Rush's Unit Class Rebalance 单位等级重新平衡

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在3DM Mod站下载文明6最新的Rush's Unit Class Rebalance 单位等级重新平衡 Mod,由RushSecond制作。cexofhvk在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

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Mod作者: RushSecond Mod版本: 1.0 Mod大小: 4.87 KB 更新时间: 2018-10-25 19:21:16 发布时间: 2018-10-25 19:21:16

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Rush's Unit Class Rebalance 单位等级重新平衡


这个mod平衡了游戏中的所有陆地和海军单位。这就是我想要解决的问题:

1)让每个单位在战争中扮演一个独特的角色,明确定义优势和劣势
2)确保技术进步得到正确平衡,不会导致他们时代过于强弱的单位
3 )调整每个单位的战斗价值和成本,以便更加公平,并在建立军队时鼓励单位多样性
4)降低战略资源的重要性,这样如果一个玩家因运气不好而缺乏关键资源,他就不会被搞砸

所有结果单位更改如下:https://docs.google.com/spreadsheets/d/1K9glO_nO6DIpCbOJfrILdLhhLzk5qVuNakqffoDhhok/edit?usp=sharing

其他变化:
- 所有轻型和重型骑兵在攻击远程单位时现在获得+5战斗力。
- 如果你没有这种资源,所有需要战略资源的单位仍然可以建造,但他们将获得-3战斗力惩罚。感谢Novemberisms Reddit上的这个想法。

安装:将zip文件夹解压缩到Documents / My Games / Civilization VI / Mods 

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所以。为什么这些变化?首先让我们回顾一下每个单元类是什么以及它们反对的一般概念。

近战等级
游戏中最全能的平衡单位。他们最大的优势在于他们没有特定的弱点可以利用。在与反骑兵作战时,他们也获得了+10的力量(大约相当于文明V中的+ 100%力量!)。如果你想获得一个大的技术领先,然后通过垃圾邮件发送单一类型的单位粉碎你的邻居,使用这些。它们也很好地抵抗入侵者,因为没有单位计数器迫使他们移动或死亡。然而,这个类很慢并且通常比其他类弱一些,这使得它们在没有其他优点的情况下难以积极地使用。

反骑兵级
比近战单位更强壮,并且对骑兵有+10力量加成。许多AI文明喜欢垃圾骑兵,所以这些非常有用,可以粉碎他们的军队并保护你的弱势单位免受可怕的骑马死亡。然而,他们在直接战斗中输给了近战单位。

骑兵级别
强大而快速,这些都是高度机动性和攻击性,可以快速有效地清除较弱的防御者。它们的高机动性使其成为侧翼和掠夺的理想选择。它们在攻击未受保护的远程单位方面特别有效。但是,要注意反骑兵单位,因为它只需要几次命中就可以从该级别中死亡。

远程班级
当他们安全且保护得足以持续攻击敌人时总体上非常有效。随着时间的推移,足够多的东西可以削弱敌人所拥有的任何根深蒂固的防御。但是,如果敌人反击或进入近战范围,这些将很快死亡。他们特别容易受到协调的骑兵冲锋。

要了解这在真实游戏中是如何工作的,让我们以古典和中世纪单位为例。
 
长枪兵是在这些时代击败的单位。它们的成本更低,并且拥有+11力量,这是我给任何单位的最大战斗力!然而,弩比以前强得多,并且在剑道或长枪的正确地形和良好保护下,长矛可以被无尽的弩箭击落。(请注意,你总是可以选择建造剑士,因为你不一定需要铁来制造它们!)还有下一个时代迫在眉睫的威胁带来力量57步枪兵将完全摧毁任何敢于站在前面的长枪兵他们。当然,骑士仍然对弩的威胁,骑士结合速度有足够的实力击败任何东西,但一个长枪手。没有一种单位类型强大到足以击败这里的任何东西; 在这些时候赢得战争的最好方法是建立所有不同类型的单位并在战术上使用它们,试图将它们与他们强烈反对的单位类别相匹配。

这种摇滚/纸/剪刀战有可能分解为战略资源限制。想象一下,试图勉强坚持与Pikemen的势不可挡的力量,你终于研究火药技术,用火枪的力量拯救自己......只是发现你没有NITER!然后你死了。因此,要解决这个问题,您可以构建任何您想要的单元,而不管资源如何。但是,如果你没有他们需要的资源,他们会受到-3的惩罚,所以他们在战略上仍然具有重要意义。

最后,早期的许多单位比以前更强大。我想更高度地鼓励在那些时代获得一些军事技术人员,因为现在它很容易直接货币和学徒,只是用一群战士和弓箭手进行防守。随着Spearmen,Chariots,Swordsman和Horseman都会随着力量的增加而增加,你用你的技术路径贪婪地玩游戏的可能性要大得多!

