中级玩家
 
- 贡献度
- 13
- 金元
- 1889
- 积分
- 241
- 精华
- 0
- 注册时间
- 2009-4-3
|
本帖最后由 ylqdd 于 2012-10-27 11:59 编辑
对这个游戏挺有兴趣,所以很盼着出好MOD。目前MOD主要在这个网站http://xcom.nexusmods.com。目前成果是聊聊的,因为也没多久。
我找了一个过去2周排行第一的MOD,把介绍里的大部分内容给同好们翻译下
http://xcom.nexusmods.com/mods/18
英语不好,正玩的也不是英文版,有错误请指出。
This mod tweaks XCOM to make better use of the game's features and give more control to the player. I wanted the player's decisions to become more meaningful, rather than being punished randomly by the game all the time. So now, if you play it right, you will be rewarded. But if you play it wrong, you will be punished.
这个mod优化了游戏的功能,给玩家以对游戏更多的控制。我的想法是让玩家的决定做的更有意义,而不是总在游戏中随机性的遭受惩罚。这样的话,如果你玩法正确,你就会被奖励。如果你犯错了,才会被惩罚。
Note that this mod was designed to be played on the Classic difficulty (with full AI) but Impossible might work just fine too. Don't worry about it being too hard, the difficulty is the same as Normal, just with full AI and a few more enemies.
注意,这个mod是为“经典”(第三)难度设计的(包括全部AI),但“不可能”(第四难度)很可能也能匹配的很好。不用担心太难,难度和原版的“普通”相当,只是使用全部AI和敌人多了一些。
Also keep in mind that this mod was not designed for save scumming. If you save scum a lot, you might find this mod too easy. This mod is more "fair" than vanilla and is best played by letting the bad decisions simply happen, don't reload. You can recover from mistakes.
请注意这个mod不是为SL大法设计的,如果你SL过多,你可能发现mod太容易。这个mod比起原版更“公平”,如果你做了一个坏决定,就让他简单的发生吧,不需要SL。你可以弥补失误。
ATTENTION: It is required to start a new campaign since version 1.3!
If you are new to this mod or are coming from a version older than 1.3, then you need to start a new campaign. If you've already started a campaign since 1.3, then you do not need to restart.
注意:mod从1.3版后需要开始新游戏。
ATTENTION2: Please read the ReadMe, it has been updated. It contains new instructions on how to get mods to run. Firaxis has made this process harder. So, you need to read the install/startup instructions in the ReadMe!
注意2:请读readme文件,它告诉你如何用mod。Firaxis让这个过程变难了,所以你需要读reandme中的安装介绍。
Things that have changed:
MOD修改内容:
Weapons rebalanced:
武器再平衡:
- Conventional weapons are now average. Nothing special about them. They are good allround. You could theoretically play the entire game using them.
传统武器现在伤害平均化了。没什么特别的,他们将一直比较适用。理论上你可以整个游戏都使用。
- Lasers do a bit more damage, are more accurate and don't need to reload. But sometimes they do low damage. Their damage output can be unreliable.
激光武器伤害高了一点,并且准确更高,不需要装弹。但是有时伤害会很低。输出变的不太可靠。
- Plasma weapons do a lot of damage and have very high critical damage. But they are less accurate, which makes them hard to use, especially by rookies.
电浆武器制造大量伤害并且暴击伤害更高。但是准确很差,很难用,尤其对新兵来说。
- The environment can take on a few more plasma hits before being destroyed. This allows the player to make better use of cover and play more tactically.
环境物体需要受到更多的电浆伤害才会被毁坏。玩家可以更好的利用掩护,玩的更有战术性。
- Arc Thrower now goes in the pistol slot. Apart from that, it works the same as in vanilla.
电击器当作手枪装配,除此之外和原版一样。
- Different weapon types have different accuracy settings. Least to most accurate: Shotgun, LMG, Rifle, Sniper.
不同的武器类型有不同的准确度设置。由小到大排:shotgun(突击步枪),LMG(重机枪),rifle(步枪),sniper(狙击步枪)
- On top of that, different weapon tiers have different accuracy levels.
不同的武器档次有不同的准确度
- Pistols need to be reloaded (except the Laser pistol).
