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虚拟存在
2026-02-13 16:00:28 · 发布在 「RPG Maker VX Ace」
创建可自定义游戏

学习如何让玩家自定义英雄。 自定义名称、职业等内容。 ### 内容简介 大家好。如果你和我一样,希望制作一款允许玩家创建自己角色的游戏,让他们能够更改角色外观和职业,甚至为角色编写一段精彩的背景故事。 在RPG Maker中,无需编写脚本即可轻松实现所有这些功能,甚至更多。你只需了解开关的工作原理。 本指南非常基础,将介绍RPG Maker所能实现的最简单方法。虽然网上可以找到能简化此过程的脚本,但寻找这些脚本的工作就交给你了。如果你不想费心使用脚本,那就继续阅读吧。创建开场场景 显然,你希望玩家能够直接编辑他们的角色*,因此为了简化操作,有必要专门设置一个角色自定义场景。 *不包含玩家参与的开场过场动画除外 在本指南中,此场景也将作为玩家的初始位置。 创建新场景。它会是什么样子?如果打算使用空白屏幕或仅在背景中添加基本图片,可将尺寸保持在最小并忽略图块集。若有背景图片,可通过“ parallax 背景”功能进行分配。 如果希望该场景成为游戏世界的一部分,请选择图块集并像正常情况一样构建地图。现在,如果你只是使用空白屏幕/背景图像,请前往游戏数据库的“系统”选项卡,并勾选“透明开启”。这意味着玩家在生成时将处于不可见状态。之后,你的场景看起来应该与此类似:

接下来,你需要创建一个事件。该事件不需要图像,但触发器必须设为“自动执行”,以确保它在生成时就能激活。这个事件将用于让玩家创建自己的角色。 ### 修改主角名称 在你新建的事件中,需要让玩家能够为其角色想出一个新名称。这可以通过一个简单的事件指令来实现。打开事件指令框,切换到第3页,找到“场景控制”分类下的“名称输入处理”。点击它,然后从下拉框中选择“角色001”。该角色就是玩家所控制的角色。你还可以更改玩家可输入的名称字符数量(即名称长度)。为了实现最高效率并让玩家有机会避免错误,建议将名称输入处理放在循环内,玩家只有在确认名称正确后才能跳出循环(以防输入错误或改变主意)。现在你的事件应该看起来类似这样:

关于自定义英雄名称的更多内容。有时你可能希望NPC用玩家角色的名字来称呼他们,比如当玩家被认识他们的人问候时。在输入消息时,只需使用命令n[1]即可轻松实现,该命令在游戏中会被替换为1号位置角色的名称。实际上,还有许多不同的消息命令可以让你的游戏变得更好。请看:

既然玩家现在可以更改名称,那我们来看看他们如何更改职业。 ### 更改英雄职业 既然玩家现在可以为角色命名,那么他们也能更改职业也是合情合理的。因此,我们为玩家提供一种简单的方法来实现这一点。 1. 在事件中添加“显示选择项”指令(如果使用循环,请将其添加到循环内的“输入姓名处理”之后),并在其中列出最多四个职业。 2. 如果希望玩家选择的职业超过四个怎么办?那么只需列出三个职业,并在第四个选项中输入“更多...”,然后让该选择项引导至第二个“显示选择项”指令,在那里可以列出更多职业。对于这个技巧,强烈建议使用循环。创建好选项后,你可以通过在第1选项卡的“角色”分类下插入“更改职业”指令来修改玩家的职业。如果操作正确,你的事件现在应该是这样的:

关于以这种方式更改职业的注意事项:有时,如果该职业包含1级习得的法术或技能,该技能可能不会在游戏中显示。若要解决此问题,请将其改为2级习得。 更改角色外观 角色已命名并分配职业,接下来该做什么? 当然是更改其外观。有两种方法可以实现: 让角色根据其职业自动更改外观, 或者允许玩家自行选择。 如果打算让玩家选择外观,那么应该在职业选择循环之后再创建一个“显示选择项”命令循环。无论采用哪种方式,你需要使用的命令都是“更改角色图像”,该命令位于第3选项卡的“系统设置”下。 如果让事件自动选择外观,那么你的事件现在应该如下所示:

如果你打算让玩家来做决定,那么它应该改成这样:

你还需要添加一个“更改透明度”命令,该命令位于选项卡2中,将其设置为“关闭”,这样角色就会显示出来。 其他可自定义方面 当然,玩家角色的自定义程度完全取决于你和你的想象力。为了给你更多灵感,以下是一些其他可以更改的角色方面: - **性别**:根据角色的外观,你可能需要指明英雄的性别。这在游戏中可能会产生其他影响,例如NPC与他们的对话方式。你可以通过一个简单的开关来指示性别。将其放置在外观循环中的某个位置。你可以将其命名为“性别”,并在条件分支中注明“如果性别为开启,则玩家为男性”或类似表述。昵称/称号——使用选项卡1下的“更改昵称”命令,结合“显示选择”功能,让玩家可以选择昵称或称号。或者借鉴大型多人在线角色扮演游戏(MMORPG)的设计,让玩家通过游玩来解锁新称号。 其他队友——如果愿意投入更多精力,可以让玩家更改队伍中的所有成员,以获得完全自定义的体验。 载具——在选项卡3中,你可以让玩家更改其载具的外观。部分下载内容(DLC)可能包含可使用的不同颜色或模型,例如帆船与游艇、热气球与直升机之间的区别。 文本框/窗口颜色——若想实现更抽象的自定义效果,选项卡3中同样提供更改消息框颜色的功能。视频指南 我还制作了一个关于创建允许玩家更改姓名和职业的游戏的视频教程。你可以在此处观看。

最后的思考 上述所有命令和事件都可以轻松修改和调整,以使其完全适配你的游戏。不要害怕尝试!同时,不要忘记持续测试你的游戏,确保一切都按计划运行。 在你的事件中,应该添加“传送玩家”命令,这样才能让玩家离开空白的开场场景。 你可能已经注意到,我展示的图片中的游戏本身看起来已经相当成熟了。这是一款允许玩家完全自定义角色,并能为角色创建故事的游戏,就像你可能正在计划制作的那种游戏。 无论你打算用你的游戏做什么,希望你能从这里学到一些东西。如果你对本指南有疑问,或者需要更多关于《RPG制作大师VX》的帮助,我很乐意提供协助。给我发消息,我会尽快回复(如果可以的话)。我也愿意帮忙测试你新制作的自定义游戏;我喜欢试玩那些在我的指南帮助下制作的游戏。如果你需要有人进行游戏测试,尽管告诉我。祝你游戏开发顺利!

虚拟存在
2026-02-13 16:00:20 · 发布在 「Football Manager 2023」
所有与玩家属性相关的加载界面提示和技巧

Hey folks, I hate that I cannot read the advice on the loading screens due to fast load times. First world problems, right? So here are ALL the load screen tips with the category "Player Attributes" Even after 25 years of playing (yeesh) I learnt something. I hope you do too. More of these to follow. Please Like and Favorite! Reck Oh you can find my FM content and other games here on YouTube https://www.youtube.com/channel/UC1esrBAq1JaLD6p6iq9wrQw And live here on Twitch. https://www.twitch.tv/reckonist This cleared up a LOT of ambiguity for me and I hope it helps you out too. If you have specific questions about interpreting this you can find me here: https://discord.gg/avNrcNsKPM Please like and fav. Reck Physicals "Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute. "Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball. "Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping "Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It does not reflect how tall a player is but, when considering his jumping ability, height is considered. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a shorter player will struggle to compete at the same height.[ "Natural Fitness reflects how good the player's natural level of physical fitness is; how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches.[ “Pace is a player's top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and together with Stamina and Natural Fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it "Stamina is a player's ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a nine-month season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. It ties in directly with Natural Fitness "A player's Strength is his ability to exert his physical force on an opponent to his benefit. A player with a high Strength rating will be able to use it to his advantage against weaker opponents. Mentals "Aggression reflects a player's attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone, waiting for the play to find him “Anticipation covers how well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. This attribute works well with Off the Ball “Bravery primarily reflects how committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They'll go in where it hurts and lay it on the line for the team "Composure is the player's steadiness of mind and ability, particularly with the ball. When faced with a big goalscoring chance or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. "Concentration reflects a player's mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player can keep a higher focus on proceedings for longer periods of time and be able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable to mistakes at crucial times in the match "Decisions governs the ability of a player to make a correct choice a majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of options when in possession "Determination is commitment to succeed. A determined player will give everything in order to win. This ties in with Bravery - players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar. "Flair is a natural talent for the creative and occasional unpredictability. A player with a lot of Flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and Vision work well together. "Leadership is the player's ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will tend to rally around these players. "Off the Ball reflects a player's movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to receive a pass in a dangerous position "Positioning reflects how good the player is at keeping a good defensive position. For goalkeepers, this is how well they get into the correct position. "Teamwork is mainly how well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not 'buy in' to the team ethos "Vision refers to a player's ability to see a potential opening, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not "Work Rate reflects the player's mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. Nonetheless, it is an admirable trait to have in your team. It does not merely represent a willingness to run - something that would be inappropriate in many positions - but rather the willingness to go above and beyond the regulation call of duty. Technicals "The Corners attribute reflects how well the player takes a corner. Taking advantage of set-pieces is important, and having a capable corner taker to put the ball into key areas is useful "Crossing indicates a player's proficiency at crossing the ball from wide areas into the penalty box "Dribbling refers to the player's ability to run with the ball and manipulate it under close control. This is purely his proficiency with the ball at his feet - his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstances, and whilst a higher Dribbling attribute will also help him in different situations, Dribbling alone isn't enough to get by. "Finishing: The player's ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can't save it. This is purely the ability of the player to perform an accurate shot - Composure and Decisions will also impart on the ability of a player to score consistently. "First Touch: How good a player's first touch is when receiving possession. A higher rating will ensure that the player can corral the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly. "Free Kicks reflects how good at taking free kicks the player is. It applies to both direct shots at goal and deliveries into dangerous areas from wider or deeper positions. A player who is proficient in taking free kicks can be a valuable commodity - scoring five free kicks a season and adding five more assists from them can be a huge bonus "Heading is a player's competence in aerial situations. Heading applies to all situations and is only about the player's ability to head the ball well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect "Long Shots is the player's prowess at shooting from distance - from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating "Long Throws covers the ability of the player to perform a long throw, which can be taken advantage of in attacking situations. "Marking shows how well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job if the attribute is high, but remember that other attributes - Strength, Positioning, Anticipation - will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players "Passing: How good the player is at passing the ball. His Technique and passing ability will determine his success at passing over longer distances "Penalties: The ability of the player from the penalty spot. A player with a high rating here will be more confident and capable from 12 yards. "Technique is the aesthetic quality of a player's technical game - how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able. This in turn affects a number of technical attributes - poorer Technique will let a player down. Goalkeepers "Aerial Ability is the goalkeeper's physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with a number of other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match "Command of Area affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach). Do note, however, that a high rating only increases his penchant for coming for crosses and not necessarily claiming them all. "Communication: How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating reflects a better communicator and will allow your defence to work more efficiently together, ensuring greater overall stability "The Eccentricity attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area will be commonplace if the Eccentricity attribute is high "Handling: How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn't give up rebounds will be useful "Kicking is the physical capability of a goalkeeper to kick the ball - this purely defines the distance he can reach with a kick from hand or from the ground. his Passing rating will define how accurate his kicks are "One on Ones: The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers attempt to impose themselves and win the ball with confidence. "Reflexes show how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will be able to respond to the unforeseen with more success and be able to pull off highlight reel saves, or clear the ball to safety. "Rushing Out: How good the goalkeeper is at coming off his line to react to through balls and similar situations. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out. "Tendency to Punch determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball "Throwing: How good the goalkeeper's distribution is with his arms. A higher rating will increase the accuracy of his throws, although Strength imparts on the distance he is able to reach "A goalkeeper's ability to save penalties is initially governed by his Anticipation, Reflexes, and Concentration in reacting to the moment the ball is struck. His Acceleration will help his immediate chances of reaching the ball successfully, whilst his Agility, Reflexes and Handling will ultimately determine whether or not he pulls off the save.

