Technology
Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.
Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).
Metal Working requires Construction.
Railroad now requires Dynamite.
Radar now requires Combustion.
Globalization requires Computers, and the cost is increased.
Computers require Radar.
Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).
Future Tech requires Globalization.
Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.
科技
历法、文官、铁器、火药、来复、炸药的成本降低
从启蒙时代中期起,所有科技成本提高(越靠后的科技成本加得越多)
金属铸造需要建筑学
铁路需要炸药
雷达需要内燃机
全球化需要电子计算机、成本增加
电子计算机需要雷达
粒子物理学不再需要全球化(外交胜利的科技不再和飞船胜利重叠了)
未来科技需要全球化
科技位置调整(炸药和之后的科技)
Units/Combat
Destroyers no longer start with extra sight.
Extra Sight promotions are now lost with upgrade (Caravel).
Great General promotion spawning effectiveness reduced by 50%.
Mohawk Jungle/Forest bonus reduced to 25% from 50%.
Gunship anti-armor promotions now work correctly.
Jaguar now gets Woodsman promotion.
Minuteman now start with Drill I.
Mohawk Warriors no longer require Iron.
Carriers no longer require Oil.
Destroyer moved to Combustion.
Mechanized infantry moves reduced from 4 to 3.
Galley now upgrades to Trireme.
Ironclad now upgrades to Battleship.
+1 moves for Tank, Panzer, Modern Armor, with no sight penalty.
Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).
Increased Incan slinger combat strength slightly.
Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.
Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.
Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).
Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).
Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.
Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
Drop combat value of Berserker and Huscarl to match Longswordsman.
单位
驱逐舰不再自动拥有额外视野
轻帆船的额外视野升级后消失
统帅晋升催生大军事家的效果减半
莫霍克战士树林加成为25%(原来为50%)
直升机反坦克晋升现在起作用了
美洲虎战士获得林战晋升
快速民兵获得操练1晋升
莫霍克战士不再需要铁
航母不再需要石油
驱逐舰开启科技改为内燃机
机械化步兵移动力从4降低到3
桨帆船现在的升级为三列桨
铁甲舰现在的升级为战列舰
坦克类+1移动,无视线惩罚
增加攻城武器战斗力到其远程攻击力的50%,增加自带的攻城晋升的效果 (10%/30% -> 20%/50%)
增加投石手的战斗力
增加弩手和诸葛弩的战斗力以及远程攻击力
降低长剑士、飞机类、导弹以及对应UU的战斗力
桑海UU骑兵攻击城市现在无奖励也无惩罚
坦克类攻击城市惩罚下降为25%
砍二杀野蛮人的文化奖励现在和荣誉政策的新奖励叠加
战车战斗力4,远程攻击力7(埃及战车同样)
狂暴战士和Huscarl的战斗力值降低至和长剑士一样
[MODDING]
Fixed a bug in Lua where "Events.<SomeEvent>.Remove" was not behaving correctly.
(Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
(Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
(Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
(Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
(Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
(Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
(Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
(Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
(Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
(Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
(Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)
It's now possible to have the tech tree "dead end" where the final technology is not repeatable.
New graph datasets used by the replay viewer can be added by mods.
Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.
[模组]
Lua "Events.<SomeEvent>.Remove" 的bug被修复
(Lua) 增加 GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
(Lua) 增加 GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
(Lua) 增加 GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
(Lua) 增加 GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
(Lua) 增加 GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
(Lua) 增加 GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
(Lua) 增加 GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
(Lua) 增加 GameEvents.TeamSetHasTech(teamID, techID); (Hook)
现在最后一个科技可以不重复研究(即科技树最后是“死路”)
制作者可以增加回放里的图像
Action图标现在和其他的图标用法一样,不需要再使用ActionIcons.lua
[ 本帖最后由 CCX_CX_D 于 2011-6-21 15:27 编辑 ] |