Phantasy 2018 完整的重建,有几千个更改

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在3DM Mod站下载骑马与砍杀最新的Phantasy 2018 完整的重建,有几千个更改 Mod,由User_42936365制作。3dmke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: User_42936365 Mod版本: 158a0 Mod大小: 716mb 更新时间: 2019-01-16 20:02:16 发布时间: 2019-01-16 20:02:16

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Phantasy 2018 完整的重建,有几千个更改


外交,没有遗漏任何东西。版本4.3和3.3.2  

 妻子作为伴侣更新,以允许更多的个性加入,并具有故障保护,如果妻子被捕获,以便不会陷入错误的对话。
 
贵族的创造:本土跨界派系中的家庭,他们将家庭跨越国界,但在6种族中造成麻烦,在Phantasy 2018中有 13个派系景观。家庭的创造方式不同,没有跨越派系边界而没有创建“孤儿”。所有王国女士都有父亲/兄弟/配偶/或女王国王(作为姐妹)向法院请求许可。不再需要私奔......   

贸易,经济和企业:投机盐,铁,皮草和丝绸等原材料的机会从未如此丰富。企业支付得很好,有四种方式存在银行服务(但利息支付较多,漏洞比你想象的少),古斯帕夫错过所有异国派别的贸易路线被重新制作,以便所有派系在整个过程中正确派遣王国交易员土地。  

  自动生成的侦察兵,巡逻队和交易员:这些存在,但数量少于您从其他模式中回忆的数量,以控制总方数。因此,即使玩家选择快速移动的等待时间,运动也保持非常平滑且没有口吃(在合理供电的PC上)。 

  调整游戏以适合您的PC:等待时间可在营地菜单“Phantasy settings”中调整。 
  需要更多新人?与囚犯谈谈招募他们。他们可能会比奴隶主做出更好的决定......    
  想想在你前面的那条小镇的主要街道上游行充满种族敌人的杂色派对吗?再想一想 - 对一些种族的偏见可能会让你的城镇或城堡门紧闭。有6场比赛和另外两场虚拟皮肤(有特殊喜欢和讨厌的派系),每个人都不喜欢某人。或者真的是一个贱民,并选择成为死灵法师,大部分地图都会给你带来屁股的冲动。  

厌倦了被限制在3个邪恶派系中,但是你使用卓尔是一种魔力?滑进你的方式 - 他们尊重权力,而不仅仅是对齐。虽然可以保持中立,但Blazing手不喜欢它们。思考外交随机地陌生的同床伴侣?没那么快。传统敌人之间的联盟比往常更快地分裂; 而长期的盟友倾向于形成更稳定的伙伴关系。在没有偏见你的政党组成的村庄里,招募工作更容易 - 在流行病期间帮助村庄出去也许是与村庄建立良好关系的最快方式。  

把你认识的关于梦幻卡拉迪亚2014年版的所有内容都拿出来,轻轻地放在壁炉里,将它放在火上(安全和小心),并在今年冬天使用它来加热你的家。Phantasy 2018没有什么熟悉的。  

  派系观察者能够显示超过7个阵营:是的,但是我把它分成了两个视图 - 一个用于派系1-6和一个用于7-13  
  树查看器用于部队:一个不足以展示所有部队,包括每个王国领主,每个同伴,以及每个王国女士。也不是每个雇佣兵和土匪部队。也不是每个国王和王后,每个伪装者,甚至是你的玩家。相反,3个观众展示了所有这些。你可以看到他们携带的东西,统计数据,他们的特殊能力,他们是否可以躲闪,他们所有的能力一目了然。   
  添加了用于监控玩家技能,偏见,交易路线,地图总数的工具:当然。  

