翻译:
littlesake 、[LONG]Odyssey
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Primary features for Update 2: 4 a0 N: P! O) K# F
补丁2的主要特点:
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1) The Launcher
6 [; ?5 @# m/ Y$ L( W7 M1) 启动程序( U' J9 d) R. D% Z, G
2) Fully implemented Hotseat mode 8 ~; ~2 a5 y# d5 L: i/ I
2)完全实现热座模式% H0 G" s% P' d/ `$ x# g
3) Cinematic Editor
. G) ?- u+ L7 z4 D F" z3)电影编辑器
1 j9 s4 o% a' D+ L6 Z4) Battle Editor (now fully functional) $ a) }8 Z7 Y3 ?
4)战役编辑器(现在开启全部功能)7 x: ^' N. l3 W& R8 _7 V
4 O: y$ [4 r$ A& L& ^6 Q1 I: {Resolved Bugs/Issues: k" h2 Z$ G+ Z# C
已解决的BUGS和问题:
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AI
* I) q8 L! [# V- h/ o& m% z5 U人工智能! _$ t0 V0 p3 h) i
• Units do not clump together when told to complete a 180 degree turn.
6 U1 \: ?3 F4 I) w" p6 w& d9 W当命令部队180度转向时,他们不会挤在一起。) s) R1 Z4 K# `3 {+ `
• Janissary Musketeers now fire consistently. / Y" v4 y. O {
近卫军火枪手能持续射击了。& R% F2 a' b( a4 t8 N6 p3 q4 }
• Enemy AI army formations in bridge battles now allow their own artillery to fire. 8 q0 }" n4 V. h0 l
在桥上战斗时敌人AI允许他们自己的火炮单位开火。
% F$ N* N" g* b6 H& q; X% f" }. d• Enemy cannons do not fire at unbreakable walls.
: h9 ]( [& L' v1 D, H- H敌人大炮不会向不能被破坏的城墙开火。3 p+ |5 n6 Y4 q, t# m' {6 J. t
• Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.
3 Q/ a+ i( x5 v当命令处于遍组中射光弹药的弓箭手攻击敌人时,他们会上前肉搏。! y, B) B* X& b0 `# {5 L9 C4 P
• AI does not deploy outside of enemy gates.
. k( _# z7 D5 Z D* L) F5 DAI不会在敌人城门外布阵。0 a2 _+ A1 r" y) {. D
• When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
( o3 x& z: G, |2 {; e9 V5 C当防守一个拥有多个出口的城池时,让你的部队从侧门或后门出击并不能使你轻易击败敌人。
/ O9 B; ~: Z$ f! [$ L4 N6 ^4 i- D• Siege AI is not passive.
% L/ ?9 b# A6 d0 P4 h$ S: b攻城的AI不再被动了。
6 t# f- \0 ]6 _$ D1 y• Cavalry can now charge a spearman army.
# d) _. J# j; J. R骑兵可以向矛兵冲锋了。
. a$ t( M2 a1 T# {- _8 `# G7 w7 c- ^• General's bodyguard unit now marches correctly outside castles.
! D8 v c5 f9 p" u1 E8 b6 P3 D将军卫队能在城堡外面正常行军了。/ k" U8 a8 G* u; M! Y3 U) C
• AI now effectively assaults 2nd tier of a Fortress.
. {: o6 f% N( W" B# W8 mAI能有效攻击堡垒的第二层城墙了。
8 y: h/ Y6 O- Y1 n Z( Y4 e0 n8 |7 M• Sallying AI army now reacts properly to being assaulted from 2 sides
* w9 r: n6 H6 |# Q, }+ F5 b: x突围中的AI单位能在被两面夹击时作出恰当的反映了。
6 k( M1 b) C5 k# Y• Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement. # ^5 k9 i: @0 n1 x" a
攻城AI会集中精力攻击城池而不是追击城外的敌人。
- p* v- }" V3 H+ `• Generals are now more effective at chasing down routing units. " t+ a& k' J7 v3 A( {1 }* a: ?+ G
将军在追杀逃兵时更有效率了。
2 q. ~. C/ _+ q2 g7 I$ V# ?• Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
7 R7 M5 T! @: s5 W' Y处于城中,被投石机轰击的敌人AI能作出反映了。& q5 w* R/ S1 z# T' D8 g8 H8 ~
• Siege AI now more difficult to defeat if player places missile units outside the walls. . I9 S% e7 L# |# Z* A6 H7 A
如果玩家将投射单位放置于城墙外,攻城的AI将更难被击败。
3 _6 ]4 n& B) Y% ]+ W• AI controls it units more effectively in a Citadel
& V+ \1 k% W, L+ n7 f/ {AI在大本营(城堡最高级地形最复杂的形态)中能更好地控制部队。. U& `* `- L7 {7 C- @0 m6 k
• AI artillery more decisive in its positioning " H3 L$ a$ O; I! z5 i, M9 e# R
AI的火炮单位更注意留守岗位。- s1 \; v$ F" ^ ?
