安装说明
选项A:从teamcommunity.com/sharedfiles/filedetails/?id=1137472495获取它的
选项B:下载(链接到本页右上角)并解压缩到您的mod文件夹中。文件路径应该被读取
... /我的文件/我的游戏/ Sid Meier的文明VI / Mods / 8战争年代/ 8AgesOfWar.modinfo
描述
在Civilization 6中,你觉得战争有点不对吗?你是否厌倦了垃圾邮件射手是每个问题的解决方案?在任何一件事情上,骑兵都比步兵更好?厌倦了像“突击队”这样的无用促销活动?对游戏中3种不同的混战含义感到困惑?
然后8个战争年代是你的模型!其目的是将“文明6”中的战争艺术变得更平衡,更有趣,更具身临其境。
兼容性
这个mod与添加新单元的那些不兼容,它无法平衡它不知道的东西!然而,它确实与新的文明*提供*,他们的UU是现有单位的替代品,而不是一个全新的单位。可能存在与mods的冲突,这些冲突也彻底改变了技术树或社会政策,但我没有注意到它们。
我推荐的mods与这个游戏一起使用的是:
8岁时:让您有时间在单位过时之前使用单位
Mads Tech Tree:更好的技术树将单位置于更有意义的位置
AI +:更好的人工智能只是为了更好的战争
CQUI社区:因为没有良好的用户界面,游戏太难玩了
更改
主电源更改为:
陆地和海上单位的10棵新推广树!
大多数土地单位统计数据的微小变化(见表)
彻底改造海战!海军近战单位现在可以沿海袭击(因此可以弹出好吃的小屋!)并且更便宜。海军远程攻击较弱,但防守更强,更昂贵。私/潜艇/核
潜艇不能突袭或攻击陆地单位,但对其他船只进行最强大的攻击,并对登船单位提供额外奖励。(在以后的时代,登船单位会稍微艰难一些。)
全面的单位整体走弱。机枪改名为'迫击炮',射程为2。
反骑兵级单位的生产和维护成本要低得多,并且骑兵单位比骑兵单位低15。新的Fusilier部队加入了长枪手和反坦克船员之间,这个部队本身已经推迟了一个时代(现代反坦克拆除)。
对反骑兵和攻城部队提供+ 50%生产的新政策。
所有重型和轻型骑兵部队的建造成本更高,维护成本更高。骑兵部队本身向文艺复兴时期前进。
近战级陆地单位与反骑兵部队相比有+12。
为军事工程师收取更多费用,并充当攻击公羊。
单位资源需求略有变化。
所有UU(包括DLC)都已使用通用单元进行内联更改。
挪威和英格兰的能力有所调整(挪威从袭击中获得额外的金币,英格兰在建立遥远的城市时获得免费的反骑兵,包括红衣)。
错误的Hoplite邻接奖金的解决方法。
当提到像'近战'这样含糊不清的术语时,在游戏文本中澄清
新的单位统计数据总结为
新的土地单位rota [远程强度/战斗力(m =移动,r =范围)]
时代
近战(+12 vs Anti-cav)
反腔(+15 vs cav)
重型骑兵
轻骑士
远程(-17对城市)
围攻(-17 vs单位)
侦察
古 战士20 矛28 战车30(m3 + 1) Slinger15 / 5(r1)Archer 18/7 侦察兵10(m3)
古典 剑36(铁) 骑士34(m4)(马) 弹射器28/16
中世纪 派克44 骑士46(m4)(铁) 弩34/22
再生 步枪54(Niter) 骑兵52(m4)(马) Bombard 46/34(Niter)
产业 Fusilier 62 野战炮52/40 游侠55/45(r1 m3)
现代 步兵72 油箱72(m4)(油) 炮兵68/52
原子 在船员80 直升机80(m5)(铝) 机枪70/58(r2)
信息 机甲步兵90(m3) 现代护甲90(m4)(铀) 火箭炮84/64(r3)
新的海军部队死记硬背[远程强度/战斗力(m =移动,r =范围)]
时代
海军近战
海军猎人(+12 vs登船)
海军远程
海军航空母舰
古 厨房28(m3)
古典 Quadrireme 24/30(r1 m2)
中世纪
再生 Caravel 52(m4) 私人52/42(r1 m4) 护卫舰42/48(r2 m3)(Niter)
产业 铁甲64(m5)(煤)
现代 潜水艇70/60(r1 m5) 战列舰60/66(r3 m5)(煤炭)
原子 驱逐舰82(m7) 载体65(m5)(油)
信息 核子88/78(r1 m6)(铀) 导弹巡洋舰78/84(r3 m5)(铝)
Installation instructions
Option A: Get it from steam at teamcommunity.com/sharedfiles/filedetails/?id=1137472495
Option B: Download (link to top right of this page) and unzip into your mod folder. The file path should be read
.../My Documents/My Games/Sid Meier's Civilization VI/Mods/8 Ages of War/8AgesOfWar.modinfo
Description
Does warfare feel slightly wrong to you in Civilization 6? Do you get annoyed that spamming archers is the solution to every problem? That cavalry is better than infantry at every single thing?Tired of useless promotions like 'Commando' that just get in the way? Confused about the 3 different meanings of melee in the game?
