了。。。


                            IP属地:广东15楼2011-02-19 12:50
                            回复
                              黄金时代被削弱了,连带着波斯也弱了……
                              加速奇迹的政策和资源都被削弱了,连带着埃及就被增强了……


                              IP属地:安徽16楼2011-02-19 13:03
                              回复