介绍几个开发中的强大MOD(一):Realism |9月12日更新战场AI测试版

发布: 2008-8-25 09:26 | 作者: alixyang | 来源: 骑马与砍杀中文站

Zaro 的画面增强补丁相信大家都比较熟悉了,这里介绍的是他的新MOD:  Realism ,  当然,是还在制作当中的。

官网地址: http://forums.taleworlds.net/index.php/topic,42331.0.html

【2008-09-12】

19楼更新一些最新截图

更重要的, 23楼更新了战场AI测试版,体会一下到底有哪些改变....



【2008-08-25】

下面的介绍容我慢慢翻译,或者哪位老兄帮帮忙....

嗯  谢谢11楼 [url=space.php?uid=76226]alfsoldat[/url]老兄的帮忙,完成了剩下的翻译。
====================

This is a new thread since the old one is quite cluttered and there's no use bumping it. For anyone who isn't aware of the mod (I'm sure most aren't), it's a mod that largely increases the realism aspect of the game, creates a more challenging environment and seeks to deepen the gameplay with additional features.
Two things this mod is not is 1) a content mod, and 2) a stats-based RPG. There will not be a huge variety of weapons or troop types as these kind of things become standardised quite quickly, and there will be significantly less leveling etc. I'll go into these later.
这个是新贴,因为旧帖相当凌乱已经很难再添加内容了。对于不知道这个MOD的人来说(我想大多数人都不知道), 这是一个在游戏中大幅增加真实度,创造一个更加富有挑战性的环境和深化游戏附加功能的MOD。
两个特点:1. 一个有实质内容的MOD   2. 国家为基础的RPG.   将不会有庞大的各种武器或部队类型,因为这些东西,做起来相当快,体现不出制作水准,我会以后再考虑这些。

What to expect (summary): 有什么可期望的(摘要)
- More realistic and tougher combat.    -更现实和更困难的战斗。
- Greater financial challenge.               -更大的财政挑战。
- More emphasis on fiefs.                   -更强调封地的作用
- Increased political options.               -增加政治层面选项。
- More consistency in equipment and troop types. I should point out that like native, this mod is based around the year 1257.
                                                    -装备和部队的类型更一致
- Slower progression.                        -缓慢的进展。
- More logical quests, relationships etc. -更合乎逻辑的任务,关系等

Plans for version 1.0
These changes are relatively simple adjustments or additions and won't require much time to implement. Much of it has already been done or is in-progress. I'm planning to release a playable version reasonably soon.
1.0版本移植计划
到1.0正式版的调整应该不会浪费太多时间,大部分的任务已经完成或正在进行。我计划近期就发布一个可玩的版本。

Advisors  顾问  
Not started  未开始
Something I neglected to mention before is that there will be a number of advisors in the mod that you will be able to make use of. The most important is your steward, available when you are awarded a fief, and they will help you with information ranging from your fief revenue, the prosperity of your land, the relations with your subjects, the cost of your military force etc; allow you to take actions such as improving your fief, recruiting troops, sending financial aid/gifts etc; finally,he may give financial and political advise. The next crucial advisor will be a veteran soldier who will advise you about combat, tactics and warfare in general. The amount of advise they will offer is quite substantial, as a large amount of gameplay mechanics have been changed or added and it might be confusing without any explanations.
有些我之前忘记提到的东西,那就是在MOD里有好几个“顾问”供你差遣。 最重要的就是你的管家,在你得到自己的封地时出现。他们将帮你收集各种资料,包括从你的封地收入、繁荣,您的在建项目,以及军费预算等; 帮助你采取行动,如升级你的封地、招募部队、发送财政援助/礼品等;最后,他可能会提供财政和政治意见。下一个关键顾问将是一个老兵,他将会建议你关于作战,战术和战法的一般问题。这些建议非常重要,因为大量的游戏机制更改或补充,没有一个系统的解释很容易让玩家陷入混乱。