Then 8 Ages of War is the mod for you! The aim is to turn the art of war in Civilization 6 into something more balanced, more interesting, and more immersive.
Compatibility
This mod is not compatible to those that add new units, it can't balance things it is not aware of! However, it does work with new civilizations *provided* that their UU is a replacement of an existing unit and not a brand new one. There might be clashes with mods that completely revamp the tech tree or social policies too, but I haven't noticed them.
My recommended mods to go with this game are:
8 Ages of Pace: Gives you time to use units before they obsolete
Mads Tech Tree: Better tech tree puts units in more meaningful positions
AI+: Better AI simply makes for better wars
CQUI Community: Because without a good user interface the game is just too hard to play
Changes
The mains changes are:
10 new promotion trees for the land and sea units!
Small changes to the stats of most land units (see table)
Completely revamped naval warfare! Naval melee units can now coastal raid (and so can pop goody huts!) and are cheaper. Naval ranged have a weaker attack but stronger defence and more expensive. Privateer/Submarine/Nuclear
Submarine cannot raid or attack land units, but have the most powerful attack against other ships with an extra bonus against embarked units. (Embarked units are slightly tougher in later eras to compensate.)
Ranged units much weaker across the board. Machine gun renamed to 'Mortar' and has range 2.
Anti-cavalry class units are much cheaper to produce and maintain and have +15 vs cavalry units. New Fusilier unit added between pikeman and anti-tank crew, which itself has been pushed back one era (modern anti-tank removed).
New policies that give +50% production towards anti-cavalry and siege units.
All heavy and light cavalry units more expensive to build and very costly to maintain. Cavalry unit itself moved forward to late renaissance.
Melee class land units have +12 vs anti-cavalry units.
More charges for the military engineer, and acts as a battering ram.
Slight changes to unit resource requirements.
All UU (DLC included) have been changed inline with common units.
Norway and England have had their ability adjusted (Norway gets extra gold from raiding, England get free anti-cavalry, including redcoats, on founding distant cities).
Workaround for buggy Hoplite adjacency bonus.
Clarified in game text when referring to ambiguous terms like 'Melee'
The new unit stats are summarised in
New land units rota [Ranged Strength/Combat strength (m=moves, r=range)]
Era
Melee (+12 vs Anti-cav)
Anti-cav (+15 vs cav)
Heavy Cav
Light Cav
Ranged (-17 vs cities)
Siege (-17 vs units)
Recon
Ancient Warrior 20 Spear 28 Chariot 30 (m3+1) Slinger15/5(r1) Archer 18/7 Scout 10 (m3)
Classical Swords 36 (Iron) Horseman 34 (m4) (Horse) Catapult 28/16
Medieval Pike 44 Knight 46 (m4) (Iron) Crossbow 34/22
Renaissance Musket 54 (Niter) Cavalry 52 (m4) (Horse) Bombard 46/34 (Niter)
Industrial Fusilier 62 Field Cannon 52/40 Ranger 55/45 (r1 m3)
Modern Infantry 72 Tank 72 (m4) (Oil) Artillery 68/52
Atomic AT Crew 80 Helicopter 80 (m5) (Aluminum) Machine Gun 70/58 (r2)
Information Mech Infantry 90 (m3) Modern Armor 90 (m4) (Uranium) Rocket Artillery 84/64 (r3)
New naval units rote [Ranged Strength/Combat strength (m=moves, r=range)]
Era
Naval Melee
Naval Hunter (+12 vs embarked)
Naval Ranged
Naval Carrier
Ancient Galley 28 (m3)
Classical Quadrireme 24/30 (r1 m2)
Medieval
Renaissance Caravel 52 (m4) Privateer 52/42 (r1 m4) Frigate 42/48 (r2 m3) (Niter)
Industrial Ironclad 64 (m5) (Coal)
Modern Submarine 70/60 (r1 m5) Battleship 60/66 (r3 m5) (Coal)
Atomic Destroyer 82 (m7) Carrier 65 (m5) (oil)
Information Nuclear Sub 88/78 (r1 m6) (Uranium) Missile Cruiser 78/84 (r3 m5) (Aluminium)
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