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本帖最后由 申籍巴民 于 2011-1-27 21:42 编辑
感谢发布帖整理者 thebestbower
相关介绍
Key Features:
67 New and Unique Soldiers in addition to the classic set, including new much-needed upgrades for all bandits, as well as highly specialized infantry units for advanced players to control the battlefield.
Change your order of battle during sieges, as a true commander should. So you've broken into Sargoth and your crossbowmen are still up front after picking off your enemies while your siege tower crept ahead. Maybe you want your overcaffeinated assassins backing you up in the streets, and you want your hard-hitting huscarls to clean up the mess in the keep. No problem. Now in addition to getting through to your inventory and party pages before the siege, you can now access them via your hotkeys between each phase of the takeover.
And face it, putting those huscarls on your front lines in every major battle just because they're the only level 28 regular soldiers in all of Calradia got bloody old after awhile. In this universe the Nords are no longer the sole keepers of lord-level units. But these options won't make it any easier on you – each lord's training skill has been bumped up a few notches, so say goodbye to those endlessly repetitive battles against waves of recruits. Get ready to take back whatever it is you're dishing out.
When I set out to create this mod several months ago, I originally wanted to add a few new soldiers primarily to amuse my brother, who, once the ideas started piling up, ended up helping with the hundreds of hours of beta testing that's gone into this project. What came out of all the effort is a mod that's simple in concept, but complex in its refinement. Some historical research and a dry sense of humor played a large part in the creation of this addition to what quickly became my favorite game of all time in January. Mostly, though, it was a committed effort to fill in various gaps and expand on the enormous potential of each faction that admittedly hundreds and hundreds of hours riding on my various chargers and hunters had made all too apparent.
Here are some of the major, specific things you'll be seeing (POSSIBLE SPOILERS --- shield your eyes):
1. Solid ground support troops for the Khergits. As it's been said, no army in the world can function without foot soldiers. For the game's sake, this way the Khergits will no longer get completely annihilated in the mountains. For the players sake, massively prolonged and repetitive battles against the Khergits' narrow old troop “shrub” will be a thing of the past.
2. Specialized units like lightning quick assassins and (my personal favorite) a dedicated branch of siege defenders. I put hours (and hours) of refinement into each of these.
Top two levels of the assassin branch of the new bandit tree.
3. High-level multipurpose soldiers of some sort for every faction but the Rhodoks (but don't worry, I made up for that deficiency in other ways). The 32 slot limit on troops has grown tedious for each of us at times, so I worked in a wide variety of all-purpose soldiers in addition to the highly specialized classes.
4. In addition to the items that I added, I corrected a handful of already-existing pieces as well. For example, the double-sided lance originally had swinging animations during which it actually did no damage. The shortened military scythe is most obviously a thrustable weapon. Historically, the boar spear was used to rob an enemy of his shield, thus now it has a bonus against shields. Military forks had been a primary siege weapon in various countries, so they're also a little more effective now.
5. I brought back the flintlock pistol, which can be found in any hidden chest in the game or looted readily from mountain raiders if you so desire. I realized it was perfect for a commander who needed some effective range without being forced to put too many attribute points into strength. For those of us who do love dumping points into strength and love fighting on the ground whenever possible, there are a few new big two-handers that can't be used effectively on horseback (only swingable from one side), and some others that can't be used on horseback at all. And speaking of horses, there's a new one for you to try.
Commodore Frank and his trusty sidearm.
Big nasty axe. No caption necessary.
6. Most importantly, I tried above all things to remain completely true to the feel of the original game in this mod. Each faction still excels in its own original respect as I perceived it. The Swadians still have the best heavy cavalry, and the Khergits still have the most dangerous light cavalry. The Vaegirs have the best archers and the Nords retain the hardest-hitting infantry, and of course the Rhodoks keep the very best spearmen in all Calradia.
That's not to say that I didn't have some fun with this as well. There are a few grown-up jokes about culture and even the game itself hidden around Calradia, there's an obscure reference to H.P. Lovecraft buried somewhere in Khergit territory, and there's a classy tribute to my brother, who introduced me to this game in the first place, hidden high in the ranks of Nordic soldiers.
Expected FAQs:
Q. What's up with the the crappy armor on a few high-level units?
A. With the exception of the Assassins (who don't wear much armor by the nature of their occupation), the apparently crappy armor you're seeing is a clever disguise. Trust me, underneath the Executioner's robe is chain mail, and hidden beneath the Commodore's signature steppe cap is a remarkably hard skull. I simply made new items to cover for these two aesthetic preferences.
Q. Why do I see suddenly a Masterwork Heavy Bastard sword sitting on the ground?
A. Because in this mod a few units occasionally have enhanced weapons and armor, just like you.
Q. Forest WHAT?
A. Alliterations roll off the tongue quite nicely, don't you think?
Q. What are Phalanx/Assassins good for?
A. That's up to you. Try a book on Rome.
The way the Rhodoks were always meant to stop a cavalry charge.
