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因為XCOM中文版裝上long war MOD時已中文化部分並沒有跟著修改,造成第二波 選項與說明不符,並且個人認為LW很難上手Orz,所以轉了這篇心得並修改為中文 版遊戲內名詞。 來源 3大媽 [原创] XCOM LONGWAR MOD 铁人+最高难度+第二波选项全开视频 及攻略指南(人肉翻译) In Long War, all Second Wave options are available from the start. LW第二波選項作用 Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting. 傷害輪盤:效果和原版一樣,啟動後可以在物品的詳細功能表裡看到傷害範圍的正確數值 New Economy: Same as in Long War EU. 新型經濟:同原版。 Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers. 龍生九子:替代原版的not created equally,LW MOD預設士兵初始屬性隨機化、平衡化, 勾選此項後士兵初始數值固定。 Hidden Potential: Soldier stats at level-up are randomized. 隱藏潛力:士兵升級提升數值隨機。 Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized). 訓練輪盤:士兵技能隨機化。包括一部分MEC機甲的技能。和原版的隨機技能資料庫有些 不同。 Save Scum: Unchanged from Vanilla EW 儲存成癮:同原版。 Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have "infinite" will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health 紅色迷霧:和原版顯著不同。外星人和機械受到影響。命中、移動懲罰與受到的傷害呈線 性相關。機械在生命值低於50%時受到移動和命中懲罰。 Absolutely Critical: Unchanged from Vanilla EW 、 危急萬分:同原版。 Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission. 解放:替代超能力審問(更高善道)。勾選此項後只有在奪回所有國家的情況下才能發動最 終戰。 Not-so-Long War: Replaces Marathon. Generates fewer missions per month and reduces requirements for various things to compensate. 不那麼長的戰爭:替代馬拉松賽。相比不勾選此項,減少一部分任務,同時降低一部分東 西的需求( 資源、工程師數量等)作為補償。 Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale. 因果關係:國家資助金額與恐慌等級成反比,具體方程根據目前的100格恐慌度進行了調 整。 Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases. 電影模式:(替換高額賭注)所有士兵、SHIV及飛機命中+15 Diminishing Returns: Unchanged from Vanilla EW 報酬遞減:同原版。 More Than Human: Chance to successful training a psionic power is reduced. Failing to train still does not prevent further attempts. 千古奇才:成功訓練超能戰士的幾率降低。訓練失敗還可以再次嘗試。 Itchy Trigger Tentacle: Unchanged from Vanilla EW 惹是生非:同原版。 War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale 厭戰情緒:國家資助隨時間推移而減少。 E-299: Renamed to be more consistent with chemical notation. Rate of Elerium decay reduced to match Long War timescale. 同原版。名字改得更符合化學元素週期表。-_-! Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers. 一損俱損:MIA(任務失敗或士兵被拋棄沒上飛機)的情況下會有50%幾率丟失裝備,任務 成功、士兵死亡的情況下不會丟失裝備。 Alternate Sources: Increased power requirement. Values adjusted for Long War. 替代能源:提升建築物電力需求。 Aiming Angles: Unchanged from Vanilla EW 瞄準角度:同原版。 Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers 水火不容:默認是neural damping和超能力衝突,勾選此項任何一項基因改造都和超能力 衝突。 ==========================分隔線============================================== Strategy (Long War) 戰略指南 Economy 經濟 Long War's economy is very different to vanilla. LW的經濟和原版大不一樣。 While launching satellites will increase your income, satellite spam is not the answer to all your problems like it is in vanilla. 雖然發射衛星可以提高你的收入,但是擴大衛星覆蓋範圍並不像原版那樣可以解決一切問 題。 Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more expensive, so the cost of increasing your satellite coverage is much higher. 衛星基地台調整為只加1顆衛星(每個加號再加1顆),衛星也變得更貴,所以擴大衛星覆 蓋範圍的成本變得更高。 The extra income you gain from each satellite is lower, since a country will already fund you 50% in normal (classic=40%, brutal=33%, impossible=25%) without a satellite. 發射衛星得到的額外收益變低了,考慮到沒有衛星的國家也會提供50%的資助(普通難度 ,經典40%,無情難度33%,不可能難度25%) our satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it's likely your single biggest expenditure each month. 