虚拟存在
2026-02-13 16:00:20 · 发布在 「Forts」
《forts》地图编辑器

这是一份《forts》地图创建与编辑的综合指南。我们会在时间允许的情况下添加截图和视频,以便让内容更清晰易懂。 警告:请勿向创意工坊上传包含版权材料的地图,例如来自其他游戏或电影的音乐、音效及图片。此类行为将导致账号被封禁。 本指南的法语版本:https://steamcommunity.com/sharedfiles/filedetails/?id=927525825 ### 开始使用 《forts》的地图编辑器直接内置在游戏中,方便所有人创建关卡!目前编辑器在用户友好性方面还有待改进,欢迎提出功能建议。以下是基础操作步骤: 1. 首先从主菜单中选择“地图编辑器”。 2. 在编辑器菜单中,你可以创建具有特定名称的新地图,也可以选择编辑或复制现有地图。有可供复制的模板地图,助你快速上手。

The Map Folder, Mission Script, and Display Name When the map is created or copied, a new folder is created under data/maps to contain it. That folder contains a script, which specifies basic properties of the map, such as enabled mods, where it should appear in the game, and is it symmetrical, as well as any custom logic to make an interesting mission. This is where the campaign missions do their work. It can contain dialogue between characters, player instruction, AI configuration, disabling of items, custom HUD elements, special events and custom win conditions. The rest of this guide will refer to this as the 'mission script', so you should know how to find it, as well as other files related to the map. Right click on Forts in Steam, then properties, then the local files tab. Browse local files, then navigate to data/maps and then find the folder for the map you are creating. It will either have the name you gave it at creation, or something like playermap1 if you used non-ANSI characters or other problematic characters such as slashes and periods. In there will be a .lua file with the same name. That's the mission script. You will also see a displayname.lua, which can be edited to change what people see, including in non-English languages. The map itself is made of an .spr file, which contains all structures and devices, and a .fwe file which contains the environment setting, ground and props. A few preview jpg images are used to show the map in the menu. If you have scripted an AI for the map they will appear here as .lua files starting with "fort". If you have already uploaded your map you will see publishedfileid.lua which just tells the game which Workshop item this map relates to. Enabling Mods and DLCs When you create a new map you are asked to select the mods you want to force on, including the built-in mods for the DLCs, and player made Workshop mods. If you select any of these the player must have access to the DLC or subscribe to the Workshop mod. If you are not giving the starting forts items from these mods, or in some other way need them, you should not select them, since it will limit the players able to use your map. Additional mods can always be selected at runtime, so don't force them on just because you like them. The selected mods are written into the initial mission script's Mods table. Without any mods selected the table will be empty. Mods = {} If you change your mind after creating the map the mission script can be edited. You can see some of the mods that are available in the data/mods folder. Some of these are special use mods, starting with language-, commander-, keyboard-, and faction-. The others can be enabled on a map-by-map basis. For example, to supply unlimited resources, change the line to: Mods = { "unlimited-metal", "unlimited-energy" } Any number of mods can be added to this list. If you have made a map which starts with weapons or tech buildings from Tons of Guns, you will need to add the weapon_pack mod to your Mods list. This forces Tons of Guns on. You could otherwise be missing items if it wasn't manually activated. The DLC mods are hidden inside pack files. The important DLC mods are: "weapon_pack": Tons of Guns (free DLC available to everyone) "dlc1": Moonshot blastdoor material "dlc1_capture_high": Increases the points required to open capture mode blastdoors by 50% "dlc1_capture_low": Reduces the points required to open capture mode blastdoors by 50% "dlc1_portal": Moonshot portal material "dlc1_weapons": Moonshot weapons "dlc2": High Seas materials, devices and weapons "dlc2_ammo_control": High Seas control ammo To force on Workshop mods you will need to discover their published file id, which is a long number found in the mod's URL, visible when you use the Workshop Share button. It can also be found in Steam's workshop directory for Forts (C: Program Files (x86) Steam steamapps workshop content 410900 by default). For example, to make sure Large Sandbags are available in your map: Mods = { "1293804859" } To make it easier to understand, you could write it like this instead: sandbags_large = "1293804859" Mods = { sandbags_large } Keyboard Layout and the Console All key bindings listed in this guide are for the QWERTY keyboard layout. On other keyboard layouts the key will be in the same physical position as on QWERTY. For example on the QWERTZ layout Undo is Ctrl + Y and Redo is Ctrl + Z. You can query the actual key bindings in the game using the proflist and keylist console commands listed below. Keys can be rebound in Options menu -> Input tab -> All Keys tab. Some functions require issuing commants into the console. Drop the console by using the ~/` (tilde/grave) key, usually left of the 1 key, or F3. Commands start with a backslash. Tab will autocomplete the current contents. A few useful commands are: cmdlist => shows a list of commands proflist => shows a list of key profiles keylist [id] => shows a list of keys in key profile [id] taken from proflist cvarlist => shows a list of console variables Undo/Redo There is unlimited undo/redo functionality so don't be worried about making mistakes. Ctrl + Z => Undo Ctrl + Y => Redo Remember that key bindings given in this guide is for QWERTY keyboards. On QWERTZ keyboards these keys are swapped. Editor Modes There are five editing modes: Structure Device/Weapon Terrain Surfaces PropsThe tabs on the HUD will switch to the appropriate mode. In some situations you can switch to structure and device/weapon mode by left clicking on items in the world. Z, X, and V can still used to cycle between materials, devices and weapons respectively. C doesn't cycle technology since this tab is disabled in the map editor for space reason. Technology items are included in the device tab instead. Terrain Mode This mode allows you to create and manipulate ground 'blocks' and set properties of the world. These are the polygons that the players build on and projectiles can hit. The texture can be changed in the Terrain tab, but for now there is only one useful texture. The other is for special blocks. Selection of Blocks You can select a single block by right clicking on it, or using [ and ] to cycle between them. Single block selection is necessary to manipulate the nodes (vertices) of a block. Multiple blocks can be selected to copy or manipulate many blocks at once. Right click in open space will deselect all blocks. Right mouse => select block under mouse or deselect all (in empty space) Ctrl + Right mouse => add or remove the block under the mouse to/from the selection Alt + Right mouse => remove block under the mouse from the selection Shift + Left mouse + drag => add area selected blocks to the selection * Alt + Left mouse + drag => remove area selected blocks from the selection * when a single block is already selected this will select the block's nodes instead Each block is made up of a number of 'nodes', or vertices. With a single block selected you can left click on nodes to select them individually. Ctrl + A will select all nodes, and Ctrl + D will select none. Ctrl + Left Mouse allows you to add nodes to a selection. Shift+Left Mouse Drag allows you to add nodes in a rectangular region to the selection. Alt + Left Mouse Drag allows you to subtract nodes from the selection under a region. With one or more nodes selected you can left click on one and drag them all. The one you dragged will snap to nodes and edges of other blocks. Creation of Blocks Lose any selection by right clicking in open space, and then left click to start placing new nodes in a clockwise order. The white lines in the middle of each edge should point outwards, these are the normals of the surface. If you get it wrong, just press Shift + F to flip the normals. You can left click on an edge to add a new node any time after the block is made. Manipulation of Blocks There are several keyboard and mouse shortcuts for manipulating blocks. Remember that you can use Ctrl+Z to undo anything. Ctrl + A => select all nodes Left mouse => select node under mouse (with block already selected) Left mouse + drag => move the selected nodes Alt + Arrow Keys => nudge selected nodes Shift + Left mouse => add single node to selection Shift + Left mouse + drag => add area selected nodes to selection Alt + Left mouse => remove single node from selection Alt + Left mouse + drag => remove area selected nodes from selection Ctrl + C => copy the currently selected block Ctrl + V => paste copied block at the mouse position H => mirror selected block horizontally Shift + V => mirror selected block vertically Page Up => adjust the render order of the block up (toward the background) Page Down => adjust the render order of the block down (toward the foreground) Backspace/Delete => delete selected nodes Alt + X => Split a group between two selected non-adjacent nodes J + Left mouse => Join the group under the mouse at two selected nodes. Selected nodes must be adjacent and correspond to adjacent nodes in the merge target. Deletion of Blocks Ctrl + Backspace => delete the currently selected block. Ctrl + Delete => delete all blocks. Be careful! Remember Ctrl+Z. The Environment & Terrain Style To make environments feel distinct, we have made our official maps with a certain style, consistent for each environment. Maps that use the fields environment all have rolling hills, for example. You can improve the quality of your maps by following the same style, described in the Map Editor Style Guide. Optimisation for Collisions When a block is selected you can see a faint orange circle surrounding it. This is the bounding circle. When the game is looking for collisions with a projectile, beam, or structure, it is used to quickly disregard blocks which are not nearby. Ideally, the size and shape of the block will closely match that of the bounding circle. Put another way, you want to minimise the amount of empty space which projectiles and beams can pass through before hitting the block. This is because once the object is inside the bounding circle, the game must check each edge of the block to see if there is a collision. To reduce the work the game must do and make your map faster to play, avoid making long blocks, especially if the surface has many nodes. Instead it's better to break them into smaller blocks placed next to each other. If the bounding circle overlaps other blocks or space where colliding objects can't exist (e.g. under the ground surface) then it's not a problem. World Extents In Terrain mode you can adjust the size of the visible world. Regions Inaccessible to the camera are shaded in green. Placing the mouse to the desired location, and pressing Ctrl + an arrow key corresponding to the desired extent. Blocks should extend a little beyond the world extents so that when the camera shakes you don't see cracks. You can also use Ctrl + Home to set the extents based on the current view. There is also an easy way to expand and contract the extents and all the contents of the world horizontally to make the map wider or narrower. Place the cursor where you would like the expansion or contraction to take place, and press the following key combinations. Avoid placing the cursor in the middle of a structure. Alt + Minus => contract world at cursor Alt + Plus => expand world at cursor Screen Positions The initial view of players is set using the following keys while the Terrain tab is selected: Ctrl + 1 (numpad) for team 1 Ctrl + 2 (numpad) for team 2 Ctrl + 3 (numpad) will save the overview perspective (full map) from the current view. The map preview images are taken using these screen positions when it is saved. They must be set properly for the map to be presented well and for players to not be disoriented. Block Ownership You can allocate ground blocks to specific teams, or otherwise, using the following keys: 1 => Team 1 2 => Team 2 3 => Any team 4 => No team (unbuildable) 5 => Background (unbuildable) In order to allow ropes to be pegged to non-foundation blocks, you should set the owner to Any team, but disable foundations and mines (see next). Ground Properties The following keys allow you to set various properties of a ground group: Alt + F => Toggle allow foundations Alt + M => Toggle allow mines Alt + W => Toggle wind floor (used to determine efficiency of wind turbines) Alt + V => Toggle view floor (used to determine size of weapon aiming circles) Alt + D => Toggle no draw Alt + E => Toggle no draw edges Alt + P => Toggle pass projectiles Alt + B => Toggle pass beams Alt + H => Toggle hazard Alt + N => Toggle no splash damage Alt + C => Toggle no build Alt + O => Toggle can build over Alt + L => Toggle sets water level (High Seas only) Alt + I => Toggle draw edge with fill Wind floors and view floors are typically have their Background and No-Draw properties set. Surfaces Mode This is really a sub-mode of the Terrain editor. Each surface of a block can have a different 'edge set' applied. Each node in a block controls the surface in the clockwise direction. To change a node's edge set, select the node and then hit the desired edge set graphic on the HUD. You can select multiple nodes to change them all at once. Edge-sets can have some rules about what's drawn depending on the orientation of the surface (e.g. grass on top, rocky crags on the under surface). Or they can be all the same. The scripts that set the rules are found in data/environment/<theme>/surfaces/surfaces.lua. The convention for the game is that surfaces that can be built on use the light brown rocky edge set, while non-buildable surfaces use the grassy/craggy set. When the surface is buried underground and adjacent to other blocks then there should be no edge set applied, applied with the blank, left-most button on the HUD. Making Water Maps for High Seas The High Seas DLC, released in March 2022, added buoyancy physics, dynamic terrain, splash effects, backgrounds and more, to allow rich ocean based environments. Creating maps which take advantage of water requires a little more care than regular Forts maps. We have provided a template map to make starting your own High Seas maps easy. Just open the Map Editor menu, go to the Edit tab, check the 'Copy' box, and scroll down to find the map 'dlc2_template (-template-)', and select it. Enter a name for your new map, and then press the Copy button. You will see two ships facing each other on water.

