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Against a darkening background of famine, disease and war, a new power is rising in the great steppes of the East. With a million horsemen at his back, the ultimate warrior king approaches, and his sights are set on Rome…The next instalment in the multi award-winning PC series that combines turn-based strategy with real-time tactics, Total War: ATTILA casts players back to 395 AD. A time of apocalyptic turmoil at the very dawn of the Dark
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ULuo
2026-02-17 22:00:11 · 发布在 「Total War: ATTILA」
阿提拉的晦涩机制
This guide is a rough infodump of the reletively obscure/unknown mechanics of Attila Total War, and how you can change them. Melee Accuracy and Charges The Base accuracy of all attacks is 40%. Melee attack, Bonus Versus, and charge bonus add one percentage point to this value. Melee defense subtracts one to this value. (Charge bonus also adds to the units melee damage.) Attack accuracy cannot go below 15%, or above 85%. In KV rules, these values are Melee_hit_chance_base, Melee_hit_chance_min, and Melee_hit_chance_max. Melee hit chance is entirely based in arithmetic with a few caps added on. In the vanilla game, the charge bonus of most units can be expected to cap accuracy in nearly every engagement. Charges: Charges boost the units weapon damage, and accuracy, as stated above. They last for 15 seconds in the base game, as determined by Charge_cool_down_time, in KV_rules. The timer for Charge_cool_down_time starts ticking when the unit enters an animation state called "Charge_Adopt_Pose" which can be set in battle_entities_table. The further away you have a unit adopt their charge pose, the more likely they will successfully deliver a charge when intercepted or caught, but this gives the unit less time to deal charge bonus in an ideal charge scenario. Armor Armor blocks a random amount of damage, from 0, to the armors value. On average, you can assume armor will block a third of its value (For some reason.) AP damage ALWAYS bypasses armor, and generally should be set to values where you never expect armor scores to actually trigger AP damage, however, due to the RNG nature of the game, armor may randomly decide to block 100% of the enemies damage for 83% or the battle when you set AP to 0. Having no AP makes battles get wildly unpredictable when armor scores are even remotely close to being as high as the enemies damage score. Bonus VS Infantry or Cavalry also bypasses armor when the bonus is applicable. Armor_piercing_divisor, and armor_penetrating_divisor, KV_rules values, are used to divide the enemies armor score when enabled on a melee_weapon. This is not used int the base game. When regarding missiles, it seems whether the Missile_Armor_Penetrating_Coefficent, or Missile_Armor_Piercing_Coefficient (KV_Rules) is used as a multiplier is actually determined by the Unit_armor_Types. By default, the Missile_Armor_Piercing_Coefficient is used against most armors. If bonus versus missiles is checked on the Unit_armor_type entity, the full armor value is used, if weakness versus missiles is checked, missile_armor_penetrating_coefficient is used. This is used to offset certain KV_Rules values that cause missiles to experience damage falloff. There is a lot of them, and I haven't tested them all. One governs shots that hit targets past the missiles maximum range, as determined by the missile table. Arrows that hit past 150 meters (Or 200 for the longbow,) should do 1/5th less damage. Shield armor is always half as effective against missiles, to counterbalance missile block chance. This can be changed with the variable "Missile_Shield_Piercing_Coefficient." A KV_Rules value. Missile Weapon Accuracy Missile Weapon Accuracy is determined by several factors: Velocity (Faster shots hit more often,) An unseen "Base Spread" value, Accuracy Skill+Weapon Accuracy Skill Bonus (Reduces the Base spread,) and by introducing some fixed spread. In baseline Attila, the high velocity of Slings and Crossbows make them the most accurate missile weapons. The faster the projectile flies, the easier time your men will have in hitting the enemy unit. All accuracy scores are 0 (Unit Accuracy Skill,) + 5 (Weapon Accuracy Bonus.) Unit Accuracy Skill is on the Land_Units_Table, Weapon_Accuracy_Bonus (PFM marks it as a "marksmanship_bonus,") can be found on Projectiles_table. Accuracy Scores of above 100 do not seem to become more accurate then 100%. The Spread score found on Projectiles_table creates some inaccuracy that the unit cannot bring down through its accuracy skill. Seems to be the base dispersion in meters. (More testing needed.) Accuracy skill takes a 