手枪需要装弹(除了激光手枪)
- Shotguns do more damage but have a bit less accuracy compared to rifles. Shotguns should be more useful now.
突击步枪伤害更高但准确度比步枪差一点。现在更好用。
- The sniper rifle's close range accuracy penalty has been removed. It still needs two moves to be able to fire, I think that's harsh enough.
狙击步枪的近距离准确惩罚被移除了。仍旧消耗2个行动点开火,我想足够严格了。
Enemies rebalanced:
敌人再平衡:
- Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
敌人进攻更加有逻辑了,这样战斗的流畅性更好。
- Enemies won't cheat as much. If something bad happens, you'll know it's probably because you screwed up or because the enemy AI made a good decision.
敌人不再作弊了。如果发生什么糟糕的事,你知道基本肯定是你自己搞砸了,或是AI下了一步好棋。
- Smaller enemies are a bit harder to hit and large enemies a bit easier. This is balanced by accuracy and/or movement speed advantages/disadvantages.
小个头的敌人变的有点难打中,但巨大的敌人更容易。这些通过准确度/移动速度来平衡。
- When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie.
如果Chryssalid(蜘蛛型怪)在屏幕外边杀了平民,这个平民不总会变成僵尸。
- The AI will now always use more than 5 NPCs in combat, instead of hiding when the NPC limit is reached.
AI现在会使用多于5个单位进行攻击,而不是达到5个限制时让多余的藏起来。
Strategical map rebalanced:
战略面再平衡:
- The missions the player ignores won't increase the panic level of entire continents anymore, but only of specific countries, and panic penalties are larger now.
忽略任务不会让整个洲的恐慌提高,只提高单个国家,但恐慌更大了。
- This allows the player to somewhat direct the spread of panic and have more control over the strategic map. But there's still some luck involved.
允许玩家做点什么影响恐慌的扩散,对战略面有更多的控制。但仍包含运气。
- Countries have a small chance to leave the council at the end of the month when their panic level reaches level 4.
如果恐慌达到4,国家有小几率在月底离开议会。
- Having a satellite in the continent or country drastically reduces the chances of leaving at panic level 4.
恐慌在4的情况下,在某个洲或国家发射卫星大幅度减小离开议会的可能。
- Satellites are much more likely to decrease panic levels inside the country they are positioned in at the end of the month.
卫星更多的减少恐慌,如果在月底前就位。
- Normal satellites have a very tiny chance not to be destroyed by UFOs when undefended.
普通卫星无防卫的时候,只有非常小的几率不被UFO摧毁。
- Stealth satellites have a high chance not to be destroyed by UFOs when undefended.
隐形卫星无防卫的时候,有很高的几率不被UFO摧毁 。
- European countries give slightly more money to give the player an incentive to put your satellites there.
欧洲国家给的钱多了一点吸引玩家放卫星。
- There's slightly a higher chance that UFOs will show up.
UFO被发现的几率高了一点。
- UFOs doing missions (Terror, Abduction, etc) can be intercepted sometimes before they start their mission.
UFO行动时(恐怖袭击,绑架等待)有时在开始前可以被拦截。
- The Research Lab's effectiveness has been increased. It's very effective at decreasing research times.
实验室的效果加强了,更有效的减少实验时间。
- Research time has been slightly increased to give the Research Lab a useful purpose.
研究时间延长,以使实验室更有用点。
- Increased research time of plasma weapons to make it harder to unlock them and make lasers a bit more attractive.
延长电浆武器研究时间,让它更难解锁,使激光武器更有吸引力些。
- Facility maintainance costs have been increased, so that you won't be swimming in cash later in the game.
维护费用增加了,这样游戏后期钱不会多的可以再里面游泳。
- Transfering Interceptors to a new base takes much less time now, allowing you to more quickly redeploy your air forces where they are needed.
截击机转场需要的时间更少了。你可以更迅速的在你需要的地方部署空军。
- Workshops are enabled from the start, allowing the player to begin the strategic game with a different starting move, if so desired.
工厂一开始就可以建造了,如果你渴望有一个不一样的开头。
Characters rebalanced:
角色再平衡
- Rookies start with a bit less Will, but now you get more tools to combat panic.