你可以随意编辑新复制的模板,添加陆地、额外的船只和堡垒,以及更改背景。若要了解水体的配置方式,请继续阅读。 **多层水体物理效果** 新增了名为“设置水位”的方块属性,默认可通过Alt + L键切换。你可以将此属性应用于不同高度的任意方块,以改变水位,从而推动结构上浮以模拟浮力效果。该水位由一条紫色线条标识。“dlc2_WaterLevel”已被弃用。 **视觉与游戏玩法图层** 水体地图由4个地形图层构成。当所有这些图层都存在,且图层1-3的上边缘重合时,地图的视觉效果和游戏体验最佳,但作为地图制作者,你可以自由选择排除或移动任何图层。只有上述提到的物理水位是结构实际漂浮所必需的。 1. 覆盖层和表面 2. 阳光光束 3. 背景 4. 禁止建造区域

1. **覆盖层与水面** 这是水的顶层视觉图层。它绘制在建筑、投射物和固体地形之上,营造出它们处于水下的视觉效果。为其指定提供的半透明灰色或蓝色纹理。 顶层边缘应应用下方所示的“白浪”水面效果。这会自动细分边缘并使其动画化,呈现出水的动态外观。投射物和光束会与此碰撞,产生水花效果并逐渐消失。请注意,动画水效果不会在地图编辑器中显示。

其他边缘应设为空白。方块必须设置“可在上方建造”(CanBuildOver)标志,以免干扰建筑结构或建造过程。 2. 阳光光束 此图层仅用于为靠近水面的水域增添一些趣味。指定合适的纹理,并为顶部边缘赋予“白浪”(whitecaps)表面效果。设置“无绘制边缘”(NoDrawEdges)标志可防止边缘可见,但会使方块产生动画效果以正确匹配波浪。 同时设置“穿过投射物”(Pass projectiles)和“穿过光束”(Pass beams)标志,以忽略与投射物的碰撞(这是图层1的功能)。“可在上方建造”(CanBuildOver)标志也需设置。 根据你希望阳光光束的亮度,此图层可位于图层1上方或下方。 你也可以调整高度来改变阳光光束的长度,但要确保纹理不会在方块内重复显示。这将限制你的水位设置范围。 3. 背景层 这是一个绘制在第1层和第2层下方的不透明图层,用于遮挡地图背景,营造广阔海洋的感觉。为顶部边缘添加“白浪”表面以匹配上方的图层,但需设置“无绘制边缘”(NoDrawEdges)。 将“背景层”(Background)指定为所有者,使其绘制在建筑下方。这会自动使其变暗。如果想要调整,可在控制台中使用“set_ground_colour R G B A”命令。以下示例将其设置为90%不透明度的灰色: set_ground_colour 0.9 0.9 0.9 1 4. 禁止建造区域 这些区域会限制玩家建造船只的大小。当然,它们是可选的,但如果没有这些区域,你可能会发现比赛持续很长时间或陷入僵局。通常我们会提供足够的横向空间来建造约12个螺旋桨,但对于小型1v1地图可能会更少。 为其指定黄色和红色的“禁止建造”纹理,将所有者设置为“背景”,并勾选“无绘制”和“禁止建造”标志。设置“无绘制”标志后,该区域在玩家光标足够接近前将保持不可见状态,当光标靠近时,区域会在光标周围显示。 目前,可视化功能无法处理拐角或复杂形状,它只会找到最近的边缘并假设附近区域是平坦的。我们建议将区域设计得简单一些,采用较大的垂直边缘或倾斜边缘。

如果将格子实用纹理应用于不可建造方块,它将永远不可见,就像《月球射击》DLC中的占领地图那样处理。在“公海”场景中,这可能会造成混淆。 **坚实地面** - 你可以像正常情况一样添加地面方块,以阻止建造、阻挡投射物,并为玩家提供可建造的坚实地面。 - 调整方块顺序,使其位于水层下方。如果水的背景层(3)设置为“背景所有者”,它将自动绘制在此坚实地面后方。 - 请记住,如果地面的所有者设置为“任意”,玩家将能够在水下连接绳索,这可能会导致深水螺旋桨漏洞。

开始建造新船只 由于无法在空中(或水中)创建新的连接点,因此开始建造全新的船只会有些棘手。一种实现方法是:创建一个用于支撑地基的方块,搭建地基,然后以此为基础进行扩展以塑造船只形状。一旦船只开始建造,你就可以删除地基和方块了。