Player/Troop changes  玩家/部队更改
Mostly done and mainly just NPC equipment remaining.  NPC装备之外都已完工
The focus will be on representing combat more realistically, largely by removing the stats-based RPG system. Stats among troops and the player will be higher and more in line with each other, and will remain relatively static throughout the game. There are two classes of troop: militia and professionals. Instead of having a huge difference in all stats like in Native, the real difference between the two classes of troop is in weapon skill and equipment. Furthermore, the player at best is little better than a professional-level soldier. The stats of alltroops are significantly higher that most in native, in order for them to use their shields and weapons more effectively (i.e. faster combat).Horses will be more vulnerable, and considering their cost it would be wise not to use them recklessly.
重点是通过stats-based RPG(?)系统,使战斗表现的更为实际。玩家和部队的状态值会略高,保持一个相对的平衡并贯穿整个游戏。 两个大类的部队:民兵和职业军队,不是像原版那样有着巨大的差异,他们只是武器技能和装备上有些不同,另外玩家的最佳状态也只是比专业部队好上一点点。 所有部队的数值比原版略高,以便更有效地使用武器和盾牌(更快速的战斗)。 马匹将更加脆弱,并考虑到成本,明智的做法是不要随意的使用他们。

*Combat tested and it seems improved, although it will take more testing to confirm.
战斗系统已测试,看起来有些提高;当然还需要更多的测试来加强。

Recruitment  募兵
Half-done

Troops won't actually be recruited, they will always be present in the fief like a garrison. This garrison will be a running pool of how many troops are available in the lands, and this number is regularly updated to reflect troops no longer available, new troops, disease hitting the land etc. This simulates the number of men in your land who can equip themselves (or be equipped by you) and be willing to go to war when you ask them to. When you do ask them to join you, there will be a small passing of time to show that the troops are gathering. Troops will have no expense while resting your lands (which are also their lands), simulating them going back to their normal lives. Effectively it is informing you how many trained men reside in your region.

实际上部队不是招募的,他们将在封地上以屯兵的方式存在。 屯兵将随着大陆上的军队数量、编制变化、新兵入伍、以及疾病传染等变化。 这样可以大概得出有多少人可以装备武器(或者由你分配)来跟随你上战场。当你要求这么做时,还需要有一段时间来召集队伍。屯兵在驻地上不会有任何花费,就像他们回到了正常的生活。 实际上只是通知你有多少领地里的人受过了训练(预备役)。

As I said, the garrison is a dynamic pool. Training, settlement of troops into your lands, disease, prosperity etc can all adjust the pool size. If you take men out and don't return them (i.e. they get killed), the pool will be lower until you find a way to replace them (settlement of troops, training etc). This pool will also reflect prosperity, as you will take a hit when you take troops out of your lands. This is to simulate the decrease of manpower in your lands. When you return them, prosperity will be returned, or increased if the campaign was successful (since the soldiers are wealthier).

正如上面所说,屯兵是一个动态的容量。 训练、调动、疾病、繁荣度都会影响到屯兵的数值。如果你提走了部分屯军但没有让他们回来(比如他们都死了), 那么这个数值就会降低,直到你找到别的办法(调动驻军、训练民兵等)。屯兵的数值也会影响领地繁荣度,如果调走了大批的屯兵,繁荣将直接受到影响。这只是模拟了人力资源在领地的作用。屯兵回防,繁荣回归;如果战役胜利,繁荣则相应上升(因为兵将们有钱了)

The above don't apply to mercenaries, who if employed are employed full-time until you dismiss them. With the above system there are obviously benefits to hiring mercenaries.

上述不适用于雇佣军,因为他们全职的时间受雇(并不参与当地生产),直到你解雇他们。对上述屯兵系统来说,,使用雇佣军有明显的好处。

Combat  战斗
Mostly done
Combat will be tougher with the adjustments made to the troops and the reasonably static leveling (i.e. quite rare). The penalties for losing combat will be much harsher. You will likely have to pay a ransom, lose your equipment, probably suffer short term injures and possible longterm or permanent injury, a loss in renown and the loss of your party. It's best to stick to battles where the odds are in your favour.

调整部队到一个相对稳定的水准后,战斗将变得更加严酷。 战争失败的惩罚也更加残酷。 您可能会要付出赎金,失去您的装备,可能受到短期损伤,也可能是长期或永久伤害,损失你的名声和你的部队。它的最佳要坚持战斗的地方赔率是在您的赞成。 所以对战斗还是保守些好,战争的赔率和你的好战程度成正比。

There will also be a rebalancing of equipment, in particular a slight improvement in the spear, increased lethality of all weapons(particularly against light armour), stronger shields and greater vulnerability of horses (relative to the weapons, so I may not actually change it at all). Horses will also have a stronger charge, and its effect on morale can rout an enemy party.

