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原帖发在http://bbs.52pcgame.com/thread-285104-1-1.html 给大家过年好好盼着AOD发行呀!!! 期待 原帖位置:http://forum.paradoxplaza.com/forum/showthread.php?t=429568 Complete Feature List :完整功能列表 (好像没办法用space按暂停喔!!唯一大缺憾,用pause害我按到背快扭到) User interface upgrades:使用者介面更新 -Mouse-wheel zoom 滑鼠中键可以拉远拉近 -Optional message box closing delay - no more accidentally closed events 似乎是跳出讯息视窗能叫他多久自己收起来吧 -general reminders - for example if slider move is possible.. 一般性提示:如国策可调或IC有富余 -New message notifier system - get all important events without cluttering the screen. Messages that are marked for this system are shown in an icon on the right screen an can be expanded by clicking on the corresponding icon. 新的讯息提示系统,似乎连陆海空战战果报告都有类似之前他国给交易提案那种按钮 (我倒觉得需要热键可以顺序性的拿提示下来看~省的还要挪到右上角~很远才点的到 没有规定批公文还要跑到隔壁房拿这种规定吧) -Full Screen / windowed selectable in settings.cfg 全萤幕或视窗化现在可以选择了 -Resolution freely selectable in settings.cfg 萤幕解析度可以自由调整 -Multi deployment of units now possible - quick and easy to place large batches of units. 现在可以用control全选需要布署的单位,或用shift跳着选 -New Trade tab to improve speed and overview of all trades. 在原先的地图/间谍/生产/外交/统计标签外多新增贸易标签 放上了现有国内富余/不足资源,以及资源运输船指派等等 -More advanced trade options, like setting an import target, or block import / export of specific resources 新增的交易选项,例如交易指定进口港省份,禁止输入/输出特定资源 -improved supply mode map: province ESE ,convoys and prioritized provinces are shown. 新的补给检视页面,省份补给效率/运补船/重点省份都会显示 -New statistics page in ledger to compare losses / kills 新的战果统计系统,可以显示敌我杀伤比 -New espionage UI - no more micro - just select priority and mission. 新的间谍系统,不必再每7天按pause按到手抽筋了,类似HOI3的任务/权重系统 -New espionage mission ( naval espionage - on success, ship composition and mission is shown and ships are visible on map for xx days) 新的间谍任务:海军任务窃听,能显示海军位置与目标 (为什麽没有陆军/空军的!!!!!只好靠爱抚7+fullcontrol) -Delayed Minister and Leader effects 内阁与将领技能效果延迟(可能新指派後几个月才生效??) -Fluent Dissent Allocation for Minister Changes 换部长导致不满增加将变成渐进增加 -IC Concentration Bonus IC集中在某省份有加乘~不清楚 -Conversion of Transports to Convoys 能把运输船换成运补船 -Conversion of Destroyers to Escorts 能把驱逐舰换成护卫舰(1 to 3的样子) -Supply and Oil Stock moddable 补给与油料库存可以MOD -Added advanced statistics 增加更多新的统计资料 -Complete graphical overhaul 图形介面翻修 -Nuclear Power Plants 可以在省份兴建核能厂(+能源吗??) 那怎麽不来个燃煤发电厂~~ -Province limit removed 省份上限去除(可能重写C的时候换了省份ID的资料型态XD) -Unit screen now shows stock bars 单位(陆海空)介面现在会告诉你该单位携带多少补给 (再也没有无敌船舰了~最好在海上漂流2年的舰队还能打仗!!免油免粮食~捕鱼兼划桨~) Production system rework:生产系统重置 -New advanced auto sliders with Min/Max setting for each slider. 生产介面现在可以设定IC使用的上下限了 -New expense slider to control all domestic and foreign expenses like spies /research / Salaries. 以前都是合在一起的金钱生产现在分割成 间谍/研究/饷银三个子项目 -New buildings like Synthetic oil plants / synthetic rare plants.-All conversions are user controllable with sliders determining the amount of resources converted. 新的燃油合成厂/稀金合成厂 并且可以再生产页面调整转换量 -Most advanced production system ever implemented in a grand strategy game: 宇宙超级无敌霹雳盖世绝顶的 新的生产系统 --Production is now ordered in production lines: 现在生产全部是生产链型式 ---They can be shortened / lengthened at will ---More IC can be thrown at them to increase speed. 生产链可以投入2倍或3倍IC来加速制造 ---Can be paused to preserve gearing bonus without closing the line 也可以以低IC维持流水线加成 --Ability to upgrade units in production to newer models. 能够把生产链换到更新的型号生产 --Refit and retooling times included. 