另一种方法是复制并删除现有船只的部分结构,将其改造成新的船只。如果该船只已进行过模拟运行,那么新结构会带有一定的形变。 请参阅“公海标准船只”部分,了解如何使用我们已建造的船只。 完成新船只的建造后,你可以通过选择一个连接点并按住 M 键,将其移动到大致位置。然后使用 Ctrl + Space 启用模拟,使其正常沉降到位。 **船只移动**:我们在开发过程中发现,开火时船只会因后坐力而后退。这会导致船只撞到地图边缘、其他船只或进入禁建区,造成问题。为应对此问题,“公海”模组(dlc2)会自动对每个反应堆的平台施加一个小的重新居中力,使其回到比赛开始时的初始位置。 如果出于某种原因,你不希望你的地图出现这种行为,可以对其进行覆盖。若要完全移除该功能,只需在任务脚本中执行以下命令: ExecuteInScript("mods/dlc2/script.lua", -1, "data.reactors = nil") 要使舰船移动,可使用dlc2的script.lua中的SetReactorPos(id, pos, maxDelta)函数。pos参数为目标位置,maxDelta用于限制到目标位置的有效距离,从而限制力的大小。如果你知道或找到了reactorId,可按以下方式调用该函数,例如将其向左移动: local scriptCall = "SetReactorPos(" ..tostring(reactorId) .. ", Vec3(-100000, 0), 250)" ExecuteInScript("mods/dlc2/script.lua", -1, scriptCall) **公海依赖** 一旦你使用 dlc2_WaterLevel 变量、使用任一 dlc2_oceans_* 环境,或在 Mods 表中添加“dlc2”,你的地图将依赖于公海。为使创意工坊上传成功,你需要在任务脚本中设置以下变量: RequiresHighSeas = true **程序化地形与变形** 无需精确点击每个顶点,即可创建多种形状和图案。为此,请使用地形改造控制台命令。该命令的第一个参数是脚本路径,第二个参数(该行的其余部分)是要在该脚本中执行的任意 Lua 代码。系统包含一个名为 shapes 的脚本。Lua 内置了文档,可通过以下方式访问: terraform scripts/shapes.lua Help() 执行该命令将显示可用于创建和操作形状的函数名称,这些函数名可传递给 Help 函数以获取更多详细信息。例如,Help("Circle")。每个函数都有默认参数,因此你可以了解其功能以及合理的参数设置。如果执行命令后结果不符合预期,可以撤销操作。 形状和波形会在光标位置创建新的地形块。变换函数将相对于光标位置对当前选择区域进行操作。 形状 Rectangle(width, height) 在光标位置创建一个矩形。如果未指定高度,则创建一个正方形。 Circle(radius, step, solid) 在光标位置创建一个圆形。step 参数用于设置使用的顶点数量(数值越低,顶点越多)。若将 solid 参数设为 Hollow,将生成指定大小的洞穴。 Ellipse(a, b, step, solid) 在光标位置创建一个椭圆,其中 a 为水平范围,b 为垂直范围。step 参数用于设置使用的顶点数量(数值越低,顶点越多)。若将 solid 参数设为 Hollow,将生成指定大小的洞穴。 terraform scripts/shapes.lua Ellipse(800, 600, 60, Hollow)

Polygon(边数, 半径) 创建具有指定边数和半径的正多边形。 Star(点数, 外半径, 内半径) 创建具有指定点数以及内、外半径值的正星形。 Cog(每个齿的顶点数, 齿数, 外半径, 内半径) 创建一个齿轮形状。每个齿的顶点数用于定义分辨率高低。 terraform scripts/shapes.lua Cog(4, 6, 800, 600)

波浪 正弦波(振幅,波长,步长,周期) 创建分段的正弦波。步长参数设置使用的顶点数量(值越低表示顶点越多)。分段数量由周期参数设定。 地形脚本/shapes.lua 正弦波(300, 1000, 60, 4)

StepWave(步长,步高,层级,周期) 创建分段的渐进式阶梯波(台阶)。分段数量由周期参数设定。 TeethWave(平坦长度1,步长,步高,平坦长度2,周期) 创建分段的重复斜角齿图案。分段数量由周期参数设定。 地形脚本/shapes.lua TeethWave(400, 100, 200, 300, 4)

变换 旋转(角度度数) 将当前选中的方块围绕光标旋转指定角度度数。 地形生成脚本/shapes.lua 阶梯波(200,150,3,4) 地形生成脚本/shapes.lua 旋转(45)