20% penalty when firing on targets in cover. This is determined by missile_target_in_cover_penalty in KV_Rules There are accuracy multipliers for all weather effects. Shockwave radius can be used to make missiles stagger or knockdown enemy units. This can be found in the Projectiles_Table. A value of 0.05 will reliably stagger medium infantry, so be careful! Missile_saving_bonus is the base chance that a missile that hits a target will miss. This is to account for the chance of a shot passing between someones legs, or past their head. Its a KV_Rules value, and it is set to 20 in the base game. Missile units will choose to aim at a random point within a 2 meter radius of the center of the enemies unit. This is based on "Projectile_Target_Calibration_area," in KV rules. Where you can find unit Movement Values. Units Base speeds (Charge, Walk, Run, "Crawl") are all found in the Battle_Entities_table. It is also home to the values regarding the base health, mass, and charge distances of units. The KV_Rules value "Pike_Move_Speed_modifier" is used to multiply the walk speed of units that are in any mobile infantry formation, be it shield wall, pike phalanx, or mobile testudo. The Battle_entites value "Tracking_Threshold" determines how cohesive units within a certain weight class will try to be when making movements on the battle field. This is disabled when a unit is charging it seems. Impact damage Impact damage: The formula for impact damage is (((((BracingX(Mass/100))XSpeed))-((BracingX(EnemiesMass/100))XSpeed))^Collison_Damage_Normalizer)*Collison_Damage_Multiplier+Collison_Damage_Default (Big formula, right?) Collision_Damage_Normalizer, Collision_Damage_Multiplier, and Collision_Damage_Default are all KV rules value. Collision_Damage_Normalizer=1.5 in the base game Collision_Damage_Multiplier=2 in the base game Collison_Damage_Default=20 in the base game. This makes the base impact damage expodential damage that can easily reach into the thousands. It cannot be blocked by anything except having enough bracing force to deflect the enemy charge. Half of all collision damage is AP, by default. Bracing is always 1 when the unit hasn't stood still for about 2 seconds. Bracing is never used when a unit is getting hit with a flanking charge. The strength of bracing can be determined in KV_rules, which allows players to set at how many ranks does the unit get the most bracing per rank, what the maximum bracing per rank is, and what the maximum mass multiplier one can get from any number of bracing factors. Charge reflectors get 4X mass from bracing when hit from the front, and standing still. (KV_Rules.) Mass bonuses from unit abilities are all bracing, so stand still, and get hit from the front! Cavalry is immune to impact damage in the base game. This can be changed in KV rules. (Collision_damage_exclude_large_entities.) Proof regarding cavalries impact damage immunity.侧翼机制 单位中攻击敌方单位侧面的士兵只需应对敌方一半的近战防御。 攻击敌方单位后方的士兵则无需面对任何近战防御。 这由KV规则值【Melee_Defense_Coefficient_Flank/Rear】决定。 【Factor_Attack_Dir_Front/Left/Right/Rear】(KV_rules)设定敌方攻击被忽略并由侧翼士兵发动攻击的百分比概率。大致而言,当敌方单位被士兵绕至后方时,敌方仅会在14%的时间内发动攻击。 实际上,一名绕后士兵的作战效率是正面冲击敌方单位士兵的7.14至9.6倍。拥有3名侧袭士兵,相当于部队规模比敌人多出20人。 未使用的先攻机制 在melee_weapons_table中发现了一个未使用的 initiative 值。每点 initiative 值大致能让你的部队在所有情况下有较高几率用自己的一次攻击替代敌人的一次攻击。 在《罗马2:全面战争》中,这个变量据说会使攻击比例改变1/25;而在《阿提拉:全面战争》中,我的测试显示其效果更强,甚至到了几乎无法使用的地步。
星霜
2026-02-18 01:00:08 · 发布在 「Total War: ATTILA」
理解《阿提拉:全面战争》中的政治体系
《阿提拉:全面战争》的内政系统和《罗马2:全面战争》一样复杂。本指南不会让你成为内政达人,但能帮助你了解其运作方式并掌握最佳控制方法。 内政系统如何运作? 建议先查看相关视频。主界面: 家族:政治界面中央家族树中的所有角色均为你的家族成员。左侧的所有角色则来自其他家族。顶部进度条中,黄色代表你的家族,红色代表其他家族。 政治权力:这是界面中央的主进度条。许多人倾向于将其尽可能提高,但在《阿提拉:全面战争》中并非如此。政治权力过高或过低都会带来巨大的负面影响。建议将政治权力保持在尽可能平衡的状态。政治权力由统治力和控制力共同决定,这两个进度条的平均值构成你的政治权力。统治力:这是你的家族成员总影响力与其他角色总影响力的对比值。例如:家族成员1有10影响力,成员2有20影响力,成员3有20影响力。其他角色1有20影响力,其他角色2有80影响力:你的家族总影响力为50,其他家族总影响力为100。你的统治力=25%。(数学万岁) 控制力:控制力由你的政治成功度决定。当你的政治行动成功时,总控制力会提升;当政治行动失败时,总控制力会下降。如前所述,这两个数值构成了你的政治权力,你应尽可能平衡它们。 角色详情: 年龄:点击角色后看到的第一个数字就是其年龄。就这么简单。影响力:这是最重要的数值,即角色的影响力。通过在帝国中取得成功可以获得影响力(例如,将领必须赢得战斗,政治家则会随时间推移获得影响力)。此外,许多特质和技能也能提升影响力。影响力构成你的统治力,同时也用于【购买】政治行动。 忠诚度:尽量保持高忠诚度。当忠诚度降至1时,角色将会叛乱,你必须在战斗中击败他。 女性角色:女性角色同样会为你的家族增加影响力,她们可以使用政治行动,并且拥有独特的特质。 政治行动 暗杀:使用此行动可立即除掉某个角色。这对影响统治力(即影响力的总量)可能会有所帮助。稳固忠诚度:立即提升角色几点忠诚度,防止叛乱发生。 安排联姻:仅可由女性角色使用。你可以与其他家族的角色联姻,将他们纳入你的家族。 离婚:便于摆脱妻子获得的不良特质。 寻觅妻子:你的角色将寻找妻子,这会为你带来一名具有影响力、政治行动和独特特质的新角色。 降低声望:立即降低角色的影响力。 收养:将其他家族成员纳入你的家族。 挪用资金:从战争基金中获取免费资金。 集结支持:立即提升控制力(通常为10%)。 但请注意:政治行动需要消耗影响力。你本质上是在进行投资以获取更大收益。行动可能成功也可能失败。若成功,你将执行该行动,并获得更多控制力。若失败,你要么需要付出更多影响力,要么根本无法执行该行动,这也会降低你的控制力。 办公室 不同的办公室通常会为角色提供一些免费福利,包括每回合一定数量的影响力。获得办公室有特殊要求。 政治的关键在于利用你的政治行动来平衡统治力(影响力对抗影响力)和控制力(政治行动的成功率)。只要时不时尝试执行一些行动,你最终会掌握其中诀窍。

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