当然 要付出重整生产链的代价 --Gearing increase speed and max gearing attainable through research. 最大流水线加成可以经由研究开发增加之 -AI now takes advantage of this system and knows the value of gearing. AI现在知道流水线的好处了~ New Logistical system:新的後勤系统 -Decentral production - use resources and produce supplies at offshore IC, no need to ship resources to capital if IC is nearby. 分散生产:若离岸IC资源都够的话 就不会傻傻运回首都 -Ability to produce units offshore if enough IC is present offshore (100% moddable in misc.txt) ~则可以在外岛生产部队 -Units receive supplies / oil through provinces, the supply Effectivity is determined by the infra and terrain of the provinces it routes through. 单位经由省份取得补给,补给效率将由补给路线上的基础建设以及地形决定 -Unit Supply consumption now variable with unit activity and 100% moddable 单位补给消耗将取决於单位活动(意思是闲置单位再也不那麽大口吃粮啦) -Units have each local stock levels. Units with high activity and low supply efficiency or units cut off from supplies use the local stock until they run dry. Out of stock modifier now slowly increases with stock levels. 单位将自带补给(据说是30天??)当单位缺补并且剧烈活动时将会使用自带补给 现在单位缺补将不是0或1,而视单位自带补给水位而定 -Ships automatically return to port for resupply and depart afterward. 船只出港自带半年补给,将自动回港补给并且离港 Entirely new land combat mechanics:新的陆战机制 -New plan ahead system.. plan your offensives months in advance. 新的战争计画系统~可在数月前规画大规模入侵 -All combat mechanics have been revamped. 战斗计算模型优化 -now realistic combat durations and losses are ingame. 拟真的战斗时间以及兵损 -Land units speed is affected by combats. Slow enemy down by bombardments or feints 陆军速度将被战斗拖慢,用你的战术轰炸机+徉攻战法来拖慢敌人脚步吧 -New bombard mission - use artillery to soften the enemy before an assault. 新轰炸命令,可以用轰炸机对敌人施予"战前软化" Air Combat Mechanics:空战系统 -All missions are selectable for Province/Area/Region 现在可以指定战机针对省份/地区/区域进行任务(再也不用算区域了!!!) -Planes are now coordinated with each other, to maximize damage and to prevent all planes / rockets to target the same province. 战机将彼此协调,最大化伤害并避免同省堆叠过多 -runway cratering now damages planes on land. 机场破坏将可以伤害停泊的战机 -Air war has been reworked, planes now can miss each other and radar now has many uses and is vital for air superiority in defensive missions. 空战系统再造,战机可能找不到敌人,雷达对於空优以及防御任务有致命影响 (雷达~Q.Q偶被放生好多年) Naval System rework:海军系统 -All missions are selectable for Province/Area/Region 同空军,任务地点指派可以是省/地区/区域 -Totally revamped combat mechanics and brigade system.(all ships now depend on brigades) 新的战斗机制以及改装旅系统 -Ability to refit ships with different brigades. 船只能经由不同的改装旅重塑 -Revamped combat positioning system: Watch out for small hard hitting high leader fleets in combat. 海战位置系统再造,注意精悍短小的舰队!! -Units will have to increase distance to attacker before escape. 脱离海战之船只必须先拉远距离(意思是腿短的那些BB/TP准备沉到海底吧!) -All combats now behave realistically and automatically retreat if no hope of victory exists. 现在海战不利时,舰队会自己用36计的 -Convert unused Destroyers to escorts 没用的驱逐舰~~可以换成护航船只 Provincial additions:省份追加 -Province now has an Effectivity value. this replaces the hidden national non national IC modifier. 省份现在有"效率"值,取代过去隐藏的本国/外国IC修正值 -Infrastructure affects province Effectivity value, so its possible to expand resource and IC production in that province. 基础建设会影响省份效率值,所以可以扩张IC以及资源值 (建设我富裕强大之大中华!!哈哈哈):021] -Infrastructure build time now terrain dependent 基础建设提升所需IC现在会依地形而不同 -Provinces can be prioritized for repair. New visibly shown on supply map 省份跟部队一样,可以给予优先修复权限 省份的基础建设/机场/港口损伤需要花IC修复罗 General improvements:其他 -Collected manpower gets older with time and will retire, limits the endgame MP available. 