• Remaining AI army now advances to use siege equipment # W) b2 Y+ I$ `) A0 B9 o9 |7 X
AI的残余部队更善于使用攻城装备。
: @" S' v! P* `9 {• AI Cavalry can now flank a Spear Wall
) w# O. z, Q# G7 ?4 b2 k' TAI的骑兵会从侧翼包抄矛墙了。/ z5 B8 U+ m3 G9 {+ g7 A ?
• AI now responds to missiles when sieging settlements 3 K- n$ `! T4 v* H+ c# b" c
AI被城墙上远程武器攻击时能作出反应了。
; x/ H' A: l+ J. G7 Z5 l9 q• AI now crosses bridges to attack & X. E6 }( Y7 X* d2 k# y; @
AI会过桥发动攻击了。; ~7 l, \' l! s2 ^0 K3 j( |/ e
• AI responds more quickly to gates that have been opened by Spies (while sieging). ' D# k1 b% s) h$ ^0 X; w
(围城时)AI对被间谍打开的城门作出的反应更快了。
6 \+ G( X" D" V/ W/ u• Units do not break formation when chasing routers , y; l6 c5 \7 M, t( |$ J
部队在追击时不会打破队型。
5 `5 Y; ?3 x6 ^2 e2 U& H, W" A• Enemy AI effectively attacks when player's units in a settlement square
% |8 T/ `" p$ ]7 G敌人AI攻击玩家在城池中心广场的部队时更有效率了。3 O$ K% Z% r) {1 q. P1 O- e' W- w! U
• Enemy AI now utilises spare rams
0 U7 \4 P4 H+ g8 h敌人AI能够使用多余的撞锤了。
2 ?( Y9 V1 r9 e! V/ @; M$ e& b• Improved enemy AI response to stakes
% G/ N! d( D r( a1 j3 m$ T4 \改进AI对拒马的反应。
8 d# \9 R" @- ~+ G) A$ q• Shortened Siege attack timers ; [. w' ^: q% Y5 D+ c c
缩短围城攻击时间限制。9 x2 U( E. K$ q
• Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending
9 M. p$ t% ?8 s& E8 u! m: b防守时,敌人AI将不再派将军进行自杀性攻击。
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Diplomacy 6 h3 b+ \7 G5 R/ m3 U6 h) K- W
外交
3 b9 n8 Q7 J# `& D/ x/ e• Improved responses to monetary offers 5 _2 m% o5 n7 o6 s
改良了对提供金钱的反应。
4 M3 ?! e. u# e6 w1 U• Bribery attempts do not always fail after an unsuccessful first attempt " K$ ^5 q, W& V. G! J4 d
在第一次收买失败后,后面的尝试不再总是失败。. a7 M& h& ~; x6 d( L
• Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous 8 f; `1 G! y& C" N; A- U/ j
外交出现“只是拒绝”回应后,不管条件多么慷慨,不再会响应为“不感兴趣”。
$ e4 k; `/ E. v/ H6 W8 q; m' r3 l• Aztecs now appear in the correct year (for diplomacy actions) ( h' S) S" W& I5 j
(在外交活动中)阿兹特克出现在正确的年份了。
1 y! Y- V! J3 v& Z, d* Z& J• Generals in a Crusade do not get inquisition
2 b% R5 t( J& l- z在十字军中的将军不会被审判。# h$ D3 V1 j! B5 Z+ S
• Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
$ D3 y. Q4 `3 ]! }, H: u I改良外交智能 - AI势力会坚持联盟或“更聪明地”发动攻击。3 q' _' k: R! o! h1 [1 V5 r, g
* U ?* D- E& Q- D+ `Crash - j4 S0 d) p' W! d! W, x
死机2 o! C" t/ [9 V- |) ]3 u+ s
• Soft-locks in MP Lobby no-longer occur k, a, C' L! ?* O2 i
在多人游戏大厅里的软锁定(注:通常指主机)不再发生。) P9 q/ s& i& `' g0 ^( G
• Host random hangs fixed
. D2 u: o8 b# o% r: c2 j主机不定时死机修正。
" B! n1 ^" ^/ W. l* M; d• Resolved issue with client CTD when host ends game that client is joining - U& ]" e6 T# F& f
解决当游戏结束时有人加入主机时的当机的状况
2 q6 O. g4 B( L% Z) t: |• Auto-resolve Siege battle hangs fixed
: l$ \. W8 j+ A: N2 J自动计算的围城战役的卡机修正5 N/ y) [& z) {. I1 G9 u
• Siege tower catching fire no-longer causes random hangs