在装备上有些平衡的调整,尤其是调整了长矛的作用;增加了所有武器的杀伤力(尤其是对轻甲),盾牌更耐用,马匹更脆弱(相对于武器来说,实际上我啥也没动)。 马匹的冲锋作用更明显,高士气下较容易造成敌军的溃败。


Battle AI  战斗AI
Partly done
Battle AI and the behaviour of the battles will be significantly improved upon. It always bothered me how the AI would stupid charge into battle, no matter what the situation. This is no more, and the battle will make more intelligent decisions on whether to attack or defend. The pace of the battles will also change as when the enemy does attack,they will move slower across the map, slowly advancing in a thick line.The decisions and movement means that battles will almost always have an attacker and a defender, and a relatively long period of missile exchange before melee. You will usually have time to organise your forces whether you're attacking or defending. As an attacker, at times you're better off leaving the battle rather than trying to assault the enemy's position.

战斗AI(计算机模拟的部队的智能化行为)和战斗行为将显著变化。 之前我总是头痛AI总是不管形势如何傻乎乎的冲进战场。现在不会这样了,他们会更聪明的决定要攻击还是防守。 战斗的步法也将变化为,当电脑部队准备进攻时,他们将更慢的保持队形前进,总有进攻者和防御者,在肉搏战前也有相对较长时期的远程武器较量。无论进攻或防守你都有时间来重新组织自己的部队。 作为进攻者,你也有更多机会直接撤退。


Battle morale will be included in the form of an adjusted version of Chel's battle morale script. The loss in cohesion will be slowed down, and the most important impact will be the morale hit after taking a cavalry charge (which is now stronger).

将会加入Chel的战斗时期系统脚本修正版。 凝聚力的损失将减慢下来,最重要的影响是遭到骑兵冲锋后士气将大幅下降(骑兵冲锋现在更强了)

Progression  晋级
Partly done
The leveling system will be almost completely removed. Rather than earning experience to level up, you'll earn a limited number of increases through training. Progression in the game itself will also be quite slow, as it will be tougher to work your way up to being a lord. You can of course simply choose to start as a nobleman (i.e. accelerated start) if you don't wish to grind your way up. For those that do wish to start from the bottom, you'll have to work your way up through military service, either as a mercenary or in a militia. These will require you to go on campaigns, patrol, clear bandits and so on. At some point you'll have proved yourself and you will be knighted, and then after some more time, a fief.

原有升级系统完全放弃。 你将通过训练获得一些有限的增长,而不是赚经验值来升级。晋级将是相当漫长的过程,你要当上一个领主的努力也是如此。 你当然可以简单地选择开始作为一个贵族(即加速启动)如果你不想世事如此艰难。
对于那些打算开始从社会底层开始的人来说,您将以你自己的方式通过兵役,无论是作为雇佣军或一个民兵组织。这些将需要你去参加战役,巡逻,清除土匪等。当你已经证明自己,你将被封爵,然后再经过多些时间,才有你的第一个领地。

Fief  封地
Mostly done
Fiefs are more challenging than in native, as they will be your major source of income. Most importantly you will need to protect it, as being raided will completely ruin the productivity, and therefore ruin your income. It will take much longer to recover than in native, particularly if you don't spend any money on the recovery. You will also need to maintain order, as an uprising, like a raid, will ruin your income for a while. That isn't the worst of it as you were given that land by a noble in return for service and revenue, so if you aren't productive you may find yourself without a fief, and a pretty serious renown hit. Your fief is no longer something you can neglect. To lower the potential micro management, I'm hoping to implement a sort of auto-management option, likely meaning handing your fiefs to your npcs.