Q. (the obvious) Will this mod work with both versions 1.010 and 1.011?
A. To my surprise, the changes I made to each text file carried back flawlessly from 1.011 to 1.010. So whichever new version you're running it will function just as you'd expect. Just copy the unzipped folder into your Mount&Blade\Modules directory and you'll be good to go!
3. High-level multipurpose soldiers of some sort for every faction but the Rhodoks (but don't worry, I made up for that deficiency in other ways). The 32 slot limit on troops has grown tedious for each of us at times, so I worked in a wide variety of all-purpose soldiers in addition to the highly specialized classes.
4. In addition to the items that I added, I corrected a handful of already-existing pieces as well. For example, the double-sided lance originally had swinging animations during which it actually did no damage. The shortened military scythe is most obviously a thrustable weapon. Historically, the boar spear was used to rob an enemy of his shield, thus now it has a bonus against shields. Military forks had been a primary siege weapon in various countries, so they're also a little more effective now.
5. I brought back the flintlock pistol, which can be found in any hidden chest in the game or looted readily from mountain raiders if you so desire. I realized it was perfect for a commander who needed some effective range without being forced to put too many attribute points into strength. For those of us who do love dumping points into strength and love fighting on the ground whenever possible, there are a few new big two-handers that can't be used effectively on horseback (only swingable from one side), and some others that can't be used on horseback at all. And speaking of horses, there's a new one for you to try.
6. Most importantly, I tried above all things to remain completely true to the feel of the original game in this mod. Each faction still excels in its own original respect as I perceived it. The Swadians still have the best heavy cavalry, and the Khergits still have the most dangerous light cavalry. The Vaegirs have the best archers and the Nords retain the hardest-hitting infantry, and of course the Rhodoks keep the very best spearmen in all Calradia.
That's not to say that I didn't have some fun with this as well. There are a few grown-up jokes about culture and even the game itself hidden around Calradia, there's an obscure reference to H.P. Lovecraft buried somewhere in Khergit territory, and there's a classy tribute to my brother, who introduced me to this game in the first place, hidden high in the ranks of Nordic soldiers.
翻译(by dsr1013)
关键特性:
在原版的经典兵种树的基础上增加了67个全新的独特兵种,其中包括对所有强盗类兵种所增加的高级兵种(我想这个改动应该很有必要)以及为老鸟玩家们能够更好地控制战局而精心设计的各类拥有各类特长的步兵兵种.
玩家现在能够像真正的指挥官那样在攻城战中随时下达作战指令.现在您能够在萨哥斯的攻城战中指挥您的远程战士们在攻城塔抵达城墙之后立刻登城杀敌,而不是继续站在原地射击.您也可以让您手下那些过于兴奋的杀手们作为后备,与您一道在巷战中大显神威.您还可以把您那些皮糙力大的下马骑士们留到最后,让他们替您清理要塞里的残敌.以上这些都能够在本MOD中实现了.您只需要在开始攻城战之前打开您的物品和部队页面,并使用快捷键来选择在战斗的每个阶段应当如何排兵布阵.
假如您将要进行一场血战的话,请您务必严肃对待,将那些下马骑士们放到队伍的最前列吧,因为他们是整个卡拉迪亚大陆上唯一的28级普通兵种.在这个MOD中,拥有领主级别实力的兵种将不仅仅是诺德人一族的专有特权.然而这一变动可不是单单对玩家有利,因为每个AI控制的领主的训练技能都提高了不少,所以您就不要指望碰上某个只带大量新兵就出来混的领主了,那些靠着反复欺负新兵来升级的日子已经一去不复返了,你要时刻准备好,没准什么时候就反过来被AI欺负了.
几个月前当我开始设计这个MOD时,我最初的想法是简单地加入一些新兵种来供我弟弟娱乐一下,可是随着后来新点子的不断涌现,我弟弟也被我拖来参与到数百小时的枯燥的测试工作中去了.经过我们的一系列努力,这个MOD终于出炉了.本MOD的剧情和世界观都十分简单,但某些细节却得到了十分细致的体现.自从我玩上骑砍,我就被它深深迷住了,说句老实话,整个一月份我都在玩骑砍玩个不停.为了制作这个MOD,我查阅了一些历史资料,绞尽脑汁想了很多冷笑话,并放到了MOD里,这算是我做的最大工作了,呵呵.然而当我为了弥补不同阵营间的差异和继续扩展各阵营的潜力而花费几百小时骑着战马或猎马在战场上跑来跑去搞测试的时候,我才发现之前的工作都过于表面化,而缺少实质性的内容.