3 J% U' [3 c# f5 \; S攻城塔着火时不再导致不定时死机; ]. T& [) \6 V6 q6 @1 [
• Random hangs after loading Campaign save game ' I4 w) v' P8 N; i( ?
在载入保存的战役时不定时当机修正。
6 [2 i) [* J' t7 e( ?' T(FT,好象没一条说解决联机速度的……)
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9 M e4 v! e7 M/ V1 U6 ^6 p$ s9 a6 fPathfinding
5 _+ Z$ ?1 q; q行军
" H% @' g* q. t" F% F0 j2 B• Battering Rams no-longer stuck in gates ' q, a6 J) K2 Q
撞城锤不再堵在城门口了。
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• Ship movement area fixed
/ a6 ~* W; s0 e) c& n2 e2 H船只移动范围修正。
9 ^- v" P; x4 l" L+ C, M• Ram crew no-longer stuck between rams
7 n% r& p0 |) g) }操作撞城锤的人不会卡在撞城锤之间了。
k- i$ N8 b1 P+ x [% Y• Northern European Castle terrain fixed to allow docking of towers
& b1 Z$ L# D- h5 ~+ o, n1 g北欧城堡地形修正,允许放置塔了。# m2 `5 J! W: y0 | q- o' ]
• Improved use of ladders ( t }) |+ l6 S8 y
对梯子的使用改进。7 |; J1 Z( `: x3 P M! h! {
• Southern European Fortress wall fixed to allow docking of towers + v5 R3 i$ u; _7 _7 \
南欧堡垒的城墙修正,允许放置塔了。0 \! w; P7 u5 m' }5 f+ l4 [' I
• Improved the way units use Way-points 2 {3 V% Y! ~6 y
改进部队使用寻路点。
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• Siege of Setenil slow-down tweaked & K" f, U0 t) E, g
这条不会翻……
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• Units no-longer become stuck on canyon walls on 'Canyon' map
4 D8 T0 R- ]$ W/ E% ?8 q在峡谷地图中,部队不会再卡在峡谷壁上了。! N1 G+ M" W6 N; e
• Units do not ascend/descend invisible ladders
. N9 `! F2 n+ l部队不会攀爬隐型的梯子了。' k! C; R" }/ _. `& a2 @' A) @5 Q
• Units do not get stuck on Siege towers : I8 b# F8 a4 t; U0 Z- {
部队不会卡在攻城塔上了。, x9 e' W! H) K
• Cavalry pathfinding improved when sallying out from a Fortress 6 F6 r& [! s" K) }) _
骑兵从堡垒中突围的行军路线改进。% w# G0 l$ k; P! H$ q. _
• Bridge battle pathfinding improved (units do not constantly reform) + ]4 r1 J1 x$ w- C) @8 \
桥战行军改进(部队不再会不断重组了)
+ v( ~8 J {$ C. |' v, N$ Y! O% S- P• Citadel and Fortress paths fixed so that units can avoid assaulting inner walls " ~: ?7 v; @$ \: G' m
大本营和堡垒路径修正,部队能避免攻击内城墙了。
3 ~- I: v2 ?# l+ Q• Breach pathfinding tweaked
+ {/ L0 [; `1 o; F改正在城墙缺口的行军
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Combat + b& H% |5 y9 R# S4 n
肉搏
6 m9 N8 Y3 k0 a t4 \( Z8 g D• Enemy spearmen do not charge with raised spears
( ?9 Y0 x# L T1 w" ~敌人矛兵不再会竖起矛冲锋了。
, c1 t% x: m! u* z$ z6 J• 2H axemen attack tweaked, inc. Attacking Cavalry 6 b' ~! G# m$ Q* q
改正双手斧攻击,包括攻击骑兵。8 b# |8 d. x# p! M+ u9 X
• Defending units can no-longer enter a siege tower as soon as it docks with the walls : W; k) Z8 T: E3 P/ ~7 h
当攻城塔搭上城墙时,防守方部队不能进入攻城塔了。(没天行者看了……)
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Mechanics
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机能
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% e; }; e3 L; ?0 c7 WMouse Cursor position now updates when scrolling with the arrow keys.