  制作:75个新添加的食谱  
  战斗变化:道奇受到计时器的限制,所以没有更多的忍者无法触摸躲闪垃圾邮件。如果目标有幸躲闪一次,他们将不会再躲闪几秒钟。他们也不能躲避咒语和召唤武器,也不能枪械 - 虽然枪支很少见,只能在矮人派系中找到。你可以制造一把手枪,但是你不能制造弹药......所以无论好坏,你都不会很快将每个小队成员都当作枪支。    
   隐形攻击:最初需要每次挥杆48个指令的开销才能决定攻击是否有资格作为隐身攻击,这现在发生在16个指令中。    

    神职人员和法师法术:通常每个法师或神职人员的冲动都会对战斗中的每个特工进行检查,以确定他们是否是法师或神职人员,并且何时施放法术。对于大型战斗,这是非常低效的。每个施放的法术(法师)使用大约800个指令循环找到所穿的衣服并给予一些放大镜或削弱损伤,并且有人担心装备超过1种类型的工作人员会给两个谱表奖励。所有这一切都是从头开始重建的。每个法师或神职人员在他们在战斗中产生的那一刻(作为增援等)被放置在一个列表中,并且从那里只有正确的列表走向每个法师或神职人员做他们的事情。不再检查站在战场上的其他2/3代理人员,从而节省时间。相当多的时间。那800条指令在寻找衣服?现在只需8条指令,最糟糕的情况就是40条指令。大部分时间浪费在检查最坏的情况下现在在代理生成中完成,其中魔术用户物品被篡改以便将来检查更快完成,通过控制哪些插槽具有工作人员以及放置咒语的位置以及如果用户与他们欺骗从物品中骗取的中间人。全部处理完毕。在原始的每一秒,每个代理人将被检查,大约20次,通过各种循环寻找某些罕见的情况 - 特殊装备,坐骑攻击,法术倒计时直到他们磨损,等等。对于每侧30-40的微小战斗来说,这完成得相当快,但对于战斗规模150及以上,这是绝对的EPIC FAIL。现在计时器分散开来,有的每2秒钟,一些每3秒,大约7秒,许多甚至更长。结果不是堆积如此多的战斗口吃,战斗通过随着时间的推移扩展处理保持平稳,以便突然的带宽峰值不会导致口吃,除了在加强波和列表清理期间每43秒左右,在非常大的战斗中有轻微的口吃。延迟加载战斗的主要问题实际上是伴随精灵和卓尔(以及可能还有矮人)的旧TLD模型。圣骑士光环,牧师火焰罢工,法术书和祈祷书问题:相当清理。Auras现在提供了一个视觉线索,当他们离开; 火焰打击不当对敌人造成40点伤害并且没有充满信仰点; 即使没有敌人在范围内,他们也消耗了信仰点,当1次火焰熄灭时,团队其他成员停止了火焰袭击。Firestorm点空白效果是单个目标限制不正确,使其成为更昂贵的火焰打击。现在它正确地是一个AoE。根据信仰点调整牧师法术的成本,使神职人员在信仰点恢复和效用方面比魔法使用者更可行。  

   自动计算和魔术用户/神职人员:最后,是的。只要外交“在autocalc计算中使用地形”保持启用,autocalc还会为每次自动计算的战斗(例如玩家没有观看战斗的围攻)对魔法用户和神职人员进行扩展。   

   死灵法师派对的工资和士气; 增援; 党的大小; 不死生物消耗的食物:骷髅和僵尸要求的工资很少,现在士气不同,现在生活和死亡的士气都更容易控制,增援每周都有一个巨大的buff,派对大小扩大到骷髅和僵尸的死灵法师派对 - 那些部队并没有在顶级域名中消耗像兽人一样的正式成员,不死生物没有消耗食物,纯粹的不死生物也没有因饥饿而士气低落的问题(但是你的同伴和食物消失时你可能会感到不同)。其中每一个都得到了解决。巫妖王是可怕的。特别是如果玩家不会帮助绝望的数量超过Blazing Hand。由于死灵法师在autocalc中表现良好。但如果你协助炽热的手,他们的铸造比以前稍微强大一些。另一方面 - 魔法抗性和魔法防守。每个人除了骷髅,僵尸和兽人之外,魔法防御都至少增加了1个。有些人得到的不仅仅是这个。攻击者对他们的攻击者获得的buff少了一点,使得魔法防御实际上意味着比以前更多。重型装甲也比过去更能阻止魔法使用者进行法术攻击,这种效果并没有像过去那样购买大量员工。这不是你爷爷的Phantasy Calradia。或者如果是(有一些争论),爷爷计划一些严重的屁股。制造魔法防御实际上意味着比以前更多。重型装甲也比过去更能阻止魔法使用者进行法术攻击,这种效果并没有像过去那样购买大量员工。这不是你爷爷的Phantasy Calradia。或者如果是(有一些争论),爷爷计划一些严重的屁股。制造魔法防御实际上意味着比以前更多。重型装甲也比过去更能阻止魔法使用者进行法术攻击,这种效果并没有像过去那样购买大量员工。这不是你爷爷的Phantasy Calradia。或者如果是(有一些争论),爷爷计划一些严重的屁股。 