以下是一些您将在本MOD中注意到的一些主要特征(当然了,总会有些人来破坏您的玩兴,那您就看不到我要说的这些特征了):
1. 为库吉特人加入了坚实的步兵后盾.就像老话里说的那样,没有步兵的军队就不是好军队,为了游戏的平衡性,我不得不这样做.从此以后,库吉特人就再也不会在山地作战时任人宰割了.然而对玩家来说,扩展一下库吉特人原有的小小兵种"灌木"(译者注:这里的"兵种灌木"是"兵种树"的诙谐说法,意思是指库吉特人兵种树又窄又短,很容易爆出大量低等级的骑射手,只靠数量和速度优势取胜),也应该能够让长时间不间断地在辽阔的战场上反复追杀海量库吉特人的日子一去不复返了吧..
2. MOD中会出现某些拥有独特特性的兵种,比如速度极快的刺客部队(assassin)以及我个人最喜爱的那些拥有献身精神的围城战防守部队(siege defender).我为每支兵种的细节制作都花费了大量时间.
刺客兵种位于强盗兵种树的最顶端两级.
3. 我为除罗多克之外的所有派系加入了高级多用途兵种(即使玩罗多克也不必担心,我从其他方面弥补了这一缺憾).每个阵营32个兵种的上限设定有时候真的十分讨厌,所以我在设计出有专长的兵种的同时,也设计了许多多功能的兵种.
4. 除加入了许多物品之外,我还修改了一些原本存在问题的已有物品.比如说,双头枪(double-sided lance)这类武器虽然有挥砍动画,但没有挥砍伤害;短军用镰刀(shortened military scythe)也明显是可投掷的武器;历史上,宽刺矛(boar spear)是用来掠开敌人盾牌的,所以我给它增加了破盾属性;军用叉(military fork)曾在许多国家广泛作为首要攻城武器使用,所以现在它们在攻城战中也会更有威力.
5. 我把燧发火枪(flintlock pistol)加入了MOD中,玩家可以在游戏中的一个隐藏箱子中找到它,或者通过反复刷山贼的方式得到.我觉得对一名指挥官来说,火器是最好的武器选择,因为玩家可以为军队提供有效的火力支援而不需要刻意地在力量上投入太多属性点.而我也为那些乐意花费大量属性点在力量上,并且喜爱步行作战的汽油们加入了一些新的大型双手武器,这些武器在马上使用时将很难发挥出正常威力(只能向马的一侧挥砍),甚至可能不能在马上使用.说到马匹,我加入了一类全新的战马.
6. 所有特性中最重要的一点是,我亲自尝试了以上所有特性,并可以保证本MOD完全保留了原版游戏的感觉.MOD中的每个派系都保留了我个人认为它应该具有的独特优势.芮尔典人依然拥有最强的重骑兵部队,库吉特人也保有着最强大的轻骑兵.维吉尔人拥有最强的弓手,而诺德人的步兵防线还是最坚固的.罗多克人的长矛兵当然仍是全卡拉迪亚最强的.
而这并不表明我没有加入一些娱乐内容.我把一些有关文化差异甚至游戏本身而编写的成人笑话藏在了卡拉迪亚大陆的各个地方,在库吉特领地范围内的某个地方藏起了一句霍华德·菲利普·洛夫克拉夫特的名言,还为我弟弟献上了一首华丽的赞美诗,因为是我弟弟把这款游戏介绍了我,这首诗就隐藏在诺德人的军衔里.
可能经常出现的问题及其解答:
问:为什么我会看到某些高级兵种穿着破烂衣服呢?
答:除了刺客部队(他们这一职业天性不喜欢穿重甲)外,你看到的那些兵种穿着的破烂护甲其实是伪装效果.相信我吧,那些刽子手长袍的下面藏着的是链甲装备,而那些带有纹章标识的草原帽下面则藏着一顶格外坚硬的骷髅帽.我专门制作了两件新物品来覆盖原有装备来达到审美效果.
问:为什么有时候会突然看到地上掉落着一把极品重型巨剑之类的武器?
答:因为此MOD中某些士兵会像玩家一样装备精良.
问:游戏中某人提到"XXX森林",这个到底是什么森林?
答:头韵的读法很顺畅,你不觉得吗?(译者注:这里的头韵的意思您可以自己查一下,而且这里可能会出现连读或者连写的情况)
问:方阵步兵和刺客有什么作用呢?
答:你自己挖掘吧,看看古罗马时代的战争史书应该对你有帮助.
他们都有自己的特长,就像罗多克军队总是擅长阻挡骑兵冲锋一样.
问:(这是和显而易见的问题)这个MOD是不是在M&B的1.010和1.011版本中都能正常安装使用?
答:我也很奇怪,为什么我为1.011写的每行代码都可以在1.010中正常使用呢?所以新版本中的一切功能都可以在老版本中完美重现,而你需要做的就是拷贝你解压出来的文件夹到两个版本M&B下面的Modules目录中去就OK了.
制作者名单(CREDITS)
Johnny Morphine
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