重建僵尸大陆3吧 关注:685贴子:3,899
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【数据】政策对应的效果;游戏难度对应的效果

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第三个教程。介绍不同游戏难度(简单到地狱)在游戏文件中对应的值;以及不同政策的效果


IP属地:浙江1楼2017-02-05 00:55回复
    政策部分来自WIKI,机翻,都能看懂,选项和游戏顺序一致:
    【一、市政厅政策】
    罪与罚-什么应该成为我们的凶手和treasoners最严厉的惩罚吗?
    剥夺他们的奢侈品-没有时间,低秩序:犯罪更有可能发生
    把罪犯关进监狱罪犯被监禁,正常秩序:犯罪偶尔发生,但当它这样做,幸存者不能做任何事情了几天
    把他们从堡垒里驱逐出来,罪犯被放逐,高阶:犯罪很少发生,但一旦发生,你就会失去一个幸存者
    资本的惩罚罪犯食人族吃,高阶:犯罪很少发生,到那时候,你会获得一些食物。但是幸福会减少,你会失去一个幸存者
    民族主义-我们对局外人的态度是什么?
    照顾我们自己:增加防御
    帮助我们的盟友:友好的派系会更喜欢我们
    帮助任何需要它的人:更多的幸存者会来找我们
    我们的最高优先-我们最看重什么?
    重建世界-更多的新兵
    保卫人民安全-增加防御
    提供宗教道德中心-教会更有效
    贸易繁荣-更好的贸易协议
    私人财产-人们应该拥有自己的东西吗?
    人们共享所有资源-生产更多资源,降低幸福感
    一些共享,一些正常的资源和幸福
    人们保留他们自己的东西-更少的资源,增加幸福
    摇滚投票-我们如何构造我们的政府?
    领导者选择政策-常规政策体系
    领导人和参议院选择政策-偶尔的政府冲突,幸福增加
    所有幸存者投票-随机政策将选择,幸福增加
    财富分配-谁得到最好的东西?
    随机分配奢侈品-正常的幸福
    青睐技术工人-更高水平的幸存者
    支持最难的工人-增加快乐,但更少的熟练新兵
    喜欢士兵-更快乐的士兵和更多的新兵


    IP属地:浙江2楼2017-02-05 00:57
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      2025-12-30 20:13:40
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      【二、其他政策】
      口粮
      定期口粮-幸存者每天吃1食物
      减少口粮-幸存者每天少吃25%的食物,快乐减少
      增加口粮-幸存者每天吃25%的食物,快乐增加
      淋浴配给
      让人们尽可能多的淋浴--从药剂师那里得到积极的反馈,增加快乐。任务修复水净化站偶尔发生(直到任务完成,幸福的奖金是否定)
      限制阵雨一周一次-轻微的幸福损失定期。修理水站的任务经常发生
      限制生活必需品的水的使用-更大的幸福损失定期
      弹药的使用
      平衡的弹药的使用-保持弹药的使用和火药一样
      喷雾和祈祷,增加使用的弹药,+ 1防御增加枪
      节约弹药尽量减少弹药的使用率,从1枪防御
      外交政策
      张开双臂增加派系关系和招聘成功的机会,fortwide防御-
      谨慎-保持关系和防御的平衡
      fortwide敌意增加防御,降低招聘的成功机会和派别的关系
      教堂和酒吧
      教堂-教堂比酒吧更有效
      酒吧比教堂更有效
      均匀地在教堂和酒吧
      强制站岗
      不,志愿者的警卫是足够的-从药剂师的积极反馈,只有那些值班警卫有助于堡垒防御
      是的,所有人都在守护任务+幸福,每个人都贡献堡垒防御和获得防御技能与攻击
      民主
      不,我会做所有决定-让你选择政策的决定
      是的,人民应该投票-创造一个新的选择,“让人民投票”和禁用所有其他选项的政策


