[心得] Ver 0.3.3 更新情報

看板Ikariam (Ikariam - 遠古文明)作者 (Grady)時間14年前 (2010/03/03 10:46), 編輯推噓21(21017)
留言38則, 17人參與, 最新討論串1/5 (看更多)
官網原文: http://board.ikariam.org/index.php?page=Thread&postID=866541 Ver 0.3.3 更新時間未定. 以下非正式官方翻譯, 是我隨手翻的, 僅供參考. Feature– Invite friends more easily: There is a new menu item under‘options’ called ‘Invite Friends‘. You’ll find a link there that you can send on to your friends. If they register for Ikariam via this link, their first town will be placed as close to your capital as possible. 更容易的邀請朋友: 設置頁下將有一個邀請朋友的欄位, 從此處可以找到能發給朋友的連 結. 當他們由此連結註冊遊戲後, 他們的第一個城鎮會被配置在離你的首都最近的位置. Feature- Players that have activated holiday mode, are inactive or have been banned are not included in the faith calculation any more. 信仰度: 開啟假期模式 / 久未上線 (i) / 被封鎖的玩家城鎮, 將不列入信仰度計算. Feature– Changes made to Barbarian Village: The village has been expanded from 10 to 15 levels. However, players that have already completed the last version will not see the new levels, as the resources have also been reduced. In addition, the reward has been changed so that Barbarian Village yields marble before crystal. Barbarians always have enough morale now. 異教徒村落: 由10階改為15階. 但已全打完的玩家將看不到新的階段, 因為異教徒的資源 有相應的減少了. 異教徒改為先給大理石後給水晶. 異教徒將永遠有足夠的士氣. Feature– Small changes made to the builder’s overview 建築一覽: 界面有少許變更. Feature– Changes made to morale during battle: Armies do not have their own morale any more as this is now connected to the player. The detailed battle report’s display has also been altered to that effect. Furthermore, the round’s morale change is now listed graphically as well as in textual form (details on the mouseover above the graphics). 士氣: 個別的部隊將不會有自己的士氣了, 給為每個玩家的部隊共用. 詳細戰鬥報告頁 的介面將會反應此改變. 士氣的變化將同時有圖片與文字顯示 (游標移到圖片上可以看 細節). Feature– Fleet behaviour when arriving in a town has been changed: In the past, enemy fleets were able to sail through blockades, but now they have to be allied with the blocking fleet. Pillages and occupations that have also been started from the same island will still not be affected, as they do not need to sail through the harbour. 艦隊: 艦隊在抵達城鎮時的行為將有變化 - 過去敵軍可以直接穿越封鎖, 但從此版本起, 敵軍必須與封鎖艦隊同盟才可以穿過. 同島發出的掠奪與佔領行動將不受影響, 因為他們 不需要經過港口. Feature– Defenders cannot flee from battle by sending their fighting garrison on a mission somewhere else any more. Instead, they can flee just like the attacker, i.e. they have to survive another battle round. The fighting garrison does not appear amongst the town’s troops any more, but can now be seen on the military advisor as the running mission ‘Garrison is defending town’ or ‘Garrison is defending harbour’. 守軍: 守方將不能讓戰鬥的防守部隊派出執行別的任務. 取而代之的是只能像攻方一樣逃 離戰場, 就是說需要在逃離前再存活一回合. 防守中的駐軍將不會在守方的部隊列表出現 , 只能從軍事指導者頁面中看到他們在執行"部隊在防守城鎮"/"艦隊在防守港口"等任務. Feature– The barracks and shipyard have been revised. Units are not completed individually any more but are only made available once the complete job has been completed. Up to 3 jobs can be commissioned at one time. 