Re: [心得] Ver 0.3.3 更新情報

看板Ikariam (Ikariam - 遠古文明)作者 (Chaotic Good)時間15年前 (2010/03/10 03:51), 編輯推噓5(506)
留言11則, 7人參與, 最新討論串2/5 (看更多)
http://board.ikariam.com/index.php?page=Thread&postID=967090#post967090 The maximal number of warehouses is unchanged compared to what it was with version 0.3.2. The 4 biggest warehouses you have in a city will be equipped with the save protection which is brought back to 6 % of warehouse capacity. 倉庫最大的最大數量與在0.3.2版無異。 村莊中最大的四座倉庫之安全量保護以6%容量計算。 例如: 兩個三十級倉庫將提供 8000*30*2*6%=28,800的安全量保護。 每小時耗酒以200計算,安全量:28,800可維持六天的酒館葡萄用量。 以高倉庫,三倉共一百級計算,將提供 8000*100*6%=48,000的安全量保護。 每小時耗酒以200計算,安全量:48,000可維持十天的酒館葡萄用量。 付費功能加倍後,可提供約十萬的安全量保護,可維持約二十天之酒館葡萄用量。 ※ 引述《Gradyfx (Grady)》之銘言: : 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: 219.70.206.169

03/10 09:53, , 1F
所以又要繼續無盡的11村惡夢了?
03/10 09:53, 1F

03/10 10:05, , 2F
幹、這樣搶的就變少了
03/10 10:05, 2F

03/10 10:53, , 3F
農下去吧
03/10 10:53, 3F

03/10 12:17, , 4F
越來越農了...
03/10 12:17, 4F

03/10 12:48, , 5F
應也不用那麼悲觀,畢竟0.3.3(目前)有無兵城一回破的
03/10 12:48, 5F

03/10 12:49, , 6F
的修改. 既然搶的量變少了,那就改對(比自己)高分的玩
03/10 12:49, 6F

03/10 12:51, , 7F
家做突襲. 反正安全量變高,趕快把搶來的東西消化就是
03/10 12:51, 7F

03/10 12:52, , 8F
當然如果又有新改變,我這想法也可能要再修正就是~
03/10 12:52, 8F

03/10 13:16, , 9F
一般不搶比自己高分的,應該是基於(被反擊的)風險管理考量
03/10 13:16, 9F

03/10 13:16, , 10F
而不是掠奪資源量的多寡?!
03/10 13:16, 10F

03/10 19:55, , 11F
安全量? 有這種東西嗎(丟一旁
03/10 19:55, 11F
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