  Chamberlains,Constables和Chancellors - 我们得到了他们。 
  食物和饮料的士气效应:当然。但为什么要停在那里?总共增加50%的食物类型。食物干燥和保存通过行动菜单 - 不仅是肉类,而是干果,葡萄干,烟熏鹿肉,烟熏鱼。你可以捕获鱼和鹿肉:是的。但你必须进入Camp:Phantasy设置:并打开Rigale。这样,你绝对不会被告知你注意到你可以尝试钓鱼的地方,因为你正在越过乡村。   

 流行病:当然。如果没有瘟疫现在不会是中世纪吗?带走你的死!便宜的Monty Python引用:可能。   
 优化后台任务的时间,即使在x5和x6速度下快速移动,也能提供非常平滑的战略地图移动。保存在所有后台任务中使用的寄存器,以便允许多线程(Warband仅使用2个线程),即使使用Diplomacy我也不需要在Warband高级选项中强制单线程模式,允许在感知速度方面略有改进  

   代码做新技巧从未见过:这就是整个想法。Guspav对此的看法:他的最后一条公开信息:2017年9月2日https://forums.taleworlds.com/index.php/topic,279776.msg8835257.html#msg8835257“ 所以,亲爱的梦幻粉丝,这个模特还活着,踢着和gsanders是新的合作编码器非凡!“我对古斯帕夫的看法:”他做的远不止他获得的荣誉。其中一些是天才,有些看似疲惫。但我认为两个人增加他们的见解或专业知识会更好。我一直很喜欢他的2014年作品 - 在我开始为Perisno或Warsword Conquest工作之前,我正在玩这个和Brytenwalda,还有一点Gekokujo。我最喜欢这个,但却被COULDNT做的事感到沮丧。现在唯一的限制是我自己......“我希望他喜欢它甚至是我的一半。




Diplomacy, with nothing left out.   versions 4.3 and 3.3.2 

 Wife as a Companion     updated to allow more personalities to join, and with a failsafe if the wife gets captured so as to not get stuck with the wrong dialogs.
 
Aristocracy creation: families in native span factions, which mixes families across borders in native but causes trouble in the 6 race, 13 faction landscape in Phantasy 2018.  Families are created differently, without crossing faction boundaries AND without creating "orphans".  All kingdom ladies have fathers/brothers/spouses/or female kingdom lords (as sisters) to ask permission to court.  No more having to elope...   

Trade, Economy, and Enterprises:  the opportunities to speculate in raw goods such as salt, iron, furs, and silk have never been so plentiful.    Enterprises pay well, there exists banking services (but with higher interest payments and fewer exploits than you might remember) at the four ways inn, and trade routes that Guspav missed for all the exotic factions were remade so that all factions send kingdom traders correctly throughout the lands.  

  Auto generated scouts, patrols, and traders: These exist, but in lower numbers than you might recall from other mods, in order to control the total party count. Movement is thus kept very smooth and with no stutter (on reasonably powered PCs), even with the player selecting fast moving wait time. 