建軍: 兵營跟船塢做出了以下改變 - 部隊將不會再一個一個的產出, 而是在目前的整批 完成時才會同時出現. 最多可以排程三個生產指令. Feature– Building list for spies: Several spies can be commissioned at the same time now. Spies are not completed individually any more, but are only made available once the whole job has been completed. Up to 3 jobs can be commissioned at one time. 間諜訓練排程: 間諜將不會再一個一個的產出, 而是在目前的整批完成時才會同時出現. 最多可以排程三個生產指令. (譯註: 很不適宜的照搬了兵營的設定, 完全沒有理由會讓人拒絕間諜隨建隨出, 不過 至少補完變容易多了, 不用每生一隻點一次) Feature– The size of experiments is restricted now. Previously the crystal price always increased, but now the maximum package size lies at 300 000 crystals, which corresponds to 150 000 research points. 實驗: 實驗的規模將受限制. 以前水晶的耗用量不斷的上升, 現在每次實驗所耗用的水晶 上限將改為30萬水晶, 對應15萬研究點數. Feature– Pillaging unitless towns has been made easier. If a player has no units present, the battle will be over as soon as there is a breach in the wall (providing a wall exists). 無防城鎮: 掠奪沒有防守軍隊的城鎮變的更容易了. 如果被攻打的玩家沒有任何守軍, 那 戰鬥將在有任何一格城牆被擊破之後結束 (如果守方有牆的話). (譯註: 這個很嚴重. 搶無防i羊變容易, 但也同時讓任何人可以被連搶, 因為輸掉第一場 後守軍一定全部跑光) Feature– Changes made to the warehouse: The amount of goods that are safe from theft has been increased from 1% to 8%. The doubling of theft security for Ambrosia has also increased correspondingly. When a player is inactive, the values are reduced back to their old values. Up to 4 warehouses can be built per town (if someone has already built more than four, the surplus ones are not deleted, but will carry on functioning normally). 倉庫: 倉庫安全量由容量的1%升為8%. 用神饌的安全量加倍功能也有對應的效果提升. 玩家如果不活躍 (i), 安全量將降到舊的設定. 每個城鎮最多只能建四個倉庫. (如果有 人已建了超過四個, 那超過的倉庫不會被刪除, 而能繼續使用.) (譯註: 那還沒11村的人就暫時沒指望了.. 不過這樣有可能引起爭議, 造成總督府降價, 換已建成的人倒楣? 請拭目以待 XD) Feature– More highscores: There are two new highscores. In the ‘donation highscore’, donations for extending resource sources and miracles are compared. As all players’ donations are saved, you can start with exact figures here. In the ‘consumption highscore’ all used resources are taken into account, for buildings as well as military units. The loss of units does not lead to highscore deductions. The starting value for existing players is taken from the ‘master builder highscore’ plus the ‘donation highscore’. 排行榜: 新增兩種排行 - 捐款排行榜將列出對資源場以及奇觀的捐獻總合. 由於這些已 有被紀錄下來, 可以由正確的數字起算. 消費排行榜將列出已消耗的資源, 包括建築與軍 隊. 軍隊的損失將不會降低在此排行榜的分數. 各玩家在此排行榜的起始數字是建築大師 分數加上捐款分數. (譯註: 這邊並未提到實驗/兵工廠所消耗的資源是否會被計入). Feature- Unit upkeep has been changed. Upkeep is now deducted per hour, instead of every 20 minutes. However, upkeep is now precisely calculated according to duration of use. If, for example, an army has been en route for 30 minutes, double the upkeep is deducted for these 30 minutes. 軍費: 部隊的維護費用變更 - 由每20分鐘扣一次改為每小時扣一次. 不過, 維護費用將 精確的根據使用時間計費. 例如說一個部隊移動了30分鐘, 那30分鐘的費用將會加倍. (譯註: 這邊在暗示以前有bug, 不是這樣算的.) GO在文後有提到此版本主要是為了改善穩定度, 而不像0.3.0/0.3.1/0.3.2有重大變更. 此外還會有一些未公告的幕後變更與bug修正. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 118.231.110.142 ※ 編輯: Gradyfx 來自: 118.231.110.142 (03/03 10:47)