封地在这里更具有挑战性。因为它们将是您的主要收入来源。最重要的您将需要保护它,一次劫掠将完全破坏封地的生产力,并因此断送你的收入。它将比原版花费更长的时间来复苏,尤其是如果你不想在上面花钱的话。您还需要维持秩序,一个暴动就会像劫掠一样,将破坏你的收入一段时间。这还不是最坏的,既然土地是由一个崇高贵族赐予你的,他需要服务和收益做为回报。因此,如果您的领地发展不好你将失去它,伴随的还有严重的名声上的打击。您的封地不再是一些可以忽视的东西了。为降低潜在的微管理,我希望能够提供的一些自动管理选项,比如将你的封地交给NPC们来管理。


Quests 任务
Half-done
Quests will be a little different. You won't receive quests from lords until you are either in their service as militia (undecided whether I'll include militia service), or have entered into a mercenary contract with them. I would like to contain it to only that lord, but I'm not sure if that's possible. I would also like to distinguish between the quests received as a mercenary (more combat related) and those as part of the militia (errand-type), but at this point I probably won't.

Onceyou have proven yourself and have been knighted, you won't have toperform those grunt-level chores. Instead, you'll be tasked withcampaigning, at some stage a fief, and hopefully political matters(such as talking to lords on behalf of your lord, causing war etc). Youalso won't have to perform fief quests like an errand boy, instead youwill simply be charged with the protection of your subjects. The samegoes for campaigning quests (or lack of).

You won't be paid orreceive experience for quests, as these are the duties of your service.Instead, you will just receive your pay, and the profit from any lootyou salvage. You will also have much stricter time limits for thequests, reflecting that you need to carry out your duties immediately.If you are captured or fail to sneak into a town, chances are you willfail the mission. The idea of quests is to build your relations withyour lord, with goal of being knighted.

Equipment
Mostly done
Equipmentwill be adjusted to be more consistent in era, price and effectiveness.Much of the era consistency has been taken care of, with a number oflater armours taken out in native. Better equipment will become more expensive*, particularly in the case of armours and steeds (the latter requiringsignificant upkeep). The effectiveness of the heavy armours will varymore (they all seem mid-40s) and their prices significantly more so.The idea is that it will take some time to save up for great gear, andfor your equipment to match your progress in the game. The consistencyin price also means removing the different imod conditions of the items(i.e. sturdy, rusty, reinforced) as these alter prices quiteunreasonably, to the point where you can equip yourself almost as wellfor half the cost. I'm planning for equipment to affect your renown orrelations, in to go with my removal of the importance of stats,requirements for equipment will be removed, with the exception ofhorses.

*There will be adjustments to the price of items, but it will mostly be similar to native.

Financial
Really comes down to after release balancing.
Assaid before, I'm planning to make it much tougher to amass money. Youwon't really get anywhere trying to solo bandits, you can't simplyenter tournaments (they're restricted to the higher class) and youwon't be getting a fief any time soon. Trade profits have also beendecreased and will probably be decreased further, considering how youcould finance weeks of war with just a few days of trading. As hasmentioned before, losing a battle can be quite costly as well.

Map Movement
Not started
Mapmovement will be adjusted so that marching at night is best avoided.Ideally I'd like parties to set up camp for the night (at the risk ofbandit attacks), but I'd certainly like to implement a morale loss. Ifgetting the AI to camp can be achieved, I will also implement penaltiesfor parties that haven't had adequate rest. Under this system, partiesthat are attacked at night would also take a hit to morale, with theidea being to lower the battle morale.

Scenes

Barely started
AsI mentioned, villages, castles and towns will be redone. Battlefieldswill be more consistent in their appearance and generally lesshilly/rugged (more suitable for a battle).

Map
Mostly done
Adjustingthe terrain and location of the factions and their settlements, as wellas making aesthetic improvements. Generally terrain will act as naturalborders between factions, and settlements will be more heavily locatedalong the expanded river system. Roads and agriculture textures havebeen added as well.



Longer-term plans
Thesechanges are significantly more ambitious in terms of whether I cansuccessfully implement them, or whether I will have the time to do it.I'll hold off on these until after 1.0

Politics
Very little done. There's a lot to do here.
I'mlooking to expand considerably in this area and attempt to create amore feudal environment. The idea would be to have several villages foreach castle and town (representing important centres), with the lordsof the villages being aligned with the lord of the castle or town,rather than the king. The factions would beomce loosely aligned andunstable, and the lords of castles/towns would effectively become therulers of sub-factions. These may fight amongst themselves, both withina faction and with others of another faction, even if the two parentfactions aren't at war. There would be many more npc lords and allowfor a somewhat dynamic political environment, where a noble or king maybe overthrown (although this last one will be tough I imagine).