  Adjusting the game to fit your PC:  wait time is adjustable in camp menu "Phantasy settings". 
  Need more recruits?  Talk to prisoners to recruit them.  They might decide its better than the slavers...   
  Thinking of parading your motley party chock full of racial enemies down main street of that town just ahead?  think again -- prejudice against some races may have the town or castle doors shut tight in your face.  With 6 races and another two virtual skins (factions that have special likes and hates), everybody doesn't like somebody.  Or really be a pariah, and choose to be a Necromancer, with most of the map giving you the bum's rush.  

Tired of being confined to 3 evil factions, but you're a magic using Drow?  Slip your way into the mageocracy -- where they respect power, not just alignment.  As neutral as can be, except the Blazing hand dislikes them.     Thinking Diplomacy randomly allies strange bedfellows?  Not so fast.  Alliances between traditional enemies break up much sooner than usual; while long time allies tend to form more stable partnerships.  Recruiting is easier in villages that don't have a bias against the make up of your party -- and helping the village out during an epidemic is perhaps the fastest possible way to grow good relations with a village.  

Take everything you THINK you knew about Phantasy Calradia, 2014 edition, place it gently in the fireplace, set it on fire (safely and carefully), and use it to heat your home this winter.  There is nothing familiar about Phantasy 2018.  

  Faction viewer capable of showing more than 7 factions:  Yes, but I broke this into two views - one for factions 1-6 and one for 7-13  
  Tree viewer for troops:  one was not sufficient to show ALL troops including every kingdom lord, every companion, and every kingdom lady in real time.  Nor every mercenary and bandit troop.  Nor every king and queen, every pretender, and even you the player.  Instead, 3 viewers show ALL of these.  You can see what they carry, the stats, their special abilities, if they can dodge well, all their capabilities at a glance.   
  Added tools for monitoring the player skills, prejudice, trade routes, total parties on map:  of course.  

  Crafting: 75 newly added recipes  
  Combat changes:         Dodge is limited by a timer, so no more ninja that can't be touched dodge spam. If the target is lucky enough to dodge once, they won't be dodging again for some seconds.  They also can't dodge spells and summoned weapons, nor gunfire - although firearms are rare, found only in the Dwarf faction.  You can MAKE a pistol, but you can't make the ammunition ... so for better or worse, you won't be handing every squad member a firearm anytime soon.    
   Stealth attacks:  originally needing an overhead of 48 instructions per swing just to decide whether or not the attack qualifies as a stealth attack, this now happens within 16 instructions.    

    Cleric and mage spells:           generally each mage or cleric impulse had every agent in battle checked to see if they were mage or cleric classed, and when so they cast spells.  For large battles, this is extremely inefficient. Each spell that was cast (for mages) used around 800 instructions looping to find the clothing worn and gave some magnifiers or weakening to the damage, and there was some concern that equipping more than 1 type of staff gave bonuses for two staves.            All of that is rebuilt from scratch.  Every mage or cleric is placed onto a list at the moment they spawn in battle (as reinforcements etc) and from there only the correct list is walked tolet each mage or cleric do their thing.  The other 2/3rds of the agents standing on the battle field are no longer checked, saving time.  Quite a bit of time.  Those 800 instructions looking for clothes?  Now as little as 8 instructions and a worse case of 40 instructions.  Most of time wasted in checking worst case is done now at agent spawn, where magic user items are juggled so that future checks complete sooner, by controlling what slots have the staff and where a spell is put and what if the user enters battle with a spell intermediate they cheat bought from items.  Its all handled.        Every second in the original, every agent would be checked, around 20 times, by various loops looking for certain rare cases - special gear, attacks by mounts, spells counting down until they wear off, and so on. This completes fairly fast for tiny battles of perhaps 30-40 per side, but this is absolute EPIC FAIL for battle size 150 and up.     Now timers are spread out, some every 2 seconds, some every 3 seconds, some 7 seconds, many are even longer.  The result is instead of stacking so much to do that battles stutter, battles stay smooth by spreading the processing over time so that sudden peaks in bandwidth needed don't cause stutter, except during reinforcement waves and each 43 seconds or so during list cleanup, where there is a slight stutter in very large battles. The main open issue for delay at loading battles is actually the old TLD models accompanying Elves and Drow (and possibly, Dwarves).    Paladin auras, cleric flame strikes, spell book and prayer book issues:  considerably cleaned up.      Auras now give a visual clue when they go off; flame strikes were improperly doing 40 points damage less to enemies and were not charging faith points; they consumed faith points even if no enemies were in range, and when 1 flame strike went off the rest of the team stopped making flame strikes.  The Firestorm point blank effect was incorrectly single target limited, making it a more expensive flamestrike. Now it correctly is an AoE.  Costs of cleric spells in terms of faith points are adjusted to make clerics more viable compared to magic users in terms of faith point recovery and utility.  

