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- 1970-1-1
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发表于 2013-10-3 21:08:20
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The Ships
A large number of new ship sections and types have been added in this mod as well as a rebalance of many existing sections.
Overall I based the balance off original sots and most of the stats are similar and strategies which worked in vanilla will work here too.
Here is a general look at how ship designs work in Twilight:
There are many more specific ship sections using designated mount types so if you have researched a weapon mount class you will immediately be able to field those weapons. Eg CRTorpedo (Called the Salvo section) becomes available with torpedo weapons.
Much more flexibility with tactical technologies being applied to ships, like all sections can field all armour upgrades.
New sub class sizes:
Riders
- New fighters requiring a carrier for all engine eras, all races and all ship classes (for their carriers). Cost 1 CP.
Destroyers
- A new Frigate class which combines 2 mission sections in 1 provided a cheaper alternative to taking the plunge into Cruiser research. There are currently 11 different section designs based on your current tech. They cost 3 CP and 750 in maintenance.
Cruisers
- A new Corvette class which combines 2 mission sections in 1 provided a cheaper alternative to taking the plunge into Dreadnought research. There are currently 11 different section designs based on your current tech. They cost 9 CP and 4000 in maintenance.
Dreadnought
- Currently only has a single Flagship (Cnc + Barrage) double section mission, which is limited to 1 at a time, same as SOTS.
- Leviathan Prototype. A massive battleship with massive weapons and massive cost.
Rebalanced engines
- Destroyers get a large speed boost from higher engine eras, which keeps them tactically viable as combat fighters when Cruiser and Dread fleets are the norm. The AI uses this to great effect to swarm your Dread fleets with highly manoeuvrable, hard to hit masses of high tech Destroyer fighters.
- Most engines have had stat rebalancing (speed, ftl, etc) to reflect the racial engine and drive characteristics.
Bread and butter units
Armour sections have been given a HP boost to compensate for the proliferation of armour tech application (vanilla armour sections had similar or less HP than some other, better armed section). Also they have special bomb mounts used to field the relatively rare planet bombardment weapons so can be used to engage planets as well.
船舶
大量新船节和类型已被添加在这个mod以及许多现有的部分重新平衡。
总的来说,我关闭原SOTS基于平衡,大多数的统计都差不多,曾在香草的策略将在这里工作过。
这里是一个普遍的看看在船舶设计工作,暮光之城:
有很多更具体的船舶使用指定的安装类型,因此,如果您研究的武器装载类,你会立刻能够调遣这些武器部分。如CRTorpedo (称为齐射部分)变得可以用鱼雷武器。
更灵活的战术技术被应用到船舶,像所有的部分可以场均装甲升级。
新的子类大小:
骑士
- 新战机需要一个载体,所有引擎的时代,所有种族和所有船班(为他们的运营商) 。成本1 CP 。
驱逐舰
- 一个新的护卫舰类相结合的使命节1投身到巡洋舰的研究提供了更便宜的替代品。目前有11个不同的部分设计,根据您目前的高科技。他们花费3的CP和750维护。
巡洋舰
- 一个新的克尔维特类结合2个任务1部分提供了更便宜的替代品,以投身到无畏的研究。目前有11个不同的部分设计,根据您目前的高科技。他们花费了9 CP和4000维修。
无畏
- 目前只有一个单一的旗舰(数控+堤坝)双段任务,这是在一个时间限制为1 , SOTS一样。
- 利维坦原型。一个巨大的战舰有大量的武器和巨大的成本。
重新平衡引擎
- 驱逐舰从更高的发动机时代得到一个大的提升速度,这让他们在战术上可行作战战斗机,巡洋舰和恐惧时,车队是常态。 AI使用此群恐惧船队有很大的影响,非常灵活,勤奋,高科技毁灭战士打群众。
- 大多数引擎有统计再平衡(速度,FTL等) ,以反映种族的发动机和传动特性。
黄油面包和单位
装甲部分都被赋予了HP升压,以弥补装甲技术应用(香草装甲部分比一些其他的,更好的武装部分有相似或更少的HP )的增殖。此外,他们有特殊的炸弹坐骑用来调遣比较少见的行星的轰炸武器,可以用来从事行星。
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