待役兵源现在会变老退休~国防法修正~65岁免役:)dd -Added 60 more user defined countries (from 00-99 to A0-F9) 新增六十个玩家自订国家 -Added 20 User defines brigades 新增二十个玩家自订旅 -All STR/ORG combat modifiers now exported to misc.txt and 100% modifiable 单位之组织度与装甲值在战斗中的减损参数可以自订罗 -New Techs 新科技 (目前有看到燃料合成/稀金合成/聚合物polymer系统/核电厂) -A LOT of new modifiers to play with (misc.txt is many times larger as vanilla) 其他更多比香草冰淇淋还多的可调参数 -Totally new attrition algorithms 新的损耗计算 -4 new Battle scenarios 四个新战役 -Resource production rebalanced for the majors according to real world production figures 根据现实调整了几个大国家的资源生产 (小日本别在本土产油了吧!!没听过日本有挖到石油呀) -IC limited tech teams ( up to 10 teams dependent on ic) 现在最多可以拥有10个科技研究的洞洞~~爽~不过科技就更快被KO了呀 两倍速 -3 National Ideas / Country - also fully modifiable ideas and effects 新的国家思想系统~额外加成 似乎是共产/法西斯/共和之类的 Smaller General Features (in no order of importance): - Attrition now affects ships 现在船只也会耗损了 - Naval / Air now recognizes unit type and acts more intelligent 海空部队现在会辨认敌方型号并且见机行事 - Reinforcement only in ports for all ships 只有在港口能修理船只 - Units in friendly provinces now gain a static +15% Org regain 在友方领土单位享有+15%组织度恢复 (难道都去....了吗) - Ground attack and Interdiction now does stock damage 对地攻击以及空中封锁现在会造成存粮油料损耗 (孙子曰:凡火攻有五:一曰火人,二曰火积,三曰火辎,四曰火库,五曰火队。) - VP info now with much more information 胜利点现在有更多资讯 - New pop up notifiers 新的跳出提示系统 - Now 10.000 Provinces and of that 3.000 naval provinces allowed 现在有一万个陆地省以及三千个海面省 - Unit losses screen updated with a lot of new values. 单位损失页面有更多新的资讯 - Start and end-date now freely selectable in scenario files (new option to use scenario end date) 开始/结束日期可以自订罗 - Weather map combined with terrain map 天气模式现在会跟地形在一起!! (孙子曰:一曰道,二曰天,三曰地,四曰将,五曰法) - Upgrade / reinforce dependent on ESE 单位升级/补充速度会因补给效率影响 - New naval combat targeting system 新的海战目标系统 - Changed ESE calculation 补给效率计算方式更改 - Air selection - now shows all provinces it targets - also when you change target scope 空军选择,将显示所有目标 - Plains modifier added 平原现在有加成了(不知道加啥) - Infinite mission length 空/海军任务期限多了:直到永远 这个选项 - Province picture now possible on all provinces 每个省份都能放显示图罗 - Brigades can now be locked 附加旅可以锁定(不懂) - Division info now shows its country info instead of yours. 单位资讯现在会显示他的国家而非你的(不懂) - Detailed Information On Effectivity, ESE and 'Raw' ICs/resources 细节显示:省份效率 补给效率 以及粗产IC资源量 - Naval AI range limited AI海军再也不是无限远啦!!你当VIC在玩呀 我今天还看到德国海军从丹麦出发跑到海参崴登陆苏联的~:)fh 图片分享:http://media.pc.ign.com/media/031/031193/imgs_1.html --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 140.112.17.183
1F:推 kuninaka:直到永远XD 02/08 16:45
2F:推 sugoichai:证明AOD才是真正的HOI3......XD 02/08 17:36
3F:推 allyusd:IC Concentration Bonus <<有没有可能把流水线加成实装? 02/08 17:41
4F:推 fishangler:请问一下省份数是有没有变化或是修改? 02/08 18:11
5F:推 jonathan836:不知道那个效率功能能否让非洲再往後更有价值一点呀 02/08 18:34
6F:推 allergy:可以视窗化的话.... 有人要开实况吗XDDDDD 02/08 19:04
7F:推 frank90043:那还出HOI3干啥XDD 02/08 22:23
8F:推 kuninaka:HOI3??等第二个资料片www 02/08 22:45
9F:推 fatisuya:P社的游戏都是在磨练中成长的....XDD HOI2也不是一开始就 02/08 23:20
10F:推 fatisuya:发展到现在这个境地(菸) 02/08 23:21
11F:推 Transfinite:原来已经有u00到u99啦?然後vanilla=HOI2无印 02/09 01:02
12F:推 djmez:可以视窗化根本是方便我开实况 02/09 03:32
13F:推 soaringfish:科技那里不是指十个洞吧 是限制十支科技队伍 02/10 05:06
14F:→ jety:截图里面有一张科技研发的 科技组那边有卷轴喔 应该有10个 02/10 15:57







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