Scale(x, y) Scale the current selection of blocks around the cursor by x horizontally, and y vertically. Translate(x, y) Translate the current selection of blocks by x units horizontally, and y units vertically. Prop Mode The prop mode is for placing detail in the world, such as metal ore deposits, trees, rocks, grass, and dinosaur bones. Texture selection is done by the HUD. These do not interact with anything during the game, but can be turned on and off by the mission script. PlacementLeft click in open space to create a new prop using the current texture. Left click on it again to select it. Once selected you can left click anywhere to move it. Left click selects other props, and right click deselects. Layer and Render OrderThere are three layers which control when props are rendered relative to background blocks, foreground blocks and structures. 1 = Background, 2 = Midground, 3 = Foreground. Within these layers the props can be ordered with the Ctrl+, (comma) and Ctrl+. (period) keys. Tile Mode (currently broken)To allow rapid placement of grass, rocks, etc. Use the T key to toggle tile mode. In this mode, you can click a sequence to create the props. You can snap to ground nodes to fix it to the surface. Right click will end the sequence. ManipulationRotate prop => Hold the R key and move the mouse cursor. Resize prop => Hold the Ctrl+X key and move the mouse cursor. Remove prop => The Delete key will delete the current prop. Structure and Device Modes Building structures, and devices (which includes weapons), is the same as in the normal game, with the following additions: Alt + 0 => Create for Team None (the neutral team) Alt + 1 => Create for Team 1 Alt + 2 => Create for Team 2 Ctrl + Space => Toggle the simulation Ctrl + Delete => Delete all structures Once a joint is selected you can perform operations on the structure connected to that node: Backspace => Delete selected structure H => Mirror selected structure horizontally Ctrl + C => Copy selected structure to clipboard Ctrl + V => Paste clipboard to mouse position M (hold) => Move selected structure to mouse position Changing the Environment You can change the environmental theme for a map after creation by using the following command in the console (for example): set_background alpine The available environments are currently: alpine canyon desert fields midwest Polluted TrainingGround You can use a Workshop environment mod in the same way. Just use the published Workshop id of the mod instead of one of the above built-in environments. For example: set_background 1308302446 Some props may be broken by this command, if a texture with the same name is not found in the new background. The Moonshot DLC added several new environments that are hidden within pack files. These can be set in the same way using the names below. Using them will make your map Moonshot dependent, showing a blue icon and requiring the player or host to own the DLC. dlc1_indo dlc1_japan dlc1_newzealand dlc1_oz dlc1_oznight The High Seas DLC includes a large number of ocean based environments. These are also in pack files, and can be set using the names below. Using them will make your map High Seas dependent, showing a dark blue icon with a yellow anchor, and requiring the player or host to own it. dlc2_oceans_battleskies dlc2_oceans_clear dlc2_oceans_hazy dlc2_oceans_hazystorm dlc2_oceans_island dlc2_oceans_islets dlc2_oceans_oilfields dlc2_oceans_ominousskies dlc2_oceans_rain dlc2_oceans_sepia dlc2_oceans_smokestack dlc2_oceans_storm dlc2_oceans_stormhorizon dlc2_oceans_sunbeam dlc2_oceans_sunset dlc2_oceans_sunsetorange dlc2_oceans_volcano Setting map details By default a map will show up in sandbox, skirmish and multiplayer. To show up in skirmish mode, however, you must record at least one AI fort for at least one side - see the section below. If you want to restrict the map to only certain modes, open the maps mission Lua script and edit the following flags to false as appropriate. Sandbox = true Skirmish = true Multiplayer = true You can also give the map a different display name using wide characters by setting the DisplayName value in the displayname.lua script as below. Beware that map names may not display correctly depending on the characters used and the language loaded. Ordinary alpha-numeric characters will always display correctly. DisplayName = L"Vanilla" If you want to give the map names for different languages, you can set the variable like below. Supported languages can be found in the data/mods folder with the language- prefix. DisplayName = { ['English'] = L"Vanilla", ['Chinese'] = L"香草", } An author and description can be be specified using the following variables. These will show up in the map selection screen. Author = L"[DEV] BeeMan" DescLine1 = L"A fast and frantic 3v3" DescLine2 = L"There are extra mines in a difficult position" Supporting Skirmish & Multiplayer Recording AI Forts The AI follows a pattern you record while building a fort. To record a new AI fort for a custom map, go to the main menu and select Sandbox. Select the map and start, then follow these steps: For Co-op (records a script to control all forts) Left click on a joint owned by the team you want to make the fort for Make sure nothing is selected by right clicking in space Drop the console by using the ~ (tilde) key, usually left of the 1 key, or F3 Type record and hit enter. This will start a new AI fort and assign it an unused number. Build your fort as you like, in a sensible order. Quit out of Sandbox For Team Death Match (records a script to control one fort) Follow the same instructions except have a joint of the fort you want to build for selected when you type record. Set up the FortGroups table in the map's mission script if there is more than one fort configuration. By putting identical forts in the same group they will randomly select their shared AI fort scripts. See Stalactites 4v4 for an example (below). The first parameter to TeamFort is the team, the second is the fort number shown at the top left of each fort in the map editor. FortGroups = { { TeamFort(1, 1), -- low forts team 1 TeamFort(1, 2), TeamFort(2, 1), -- low forts team 2 TeamFort(2, 2), }, { TeamFort(1, 3), -- high forts team 1 TeamFort(1, 4), TeamFort(2, 3), -- high forts team 2 TeamFort(2, 4), }, } You can test it by going to Skirmish and putting the player on the other side. Better yet, restart Sandbox, select a joint of the same fort, and enter build_fort [name] into the console, where [name] is the number or name assigned to the fort on record. Typically build_fort 1, if it's the first fort, for example. Here are some tips for making good AI forts: Build as if you are playing a battle Defend the reactor against AP snipers immediately if necessary Be more defensive than usual (sniper and mg nests early) Try to keep the structure stable at all times Avoid making anything that falls off Put cross braces in low and early There is no time pressure, so don't rush, but... Remember to build enough resource generation Use Ctrl + KeyPadPlus, Ctrl + KeyPadMinus to speed up/slow down time Supporting Both the Classic Game and Tons of Guns Tons of Guns is implemented as a mod to the classic game, called weapon_pack. Because of the many differences, we have made the AI fort scripts work only for the mode they were recorded in (classic or Tons of Guns). If you want the AI to work in both the classic game, and with the Tons of Guns mod enabled, you'll need to record fort scripts with weapon_pack on and off. You can do this by setting or clearing the Tons of Guns mod when entering Sandbox. The game will write RequiredMods = { "weapon_pack" }; into the AI fort script to indicate that it only works when Tons of Guns is enabled. Map and AI Fort Refinement Once you have recorded an AI fort, deleting any joints or devices referenced by that fort will cause problems for it. Additions are usually fine, except that new devices can obstruct the AI during play. If you want to change part of the AI fort after recording you can run it in Sandbox mode by selecting the appropriate team and using build_fort [name]. [name] is the alphanumeric string given to the recording. This can just be an auto-assigned number (e.g. 1). When you get to the point you want to intervene, use the record command again and start building where the AI left off. Quit the Sandbox to save the changes. Ctrl+KeyPadPlus/Minus can be used to speed up and slow down time. Renaming and Deleting AI Forts When you use the record command a Lua file will be created or overwritten in the map's folder. If you make a mistake you can delete the files you created, or rename the suffix (the last part of the filename). Using record with the same name (suffix) will overwite the old file. As an example, if I use record in Sandbox with a fort selected, a file such as this will appear when I quit: fort-t1f1-Ledge Grab-1.lua The second part tells the game which team it was recorded for, and which specific fort, the third part is the mission name, and the suffix is the script name. This last part can be renamed to something that means something to you, perhaps a description of which weapons it uses: fort-t1f1-Ledge Grab-2Cannon1Laser.lua Symmetrical Maps If your map and structures are pretty much symmetrical, you can make your AI forts mirror automatically. You need to navigate to the data/maps folder and edit the mission lua file in the map's directory. For example maps/data/Vanilla/Vanilla.lua. add the following line: Symmetrical = true If you now save the map and it's not symmetrical it will tell you if it's not, and what's causing the problem. You can also use check_symmetric in the console to do the same without saving. It will list up to 10 differences and highlight all suspect positions briefly. To make sure ground devices and weapons are symmetrical you can create them all for one side, then select each one and press Ctrl+M to create a mirror for the other side. Importing Standard Forts and AI fort scripts Making a variety of AI fort scripts for your unique starting forts can be quite a lot of work. If you do not need or want to design your own, you can use the ones we included with the game. This will give your forts one or more AI patterns in both the classic game, and Tons of Guns. When we add new fort scripts, they'll automatically be used by your map. This is the process: Use the import console command to copy in the prefabricated forts that you want Set the pasted ground texture to make it conform, if necessary Arrange the map as usual, copying, moving, mirroring, and changing the team of the imported forts as appropriate. Do not edit the imported forts! Group the identical forts using the FortGroups table in the mission script (see above) In each sub-table of the FortGroup table, add the relative paths to the shared AI fort scripts that you want to use The available forts that can be imported are the subfolders found in the ai/forts folder. Each folder has a preview image of fort's design. For example import ai/forts/vanilla will paste the common standing fort used in Vanilla 4v4 and many others, plus the surrounding ground. Try not to add ground close to the fort, as this may block the AI as it's building. An example FortGroup table can be seen below. This is from the Meat Shield 3v3 Workshop map where there are three different standard forts imported in a symmetrical map. You'll notice the path added includes a subdirectory of the fort with a category based on range. There are mid and long categories. This is so, for example, in a long range map you don't have the AI building mortars that can't reach. In mid range maps you can typically add both the mid and long categories, since the weapons in the long forts are still useful at midrange. FortGroups = { { TeamFort(1, 1), -- ledge forts team 1 TeamFort(2, 1), -- ledge forts team 2 "ai/forts/ledge/long", }, { TeamFort(1, 2), -- hanging forts team 1 TeamFort(2, 2), -- hanging forts team 2 "ai/forts/hanging/long", }, { TeamFort(1, 3), -- vanilla forts team 1 TeamFort(2, 3), -- vanilla forts team 2 "ai/forts/vanilla/long", }, } Fort Order in Team Death Match When there are more forts than players in team death match the surplus forts will be deleted. You can determine which by setting up a FortOrder table in the mission script. This basically tells the game which forts to put players and AI into first. FortOrder = { { 1, 4, 3, 2 }, -- team 1 fort order { 1, 4, 3, 2 }, -- team 2 fort order } Standard Ships for High Seas If you would like to use the ships we have built for the High Seas campaign and skirmish maps, you can use the import console command. For example: import mods/dlc2/ai/forts/Battleship The following paths are accepted: mods/dlc2/ai/forts/Battleship mods/dlc2/ai/forts/Carrier mods/dlc2/ai/forts/DefenceTug mods/dlc2/ai/forts/Dreadnought mods/dlc2/ai/forts/FortMid mods/dlc2/ai/forts/FortShafts mods/dlc2/ai/forts/Gunboat mods/dlc2/ai/forts/MissileShipYou are also able to apply the AI scripts we have made for these, using the following paths within the appropriate FortGroups table. mods/dlc2/ai/forts/Battleship/long/easy/fort-t1f5-dlc2Template-Battleship-easy.lua mods/dlc2/ai/forts/Battleship/long/fort-t1f5-dlc2Template-Battleship.lua mods/dlc2/ai/forts/Battleship/long/fort-t1f5-dlc2Template-Battleship2.lua mods/dlc2/ai/forts/Battleship/long/fort-t1f5-dlc2Template-Battleship3.lua mods/dlc2/ai/forts/Battleship/runway/fort-t1f1-dlc2 Skirmish 16-1.lua mods/dlc2/ai/forts/Carrier/long/easy/fort-t1f4-dlc2Template-Carrier-easy.lua mods/dlc2/ai/forts/Carrier/long/fort-t1f4-dlc2Template-Carrier.lua mods/dlc2/ai/forts/DefenceTug/long/easy/fort-t1f4-DefenceTug-Easy.lua mods/dlc2/ai/forts/DefenceTug/long/hard/fort-t1f4-DefenceTug-Hard.lua mods/dlc2/ai/forts/DefenceTug/long/normal/fort-t1f4-DefenceTug-Normal.lua mods/dlc2/ai/forts/DefenceTug/mid/fort-t1f2-dlc2Template-DefenceTug.lua mods/dlc2/ai/forts/Dreadnought/long/easy/fort-t1f6-dlc2Template-Dreadnought-easy.lua mods/dlc2/ai/forts/Dreadnought/long/fort-t1f6-dlc2Template-Dreadnought.lua mods/dlc2/ai/forts/FortMid/long/easy/fort-t1f4-dlc2 Skirmish 14-Munitions-easy.lua mods/dlc2/ai/forts/FortMid/long/fort-t1f4-dlc2 Skirmish 14-Factory.lua mods/dlc2/ai/forts/FortMid/long/fort-t1f4-dlc2 Skirmish 14-Munitions.lua mods/dlc2/ai/forts/FortMid/low/easy/fort-t1f2-dlc2Template-firebeam-easy.lua mods/dlc2/ai/forts/FortMid/low/fort-t1f1-dlc2Template-cannon.lua mods/dlc2/ai/forts/FortMid/low/fort-t1f1-dlc2Template-cannon20mm.lua mods/dlc2/ai/forts/FortMid/low/fort-t1f2-dlc2Template-firebeam.lua mods/dlc2/ai/forts/FortShafts/long/easy/fort-t1f1-dlc2 Skirmish 12-DG-easy.lua mods/dlc2/ai/forts/FortShafts/long/fort-t1f1-dlc2 Skirmish 12-DG.lua mods/dlc2/ai/forts/FortShafts/long/fort-t1f1-dlc2 Skirmish 12-OL.lua mods/dlc2/ai/forts/Gunboat/long/easy/fort-t1f3-dlc2Template-Gunboat-easy.lua mods/dlc2/ai/forts/Gunboat/long/fort-t1f3-dlc2Template-Gunboat.lua mods/dlc2/ai/forts/Gunboat/long/fort-t1f4-dlc2Template-20mm.lua mods/dlc2/ai/forts/Gunboat/long/fort-t1f4-dlc2Template-Cannon.lua mods/dlc2/ai/forts/Gunboat/long/fort-t1f4-dlc2Template-Deckgun.lua mods/dlc2/ai/forts/MissileShip/mid/fort-t1f1-dlc2Template-1.lua These AI scripts can now be randomly selected within a difficulty folder, like this: FortGroups = { { TeamFort(1, 1), TeamFort(2, 1), { "mods/dlc2/ai/forts/DefenceTug/long/easy", "mods/dlc2/ai/forts/DefenceTug/long/normal", "mods/dlc2/ai/forts/DefenceTug/long/hard", }, }, }

虚拟存在
2026-02-13 16:00:19 · 发布在 「Football Manager 2023」
如何更改用户数据位置(存档文件、自定义图像、皮肤)

如果你在《足球经理2023》默认安装的驱动器上可用磁盘空间不足,可以考虑将其更换到另一个驱动器。本指南将向你展示具体操作方法。 如何在《足球经理2023》中更改存档文件夹和图形文件夹 在《足球经理2023》中,如果你进行长期存档,存档文件会变得非常大;而且如果你喜欢安装自定义图形,如队徽和球员头像,它们也会占用大量磁盘空间。如果你在《足球经理2023》默认安装的驱动器上磁盘空间不足,可以考虑将其更换到另一个驱动器。这段短视频将向你展示具体操作方法。