      IP属地:浙江3楼2017-02-05 00:57
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        【四、游戏难度等级】
        原文件:(五个等级,对应五个数值。英文超级简单还带解释,就不放机翻了……其实可以自己去机翻)
        [difficulty]
        ; these are all length-5 arrays for the five difficulties:
        ; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE
        ; How many survivors are initially on the map for each passable nonfort square
        ;COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20
        ; How often survivors join up randomly in survivor arrives type events
        ;SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50
        ; Added to every survivor's level during all skill checks
        ;COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0
        ; Game starts with this much food
        ;STARTING_FOOD = 50, 50, 50, 35, 25
        ; All survivors are created with this happiness, except the main leader
        ;STARTING_HAPPY = 100, 75, 50, 35, 25
        ; Extra zombies in the squares beside the fort at the start of the game
        ;EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10
        ; How many zombies can there be max on one square at the same time?
        ;MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180
        ; How many zombies spawn on each square (away from the fort)
        ;ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25
        ; Zombie unit strength is 50 * this
        ;ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50
        ; How many days between regular zombie units spawning or attacking, halved while swarming
        ;DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3
        ; The number of days between mobile horde spawns, halved while swarming
        ;DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10
        ; How strong are mobile zombie hordes?
        ;MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00
        ; How quickly faction strength increases naturally over time
        ;FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00
        ; How much food does a one square farm produce per day
        ;BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00
        ; How miserable are survivors in the lategame
        ;LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00
        ; How often do negative events occur compared to other events
        ;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50
        ; How quickly do the survivors gain skill
        ;EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50
        ; How often do any random events happen
        ;EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
        ; How many zombies on each square when the game starts
        ;STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00
        ; Police stations and banks give this much bonus defense
        ;DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10
        ; Towers give this much bonus defense
        ;UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5
        ; Bunkers give this much bonus defense
        ;UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10
        ; Turrets give this much bonus defense
        ;UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15
        ; When the average edge square reaches this, the fort's at max defense
        ;MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,
        ; Fertilizer tech gives this much extra food per farm square
        ;FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50
        ; Reclaim missions can't happen if there are more than this many zombies on a square
        ;RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0
        ; Colins carried over to the next city will be nerfed to this level
        ;DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5
        ; What survivor level are backstories awarded
        ;BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4
        ; What survivor level are backstories awarded
        ;BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7
        ; What survivor level are backstories awarded
        ;BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10
        ; Amount of total food, fuel etc that raiders take
        ;PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75
        ; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
        ;MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60
        ; How long do we have to wait before meeting with a faction or trading at their fort again
        ;MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3
        ; Building materials at the start of the game
        ;STARTING_MATERIALS = 20, 20, 20, 20, 20
        ; Ammunition at the start of the game
        ;STARTING_AMMO = 10, 10, 10, 10, 10
        ; Fuel at the start of the game
        ;STARTING_FUEL = 5, 5, 5, 5, 5
        ; Medicine at the start of the game
        ;STARTING_MEDICINE = 5, 5, 5, 5, 5
        ; Even with no apartments or suburbs, can still house this many survivors
        ;BASE_HOUSES = 2, 2, 2, 2, 2
        ; How many survivors can live in an apartment or 1x1 suburb
        ;HOUSES_PER_SQUARE = 2, 2, 2, 2, 2
        ; Any roll for injury vs death has at minimum this chance to be injury
        ;INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10
        ; Injury vs death rolls will be injury if someone died within this many days
        ;DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0
        ; The amount of food eating one person gives you. Dogs are half.
        ;FOOD_PER_BODY = 10, 10, 10, 10, 10
        ; Gifting this value during a trade will net the most respect possible from even the strongest faction
        ;MAX_TRADE_GIFT = 100, 100, 100, 100, 100
        ; how many regular zombies it takes to become an attack-ready unit
        ;MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5
        ; Number of attacks or missions takes it takes to use up one unit of ammo per gun
        ;USES_PER_AMMO = 3, 3, 3, 3, 3
        ; like usesPerAmmo, how many uses does a single unit of bath salts get you
        ;USES_PER_BATHSALT = 2, 2, 2, 2, 2
        ; A survivor loses this much (0-100) happiness if they are injured
        ;SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20
        ; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
        ;FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20
        ; The entire fort loses this much happiness if a building is lost in an attack
        ;TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5
        ; How many zombies per turn a trap kills
        ;TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5
        ; How many zombies per turn an upgraded trap kills
        ;TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10
        ; How many zombies per turn an attractor pulls in
        ;ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5
        ; Regular zombie units will spawn faster until this many are on the map
        ;MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
        ; How many regular zombie units can be on the map at once
        ;MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00
        ; How strong should factions be at the start of the game
        ;FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25
        ; How often recruits are leaders compared to other skills
        ;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1
        ; How often recruits are soldiers compared to other skills
        ;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4
        ; How often recruits are scavengers compared to other skills
        ;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2
        ; How often recruits are builders compared to other skills
        ;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2
        ; How often recruits are engineers compared to other skills
        ;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1


        IP属地:浙江5楼2017-02-05 00:59
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          结束,这个游戏算是被我摸透了吧……
          以及debug模式真是毁乐趣,我千辛万苦找到办法以后又删掉了……


          IP属地:浙江6楼2017-02-05 01:01
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