Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

better_GaW_mod.pack
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Actualizare: 11 iul. 2021 @ 7:47

见下个版本更新说明

Actualizare: 4 iul. 2021 @ 12:42

脚本精修。
1 部分数据更新。
2 解决了存在很久的一些脚本方面的小问题。比如冗余的希腊波斯外交状态栏。
3 由于本MOD的各种参数日趋历史精确化,故取消原先的AI自动战斗加成脚本,以实现真正意义上的AI历史路线模拟的初步目标,避免自动战斗结果失实带来的战略平衡改变。

注意。虽然存档兼容,但是此次部分修改必须新存档才能生效!

Actualizare: 28 iun. 2021 @ 3:16

修正了波斯城市建筑人口增速加成过高的问题。

Actualizare: 26 iun. 2021 @ 5:44

针对近期更新的新人口补给系统对人口数据的参数进行了匹配。使新的人口系统更加准确和适合。

高税率对商人影响更多,对奴隶阶层影响更小;
人口总数对公民的影响减小,对奴隶阶层影响更大;
公民人口在补员时候更加不容易枯竭;
斯巴达初始人口略增加,使其包括城防军在内的公民人口增加到接近4000的历史数据;

The parameters of population data are matched according to the newly updated population supply system.To make the new population system more accurate and appropriate.
High taxes affected merchants more than slaves;
The total population had less influence on the citizens and more on the slave class;
The population of citizens is less likely to be depleted by replacement;
The initial population of Sparta increased slightly, bringing its civilian population, including the city defenders, to close to the historical figure of 4,000.

Actualizare: 21 iun. 2021 @ 11:47

消除了一些冗余数据

Some redundant data is eliminated

Actualizare: 17 iun. 2021 @ 23:56

人口系统3.0

本次修改目的在于解决两个问题:
众所周知,全面战争作为一款游戏,战争频率远远高于历史情况。作为一个历史向的MOD,必须更好地平衡这两点;同时,AI因为频繁补员的原因,很容易在游戏中期就失去特定阶级的人口数量,以至于因为缺乏特定阶级人口不能补员。
另外,历史上这个时代的战损并不是百分之百,很多人员在战后会自动回归:他们有的是伤员(那个时代的战斗若不是致命伤通常都能痊愈);有的是逃兵回归;有的是作为战俘在战后被交换。所以,在人口增长率系统比较真实的情况下,我希望能够在某种程度上模拟上述一系列情况,于是就有了这个系统。

大致的改进是,简单来说,就是分阶级设定了补员的人口需求上限。显然,更高阶级的人口整体来说在战斗中更少机会战死,同时在战后更加容易作为俘虏被交换从而保留性命。奴隶阶级自然是相反。而第四阶级,也就是外邦人和雇佣兵则受到中等程度的影响。

Population System 3.0
The purpose of this revision is to solve two problems:
It is well known that Total War as a game is fought far more often than it has historically been.As a history-oriented MOD, it has to balance these two things better;Also, the AI can easily lose a certain class of population in the middle of the game due to frequent restocking, so that it can't be restocked due to lack of a certain class of population.
In addition, combat losses in this era in history are not 100 percent, and many personnel automatically return after a war: some of them are wounded (fighting in that era usually healed if not fatally wounded);Some returned deserters;Some were exchanged as prisoners of war.So, when the population growth rate system was real, I wanted to be able to sort of simulate the above set of conditions, and that's where the system came in.
The general improvement is, in a nutshell, to set a ceiling on the number of people who can be recruited by class.It is clear that the higher classes of the population as a whole are less likely to be killed in combat and are more likely to be exchanged for prisoners after the war to keep their lives.The slave class, of course, was the opposite.The fourth class, the gentiles and mercenaries, are moderately affected.

作为玩家,在这次改动后面对的人口压力相应地变少,更加可以在游戏开始阶段就大胆地使用高级单位而不用担心过于伤筋动骨的高级人口战损了。实际上,如同我上面的理由,这个战损带来的压力因为战争频率过高而在以前的版本中过大了。

As a player, there is less population pressure after this change, and it is easier to use advanced units at the beginning of the game without having to worry about crippling advanced population damage.In fact, as I explained above, the stress caused by this damage was too much in previous versions due to the high frequency of the battles.


基本改动如下:

第一阶级:补充系数为0.15。也就是100的战损只需要15的人口补充;
第二阶级;补充系数为0.3,100的战损需要30的人口补充;
第三阶级补充系数不变;
第四阶级补充系数为0.6,100的战损需要60的人口补充。

The basic changes are as follows:
Class 1: The replenishment coefficient is 0.15.100 battle losses only require 15 people to replenish;
The second class;The replenishment factor is 0.3, and 100 battle losses require 30 people to replenish.
The third class complement coefficient remains unchanged;
The fourth class replenishment factor is 0.6. A 100 battle loss requires 60 people to replenish.

Actualizare: 26 apr. 2021 @ 0:45

Actualizare: 25 apr. 2021 @ 10:02

普通希腊重步不再消耗太多人口,此修改是为了避免AI城市因为补员不能招募兵源的人口系统既有问题。

Actualizare: 25 apr. 2021 @ 10:02

Actualizare: 25 apr. 2021 @ 9:12

针对同日补丁进行的更新