虚拟存在
2026-02-13 16:00:19 · 发布在 「Tomb Raider」
获取所有成就的通关说明与建议

获取游戏中所有成就的详细说明和通关建议。 前言

您好,尊敬的读者!在本指南中,我尽量收集了当前最新且经过优化的成就完成方法。尽管这款游戏在撰写本文时已发行6年,但游戏中仍存在一些可能会让普通玩家感到困惑的地方。我会尽可能详细地为大家进行解析。完成单个成就并不困难,但要达成100%成就则需要大量时间,尤其是涉及多人联机的部分。如果你立志解锁所有游戏成就,衷心希望我的指南能为你提供帮助。总成就数:50 单人游戏成就:35 秘密成就:3 网络成就:15 获取全部成就的预计时间:50小时 最低通关次数:1 存在bug的成就:无 “一位著名的旅行者曾说:‘非凡的并非我们本身,而是我们所做的事。我踏上了寻找自我与冒险的旅程。然而,冒险却主动找上了我。’”“在最艰难的时刻,当生命在眼前闪过时——我们会找到支撑自己的力量。那赋予我们前行的动力。” ——劳拉·克劳馥 剧情成就

A Survivor Is Born / Рождение легенды 完成游戏。 可在任意难度下完成游戏。

喋喋不休(Chatterbox / Болтун)(隐藏) 与“耐力”小队讨论所有事情。 该成就非常容易在游戏过程中获得。需要与所有角色交流,直到互动图标消失,否则将不得不重新通关游戏。 更新后(08.01.15),在“海滨森林”中与惠特曼的第二次对话可能不会出现。这种情况下,您可以跳过第二个任务点,继续进行游戏。在“悲伤海岸”与团队对话后,将获得成就。 **地点“海岸森林”**:在出发寻找零件之前,与惠特曼对话。 **地点“海岸森林”**:找到零件后,在升级鹤嘴锄之前,再次与惠特曼对话。 **地点“村庄旁的高地”**通过狼穴并为康拉德·罗特包扎后,与他交谈。 地点“村庄远景”:获得“彗星”(带绳箭矢)后,在出发寻找失事飞机机长前,与康拉德·罗特交谈。他会坐在营地旁。 地点“悲伤海岸”:在出发前往船只前,与萨曼莎、艾奥娜和雷斯交谈。 地点“悲伤海岸”。前往“耐力号”寻找亚历克斯之前,请与惠特曼、萨曼莎、艾奥娜和雷斯交谈。 地点“悲伤海岸”:将工具带回营地后,在前往“科学站”之前,请与惠特曼、艾奥娜和雷斯交谈。 收集品

Bookworm / 书虫 找到25%的文档。 需要收集14份文档

历史学家(Historian / Историк) 收集75%的文档。 需要收集41份文档。

遗物猎人(Relic Hunter / Антиквар) 收集25%的 artifacts(文物)。 需要收集11个 artifacts(文物)。

Archaeologist / Археолог 收集75%的 artifacts。 需要收集32个 artifact

Looking for Trouble / Трудный поиск 找到25%的宝藏。 需要收集19个宝藏

Bag Full O' Cache / Залежи 找到75%的隐藏宝藏。 需要收集57个隐藏宝藏。

One Smart Cookie / Хорошая мысль 探索秘密墓穴。

Intellectually Superior / Сила разума 探索所有秘密墓穴。 游戏中共有8个墓穴。

No Stone Left Unturned / Педант 找到所有文件、文物和宝藏。 游戏中有171个收集品。

未竟之事(Unfinished Business / Неоконченные дела):完成一项挑战。

难以置信!/ 不可思议! 完成所有试炼。 试炼的说明和通关方法见下方文章。 建议:为了更轻松地获取成就,建议探索游戏中的所有坟墓。部分坟墓中会有标记所有收集品的地图。此外,还可以学习“追踪”和“制图师”技能。“追踪”技能在使用感知时,会标记一定范围内的收集品。“制图师”——在地图上标记所有坟墓。 每个文档提供25点经验值,若收集齐某一类别下的所有文档,最后一个文档将额外提供500点经验值。 每个 artifact(文物)提供25点经验值,若收集齐某一类别下的所有 artifact(文物),最后一个 artifact(文物)将额外提供500点经验值。 每个 тайник(宝箱)提供5点经验值,收集齐所有 тайник(宝箱)后,最后一个还将包含1000个零件。 每个坟墓提供1250点经验值和250个零件。墓穴攻略 如果您在寻找墓穴时遇到困难,建议参考本指南: https://steamcommunity.com/sharedfiles/filedetails/?id=180516714 失落冒险家之墓(Tomb Of The Lost Adveturer)(DLC) 位置:“海滨森林”

《被弃者之墓》/ Tomb of the Unworthy 位置:“山村” 飞升大厅 / Hall of Ascension 位置:“山村” 泪之井 / Well of Tears 位置:“废墟” 审判大厅 / Chamber of Judgment 位置:“废墟” 风暴守卫圣所 / Stormguard Sanctum 位置:“山林” 被淹没的宝库 / The Flooded Vault 位置:“悲伤海岸” 侍女神殿 / Temple of the Handmaidens 位置:“悲伤海岸” 试炼通关视频已内容来源于MssANA Charlie频道。如果你感兴趣,该频道还有许多其他游戏的详细攻略。 为方便查看,可在地图上查看统计数据和试炼名称。默认按键为TAB。 强化与技能

Clever Girl / Умница 习得同一类别下的所有技能。

Lethal / Умелец 习得所有类别中的全部技能。 游戏中共有24个技能。

Now We're Getting Serious / Теперь все серьезно 将一种武器提升至完美。 需要为一种武器获取所有改装配件。

专家(The Professional) 精通所有武器。 需要获取41个改装件。

拾荒者 / Руки загребущие 收集5000个零件。 零件可从箱子、被击败的敌人身上获取,若升级“拾荒”技能,还可在狩猎时获得。

挑剔的选择 搜索200个敌人的尸体。 建议:为了顺利通关,建议优先升级弓箭。大部分无需购买的改装件会随着游戏进程逐步解锁。搭配“箭矢回收”技能,游戏中几乎能生成无限弹药,这将显著降低高难度下的通关难度。此外,建议尽可能搜查所有敌人并打开所有箱子,因为其中可能藏有用于升级的武器零件。 击杀敌人

蟹饼/蟹棒(隐藏) 击败螃蟹菲菲。 地点“悲伤海岸”。需要击败任意一只螃蟹。

大型猎物猎人 在“滨岸森林”区域,击杀10只大型动物(鹿、野猪、狼)。可在与惠特曼对话前完成。

Tastes Like Chicken! 刷新10只小型动物(兔子、鸡、老鼠)。 地点“山村”。营地附近会出现很多鸡。

羽毛掸子(Feather Duster / Птицелов) 为10只鸟类(乌鸦、海鸥、狮鹫)进行清洁。 地点:“滨水森林”。在第一个营地附近,会出现约5只乌鸦。

Sharp Shooter / Соколиный Глаз 在单人游戏中用爆头击杀50名敌人。 建议与成就“оппортунизм”和“хищник”一同完成。

Predator / Хищник 使用弓箭击杀50名敌人。

精准射手(Equalizer) 使用步枪击杀75名敌人。

黑百合/碎肉 使用霰弹枪击杀40名敌人。

神枪手(Gunslinger / Стрелок) 用手枪击杀35名敌人。

Epic Fumble / 哎呀! 敌人必须掉落炸药,使其爆炸杀死两人。 详见建议。

过来吧! 用绳索将5名敌人从悬崖上拉下来。 详见建议。

机会主义者(Opportunist / Оппортунизм) 悄无声息地消灭25名敌人。 可使用弓箭进行隐秘击杀。

Down and Dirty / 肮脏的工作 消灭15名敌人。 消灭敌人,最简单的方法是在“闪避攻击”后进行。

神射手(Deadeye / Верный глаз) 击落10名绳索上的敌人。 游戏中的第一批绳索出现在“高山基地”区域。在“贫民窟”中最容易完成。

前冒险家 / 老兵 通过闪避攻击命中25名敌人。 需要升级“闪避攻击”技能,并使用该技能命中25名敌人。

Boom Goes the Dynamite / Сейчас рванет!(秘密) 击中飞行中的炸药桶。 参见建议。 建议:所有与使用特定类型武器击杀敌人相关的成就,以及通过闪避攻击和终结敌人获得的成就,都可以在游戏过程中轻松完成。需要注意的是,当游戏角色死亡时,进度不会保存。 其他成就在“贫民窟”区域最容易完成。与格里姆交谈后,我们将不得不抵御一波敌人。此时非常容易完成成就“Сейчас рванет”“Упс!”“Верный глаз”。 成就“Сейчас рванет”——需要用霰弹枪射击飞行中的炸药。完成起来相当简单,因为霰弹枪的散射范围很大。 成就“Упс!”——要完成该成就,需要用霰弹枪射击敌人。此时他会将炸药从手中掉落。霰弹枪本身并非致命武器,很难用它杀死任何人。该成就的难点在于,炸药可能无法波及到附近的敌人。 接下来剧情中,在关卡的最后部分,还会有另一个敌人波次区域。在那里可以完成成就“Ближе, бандерлоги!”,并完成“Верный глаз”的解锁条件。 成就“Ближе, бандерлоги!”要完成此任务,需要将敌人从对面的平台上拉下来。要求他们必须从平台上坠入深渊,但有时很难做到,因为敌人经常会用身体抓住物体。如果遇到困难,可以观看视频https://www.youtube.com/watch?v=8p_sUVWtxfk。多人游戏

冒险者 / 冒险 在所有网络模式中完成一场比赛。 可由一名玩家完成。需要创建私人游戏并依次选择所有模式。 重要提示:在部分模式中需要为每一方完成比赛。否则进度将不会被记录。可在“成就/失败”部分查看自己的进度。

Artilleryman / Артиллерия 在网络游戏中使用炮塔炮火消灭20名敌人。 完成此成就需要一位伙伴。创建私人游戏,选择“团队”模式,地图为“地下”。潜艇上会有一座炮塔,用它击杀伙伴20次即可。

Down Boy! / Давай вниз! 在多人游戏中消灭挂在绳索上的敌人。 达成该成就需要队友配合。创建私密游戏,选择“团队”模式,地图为“地下”。武器选择弓箭,因为它能对目标造成范围伤害,弓箭的强化选择增加伤害和拉弓速度。站在绳索下方瞄准队友,在队友沿绳索下滑的瞬间向其射击。

