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报告翻译问题






It looks like an essay, so no, of course not lol.
Doesn't the Linux port only update on major versions? Maybe wait until versions are in step if that's the case.
okay i guess, thanks for the quick help!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3607436758
I made it! “Thank you for giving me permission to create the Korean sub-mod!”
YMMV though, I just like for my units' stats to actually be accurate, there's essentially no point in giving the player a unit's stats if there's a bunch of drastic hidden caveats that mean you can't actually use the information the game does tell you because it's incredibly inaccurate.
Even just the facts that all units have a hidden +35 Melee Attack and that armor actually comes with a whopping 50% variance is enough to completely throw off any estimates or expectations the player will have about combat based on the information the game gives them.
In "Effect Scope" set it to "faction_to_force_own" in every field.
In "Effect Value" set it to 35 in every field.
Create your own _kv_rules_table and set "melee_hit_chance_base" to "0".
Done!
What you just did:
Removed the hidden +35 modifier that the engine adds to units and then re-added it via the game's difficulty settings to all units that have an entry in the unit_set "all_units" (which is all units in the game) on every difficulty so now they all get a visible +35 to their melee attack.
The Pros of this approach is that it's a difficulty tweak not a direct change to the unit stats, so it's FULLY compatible with any mods that tweak the actual stats of units in the units_table, and even works on units added by other mods so long as the modder remembers to add their unit to the all_units unit set.
All you have to do is create a custom effect in effects_tables.
Set "Is Positive Value Good" to True.
Create a custom effect_bonus_value_ids_unit_sets table and an entry with the "Bonus Value Id" set to "melee_attack_mod", set "effect" to your custom effect, and "unit set" to "all_units"
In the campaign_difficulty_handicap_effects_tables, create 10 entries.
First, 5 entries with the "Campaign Difficulty Handicap" going from -3 to +1 and the "Human" toggle set to TRUE.
Second, 5 more entries with the "Campaign Difficulty Handicap" going from +3 to -1 and the "Human" toggle set to FALSE.
TBC
For example, if a unit that has 15 melee skill attacks an enemy with 10 melee defense, it LOOKS like it will have a 5% chance to hit but when it actually ATTACKS an enemy, the engine adds an additional (invisible) +35 to it for a total attack value of 50, meaning the chance to hit it actually 40%. (ignoring any circumstantial factors for the sake of making this example)
Short answer is you take an attacking unit's Melee Attack (say it's 40) and add a base 35 that every unit gets = 75. Now subtract the defending units Melee Defense (say it's 20) and thats the chance the attacking unit will hit the defending unit (75 - 20 = 55% chance.)
Now of course there's a whole other bunch variables such as terrain, bonus vs infantry/large, attacking from the side/back, if the units are tired, etc.