@7 Q! W9 F% h2 S1 s鼠标光标的位置和用方向键滚动同步
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& B) Z& K5 R/ Y' ~Assassination exploit fixed
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修正暗杀功绩
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Mission "Reinforce Region" now functions correctly
3 s5 l3 K1 c4 M; a任务“增援地区”现在可以正常运行
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( E2 E0 G) Z. p. Z2 DAttacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment
9 Y3 V: D* v( b从被围的城中攻击敌人不会使敌人已经造好的攻城器具丢失
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Fixed two family members (brothers) with the exact same name
% o; C' X; w0 }* |9 t$ t' V5 k* t修正两个家族成员(兄弟)重名的问题
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" M8 ?* n3 Z9 r5 w8 QRudder event now triggers at the correct time
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舵的事件在正确时间触发
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When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win
1 p, k7 P( T; \0 R1 |2 i2 L2 A5 |当敌人出击并被击败后,你可以不用再等到时间结束才胜利了
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6 \; y2 h1 B9 |5 r' b- q) {! C/ v7 _( I4 u" E. b1 Q1 z( i/ }
Assassin mechanics tweaked
2 `4 q4 ^6 C% f7 A+ ^' X6 C修改刺客技术
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Mercenary recruitment tweaked
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修改征雇佣军
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Diplomatic Information scroll updates correctly
5 m' Q- A3 a! ]; z& W外交卷轴更新正确
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Online replays now match
* s" L/ ^0 G( V8 F* E在线重播和游戏相配
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9 v+ s y9 s+ }# z, GSlowdown fixed on Desert Sanctuary
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修正沙漠圣殿军(?)的减速问题
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Metallic Resource now support Mines
3 s+ u+ n% [1 O% m" a: `3 I可以开采金属矿
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# ^, Z; C( y9 a! S5 N" i1 bCavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
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骑兵冲锋不会在攻击移动部队或者有人掉队的情况下失败
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Units can now withdraw on the Eifel Mountains Battle Map
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部队可以在埃菲尔山战役地图上撤退
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, N- k# [1 V8 L" E0 D- y( EConstruction queue exploits fixed
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修正建筑对垒功绩
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/ H1 U. Y' Y) S) gThe carroccio standard can now fit through the gate on a sally out battle
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插旗战车在出击时可以通过城门
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$ R+ F" N2 L2 O# M! {; BSouthern European > Fortress: routing Enemy AI now leaving the map
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南欧要塞:溃败的敌军可以离开地图
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Printing press event triggers at the correct time
* i6 }2 J: ?' D- Q3 L; V印刷术事件在正确时间触发
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Ladder docking/undocking tweaked
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修改取放云梯
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Faction standings tweaked
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修改家族地位
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: W, q$ y9 O) D; a- XPriests no-longer convert to heretics if travelling on a fleet
# Q) u5 [; z0 w5 u1 J牧师不再会在海上变成异端
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( t- D+ I7 ^: D- A! H$ r2 EHotseat Game-mode added
4 s o% O, x7 y( T! I m7 P增加热座游戏模式
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7 V4 H* [. D( B eUpper limit added on how long units stay in loose formation for
8 G% }+ @/ q- M; L) G" Z增加部队的松散阵形的时间上限
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Traits/VnV triggers tweaked
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修改属性/vnv的触发
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Camera
% u. G* X; ^ e ]. ~, M& x镜头) R- o- e- Y8 e* }& d9 d) g
• Camera height does not drop under bridge in River Po Custom Battle map.