   Auto calc and magic users/clerics:  Finally, yes.  So long as diplomacy "use terrain in autocalc calculations" is left ENABLED, autocalc ALSO scales magic users and clerics for every battle that gets auto-calculated (sieges where the player is not watching the battle for example).   

   Wages and morale for Necromancer parties; reinforcements; party size; food consumed by undead:        Skeletons and Zombies  ask very  little wages, Morale is done differently now and much easier to control morale both living and dead now,  reinforcements have a huge buff weekly, party size is expanded for necromancer parties with skeletons and zombies -- those troops don't consume a full member spot sort of like orcs in TLD, and undead consume no food and purely undead have no morale issue from starving (but your companions and you may feel otherwise when the food is gone).  Every one of these was addressed.  The lich king is scary.  Especially if the player won't help the hopelessly outnumbered Blazing Hand.  Since necromancers do well in autocalc.  But IF you assist blazing hand, their casting is slightly more powerful than it used to be.     On the other hand - Magic resistance and Magic defense.   Everyone EXCEPT skeletons, zombies and orcs got Magic Defense buffed to at least 1.  Some got more than this.  Attackers got less of a buff to their attackers, making magic defense actually mean more than before.  Also heavy armors hinder spell attacks from magic users much more than in the past, and this effect isn't countered by buying a big staff as in the past.  This  isn't your grandpa's Phantasy Calradia.  Or if it is (there's some debate), Grandpa plans some serious butt whupping. 

  Chamberlains, Constables, and Chancellors - we got em. 
  Morale effects from food AND drink:  Of course.  But why stop there?  50% more food types in total.  Food drying and preserving by action menu -- not just meats but dried fruits, raisins, smoked venison, smoked fish.   Can you CATCH fish and venison: Yes.  But you have to go into Camp: Phantasy settings: and turn ON Rigale .  This way, you absolutely aren't bothered by being told you noticed a place you might try fishing as you are zooming across the countryside.   

 Epidemics:  Of course.  It wouldn't be medieval without the Plague now would it?  Bring out yer dead!     Cheap Monty Python references:   possibly.   
 Optimized timings on background tasks to give very smooth strategic map movement even for fast move at x5 and x6 speed.     saved registers used in all background tasks so as to allow multi-threading (Warband only uses 2 threads though) even with Diplomacy        I don't need to force single threaded mode in Warband advanced options, allowing slight improvements in perceived speed  

   Code doing new tricks never seen before: that's the whole idea.     Guspav's take on it:  his last public message:  Sept 02 2017  https://forums.taleworlds.com/index.php/topic,279776.msg8835257.html#msg8835257    "So, my dear Phantasy fans, the mod is alive and kicking and gsanders is the new co-coder extraordinaire!"    My take on Guspav:  "He did a lot more than he gets credit for.  Some of it was genius, some of it seemed exhaustion.  But I think its better with two people adding their insights or expertise.  I always liked his 2014 work -- before I started working for Perisno or Warsword Conquest, I was playing this and Brytenwalda, with a tiny bit of Gekokujo.  I liked this the best but was frustrated by what it COULDNT do. Now the only limits are my own..."  I hope he likes it even half as much as I do.

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