你的衛星網路必須由攔截機來保護,然而攔截機的維護費用是 很高的,(實際上這是你每月花費中最高的一項)。 Even with good interceptor coverage, eventually the aliens will get annoyed enough to send battleships after your satellites, so you will need to occasionally replace them. (即使部署了很好的攔截機群,外星人也會發飆派出戰列 艦級UFO來打你的衛星,所以你偶爾要補射衛星)。 With all of these factors combined, launching more satellites will only marginally increase your income. (考慮到以上這些因素,發射更多的衛星只會稍微增加你的收入) You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. (你可以考慮提高效率來改善形勢:在高收入的國家發射衛星,覆蓋一個大洲所有的國 家以提升攔截機群的效率) Prioritising aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance. (優先發展空戰科研也是可行的,考慮到這可以確保你可以低損傷的情況下依靠少量攔截 機打下UFO,同時也意味著更低的攔截機維護費) A large amount of your income will come from the sale of alien artifacts. (你收入的一大部分來自於出售外星戰利品) Long War presents you with a lot of missions, which means a lot of alloys, elerium and corpses to sell - chances are you'll have considerably more of these things than you can sensibly use in the early game. (LW提供給你更多的任務,這意味著更多的合金、超鈾及屍體可以賣,比你在早期遊戲中 需要用到的多出很多) satellites don't give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. (衛星雖然無法給你提供大量的直接收入,但是更大的衛星覆蓋範圍提供給你更多的UFO來 打,意味著跟多的戰利品及更多的間接收入) Do not sell things on the Gray Market until you need the money, because you never know when EXALT is going to hack your funding and steal a portion of your funds. (等你要用錢的時候再去黑市賣東西,因為EXALT會時不時來偷你的錢)(其實EXALT即使 你的現金為0還是會偷,偷完變成負數) In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed Barges, selling the two can be an extra means of income. (實際上,製造工廠有項目可以研發,用來提升在UFO戰中合金、超鈾的掉率,如果你有 自信可以經常打贏UFO戰特別是降落的駁船級UFO,這也可以提高你的收入) And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and credits in exchange. (如果有大量的工作間,在原料的利用上保持使用和出售的平衡也不是太難,即使算上偶 爾的議會要求) The amount of Meld that you get from canisters scales with how well the aliens are doing. (As such, you may find that Meld becomes hard to come by if you're doing "too well", so selling it or giving it by Request should not be done. (你在戰鬥中得到的Meld數量取決於外星人表現的好不好,你如果打的太好的話,會發現 Meld數量變得很少,所以最好不要賣Meld或者給議會) On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game. (另一方面,如果外星人科技領先你很多,你會發現你得到的Meld可以用來改造足夠的MEC 機甲和基因改造,從而追上外星人科技) Panic 恐慌 The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only minimizes the Panic raise that will occur, and public UFO sightings in Council Nation airspace. 恐慌度的兩大來源:1、恐怖任務,即使完美達成,也只能增加最低的恐慌值而不會減少; 2、在成員國的領空發生UFO目擊事件) For satellite coverage, since Uplink and Nexus capacity has been halved, you'll need more to fully cover all Council nations. (對於衛星覆蓋率而言,考慮到衛星基地台和衛星連結的效果被腰斬,實行全覆蓋需要更多 的設施) he ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexi; this will allow you to cover all 16 countries. (理想的衛星設施佈局是2X3的方格,3個基地台3個控制中心,總計提供16顆衛星) While at first you will lose at least 1 country, and have only 15 countries to cover at start-- though you can liberate the 16th; (遊戲初期你會失去一個國家,最多只能覆蓋15個,第16個可以靠解放任務來挽回) in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it's borders-- (實際上,主線任務需要解放一個國家,每個退出的國家邊界都會生成一個外星人基地) you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations. (如果你的目標是解救所有成員國,你就要牢記3個基地台3個控制中心,避免到時候拆掉 重建) Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. (當然,更快的擴大覆蓋也是理想的,你可以打下更多的小型UFO,大型UFO打不來但是可 以突擊降落的,至少可以騷擾一下) This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens' research progression. (騷擾一下雖然看起來徒勞無益,但是是降低成員國恐慌度的有效辦法,如果打掉UFO 50% 的HP,不僅可以降低恐慌度,還可以降低外星人的科研進度)。 