8 K/ |* h$ V! y, _• Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios. ' Y, i. T8 `: o7 M
• Camera does not show the underneath of a bridge when General is killed on the bridge 4 y9 `, @6 `9 ?7 n7 {7 ], }
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Controls
1 J' n% Y/ i1 C控制
u% V& i6 e! b, q: Z; x& k• Drag Deploy functionality tweaked ( h' d+ x n5 `8 e' k& {
拖曳展开功能修正。
3 _) K" ~% ?, Y( h0 V• RTS camera functionality tweaked
1 t# `. Z! a9 ?0 W! ]3 i0 L* x8 B$ xRTS镜头功能修正。& a4 V; u( E: ]6 w( G
! N, g+ u; w* o4 Q4 r0 {3 C3 d& T图形
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Princess character now greyed out upon death on Family tree
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公主死亡后会在族谱上变灰
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0 l3 X4 I# T2 C" u2 EVenice battlemap ambient building placement tweaked
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修改威尼斯战役地图上的建筑摆放
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" g7 ?& O9 u& B) w' C; `1 rFixed issue with trees disappearing when panning camera
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修正镜头移动中树会消失的问题
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) q2 u# n% K! @& R& E8 t8 l9 T7 @Added paths to doorways in Southern European Large City
, u3 R' b- f0 r Y增加南欧大型城市的过道
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X3 z! S# I" M) f+ L7 VAdded paths to doorways in Southern European City
c1 W) W/ A M/ y+ ^增加南欧城市的过道
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Fixed minor lighting issue in Southern European City
& Q2 |9 M! C$ B3 y修正南欧城市的光线小问题
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Fixed misaligned platforms in Southern European Large Town
5 O) x Y g% X* i: e修正南欧城镇的平台错位
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Tweaked Crusade Army banner
2 W3 n1 J2 B: x2 j& b5 Z9 a修改十字架旗帜
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4 Y5 h% _0 k: F% G" S1 e- b$ I) [Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings
1 i4 B( y' ?$ M6 B修正中东巨城建筑的贴图
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Fixed incorrect Tower Path in Mesoamerican City
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修正错误的中美洲城市的防御塔通道
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Fixed path through wall in Mesoamerican City Wall
7 y9 T! h$ Y6 T P& ~, D7 F修正可以穿过中美洲城墙的问题
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1 K3 k/ ?7 t( a! U8 {) QFixed floating buildings above the battle map in Aztec Gold Scenario
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修正阿芝台克剧本中战役地图上的悬浮建筑
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) O: L7 b! o2 i/ H) F; S* DFixed floating spikes in Mountain Redoubt scenario
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修正角面堡山战役中的悬浮长矛
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Added correct image for Paladin ancillary
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增加正确的圣骑士助手的图象
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% z, N$ W4 K" G# P) t. G1 ZFixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle
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修正白天战役中的灰色增援区域仍然有“这支军队不能夜战”的信息
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Added correct image for Aztec Rebel - Native Archer
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为阿芝台克叛军增加正确的土著弓箭手图象
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: G9 x; X* V( J6 D: h# F6 H: RAdded correct image for Aztec Spearmen
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增加正确的阿芝台克枪兵图象
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) v$ G' b# s; f( Z! iFixed floating torches in SE Citadel courtyard
4 P$ M4 l' w5 V" B# f修正南欧要塞的悬浮火把
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Garrison quarters no-longer change to Town Guard when in Construction queue
5 r' m8 P0 V4 I8 {- u; e+ r$ }& Q: m* a建造队列中的守军不再会变成城镇守卫
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Armoury building image in construction queue no-longer changes to an armoury
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建造队列中的兵工厂建筑的图标不再变成兵工厂(有什么区别?)