Relationshipswould become more important for receiving support, alliances, treatmentafter battle and so on. To improve relations with other lords you canoffer them gifts. You naturally increase relations with your lord bysending him his share of your revenue and campaigning with him.Improving relations might allow you to walk away after a battle, whilepoor relations may see you imprisoned, stripped of your equipment andbankrupted by your ransom. When you capture another lord after battle,he will expect you to ransom him so there will be no drop in relations.If you let him go without a ransom, relations will naturally improve,while locking him up and refusing the ransom will clearly damagerelations. I may also include the ability to execute them, although tobe fair I'd have to allow the same fate for the player (so watchyourself!).

I would like to implement a title system into themod, attached to the fief rather than the owner. It would fit into thedynamic political system with lords falling and rising in stature. Ihaven't had a look to see how I would do this, it's just something thatI would like to implement if possible.

Map/factions/Map AI
Not started
Thegame will become more focused on lords and their individual alliances,with the faction simply being a loose alliance of lords. Instead,factions will represented at a more local level and the more powerfullords of a particular faction effectively become faction rulersthemselves. This is a little tricky, as to work properly I'd need alteralliances in the game and the AI, particularly in trying to haveseveral factions on campaign together. This is a more ambitious plan sothere's a strong chance I won't be able to implement it.

I'llimprove the AI if possible so that campaigns are more decisive and theparticipating forces are more cohesive. I'd like to be able to actuallymerge the factions parties into a single, large party. I'm also hopingto change the the party system so that lords will generally maintainsmaller forces and remain in settlements unless campaigning. Ratherthan maintaining a standing army, a lord will only require his personalretinue, and only when he campaigns or his settlement is attacked willhe raise a much larger force. While a settlement may not garrison manytroops, it will be able to mobilise a large number number of troops.

[ 本帖最后由 alixyang 于 2008-9-13 01:33 编辑 ]
2008-8-25 09:27:52
照例......沙发占用.....


Some updates on the battle AI. There are significant improvements thatcan be made. Rather than just two sides charging each other which isusually the case in native, battles will progress more slowly and in amore organised fashion. First of all, the AI will make more intelligentdecisions on whether to attack or defend, and they will defend often.The next part of the battle - the movement phase - is quite a bitslower than native. Both sides will almost certainly have time toorganise themselves well before they engage then enemy. One side willlikely take a defensive position, while the other marches across thebattlefield. During the latter part of this period there may be a largeexchange of missile fire between the two sides. The roles of the twosides can change during this period, as an attacker that has superiorfirepower may just camp within firing range, which may force thedefender to assault the attacker. The final phase is the melee.Improved AI makes this tougher as troops will remain relatively groupedrather than ending up all over the place like native.

Here are some battle shots showing basic improvements in battles:

Thisfirst shot is when I attack an inferior army. They are inferior so theychoose to defend. This suits them well since they're an army ofskirmishers, and will be able to fire at me while I advance. This is avery simple situaton for the AI as it's completely outclassed. There'snothing it can do but defend. I mentioned the effective use of shieldsas the stat boost plus the combat AI set to 'good' makes the AIreasonably effective. You're still far superior individually, but eachkill will take longer and they're more likely to get a hit in.



Thissecond shot is when I attack a superior army. They also attack me onthe campaign map, but after I'm knocked out I'm given the option toleave the battle, so technically I was the attacker. I attack butthey're far superior, so they advance on me. They do this because I cansimply leave if they choose to defend. If they weren't significantlysuperior, they'd just defend, I'd leave and we'd walk away from eachother (although they will still try to attack on the battlemap, whichwould mean I wouldn't have the choice to leave). Note the formationthey are in; they're more organised than native, but since mountainbandits are basically skirmishers, their formation is still relativelyloose. It would be much tighter if they were purely infantry.



Igot knocked out in both battles (I fought on foot). The first one Ibelieve we were winning, and the second I believe we were losing. Thedefending team seems to do better, so you'll likely need a superiorforce to assault the enemy. I didn't have cavalry in either, but itcertainly would have made a difference.