Entrapment / Попался! 在多人游戏中用陷阱困住敌人。 达成该成就需要一位队友。创建私密游戏,选择“团队”模式,地图为“地下”。在幸存者基地附近,靠近车辆的位置有一根绳子。靠近绳子并设置陷阱,让队友从上面走过即可。

Escapist / Везунчик 在网络游戏中承受10次爆炸后存活。 单人即可完成。创建私密游戏,选择幸存者阵营。需要在角色技能中选择“爆炸抗性”。然后用榴弹发射器(3号键)向自己脚下射击。可以通过打开零件箱来补充弹药。

Good Samaritan 在网络游戏中救助队友。 达成此成就需要队伍中有2名好友。创建私密游戏,选择“救援”模式。一名好友选择兄弟会阵营,另一名好友选择幸存者阵营,与你组队。接下来,兄弟会阵营的玩家需要攻击幸存者阵营的玩家,直至其倒下。你需要治疗该队友。

Sole Survivor / Последний герой 成为团队竞技中唯一未死亡且未受伤的队员。 可在在线或私人游戏中完成。只需躲藏起来不被击杀即可。若与好友一同完成,只需让队友击杀幸存者即可。该成就获取难度较低。

Lights Out / Стальной кулак 在网络游戏中徒手击败10名敌人。 完成该成就需要队友。创建私人游戏。最好从背后击杀,因为处决动画会立即触发。

Master Blaster 在网络游戏中用一次爆炸消灭2名敌人。 达成此成就需要2名好友。创建私人游戏,选择除“救援”外的任意模式。选择任意阵营,关键是让你的好友选择对立阵营。之后需要通过手榴弹爆炸或地图上的爆炸桶炸死他们。

在多人游戏中,使用抓钩三次从死亡边缘逃生。 可单人完成。创建私密游戏,选择“团队”模式,地图“村庄”。在该地图的绳索附近有燃烧的建筑残骸。站到火中,等待屏幕变灰后,迅速跳上绳索并使用抓钩。

获取网络游戏的新英雄。首个英雄大约需要200-300个零件。

On My Way Up / Восхождение 在网络游戏中达到10级。 请参阅网络游戏建议。

Shopaholic / 购物狂 获取网络游戏中的所有改装和所有英雄。 需要购买游戏中除“兄弟会阵营指挥官”外的所有改装和角色,这大约需要230,000个零件。有关刷取方法,请参阅网络游戏的建议说明。

我就是最棒的!/ 确实如此! 在每个在线模式中赢得一场排位赛。 要完成这个成就,我们需要4位好友。遗憾的是,除此之外无法启动在线模式,因为目前无法匹配到游戏。接下来只需在每个模式中进行游戏即可。另外,如果你想更快完成,只需让对手退出游戏,你就能自动获得胜利。这可能只能成功一次,所以我建议在“拯救”模式下使用此方法。

True Commitment / Призвание 在多人游戏中达到60级。 详见多人游戏建议。 多人游戏建议 为获取游戏成就,大部分游戏时间将用于多人游戏。目前,无论是排位赛还是快速匹配都很难匹配成功。即便成功匹配,多数情况下也会遇到1-2名作弊玩家,他们会破坏你的数据统计和游戏体验。因此,玩家们大多更倾向于在私人游戏中获取成就。 此外,如果你喜欢这款游戏,并且也想在多人模式中体验,但又不想与作弊者同场竞技,你可以添加名为Stefka的玩家。他运营着一个《古墓丽影》诚信玩家聊天群,同时也制作了大量与该游戏相关的内容。在聊天中,你可以找到获取成就的队友,也可以只是为了一起游戏。 经验值获取 在《古墓丽影》的多人部分,玩家的特定行为会获得经验值。完整列表可在“成就/失败”部分查看。此外,在“试炼”标签中可以查看一次性条件,完成这些条件可获得经验值。在此标签页中,需要注意名为“Плюшкин”和“В крови”的两个条件。完成这些挑战可获得总计60,000经验值,这可能会提升1-2个等级。 达到60级需要获得1,771,100 XP。游戏中还有声望等级,其核心机制是:当你的账号达到60级后,你可以获得一点声望值。如果您同意接受这些条件,账号等级将降至1级,您的武器和改装将被重置。仅保留角色和零件。要达到游戏中的最高等级,大约需要6,932,780经验值。

经验获取方法 目前我可以总结出三种经验获取方法,分别是单人、双人及三人模式。 **单人模式**:需要创建私人游戏,选择“救援”模式。在大厅设置中,将时间和急救包收集数量调至最大,然后选择幸存者阵营。接下来只需将急救包运送回基地即可。若要提升获取的经验值,可采用“短/中/长距离跑”技巧。其核心在于,在特定距离外扔下医疗包,然后再次拾取。通过这种方式,单个医疗包可获得775 XP,医疗包本身还能提供750 XP。平均每回合可获得27000 XP。组队:创建私人游戏并选择“个人竞技”模式。你和队友必须选择幸存者阵营。在游戏设置中调至最大击杀数和最长比赛时间。然后只需互相寻找并用火箭筒射击对方腿部。如果选择“地下”地图,20分钟内可以互相击杀约70-80次。平均每场游戏可获得70,000至90,000 XP。目前这是最快且最多样化的账号升级方法。 可以观看视频了解流程:https://www.youtube.com/watch?v=0MgwGwLOp-s 三人组队法:我自己没试过这个方法,但还是会描述一下。操作步骤如下: 1. 创建私密游戏,选择“团队游戏”模式。 2. 你选择任意一方,你的朋友选择对立一方。 3. 你需要站在敌方复活点并击杀他们。 4. 当然,这样做有难度,但并非不可能。与此同时,当你刷经验时,你的朋友们可以去做自己的事情。具体的经验数值不好说,但总体上比组队刷公共汽车(bus)要少一点。我不推荐这种方法,因为在某些地图上很难摸到敌人的复活点。 刷零件 这是游戏中最日常的活动。为了从刷零件的过程中获得最大收益,我们需要“仔细搜索”技能。接下来创建私人游戏,选择“救援”模式,地图“地下”。在比赛设置中,将游戏时间和比赛数量调至最大值。然后只需四处跑动收集零件。该地图共有5个箱子,呈圆形分布。跑完一整圈后,你拾取过的1个箱子会重新刷新。这样一来,每个箱子可获得210至300个零件(无技能时为110至170个)。每轮可收集11000至26000个零件。因此,7轮可获得77000至182000个零件。 完全升级装备和购买所有角色大约需要230000个零件。因此,通过3小时的常规刷取,即可获得所需数量的零件。

总结 希望我的指南能帮助你达成100%的游戏成就。有些内容描述得略显模糊,但或许这不会妨碍你达成最终目标。

虚拟存在
2026-02-13 16:00:18 · 发布在 「超击突破」
5级前的制作配方表

本指南包含5级武器和 armor 的制作表! 简介 众所周知,玩游戏很有趣!而和朋友一起玩合作模式更有趣! 因此,为您推荐我们温馨的 Discord 服务器 https://discord.gg/ETtH5ax6QM 5级武器

5级护甲

5级头盔

5级背包

虚拟存在
2026-02-13 16:00:18 · 发布在 「Beasts of Bermuda」
掘奔龙洞穴指南

本指南将教你如何以《百慕大野兽》中体型最小的恐龙——掘奔龙(Oryctodromeus)的身份生存并发展壮大。无论你是 solo 游玩还是组队游戏,本指南都将为你介绍只有掘奔龙才能使用的技巧和窍门。 简介: 许多《百慕大野兽》的玩家都看不起掘奔龙:它生命值低、速度不快,还很容易被其他恐龙一击秒杀。 掘奔龙唯一的优势就是其独特的地下挖洞能力。但很多玩家没有意识到,如果能充分发挥这种挖洞机制的潜力,掘奔龙将成为游戏中生存能力最强的角色。 在本指南中,我将为你展示打造属于自己的迷你“文明”的方法。第一部分:掘穴大师 随着近期更新,“掘穴大师”天赋对于专玩掘奔龙的玩家而言变得至关重要,它能加快农场的建造速度,并能将稀有装饰物迁移至主要洞穴室,无需小心翼翼地在其周围挖掘。

成功经营奥里农场的主要要素如下: - **土豆农场**(为幼崽提供食物,并在风暴或围攻期间防止饥饿)。 - **蓝水晶农场**(提升舒适度!)。 - **黄瓜农场**(干旱期间补充水分)。 - **盐场**(当其他盐源不可用或距离洞穴较远时非常有用)。 其中最为关键的是蓝水晶农场。原因在于:水晶是一种奢侈品,能显著加快恐龙的生长速度,并且当迅猛龙出现时,你还可以将其用作谈判筹码。 有一次,我和朋友成功抵御了迅猛龙的入侵,正是因为我们维持着一个巨大的水晶农场。迅猛龙不希望我们离开,因为如果没有奥里在那里刷新洞穴,洞穴就会消失。### 小节:替代种植方法 若你尚未在“洞穴大师”天赋上投入点数,仍有其他(尽管耗时)方法可在洞穴中建立农场。 一个鲜为人知的技巧是:挖掘一块泥土,将其重新填回,然后再次挖掘,这样可以改变该方格中生成的物品。这使得掘奔龙能够为不同资源建立特定的洞穴,或按自己的意愿装饰洞穴。 唯一的问题是,每次挖掘方块时,不同物品的生成概率不同。不过好在土豆的生成频率相当高,因此在同一块泥土上挖掘并重新填充几次后,通常就能出现土豆。注意:如果你正在使用此方法,却发现同一个物品反复生成,那么在挖起泥土块前请等待几秒钟,你可能挖得太快了! 以下是我更改生成物品的示例。看到这块泥土了吗?默认情况下使用左键点击即可挖起它。

[/previewicon]

一个骨头装饰! 现在我有了一些泥土,只需右键点击就能替换泥土,再左键点击就能重新挖起来。重复这样做可以改变那个方块中生成的东西。

挖掘泥土方块时,土豆和黄瓜是较为常见的生成物品,这使得搭建基础农场来获取食物和水源变得简单。不仅如此,奥里斯人(Orys)还能建造属于自己的舒适水晶农场和盐场!

现在要记住,土豆提供的食物量不多,且无法提供任何饱食度。通常情况下,大约需要20x20格的空间专门种植土豆,才能填饱一只ory的肚子(这适用于0.9版本及以下的ory)。因此,如果你打算建造土豆农场,一定要建得大一些!如果你计划在地下度过大量时间,这会派上用场。即便如此,你可能仍需要返回地表补充绿色蔬菜,所以在单独的洞穴房间里储备一些绿色蔬菜或许是个不错的主意。 第二部分:洞穴建造技巧 所有oryctodromeus(掘奔龙)都应遵循的一条经验法则是:切勿在显眼处建造洞穴。如果可以,在高草丛中、丘陵和山脉的岩石间,甚至是在树下挖掘你的洞穴。但一定要小心!成年迷惑龙能够连根拔起并吃掉几乎所有树木,如果附近有迷惑龙,它们可能会直接掀掉你的洞穴掩护。 虽然活跃的洞穴会散发出容易被察觉的气味,但没有恐龙会一直释放气味(这会浪费能力耐力),因此隐藏你的洞穴能显著降低掠食者在四处游荡时发现它的几率。 洞穴规划:在你开始挖掘庞大的隧道网络之前,要注意可能会发生涨潮和灭绝洪水,因此选择洞穴位置时,确保它在挖掘范围内能够到达更高的地面,最好靠近山脉。为什么呢?因为在挖到海平面之前,你只能挖这么深,而那些深入地下的隧道在涨潮时会首先被淹没,导致它们在水位下降前无法居住。 不过,在山脉或山丘内部建造隧道系统,无论是在灭绝事件期间,还是有大型掠食者出没时,都能提供显著的优势。

不过,要留意你的泥土储存量!每次挖掘,你的小泥土罐都会被填满,最终你必须清空这个泥土罐,方法是离开你的洞穴。但这样做的缺点是,你在单个洞穴外堆积的泥土越多,留下的“证据”就越多。

所以,如果你打算进行大量挖掘,我建议你要么设置一个指定的洞穴,每次装满泥土罐后都从那里出来;要么如果你想保持隐蔽,就通过多个洞穴入口均匀地分散泥土。 额外部分:曙光角龙 曙光角龙本质上就是山寨版的掘奔龙。 你只能通过在泰坦尼亚地图上找到隐藏的金色曙光角龙雕像来变成曙光角龙,它可以在一个带营火的露营帐篷旁边找到。

尽管它们能够挖掘洞穴和踢沙,但这些能力已大幅减弱,并且无法使用“洞穴大师”等天赋。 奇怪的是,它们的天赋树似乎是奥里(Ory)天赋和维洛(Velo)天赋的混合体,拥有“杂技演员”(替代“洞穴大师”)、“巢穴掠夺者”(替代“储沙者”)以及“滑溜”(替代“尖牙”)等天赋。 奥罗(Auro)不仅更加脆弱且容易生病,它们的容器中只能容纳1份泥土,并且由于技能树中没有“洞穴大师”,所以无法容纳更多泥土。 总体而言,奥罗在任何方面都表现不佳,这也是它们作为AI生物而非当前官方可玩恐龙的原因。 未完待续...由于《百慕大野兽》是一款抢先体验游戏,因此必然会进行更新调整。只要我还是活跃玩家,本指南就很可能会随之更新。如果有人有任何想法或建议,欢迎在下方评论!

虚拟存在
2026-02-13 16:00:18 · 发布在 「Ori and the Blind Forest」
不朽、精英与超音速存档

你想在一次游戏流程中解锁所有这些棘手的成就,并且不想再次重玩。 没问题!只需下载并粘贴即可。 你需要做的就是找到游戏的存档文件夹,然后将提供的RAR文件内容粘贴到其中。 存档文件位置:Users/User/Appdata/Local/Ori and the Blind Forest 在进行所有操作之前,请确保备份你的进度并禁用Steam云存档。 存档文件有10个副本,所以如果你在使用其中一个时死亡,可以使用其他副本。 如果你用完了所有存档仍未能通过最终的逃脱战斗,请删除所有存档文件并重新解压RAR文件。只需完成最后的逃生序列即可。

再见!

虚拟存在
2026-02-13 16:00:17 · 发布在 「VEIN」
新手指南

给新手玩家的提示: 游戏秘籍: 1) **任何车辆的车灯可以不用关闭,不会消耗电池。但发动机必须熄火,否则会消耗燃油。** 2) **工业工具(工业扳手或大型角磨机)和小型工具最容易在丹莫尔的发电站找到。从监狱中部往下走,经过学校。如果没有钥匙,可以把车开到附近,然后跳过围栏。地标是大烟囱。**

3)游戏时间一个月后会停电。请提前做好准备。带几台发电机和几块太阳能电池板。太阳能电池板可以在鲍恩山公园找到。把它们固定在公交车顶部运输。还需要能量储存装置,可在你的实用工具制作菜单中制作,需要3个汽车蓄电池。顺便说一下,一块太阳能电池板可以连接两个储能装置。

4)武器在监狱里更容易找到,入口位于左下角有两个新闻公告牌的地方。那里有一个岗亭,亭内有打开大门的按钮。 5)一个绝佳的基地选址:在丹莫罗附近有一个带大房子的小岛,有一座桥通向小岛。在那里你可以随心所欲地行动,僵尸不会发现你,而且距离城市只有2分钟路程,简直是个作弊般的地点。

6)我在网上找到了一张带注释的交互式地图,它能帮你清楚了解各种物品的位置:https://vein-germany.de/map。虽然地图是英文的,但可以在浏览器中开启翻译功能,这样就能看懂了。 7)坚韧皮革只能从野猪身上获取,而且掉落率很低,所以要猎杀所有遇到的野猪并仔细搜索。之后需要在锻造炉处将皮革风干,这一过程在游戏内需要消耗约1小时的现实时间。皮革用于修理军用背包(我在游戏中找到的最大背包)。 8)游戏中有两个地方有提升技能的书籍,且每天更新一次。第一个是法院大楼,从监狱入口沿着这条路向下走,经过墓地后,左手边的建筑就是。那里还有警车,很容易找到。

第二家商店是克莱因的“Archey and bait”,在萨纳克入口处有一个书架。

9)如果遇到消防员,从他那里拿走手套。戴上手套后,你可以从铁匠铺拿起滚烫的金属锭而不用担心被烫伤。此外,在撬车时,手套还能保护你免受电击。或者,你也可以等待熔炉冷却后再操作。 10)如果你打算下水,记得从背包里取出所有电池,否则一旦你浑身湿透,电池就会短路。顺便说一下,长时间淋雨也会导致同样的情况。11) 制作系统中有一个工作台,可帮助破译书籍。也就是说,如果某本书需要80级才能使用,那么当你达到40级时就能解锁它。 我会持续补充这份指南,直至涵盖所有内容。

虚拟存在
2026-02-13 16:00:17 · 发布在 「英雄连3」
铭记历史故事 - 社区共同创作

“Lest We Forget”成就的信件背后故事及解锁方法 什么是该成就以及如何获取 在意大利战役中,无论是进行剧情任务还是遭遇战,战斗开始或结束时,加载界面会被士兵的信件替代。只要游玩足够多此类任务且不自动结算,最终就能收集到所有士兵故事。但需注意,若避开大部分战斗或采用自动结算,可能会在收集齐所需信件前就完成战役。 据我目前所知及在网上的发现,每次战役游玩过程中,进度会部分保留。具体是指:每次开始战役时,信件的出现顺序都会重置,这意味着你的第一封信件将始终是固定的,依此类推。不过,尽管顺序会重置,你仍需**寻找那些可能需要特定条件才能出现的信件**,例如: - 拯救卡西诺山 - 轰炸卡西诺山 因此,如果你某次拯救了卡西诺山并找到了对应的信件,之后就无需再次寻找该信件,但你需要通过存档或另一个游戏流程来获取轰炸卡西诺山的信件。本指南仍在完善中,目前正在收集该成就所需的足够信件和条件(我个人尚未解锁此成就,本指南基于收集到的信息编写。相比非线性单人模式,我更喜欢多人模式,而且在该成就的相关问题得到修复前,强行解锁它并非我的优先事项)。因此,非常欢迎任何形式的贡献,无论是提供信件内容,还是关于信息收集与呈现方式的建议,因为这个成就确实有些棘手。 进度更新 - 目前已收集到66封信件 信件(第一部分 - 50封信件)

Letters (Part 2 - 16 Letters)

技巧与窍门 如果你只是想刷成就并速通战役,以下是我目前总结的经验: 我不确定难度是否会对此产生影响,但为了确保有足够的战斗,我选择了最高难度。在此之后,SSF突击队和M29黄鼠狼装甲车会成为你的得力助手,这是因为突击队的爆破炸药技能几乎可以一击摧毁敌方指挥部。这也是为什么你还需要M29黄鼠狼装甲车(或呼叫M3装甲车)来突破敌方机枪的防御。采用这种方法,不仅能在遭遇战中快速获胜,所有支线目标也会自动完成,从而让你获得最大收益。此战术的一个关键升级是连队升级,它能让你所有部队以1级老兵身份开局,这样你就能迅速部署突击队。类似的战术也可以用在其他公司身上,我这么做只是为了增加一点游戏趣味性,因为游戏很快就会变得无聊,同时也能让战役战斗中有其他公司参与。因此,我鼓励大家发挥创造力。 总结: 尽可能多地进行小规模战斗 (最好)使用特种作战战斗群 使用SSF突击队的爆破炸药攻击敌方总部,并结合M29黄鼠狼装甲车进行运输 收集信件 获取收益