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Fixed issue with Trebuchets sometimes disappearing when zooming in close
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修正抛石机在拉近的时候有时会消失的问题
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Fixed maps have the winter option but don’t have winter texture on the battle map
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修正战役地图有冬季选项但没有冬季贴图的问题
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Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details
8 t' `- C* F- f当用户选择夜战并再次观看敌军情报后,野战选择和援军不会消失
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Fixed officers not animating while riding
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修正正在骑马的官员没有动作
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2 U+ L! [; g; M6 SRemoved trees in the water in The Battle of Otumba
7 ^8 X Q \8 f移除Otumba战役中水里的树
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各种图形贴图和显示错误修正,进游戏后自然可以分辨出来,这里就偷懒不翻译了。) e) O" d% i( x& W& H1 l% P
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Deployment 4 | m/ A8 z8 E3 \7 G
布阵
2 M1 w9 r! N; g2 H" K• Units can no-longer be deployed on inaccessible sections of wall 5 ]) a" ?2 T6 B# Z, k
部队不再能在城墙上不能到达的区域布阵了。3 e4 Z: D9 m% Q2 Q% B1 O
• Fixed deployment issues with Southern European Wooden Castle on either side of the main gate.* z7 S# G+ n* X: }
修正在南欧木头城堡两个主门的布阵问题。/ h: V( e; s. z: t8 ]( c
• Units no-longer deployable in buildings in Mesoamerican City
3 ~, r/ q% R0 Q! n部队不再能在Mesoamerican城中的建筑里布阵了。 Q4 |7 Q2 L+ g; s" X- M* C
* x5 k& T1 | ~9 y9 ECollision . B: l) x6 ^2 [: Z. k
冲突5 h$ m. k$ l+ ~: n4 ^6 r
• Ballista collision improved
, M2 t. ~' ]- S3 @4 ^1 x投石车冲突改良。) j' x L$ P6 I+ V* e# X! e" A
• Southern European Citadel gate collision improved
* u- s# e7 }3 N9 k南欧大本营城门冲突改良。- a0 q0 L4 ?9 r+ R: E* R% ?* C* s
• Middle Eastern Gatehouse collision improved , I! S, Y- C. b
中南门冲突改良。
/ ~) E& i: W# ]$ t6 F• Issues with units getting pushed into areas that can't be deployed into. 8 y$ V/ d$ C8 _! R. G2 {; Q3 c
改正让部队进入他们不能布置的区域的问题。2 e1 p N, P/ G6 K' N
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Battle Editor/Cinematic Editor
4 H4 U9 Q4 f1 ? o+ Y2 p; ]7 b- S战役编辑器/电影编辑器5 H% b3 d! B. N# F8 b4 t2 [( I v. @
• Numerous issues with both editors fixed and improved so that they can be released for public use.
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两个修改器的很多问题休正和改进,所以它们可以公开发布使用了。8 ]; Q* l* p9 q, a* d
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图形界面% J' e' `; v$ S3 d, ~. O
• Mission scroll hotkey added
y5 K( w# Y/ t9 Z; S |增加任务卷轴热键。) o. i5 _4 q$ S9 x5 A
Financial Details hotkey functionality and tooltip added
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增加财务细节热键功能和工具提示
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7 n. B+ H2 y7 Q- h! bReveal/Advance advice hotkey functionality added
0 ?6 \/ |+ @. C R8 D; L增加显示/高级建议热键功能
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; n2 }! S+ j2 ?# a8 W( K, E+ ~Battle Tutorial Dismiss advice functionality added
' ]8 {, k$ R+ _7 ]1 ?6 U增加战役教程中的取消建议功能
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Magnifying glass added to Disaster Strikes scroll
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灾难卷轴增加放大镜
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Princess appears correctly on family tree
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族谱上正确显示公主
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7 i7 H: I0 i/ L+ e9 QChat Window errors fixed
& w \# C) F! o, g/ S. `7 i修正对话窗错误
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Family Tragedy scroll triggered correctly