03/03 11:19, , 1F
感覺改得很棒,期待!
03/03 11:19, 1F

03/03 11:25, , 2F
剛算了一下, 如果Lv32酒館全開, 那就算被封6~12天,
03/03 11:25, 2F

03/03 11:25, , 3F
還是可以維持供應耶 XD
03/03 11:25, 3F

03/03 12:39, , 4F
辛苦了...感謝翻譯
03/03 12:39, 4F

03/03 12:59, , 5F
grady 你說的是幾倉時?
03/03 12:59, 5F

03/03 13:01, , 6F
倉庫那個有點無言
03/03 13:01, 6F

03/03 13:05, , 7F
無防那個 對老手相當不利 第一輪被打穿 後面就等著被輪
03/03 13:05, 7F

03/03 13:16, , 8F
怕是不在線上...
03/03 13:16, 8F

03/03 13:16, , 9F
我比較好奇的是....廚醫算是兵嗎?
03/03 13:16, 9F

03/03 13:55, , 10F
第一輪戰敗後 廚醫還是會迷航
03/03 13:55, 10F

03/03 14:20, , 11F
跳島本來可建十倉,將來改版只能蓋四倉?
03/03 14:20, 11F

03/03 14:23, , 12F
樓上然後你就會花200珍饈跳島XDD
03/03 14:23, 12F

03/03 14:28, , 13F
部隊將不會再一個一個的產出.........................
03/03 14:28, 13F

03/03 14:55, , 14F
我算的是三倉共一百級上下, 倉庫少些或酒館低些都會影響.
03/03 14:55, 14F

03/03 16:01, , 15F
8%即每一級倉庫提供安全量為8000*8%=640,假設每小時供酒200
03/03 16:01, 15F

03/03 16:02, , 16F
則每一級倉庫可提供約三小時供酒,每八級就一天的量了。
03/03 16:02, 16F

03/03 16:03, , 17F
大概是為了加強新手的發展空間,兼降低被輪的損失,讓被輪的
03/03 16:03, 17F

03/03 16:03, , 18F
還可以留些東西,至少不會立即面臨沒葡壓力。
03/03 16:03, 18F

03/03 16:04, , 19F
以一百級而言,大約可以保護各項物資各六萬多的量。
03/03 16:04, 19F

03/03 16:05, , 20F
限制倉庫數量,可能也有一個原因是因應安全量大幅上升的關係
03/03 16:05, 20F

03/03 16:07, , 21F
這樣應該也可以刺激一下安全量加倍的珍饈功能買氣,
03/03 16:07, 21F

03/03 16:07, , 22F
以上述的一百級倉為例,再加倍的話,安全量就接近13萬了。
03/03 16:07, 22F

03/03 16:09, , 23F
感謝翻譯
03/03 16:09, 23F

03/03 16:40, , 24F
不過很多人抱怨倉庫數量限制(覺得太低)跟安全量(覺得太高)
03/03 16:40, 24F

03/03 16:40, , 25F
所以也有可能會再變動.
03/03 16:40, 25F

03/03 18:07, , 26F
哇 不能跳島了 我要結束跳島生涯了
03/03 18:07, 26F

03/03 18:15, , 27F
哪邊顯示不能跳島?
03/03 18:15, 27F

03/03 19:31, , 28F
感謝翻譯
03/03 19:31, 28F

03/03 19:42, , 29F
樓樓上,有限制倉庫數就很難跳島囉
03/03 19:42, 29F

03/03 20:30, , 30F
安全存量提高,那要搶趁現在嚕~
03/03 20:30, 30F

03/03 20:46, , 31F
安全量也提高啦, 所以跳島還是可以吧
03/03 20:46, 31F

03/03 21:36, , 32F
樓上,問題在於不能很快的就改好很多存量的低等倉庫,跳島了
03/03 21:36, 32F

03/03 21:37, , 33F
哪會在乎安全量,但倉庫存量決定了能搶的資源量
03/03 21:37, 33F

03/05 00:15, , 34F
台服官網寫: (如果已經建造多於4個倉庫,多出部分將不會
03/05 00:15, 34F

03/05 00:16, , 35F
刪除,但其正常存儲功能無效) 這個是台版獨享的設定嗎?
03/05 00:16, 35F

03/05 00:17, , 36F
.org的是寫 "will carry on functioning normally"
03/05 00:17, 36F

03/05 14:09, , 37F
真的這樣改下去 11村不就再也不會出現 農夫的動力沒了QQ
03/05 14:09, 37F

03/06 02:20, , 38F
又是改好大....
03/06 02:20, 38F
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文章代碼(AID): #1BZSrq1i (Ikariam)