Formations
I had played around with mirathei's formations script, but I decided not to use it. There were a number of reasons:
1.They aren't nearly as responsive as the native double line formation.The native formation will do exactly what you want, when you want it.
2.I didn't really use the formations, apart from the ranked formation ofinfantry. Archers and cavalry only really need the native line(tightened for cavalry).
3. In this mod, infantry is effectiveagainst cavalry in a native double line (if you charge front on, youwill likely get hit and wounded badly, if not unhorsed and/or killed),so there's not really a need for 10 ranks of infantry, and to add just1 or 2 ranks isn't worth the issues.
4. When there are only tworanks of infantry, wedge isn't needed to punch through. You shouldn'tbe making a frontal charge anyway.
5. With the formations, infantrywill likely be in ranked formation for both sides, which results in alarge performance hit during combat (two native double lines would befar more spread out).
6. Visually it's more epic to have two doublelines clashing than two heavily ranked formations taking up a smallfraction of the space.
2008-8-25 09:29:05
Have done some map work. Here's roughly what it will look like physically:



Changes:
- I've lowered the mountains where the forest bandits would spawn (centre of map). That's now heavily forested.
- Lowered the mountains that divide the Khergit and Swadian lands. It's now a hilly region.
- The Zendar river now stretches the whole way across the map.
-River running through Rhodok lands. Same reason as extending the Zendarriver: populations tend to be concentrated around rivers.
- Much greater amount of forest, although I have a less demanding solution for those that may stuggle.
-The dark areas around settlements are to represent agriculture. That'sprobably a placeholder, and I'll be redoing the models as well.

Hereare a couple of faction maps. The first will be with the nativefactions, with red being Swadia, green for Vaegirs, Blue for Rhodoks,yellow for Nords and purple for the Khergit.



Asyou can see, they've been moved around a little and terrain features(forest, rivers, hills, mountains) are now defining the borders of eachkingdom.

Below is a shot of something that it might turn intoonce I split the factions up, whether each is considered a separatefaction or just a sub-faction:




Aesthetically this is how the map is looking:




Custom battlefields:

Okay, it's a bit empty, but picture sometrees dotted, a road, and a building or few, a forest/farm/town in thedistance. Doesn't it just feel right? I could create many variations ofthat landscape, some structures, some wilder, some with rivers, somemore hilly etc. I just like the idea of having a couple of detailed,custom maps over the duller, hilly randomly generated maps.



[ 本帖最后由 alixyang 于 2008-8-25 09:31 编辑 ]
2008-8-25 09:45:24
谢谢老杨的转载.先标记一下,有空慢慢看.:handshake
2008-8-25 10:23:35
翻译很麻烦吧。。。但想了解下。。。
2008-8-25 10:50:12
似乎意思就是说AI会判断敌我态势作出进攻/防守的选择................................
2008-8-26 08:02:25
I can't play M&B without wanting to work on it.

                                                ---- Zaro



Stats of characters are easy: similar attributes but great differences in weapon proficiency and equipment. As for weapon damage and armour protection, for the moment it's just going to be rough work on what I think feels right. I'm just relying on my logic and what info I've seen on the effectiveness of weapons vs armour. Rough system:

1. Cutting weapons. The most effective against unarmoured troops and a decent strike will one hit kill. Not great against light armour, and pretty poor against mail.
2. Piercing weapons. Effective against unarmoured and armoured, and will one-hit kill anything with a solid strike. Less armour requires a lesser strike.
3. Blunt weapons. Not as lethal as either of the above, but it's less likely to be negated by armour.

Quality of strike is pretty much what matters here. If anyone wants to discuss this further, feel free to do so here.

人物状态差异其实比较好控制: 属性类似,但武器熟练与配置有巨大差异。 对于武器伤害和甲盔防护,暂时我只是按着自己的想法做个大概的模型:

1. 砍削:  对无甲盔防护的有效杀伤最大,一次不错的攻击可以做到必杀。 对轻甲杀伤力一般,对重甲基本无效。
2. 穿刺:  对护甲作用加大,一次可靠的发挥即可做到一击必杀。甲盔只能适当减轻伤害。
3. 钝击:  相对来说不那么致命,但是甲盔的防护对钝击几乎无效。


2008-08-26

更新进度。 具体见顶楼的每个分项。  翻译我会一点点做下去

这两天上火了,牙痛....

[ 本帖最后由 alixyang 于 2008-8-28 08:28 编辑 ]
2008-8-28 10:37:28
汉化部分顶楼内容  再添加一些新的想法.....