新兵意志调低了,但是你有了更多战胜恐慌的工具。
- Human soldiers gain a bit more Will with each level.
人类士兵每级得到的意志多了。
- Armor plays a large role in how fast soldiers will panic. The higher the HP bonus you give your soldiers, the smaller the chances of panic.
护甲决定了士兵多快会恐慌。士兵附加的HP越多,恐慌的几率越低。
- Just like armors, higher tier weapons provide a Will bonus, but a very small one. See it as a confidence boost.
和护甲类似,高档次的武器提供意志加成,但是很少。把它看成一种信心激励。
- Human soldiers who panic won't try to kill your own soldiers anymore.
恐慌的士兵不再会杀同伴。
- Game balance doesn't resolve around your soldiers getting killed, but instead around your soldiers recovering for a much longer time.
游戏平衡不会让你的士兵被杀,但你士兵的复原会花非常久的时间。
- Soldiers who take damage during missions will be recovering for a MUCH longer time, especially if they are "gravely injured".
任务中受伤的士兵将花很长时间复原,尤其是如果他们重伤。
- You can avoid this by giving your soldiers better armor. Your soldiers will only become wounded if they lose all their hitpoints provided by the armor.
你可以给士兵更好的护甲以避免重伤,你的士兵如果只是失去护甲提供的HP只算作受伤。
- Armors are now more likely to protect your soldiers from getting wounded.
护甲现在更可能帮士兵免于受伤。
- Soldiers who got shot can be kept in the rear to make sure they don't get shot again and then need to recover for a long time.
中枪的士兵可以安排在后面确保他不在被打中。
- Needlessly leading your soldiers to their deaths is not cost effective in the long run.
长距离移动不会导致士兵不必要的死亡。
- SHIV tanks take a few more days to be repaired when heavily damaged.
SHIV坦克重伤后需要修理更久。
Armors rebalanced:
护甲再平衡:
- Armors are divided into Heavy Armors and Light Armors.
护甲分为重甲/轻甲。
- Heavy armors consist of the Carapace, Titan and Archangel. Light armors consist of the Skeleton, Ghost and Psi armor.
重甲包括壳甲,泰坦,大天使。轻甲包括骨甲,幽灵和灵能甲。
- Heavy armors provide more armor than the light armors.
重甲提供更多护甲
- Heavy armors provide two item slots. Light armors only one.
重甲提供2个物品槽。轻甲提供1个。
- Carapace reduces mobility by 1 square, Titan and Archangel by 2. Light armors increase mobility by 3 squares.
壳甲减1格移动,泰坦和大天使减2.轻甲增加3.
- Heavy armors increase Will a lot. Light armors increase Will a bit less. Secondary armors (the ones that go in the item slot) also provide a Will boost.
重甲附加很多意志。轻甲增加一点。二级甲(装配在物品槽的)也提供一点意志。
- Light armors increase the chances of evading incoming fire.
轻甲增加闪避几率。
- Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.
轻甲有特殊的移动能力(尤其灵能甲),可以使他们更轻易的在战场迂回。
- Secondary armors provide a bit more HP now, making them great for use with the heavy armors that have increased inventory space.
二级甲现在提供的HP更多了,使其可以更好的和重甲配合。
General Tweaks:
总体调整:
- Normal, Classic and Impossible difficulty levels should be the same now, apart from hard-coded differences, like more enemies and unlocking the full AI.
普通,经典和不可能 难度是一样的,更多的敌人,解锁了全部AI。
- Basically, if you want full AI, play on Classic or Impossible.
基本上如果你想要全部AI,玩3或4难度。
- Keep in mind, this mod was made for the Classic difficulty level, but Impossible should work too. AI is shackled on Normal, so don't play that!
记住,AI在普通难度很差劲,所以别玩普通!
- Second Wave is enabled. You'll need to finish the game first to unlock it, or download a profile which has it unlocked already (See Second Wave mod).
二周目可以用。你需要首先完成游戏解锁它,或者下个通关的档。
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
二周目马拉松模式修复了。只需要一个超波信标去制造超波中继器。
|
评分
-
5
查看全部评分
-
|