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修正家族悲剧卷轴的触发
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0 b5 l* H C# Y# ]Console text appearance tweaked
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修改控制台文本的显示
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3 e) l6 O8 o5 u8 FNow possible to launch game from autorun launcher
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可以从自动启动图标启动游戏
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% a( e5 v- J$ y9 @3 EFine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)
5 {+ E* j( c/ g& J, Q# i增加小额时间控制(按住shift的同时点战役界面上的+和-)
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Save/Load
$ B1 z& @8 I/ P1 `6 j4 ?8 ?保存/载入) c; z/ e: a- W
• Loading saved game of the same turn no-longer allows user to keep both allies when they declare war 5 I! j: d6 e+ _+ K% d( g( j; m% h
在同一轮中载入存档不再允许玩家与两个发生战争的势力同时保持联盟关系。
7 o) ~ V5 B! e8 Y' R• Russian and Czech autosave fixed & _: A' Z6 Z8 w7 z$ b, O0 R+ p
俄罗斯和捷克自动保存修正。 w s! i: N+ O/ d6 W1 _2 J3 q# h
4 T8 K6 C7 N8 aAudio
& i r5 Q1 W3 r, e9 q; {: M K音频* O& g& x: }: F
• Movement_Embark speech now triggered correctly
2 k; n7 ?" ^# P* C. y* F• Allies breaking through gates of citadel now triggers correct speech
# Q0 F& ^. E9 z$ e$ |8 j• Battle ending in draw when timer runs out now triggers correct speech
3 b5 s6 k8 }* C3 @2 Y2 {: i; y+ D• Campaign Map interface sounds added
2 I/ k* s5 O/ r9 z• End Turn sound now fades out nicely 5 o3 q8 d. i% H" V
• Win/Lose music is now representative of the Faction
r2 G7 {8 \9 U3 G• Enemy King killed speech now triggered # g: ?9 \& a; K9 e
• Enemy Reinforcements arrive speech now triggered correctly
_0 y: K# g) h/ y• Player Army Tired Battle Event Speech is now triggered.
$ |7 }. g, m" m' R' J• Player Army Half Gone Battle Event Speech is now triggered. & P) V) \4 W% `# }, Q( x
• Enemy Army Half Gone Battle Event Speech is now triggered. 6 ~; m# J3 a' M+ P
• Player Under Attack Idle Battle Event Speech is now triggered.
: f4 F/ C& u! x3 {3 o• Player Winning Combat Battle Event Speech now triggered correctly. : _! V$ g3 X5 l- F& g. p4 J) n8 `; J
• Player Losing Combat Battle Event Speech now triggered correctly. 6 O& F; j) c0 W% |* |, F' x# t; L
• Leaves Fleet speech now triggered correctly. 7 ]1 b7 v6 Y: M$ H/ |9 O( f" x
• Player Tide Of Battle Up Battle Event Speech now triggered correctly.
( g7 Q2 H& W( M$ |5 A( N9 K3 ?$ U! O• Player Tide Of Battle Down Battle Event Speech now triggered correctly. * p& o# P9 x8 c3 Q: p5 z. T
• Muslim Enemy General Killed Battle Event Speech now triggered correctly.
* C( U8 G3 \! E1 ~2 O! u, N• Christian Enemy General Killed Battle Event Speech now triggered correctly. 3 @, s' A! `$ I/ ]: w+ \" C! z
• Allied General Captured Battle Event Speech now triggered correctly. 9 K( x2 \8 j# H+ L
• The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene ' l" h. a* Y+ o
• Correct region music plays when loading a saved campaign game. . e$ }; O4 l0 C5 z
• Added sound trigger for planting archer stakes in ground. : D1 o0 {8 H1 B) A# I: N' j# L: I
• Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times.
3 {/ P2 f4 G& F8 l |5 r ]/ g2 H• In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack
4 e3 _/ P! ]0 U f. ]0 `• Other minor audio tweaks also carried out.
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Text 8 a @' o1 M5 n* z# g
文本
- \; j3 k5 X/ c& M' [7 S# p• Minor grammar/spelling errors fixed $ [: w% a0 @- N; ]
少量语法/拼写错误修正1 U7 `# ~' O8 c" r7 ~; Q }
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