The idea was that the majority of settlements should be located near rivers or coasts, or located along fertile valleys. The mod will add more villages (and lot more lords) to try and represent that better. I'm not that interested in balancing the factions settlement-wise, so the Swadians, Vaegir and Rhodok lands will be more heavily populated. The Nords have a strong territorial advantage in that their lands are foresty and hilly, obviously favouring their strong infantry. The Khergit's main advantage is speed and lower relative cost of forces.

I'm thinking about creating custom battlefields, so when battles take place on a road there will be a road in the battle, or on agriculture there will be some fields on the map, as well as some battlefields with ruins, some structures etc. It doesn't seem like I'm restricted to one scene per terrain type, and my thinking is that one or two dozen great battlefields are better than the random ones in game. Hills, forests and rivers would be more strategically places, and some tricks can be done with the terrain to really vary the battlefields. Actually, I'll just create one and show the effect, and hopefully you will all agree.

大意是说要加多一些战斗场景,以及场景物品,而且是预先安排,不是随机出现。
2008-9-01 10:48:34
这个MOD实在是太美妙了~~~:kiss:
大爱
2008-9-01 18:23:38
期待漢化
2008-9-01 19:55:04
汉化部分顶楼内容:
Quests
Half-done
Quests will be a little different. You won't receive quests from lords until you are either in their service as militia (undecided whether I'll include militia service), or have entered into a mercenary contract with them. I would like to contain it to only that lord, but I'm not sure if that's possible. I would also like to distinguish between the quests received as a mercenary (more combat related) and those as part of the militia (errand-type), but at this point I probably won't.
任务系统也将有一些变更。只有你正式投靠某个领主并成为他的军事采邑(这个概念我还没有确定是否要建立)或者作为雇佣军去见他们的时候才可能给你分派任务。我试图让这种雇佣关系局限于特定领主,虽然能否实现还不好说。我也试着把各种任务分成两类,一类是雇佣军任务(打打杀杀类的),或者是作为下属才能接受的,这点也许很难做到。

Onceyou have proven yourself and have been knighted, you won't have toperform those grunt-level chores. Instead, you'll be tasked withcampaigning, at some stage a fief, and hopefully political matters(such as talking to lords on behalf of your lord, causing war etc). Youalso won't have to perform fief quests like an errand boy, instead youwill simply be charged with the protection of your subjects. The samegoes for campaigning quests (or lack of).
当你证明了自己的骑士身份后,你不用再去理会那些杂兵才负责的破差事。更多关于领地管理、发动战役甚至和政治有关的任务(比如说代表你的领主出使其他势力)将会向你开放。你再也不会像个供人差遣的小厮一样跑来跑去,你只会被告知需要保护的目标,在军事领域内的任务系统也会有同样的变化。

You won't be paid orreceive experience for quests, as these are the duties of your service.Instead, you will just receive your pay, and the profit from any lootyou salvage. You will also have much stricter time limits for thequests, reflecting that you need to carry out your duties immediately.If you are captured or fail to sneak into a town, chances are you willfail the mission. The idea of quests is to build your relations withyour lord, with goal of being knighted.
在任务中你将得不到任何经验和报酬,因为这些都是你的份内工作,你只会得到那些在你掠夺行径中获取的战利品。任务的时间限制也将变得更为苛刻,这只是为了时时提醒你的责任所在。战败被俘或者在潜入城镇时被抓都可能导致任务失败(也许指的是时间过期)。这些构想只是为了让你和你的领主关系密切,并带领着你一步步走向骑士的光荣称号。