尝试这个mod并告诉我你的想法。这里的一切都不是最终的,我很乐意接受任何意见(特别是如果有什么东西被打破,我需要修理它)。请享用!




This mod re balances all the land and naval units in the game. Here's what I wanted to fix:

1) Give each unit class a unique role in war, with clearly defined strengths and weaknesses
2) Ensure tech advancement is correctly balanced and doesn't lead to units that are too strong or weak for their era
3) Tweak each unit's combat values and costs to be more fair and encourage unit diversity when building an army
4) Lower the importance of strategic resources so a player doesn't get screwed if he/she lacks a critical resource by bad luck

All resulting unit changes are here: https://docs.google.com/spreadsheets/d/1K9glO_nO6DIpCbOJfrILdLhhLzk5qVuNakqffoDhhok/edit?usp=sharing

Other Changes:
- All Light and Heavy Cavalry now get +5 combat strength when attacking Ranged units.
- All units that require a strategic resource can still be built if you don't have that resource, but they will get a -3 combat strength penalty. Credit to Novemberisms on Reddit for this idea.

Installation: extract the zip folder into Documents / My Games / Civilization VI / Mods

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SO. Why these changes? First lets go over the general idea of what each unit class is and what they counter.

Melee Class
The most all-around balanced units in the game. Their biggest strength is that they don't have a specific weakness to exploit. They also get +10 strength when fighting anti-cavalry (roughly equivalent to +100% strength in Civ V!). If you want to get a big tech lead and then crush your neighbor by spamming a single type of unit, use these. They are also good a holding ground against invaders, since there's no unit counter to force them to move or die. However, this class is slow and generally a little weaker than other classes, making them hard to use aggressively without other advantages.

Anti-Cavalry Class
Hardier than melee units and have a +10 strength bonus vs cavalry. Many AI civs love to spam cavalry so these are incredibly useful to crush their army and protect your vulnerable units from terrible horsey death. However, they lose to melee units in direct combat.

Cavalry Class
Strong and fast, these are highly mobile and aggressive and can quickly and efficiently clear out weaker defenders. Their high mobility makes ideal for flanking and pillaging. They are especially effective at attacking ranged units that are unprotected. However, beware of anti-cavalry units as it only takes a few hits to die from that class.

Ranged Class
Overall very effective when they are safe and well-protected enough to continually attack the enemy. Over time, enough of them can whittle away any entrenched defense the enemy has. However, if the enemy fires back or gets in melee range, these will quickly die. They are especially vulnerable to a coordinated cavalry charge.

To see how this would all work in a real game, lets look at the Classical and Medieval units as an example.
 
Pikemen are the unit to beat in these eras. They cost less and have +11 strength, the biggest combat buff I gave to any unit! However Crossbows are also much stronger than before, and with the right terrain and decent protection from Swordsmen or Pikemen, the pikes can be defeated by an endless rain of crossbow bolts. (Note that you will always have the option of building Swordsmen since you don't necessarily need Iron to make them!) There's also the looming threat of the next era bringing strength 57 Musketmen who will completely decimate any Pikemen who dare stand in front of them. Of course, Horsemen are still a threat to the Crossbows, and Knights combine speed with enough strength to defeat anything but a Pikeman. No single unit type is strong enough to defeat anything here; the best way to win a war in these times is to build all different kinds of units and use them tactically, trying to match them up against the unit classes they are strong against.

This sort of rock/paper/scissors war has the potential to fall apart to strategic resource limitations. Imagine trying to barely hold on vs an overwhelming force of Pikemen, and you finally reserch gunpowder tech to save yourself with the power of muskets... only to discover you have NO NITER! And then you die. So to fix that, you can build any unit you want to, regardless of resources. However, they get a -3 strength penalty if you don't have the resource they need, so they are still somewhat strategically important.

Finally, many units in early eras are stronger than before. I wanted to more highly incentivize getting some military techs in those eras, since right now it's really too easy to just beeline Currency and Apprenticeship and just defend with a bunch of warriors and archers. With Spearmen, Chariots, Swordsman, and Horseman all with strength increases, there's a much higher chance you will pay dearly for playing so greedily with your tech path!

Try this mod and tell me what you think. Everything here is by no means final, and I'm glad to take any input (especially if something is broken and I need to fix it). Enjoy!

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