安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








About the unit upgrade-path philosophy of your proposal: I disagree with completely altering a unit's nature twice within an upgrade path (Explorer -> Ranger, Ranger -> SF). In my opinion, a class upgrade ought to always feel good (that's what they call it upgrade for). During a game, I build specific kinds of units for a role they fulfill: Having a unit change its role by upgrading means I will loose an experienced that fulfilled a role I needed. Choosing not to upgrade it means it becomes obsolescent and will easily be overpowered as ages proceed.
Choosing which unit class to deploy - and lets face it: In your proposal, the only commonality Rangers and SF have is that you can upgrade one into the other - Is already part of the game and well established, I see no reason to make the class-upgrade system more confusing for no gain on this front.
Choice during promotions mattering is a completely different aspect. Promotions make your unit better, make it special to you (admit it: Loosing a Level 6+ SF hurts. It hurting means you were attached to it). If the choice you make here has more of a perceived impact, this effect is increased.
Depending on which promotion you chose, the scout-progression units will perform in their role better in certain aspects (Scouting for Exploration, Survivalism for battle-field recon and early barbarian whomping and Sniper for Guerillia) or under certain circumstances (Terrain Expert). Each promotion choice will significantly affect one of those aspects (or at least give the perception of it until you get out your calculater and do the math).
This is the kind of choice I wanted to introduce. In my opinion, most other promotion progression paths really aren't much of a choice and most promotions don't really alter the way handling the unit feels.
Even SF aren't all that powerful in purely militaristic terms: Their maximum ranged attack power - stacking every single boost they can get - is 72. Granted, with range 3 and 3 attacks that's quite a fair amount, but it really doesn't begin to compare to contemporary units (Even without a single promotion). The great utility and speed makes using them feel very good, but if you crunch the math you'll realize that building 3 XCOM Troopers will give you far more military power than 2 SFs (This would be the balance for production cost), far more 5 XCOM Troopers for 1 SF (That's the Upkeep balance).
Given that cost and balance of strength, I'd rather hope you use them wisely. I certainly try to.
Maybe the ranger should keep its vision, and later ugrade to an armoured Reconaissance vehicle with even greater vision, no stealth, or cross border walks, just awsome vision.
And the SF would be a completly new unit unlocked in later techs.
Or maybe I should just use your mod as is an I should STFU about it lol.
Quick question, How do you get your AI to use your mod appropriatly ? Or would you say all these types of mods are made more for human vs human?
I'm currently working on this, running many test games. Basically, AI handling buildings or units is handled by something the game calls "flavor"s. For example, the factory has a high "Production-Flavor", while the tank has a high "Offense-Flavor". It's like filling in a table, assigning numbers at the appropriate column.
As a modder, I can either assign flavors to units (easy to do), introduce new flavors (Far beyond my skills) or script individual behaviour-scripts (I might some day manage to do this, but don't hold your breath). The problem with the predefined flavors and the scout unit tiers, especially the Ranger and SF, is that they really don't have a "Saboteur" flavor. I gave them the recon flavor - and it's doing the recon part just fine. However this means that they will only use it for recon purposes, and only build them as necessity exists. That's working alright, but means they usually only use them sparingly in the end-game.
The problem arises when I try adding other flavors. Giving offense flavors turned out pretty bad (the AI kept building them exclusively, which meant it got utterly smashed by a few XCOM-Troopers), defense flavor worked out better, but it means the AI won't be using them as saboteurs either (and it messed with troop mix balance on the rear end in a bad way).
So ... currently I'm trying to strike the balance so that the AI will use them in adequate numbers without unbalancing overall troop mix too badly. Getting the AI to receive the full benefit of combat recon and - especially - behind enemy lines sabotage would require more than is realistically doable with my skills (and with my job, I'm busy enough improving my PowerShell and C# skills, lua is highly unlikely to make my "gonna-learn"-List).
Given the structure of AI flavors, all mods that integrate into current strategic concepts can easily integrate. Mods implementing new strategic or tactical options however will either loose out on this front, or require great skills in modding Lua at the very least, game dlls at worst.
Generally, only few people are out there, that can do it, I'm not amongst them.