Try to keep some satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is. 準備一些替補衛星,因為戰列艦級UFO總會來的,當然,有錢是前提。 Story progression is nearly identical to Vanilla, except that a satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a skeleton key being built. (主線幾乎和原版一樣,除了一個退出的成員國需要發射衛星(或者是第一個退出的國家 ,或者是之後因恐慌爆表退出的) Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conitions). (多退出一個國家,就多一個攻擊外星人基地的機會,雖然任務很難,但是提供給你的一 個在全球降低恐慌度的機會) Research 科研 Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment. 考慮到外星人現在可以自己組織研發科技,建議最好有個大致的科研方向,免得科技落後 外星人太多,同時需要避免研發當前用不到的科技專案。 With the way fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier's armor can grant him a vacation in your sickbay. 考慮到現在疲勞和受傷系統,護甲的作用變得更重要了,因為只有士兵的生命中降低到自 身生命值之下才會住院。 Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and Satelite Coverage in addition to having a healthy amount of laboratories, as the both the accuracy bonus and damage are highly desireable in the early stages of the game. 並不建議在高難度完全跳過雷射武器,因為雷射武器的命中和傷害提升在遊戲初期是非 常必要的,除非有詳盡的規劃,利用議會任務和衛星覆蓋率來最大化科學家數量用來建造 實驗室。 Even later on, handing a Rocketeer a Laser Carbine may even be better than having him use advanced weaponry as this improves his ability to hit bullseye with his launcher and results in less scatter. (即使在中後期,給火箭兵裝備雷射卡賓槍也會比更高級的武器好,因為可以提供更高的 移動力和火箭彈命中,使火箭更給力) Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. (另外,如果你想保持你的衛星覆蓋率,研究空戰能力是非常重要的) When given the choice whether to buy additional Interceptors or upgrade existing ones through foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. (如果選擇買更多的戰機還是通過製造工廠、武器甚至一次性空戰道具升級現有的戰機, 通常建議後者) The more UFO's you are able to successfully shoot down with your Interceptors, the more materials and money you will be able to salvage in the long run. (長期來看,打下更多的UFO就意味著更多的材料和資金) The pace at which the aliens conduct research is dictated both by difficulty level and player action. (外星人科技研發的速度取決於遊戲難度和玩家行為) Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. (士兵在任務中被丟下沒上飛機會給外星人提供極大的科研加速,在任何情況下都不建議 這麼做除非是沒辦法) As of Beta 14, this will still be in effect, albeit in a much lesser fashion (1/4 of its original value). (在BETA14中(目前是BETA13),這個值變為原來的1/4但是還是會起作用) If you lose a soldier but win the mission, the aliens don't get research. (如果你死了人但是贏了任務,外星人無法得到科研獎勵) They don't gain research for shooting down an interceptor. (外星人打下你的攔截機不會得到科研獎勵) They don't gain research for shooting down a satellite. (外星人打下你的衛星不會得到你的科研獎勵) They do gain a little research for each non-air raid UFO that escapes undamaged. (每架未受傷的非空戰UFO跑掉,外星人得到少量科研獎勵) They have a chance to gain a little research if a UFO escapes lightly damaged. (每架UFO受輕傷跑掉,有一定幾率得到少量科研獎勵) They gain a good bit of research if a landed UFO on a research mission is not defeated. (如果你沒有打贏降落的科研型UFO,外星人得到大量的科研獎勵) 晚點繼續 還有40頁A4 Orz -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 36.232.61.83 ※ 文章網址: http://www.ptt.cc/bbs/Steam/M.1413947504.A.31F.html
koexe: Long ward是在哪載啊 創意工坊也沒有 10/22 15:12
tsainan: http://www.nexusmods.com/xcom/mods/88/ 這個吧 10/22 15:33
howar31: Nexus Mods 10/22 16:16