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公开内战SSE

作者:simtam
发布:LUOHUISHU98
发布日期:2019-12-20 00:07:31
更新时间:2019-12-20 00:07:31
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2.6.1
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

公开民兵大战

“这似乎是解决争端的最荒谬的方式。”


安装和“ Fortuna” OCW模式

(此说明部分随OCW 2.6.1一起添加;无论您是全新安装此Mod,还是它是某些modpack的一部分,甚至还没有看到此说明,都需要阅读)


如何判断已安装OCW:内战地图上将会有更多标志。 (大部分是土匪堡垒,例如苍白和温特霍尔德边境的费勒哈默堡,或裂谷的特雷瓦守望台)。同样,在2.6.x之前的版本中,激活内战地图标记将弹出菜单选择OCW难度。但这可能会在更高版本中移至其他位置,例如

默认的Fortuna模式具有默认难度。


OCW中有3种模式,您没有被任何一种锁定,但是建议您从默认(Fortuna)模式开始,以了解如何将切割内容战斗重新插入任务线。


 “ Fortuna”模式-没有战略要素,举行战斗的士兵人数几乎是随机的


“标准”模式-内战独立进行;在怀特伦战役之前,要塞可以改变剧变的派系;怀特伦(Whiterun)战役后,举行战斗的士兵编号与内战地图“战场位置”相关


“ Wargamer”模式-通过在内战地图上玩迷你游戏,几乎可以赢得内战,这几乎类似于Risk或Dice Wars棋盘游戏。或者,您可以让计算机玩这个游戏十转,然后查看它并没有发散性不平衡(这很糟糕,因为它是“标准”模式的基础)。


在OCW 2.6.1和更高版本中,如果您只是玩内战任务线,则OCW将采用“ Fortuna”模式,其中包含第一个剪切内容

要开始战斗,您需要在军营中与Rikke或Galmar交谈。


OCW mod描述的其余部分

(该描述与OCW 2.5.x版本系列中的时代相同,请随时阅读以了解标准和Wargamer模式的详细信息)


此mod使用原始战斗重新创建了内战任务线,而原始战斗是从发布的游戏中删除的。有了这个模组,在第一次Whiterun战斗之后,您将在每次征服的战斗中赢得一场城市之战。此外,敌人还将尝试入侵您的派系据点,并且您将能够通过城市防御战斗来阻止它。这样一来,直到除决赛之外的所有比赛都在您的手中,然后才开始进行决赛比赛,并像往常一样进行比赛。


战潮


根据设计,城市战斗从士兵总数的不同开始。开始战斗任务时显示“战斗优势= ...”通知:数字越大越好;反之则越多。负数表示敌人将有更多的士兵。谁先用尽援军,谁就输了。注意:在有围墙的城市(里夫登,马卡斯)中,只有在城门前的野战中是如此-内部仍然是“要么死要么就赢”的战斗,无数士兵重生。


战斗几率取决于当前的战略局势,您可以在任何内战地图上看到这一战略局势。您可以建议您的派系将军(Tullius或Ulfric)派您去进攻您偏爱的堡垒-但是,到达那里时,战争地图会有所改变。实际上,每次您到达另一张战争地图时,它都会略有变化。就在放置战争地图标志之后,“部队”标记便在地图上移动。这样的变化称为“一个(完整)转弯”:首先,敌方派系行动,然后是您的派系行动-类似于Dice Wars(链接到RPS的文章)


保持征服


通过与要塞军事营地的野战指挥官(Rikke或Galmar)交谈开始城市战斗。您可以告诉他们,您将抚养伤员-这将解决城市战“屏幕外”的问题,胜利者只是在开始城市战任务时将拥有更多士兵的一方。当另一个MOD破坏了特定城市的战斗时,或者如果您想回到自己的将军手中并要求再次征服,也建议使用屏幕外战斗。它还显示了更多用于计算战斗几率的统计数据:


攻击者力量(+玩家等级):防御者力量(+难度等级)

(力量是指属于该要塞的战争地图标志中各派别部队的总兵力)

在此示例中,攻击者掷出3个骰子,获得13分,防御者掷出9个骰子,获得30分。

“战斗优势”将为13-30 = -17。这相当于后卫的战斗几率约为3:1(赞!)



内战任务和要塞之战是可选的,但是如果您开始其中一项,建议您继续进行;如果物镜保持/保持将切换效忠,任务将被取消。每个成功完成的任务都会为玩家等级奖励增加1分。堡垒计入派系实力,因此赢得一场堡垒之战将获得2分(但仅在此保留战役中)

敌人反击


敌人也试图征服堡垒。在敌方撤退或获得防御权后,将在战争地图上将其标记为“竞争”,大约3圈。在此期间,如果您发现并与占领城市的指挥官交谈(通常白天在当地战争地图附近,在兵营或夜晚附近),则可以通过防御战斗任务解决该问题。在Markarth,作战室位于在宫殿房间的北翼)。考虑所有因素后,战斗赔率的应用方法相同。


幻想指挥官


您可以随时退出此“标准”模式并访问战争地图。在这种“ Wargamer”模式下,您可以控制转牌的播放时间;您可以移动派系部队;无需进行战斗保持,如果将“部队”移动到保持中的每个标志,它将在所谓的“剧变”中切换。即使您对战争游戏不感兴趣,也可能会发现如果出现问题并且没有备用游戏可以修复内战任务线的状态。



“ Wargamer”模式菜单-为内战地图标记激活:

取消-不执行任何操作或停止自动播放

手动-召集部队进行突袭或选择突袭目标(取决于轮到谁)

自动-让计算机AI完成当前回合

通过-结束当前回合,不再移动

(退出)-切换回标准模式


如何开始


通过激活战争地图上的任何标志来初始化战争游戏。然后您可以选择一个难度级别(新手-1,...,传奇-6)。它影响战斗几率,也影响战争游戏。在较高的难度下,您需要精通城市战斗,与敌人作战并同时保护您的士兵,或者切换到“瓦格默”模式并手动控制战争地图的“部队”取得胜利。


如果您根本不接触战争地图,那么在开始第一次城市战斗之前,最终会询问您难度级别。但是可以更早地激活它。当您忙于介绍性的内战任务时,有些保留权可以更改所有权,但是在怀特伦战役之前,不应进行任何城市战或防御战。直到那时,怀特伦(Whiterun)的主张仍然保持中立。此mod不会更改第一次Whiterun战斗;您的派系应该获得怀特伦(Whiterun)(如果不是,这是香草的内战虫,只需重演战斗)。此后,怀特伦要塞仍在您的身边(但敌人会在自己的要塞中获得数个土匪要塞)。


资本减免


您可以通过与派系总领谈来在您的派系首都展开攻城战。该选项在敌人拥有近场时出现(Reach和Hjaalmarch代表帝国; Winterhold和Rift代表风暴披风)。在救济战中,您攻击正在攻击您首都的敌人-救济与防御战很像,只是从外部开始的。可能会有一两个惊喜,但您不应失去它。


我们赢了(但是敌人消失了)


可能发生的情况是,您攻击的城市将没有士兵-只有任务目标标记...应该尽快清除这是否仅仅是一次伏击。如果它们真的消失了,请返回您的派系军营,向您的野战指挥官报告新闻。您可以轻松赢得此保留,但是敌人会入侵您的其中一个保留。新的入侵将在下一回合中解决,因此如果您想加入防御,请快点!


安装


将其放在加载顺序中的某个位置-在其中放置其他任务模块。

在(重新)输入战争地图所在的单元格之后,内战地图上会出现新的标志。

无需开始新游戏。


兼容性


-与天际内战指挥官不兼容(因此与内战指挥官和扩展人员不兼容)

-与内战大修或天际内战扩展一起使用几乎没有意义

-改变城市,增加城墙或其他东西的mod会混淆士兵的AI;使用屏幕外的城市战斗

-因为风暴斗篷与该模组不兼容

机械师在战争地图游戏中进行调整


-每个旗帜可以拥有力量为0、1、2、3、4、5、6的部队。这是掷出的d6骰子的数量。

-没有距离限制,但防守者会获得额外的力量点,通常每越过一个保留边界,就会获得1点

-可以用1力量的部队进攻,留下驻军0

-盗贼要塞的强度等于难度等级。如果在游戏中被清除,力量将减半

-属于内战任务线一部分的流氓要塞(每座1个)将改变其驻军,但仅针对拥有该要塞的派系

-每回合招募的新部队数量= 2 +受控旗帜的数量(即带有该派系部队的旗帜的数量)

-部队总人数上限= 20 +受控旗帜数

-如果某个派系失去全部部队,它将重新控制首都(并在那征募2 +1 = 3部队力量)

-如果旗帜由于某种原因改变了颜色(即游戏中的驻军),则该派系将获得控制权(如果以前没有部队,则征募1个部队)

——————————————————————————————————————————————

OPEN CIVIL WAR

"It does seem a most preposterous way of settling a dispute."


Installation and "Fortuna" OCW mode
(this description section added with OCW 2.6.1; something to read no matter if you installed this mod freshly new, or it was part of some modpack and you haven't even seen this description yet)

How to tell that OCW is installed: there will be more flags on the civil war maps. (Mostly bandit forts, such as Fort Fellhammer on the Pale and Winterhold border, or Treva's Watch in the Rift). Also, in versions up to 2.6.x, activating a civil war map flag will pop-up a menu to choose OCW difficulty. But that may be moved elsewhere in later versions, as 
the default Fortuna mode comes with default difficulty.

There are three modes in OCW, and you are not locked into either of it, but it's recommended to start in the default (Fortuna) mode just to learn how the cut content battles are reinserted into the questline.

 "Fortuna" mode - no strategic element, hold battles soldier numbers are pretty much randomized


"Standard" mode - civil war plays out on its own; before the battle of Whiterun, holds can change factions in upheavals; after battle of Whiterun, the hold battles soldier numbers are connected to the civil war map "wargame position"


"Wargamer" mode - in which you can all but win the civil war by playing a mini-game on the civil war map, vaguely similar to Risk or Dice Wars board games. Or you can just let computer play a dozen of turns of this game and see that it is not divergently unbalanced (which would be bad because it's underlying the "Standard" mode). 


With OCW 2.6.1 and later, if you'll just play on with the civil war questline, OCW will assume the "Fortuna" mode with the first cut content
battle you'll start by talking to Rikke or Galmar in the military camp.

The remaining part of OCW mod description 
(the description as it was in the times of OCW 2.5.x version series, read it at your leisure for details of Standard and Wargamer modes)

This mod re-creates the civil war quest-line with the original battles, which were cut from the released game. With this mod, after the first Battle of Whiterun you'll have to win a city battle in every hold you conquer. Moreover, the enemy will attempt to invade your faction holds as well, and you'll be able to thwart it with a city defense battle. That is so until every hold but the final is yours, then the final hold campaign starts and plays as usual.

Tides of War

By design, city battles start with varied total numbers of soldiers. A notification "Battle advantage=..." is shown when starting a battle quest: the bigger the number, the better; negative numbers mean that the enemy will have more soldiers. Whoever runs out of their reinforcements first, loses the battle. Note: in the walled cities (Riften, Markarth) it is so in the field battle before the city gates only - inside it's still the "you either die or you win" kind of battle, with unlimited soldiers respawn.

The battle odds depend on the current strategic situation, which you can see at any civil war map. You can suggest your faction general (Tullius or Ulfric) to send you to attack a hold you prefer - however, the war map will change a bit when you get there. In fact, it changes slightly every time you arrive at another war map. It's right after the war map flags are placed, the "troops" marks move across the map. A single such a change is called "one (full) turn" : first, the enemy faction moves, then yours - similar to Dice Wars (link to article at RPS)

Hold Conquest

The city battles are started by talking to your field commander (Rikke or Galmar) at the hold military camp. You can tell them that you'll tend the wounded - this will resolve the city battle "off-screen", the winner is simply the side that would have more soldiers if the city battle quest was started. The off-screen battle is also recommended when another mod disrupts the battle in a particular city, or if you want to go back to your general and ask for another hold to conquer. It also display more stats that go into computing the battle odds:


attackers strength (+player rank) : defenders strength (+difficulty level)
(strength is the total strength of faction troops in the war map flags belonging to the hold)
In this example, attacker rolled 3 dice and got 13 points, defender rolled 9 dice and got 30 points.
The "battle advantage" would be 13 - 30 = -17. That corresponds to battle odds roughly 3:1 for defenders (yikes!)



The civil war missions and fort battles are optional, but if you start one, it is recommended to pursue it; if the objective hold/fort will switch allegiance, the mission will be cancelled. And each successfully completed mission adds a permanent 1 point to the player rank bonus. The fort counts towards faction strength, so winning a fort battle will net you 2 points (but only in this hold campaign).

The Enemy Strikes Back

The enemy attempts to conquer holds, too. A hold will be flagged "contested" on the war map for around 3 turns, after that the enemy either retreats or gains it. During this time you can resolve it with a defense battle quest, if you find and talk to the hold city commander (usually are near the local war map during day, and in barracks or somewhere close by night. In Markarth, the war room is in the northern wing of the palace chambers). Battle odds apply the same way, all things considered.

Commander Fantasy

At any time you can exit this "Standard" mode and have access to the war map. In this "Wargamer" mode, you control when the turns are played; you can move your faction troops; there is no need for a battle hold, if you move your "troops" to every flag in a hold, it will switch side in the so-called "upheavals". Even if you are not interested in the war game, you may find it useful to mend the state of the civil war quest-line if something goes awry and you don't have a save-game to go back to.


The "Wargamer" mode menu - activated for a civil war map flag:
Cancel - do nothing or stop auto-play
Manual - muster troops for a raid or select as raid target (depending on whose turn it is)
Auto - let the computer AI complete the current turn
PASS - end the current turn, no more moves
(Exit) - switch back to Standard mode


How to start

The war game is initialized by activating any flag on a war map. You get to pick a difficulty level then (Novice - 1, ..., Legendary - 6). It affects the battle odds and also the war game. On higher difficulty levels, you need to be either proficient in the city battles, fighting the enemy and protecting your soldiers at the same time, or switch to the "Wargamer" mode and manually control the war map "troops" to the victory.

If you don't touch the war map at all, you'll be asked the difficulty level eventually, before starting your first city battle. But it's okay to activate it any time earlier; some holds can change ownership when you're busy with the introductory civil war quests, but no city battles or defense battles should happen before the Battle of Whiterun. And until then, the Whiterun hold remains neutral. The first Battle of Whiterun is not changed by this mod; your faction should gain Whiterun (it's a vanilla civil war bug if not, just replay the battle). Afterwards, the Whiterun hold remains on your side (but the enemy gains several bandit forts in their holds).

Capital Reliefs

You can start a siege relief battle in your faction capital city, by talking to your faction general. The option appears when the enemy owns a close hold (Reach and Hjaalmarch for imperials; Winterhold and the Rift for stormcloaks). In the relief battles, you attack the enemy who is attacking your capital city - reliefs are much alike the defense battles, only started from the outside. There may be a surprise or two, but you shouldn't lose it.

We Have Won (But The Enemy Is Gone)

It may happen that there will be no soldiers in the city you attack - only the quest target markers... It should clear up soon whether this is just an ambush. If they are really gone, go back to your faction military camp to report the news to your field commander. You can win this hold easily, but the enemy will invade one of your holds instead. This new invasion will be resolved in the next turn, so hurry up if you want to join the defense!

Installation

Put it in the load order somewhere - where you put other quest mods.
New flags on the civil war map will appear after (re)entering the cell where the war map is.
No need to start a new game.

Compatibility

- incompatible with Skyrim Civil War Commanders (and so, with Civil War Commanders and Extended)
- makes little sense to use together with Civil War Overhaul or Skyrim Civil War Extended
- mods that change cities, adds walls or something, can confuse soldiers AI; use the off-screen city battles there
- For the Stormcloak's is incompatible with this mod

Mechanic tweaks in the war map game

- Each flag can have troops with strength 0, 1, 2, 3, 4, 5, 6. This is the number of d6 dice rolled.
- There is no distance limit, but the defender gets bonus strength point(s), usually 1 for each hold border crossed
- It is possible to attack with strength 1 troop, leaving garrison of size 0
- Rogue forts start with strength equal to the difficulty level. If cleared in-game, the strength will be halved 
- Rogue forts that are parts of civil war questline (1 per hold) will change their garrison, but only for the faction owning the hold
- Number of recruited new troops for a faction, per turn, = 2 + number of controlled flags (that is, flags with troops of that faction)
- Cap on total strength of troops = 20 + number of controlled flags
- If a faction loses all its troops, it regains the control of the capital city (and recruits 2 + 1 = 3 troops strength there)
- If a flag changes its color (that is, in-game garrison) for some reason, that faction gains control (and 1 troop is recruited, if none were there before)


原贴地址
1.版本号: 2.6.1   更新时间: 2019-12-20 00:08:51

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