Equipment
Mostly done
Equipmentwill be adjusted to be more consistent in era, price and effectiveness.Much of the era consistency has been taken care of, with a number oflater armours taken out in native. Better equipment will become more expensive*, particularly in the case of armours and steeds (the latter requiringsignificant upkeep). The effectiveness of the heavy armours will varymore (they all seem mid-40s) and their prices significantly more so.The idea is that it will take some time to save up for great gear, andfor your equipment to match your progress in the game. The consistencyin price also means removing the different imod conditions of the items(i.e. sturdy, rusty, reinforced) as these alter prices quiteunreasonably, to the point where you can equip yourself almost as wellfor half the cost. I'm planning for equipment to affect your renown orrelations, in to go with my removal of the importance of stats,requirements for equipment will be removed, with the exception ofhorses.
武器装备系统将带有更多的时代特征,在价格和效能上也将变化更多。我们特别关注它的时代特征,一些后世才会有的晚期盔甲(估计指全身板甲)被清除了。武器的优劣程度将拉开它们在价格上的差异,特别是在盔甲和战马上,装备会出现维护费用。重型盔甲的效能和价格都将有很大变化。这些设想是为了让你在游戏的进程中花费一些精力去储备一些好装备,并且让你的装备能够和你的历险历程保持一致。原先那种装备价格和前缀之间不合理的联系将得到改善,你可以花费原来一半的价格就把自己武装起来。我计划加入装备对玩家声望的影响,而把装备需要玩家基本属性的要求撤销,当然,马匹除外。

*There will be adjustments to the price of items, but it will mostly be similar to native.

Financial
Really comes down to after release balancing.
Assaid before, I'm planning to make it much tougher to amass money. Youwon't really get anywhere trying to solo bandits, you can't simplyenter tournaments (they're restricted to the higher class) and youwon't be getting a fief any time soon. Trade profits have also beendecreased and will probably be decreased further, considering how youcould finance weeks of war with just a few days of trading. As hasmentioned before, losing a battle can be quite costly as well.
财政体系将变得更加平衡。我计划增加玩家敛财的难度,不用指望着依靠单条强盗来发财,也不要指望参加比武来赚钱,你甚至不能在短期内从领地上收到大笔财产。贸易系统同样受到了进一步削弱,你必须考虑如何用几天的贸易收入去支撑一个个星期的战争,而战败一次的损失将十分惨重。

Map Movement
Not started
Mapmovement will be adjusted so that marching at night is best avoided.Ideally I'd like parties to set up camp for the night (at the risk ofbandit attacks), but I'd certainly like to implement a morale loss. Ifgetting the AI to camp can be achieved, I will also implement penaltiesfor parties that haven't had adequate rest. Under this system, partiesthat are attacked at night would also take a hit to morale, with theidea being to lower the battle morale.
调整了战略地图的移动使得夜间行动基本被消除。希望大家在晚上都能够老老实实扎营休息(这可能会遭致强盗的偷袭),否则会导致士气的损失。如果能够让AI在适当时候扎营,那么玩家在没有得到充分休息的时候会遭到一定的数据惩罚。如果队伍在休息时被攻击了也会损失部分士气,这就使得战斗士气维持在比较低的水准上。

Scenes
Barely started
AsI mentioned, villages, castles and towns will be redone. Battlefieldswill be more consistent in their appearance and generally lesshilly/rugged (more suitable for a battle).
乡村、城堡和城镇的场景都将被重新制作。战斗场景也将变得更为崎岖,这样看起来才更像战场。
2008-9-01 21:22:54
确实很有吸引力的说,不过有的等了
2008-9-02 00:05:18
谢谢 alfsoldat 帮忙....     只不过最后一句应该是战场将变得更平坦。   
2008-9-02 01:08:38
看起来这个MOD 将是“革命性”的,哈哈。一个伟大的计划,不知道何时可以见面 。
2008-9-02 02:53:34
太伟大了-。-!,这个做出来可以说是完美了,哈哈哈:D :D 不过不知道什么时候能出来,估计今年看不到了。
2008-9-02 03:03:21
M&B比较欠缺的就是深度,给我感觉就是一个完美的房子,里面的东西很少,你可以把他装饰成居家的房间,也可以把他弄成一间复杂的设备齐全的公司,或者其他任何你可以想到的东西,可以发挥的余地实在是太多太多了。
2008-9-08 21:19:33
满心期待中,实在太吸引了.
2008-9-08 23:41:41
貌似很庞大...不知道1.0会不会已经采用了其部分设定
2008-9-12 00:00:43
这都又过去半个月了    来更新下进度:



A siege:



A tournament ground:



A lord's hall:



Dungeon:



Here's an example of an important town (only inside the walls is finished):

2008-9-12 00:41:19
难道是我期待我完美MOD?
现在看来很有爱呀!!
2008-9-12 10:24:33
可以火烧连营??
这个MOD的设定很有游戏性,希望到时能完美移植到1.0里。期待早日到来~~~~:victory: