转自N网地址:https://www.nexusmods.com/anno1800/mods/340?tab=description
这个MOD主要将庄园的修建菜单集成到了底部的建造栏,省去建造庄园设施还要先进入庄园的繁琐操作。另外可选子MOD增加了旧世界、非洲农场作物以及一些酿造工厂,改进了庄园法案,改变了庄园范围计算规则,加强了肥料厂,增加了庄园道路和围墙等。
对MOD主要文本作了比较粗糙的翻译,有兴趣的可以自己加工汉化一下,所有子MOD的文本文件都是一样的。
MOD由一个必选的base mod和4个可选子mod(BasicGameplay changes、ExtendedHacienda by Lordys、Extended Gameplay changes和PolicyOverhaul)组成,每个子mod功能见下面描述。
以下是N网的MOD描述,简单机翻了一下,应该大致能看懂。
Patch Notes Version 1.1.2 1.1.2版本 Hotfix for all Localisations except English. Sorry for the inconvienence, I accidentally zipped up older texts files for the other languages. 修复所有本地化,除了英语。对不起,我不小心把其他语言的旧文本文件压缩了 Patch Notes Version 1.1.1 1.1.1版本 Just some small bugfixes: 只是一些小的错误修正: Obrero Residences can't be copied any longer. If selected with the Copy Tool, corresponding Jornalero residences will be used. 不能再复制了。如果用复制工具选中,将使用相应的 Jornalero 住宅。 Fixed a Typo in the German Localisation: Banenen -> Bananen 修正了德国本土化中的一个错误: Banenen-> Bananen Patch Notes Version 1.1 修补注释1.1版本 Upon popular demand, I decided to split the mod into modules. 根据大众的要求,我决定将 mod 分成模块ALL 所有Modules require the Base Module to be inside your mod folder. All other modules are optional. Following is a brief overview about each modules features: 模块要求基本模块位于 mod 文件夹中。所有其他模块都是可选的。以下是对每个模块特性的简要概述: Pick and choose what ever combination is your favourite 选择你最喜欢的组合: d Base: 基础: New separate build menu for all Hacienda buildings 所有庄园建筑的新的单独建造菜单 New Icons for all Hacienda Modules for easier identification and accessibility 所有庄园模块的新图标,更容易识别和访问 Hacienda Streets now unlimited and working like normal streets 庄园街道现在无限制,像正常街道一样运作 Hacienda Farms with Plantains, Cotton, Tobacco (no fertility required) and split recipe book for NW and OW farms 种植大蕉、棉花、烟草(不需要肥料)的庄园农场,以及西北和欧欧农场的分开食谱 Obrero Residences must be upgraded from Jornalero ones 奥布雷罗公寓(Obrero Residences)必须从 Jornalero 的升级 Public buildings with Hacienda Grounddecal variation 带有庄园地板变化的公共建筑 Bugfixes 修正错误 BasicGameplay changes: 基本游戏模式改变: Radius of the Hacienda now up to 80 庄园的半径现在增加到80 Fertiliser Factory got buffed and hasn’t to be build inside the 化肥厂被抛光了,不用在厂房里面建造 Hacienda Radius 庄园半径 ExtendedHacienda by Lordys: 洛迪斯的 ExtendedHacienda: Thanks to Lordys we now have a variety of new Hacienda specific buildings: 多亏了 Lordys,我们现在有了各种新庄园特有的建筑: Small Marketstands → Satisfy need of Hacienda for Residences in its range 小市场→满足范围内住宅宅基地需求 Small Jornalero and Obrero Residences (2x3) → 8 [12] and 13 [20] pop 小乔纳莱罗和奥布雷罗住宅(2x3)→8[12]和13[20]流行音乐 Hacienda Chapel → Satisfies Chapel Need 庄园教堂→满足教堂需要 Hacienda Fire Station, Hacienda Police Station → Two resolver units each and slightly higher coverage 哈仙达消防局,哈仙达派出所→两个分解器单位各一个,覆盖范围略高 Hacienda Trade Union → Radius 20! Costs 50 Obrero Worforce though 庄园工会→半径20! 50欧布雷罗工资 Hacienda Border Wall Semi-Automatic and manual → read below! 庄园边墙半自动和手动→阅读下面! One quick word on the topic of the semi-automatic outer wall. Since the Anno Code only allows for ornaments to be in the middle of the decal to snap automatically into the right place, I had to use a trick. You have to build a two tile wide corridor of wall first. Afterwards you can safely delete the inner circle and the outer one will stay connected the right way! 关于半自动外墙的话题。由于安诺法典只允许装饰品在中间的贴花自动到正确的地方,我不得不使用一个技巧。你必须先建造一个两片宽的走廊。然后你可以安全地删除内圈和外圈将保持连接的正确方式 Extended Gameplay changes: 游戏性的改变: Hacienda Warehouse now up to 100 tons of storage and TWO transporter 庄园仓库现有100吨储存量和两个运输车 Hacienda residences have been overhauled completely (see below) 庄园住宅已经被彻底翻修(见下文) Fertilities mater again (see below) 恢复正常(见下文) Hacienda Breweries: checked and adjusted (see below) 庄园啤酒厂: 检查和调整(见下文) PolicyOverhaul: 政策大修: Hacienda Policies completely replaced and rebalanced (see below) 庄园政策完全取代和重新平衡(见下文) I HIGHLY SUGGEST TO LOAD THE GAME UPWITH A PRE-DLC10 SAVE FOR COMPATIBILITY! 为了兼容性,高度建议加载游戏时使用 pre-dlc10保存! Remove all older versions of this mod. If you remove modules mid play through you might get funny results. 删除这个模块的所有旧版本,如果在播放过程中删除模块,可能会得到有趣的结果。 Adding them in after you started with fewer modules is SAVE! 在开始使用较少的模块后添加它们是 SAVE! Release Notes Version 1.0 发行说明1.0版本 Dear Ubi Team, dear Annoholic community. 亲爱的 Ubi 团队,亲爱的 Annoholic 社区 This is my version of DLC10 Seeds of Change as I have envisioned it to be from the first moment I saw gameplay. Unfortunately the initial release left me and many other members of the community behind their expectations. I conducted a research of the most wanted changes and modded it into the game. This is the list of features: 这是我的版本的 dlc10种子的变化,因为我已经设想它是从第一时间我看到游戏。不幸的是,最初的发布让我和许多其他社区成员落后于他们的期望。我做了一个关于最想要的改变的调查,并把它调整到游戏中。以下是功能列表: New separate build menu for all Hacienda buildings 所有庄园建筑的新的单独建造菜单 Why exactly do we need to build every Hacienda building from within the Hacienda menu. This means most of the time, scrolling, then one click for the main building, one click on the modules icon, one click on the desired building. Or using the pipette for recipe buildings and then change the recipe afterwards. That’s really complicated. So, to solve this issue I created a separate build menu entry dedicated to only Hacienda buildings. Everything can be build from their. 我们到底为什么需要从庄园菜单里建造每一座庄园大楼。这意味着大部分时间,滚动页面,然后单击主建筑,单击模块图标,单击所需建筑。或者使用移液管来制作配方,然后改变配方。这真的很复杂。因此,为了解决这个问题,我创建了一个单独的建造菜单条目,专门针对庄园建筑。一切都可以建立在他们的 Hacienda street tiles are now directly accessible 哈仙达街的瓷砖现在可以直接进入 New building categories for OW and NW farms 新的建筑类别为 OW 和 NW 农场 New building category for the Hacienda Breweries 庄园啤酒厂新建筑类别 New building category for all Hacienda Ornaments. 所有庄园饰物的新建筑类别。 New Icons for all Hacienda Modules for easier identification and accessibility 所有庄园模块的新图标,更容易识别和访问 The Icons of the Hacienda Modules lack distinctive features and contrast, it is really hard to tell them apart. So everyone got a new and distinct looking icon. 庄园模块的图标缺乏鲜明的特色和对比,很难区分。所以每个人都有一个新的和独特的外观图标 Hacienda Streets now unlimited and working like normal streets 庄园街道现在无限制,像正常街道一样运作 The Hacienda Streets have been for an unknown reason been limited to 250 tiles combined. No longer! Each module is now separate and works like a normal street. Unfortunately they can’t be build over Train Tracks or Rivers, so please use a normal paved street instead. To balance this, I increased the building costs to 1 Brick per tile. 庄园街由于不明原因仅限于250块瓷砖之和。不再是了!现在每个模块都是独立的,工作起来就像一条普通的街道。不幸的是,它们不能建在火车轨道或河流上,所以请使用普通的铺设街道代替。为了平衡这一点,我将建筑成本增加到每个砖头1块 Radius of the Hacienda now up to 80 庄园的半径现在增加到80 The vanilla radius of the Hacienda was just to small to effectively use them for houses and breweries and farms and fertiliser factories. I increased the maximum range to 80 starting at 15. To give an extra incentive to build population inside the Hacienda radius, the last to steps are reserved for hitting 7500 and 10000 population (+5 on the radius each time). To accommodate the new radius, the distance over which the Hacienda provides its Public Service to houses has been increased as well. You should be able to easily fit residences at the outer parts of the radius if using paved streets (or Hacienda Plaza). 庄园的香草园很小,可以有效地用来建造房屋、酿酒厂、农场和化肥厂。我把最大范围从15增加到了80。为了给在庄园半径范围内建立人口提供额外的激励,最后到步骤预留用于达到7500和10000人口(每次半径 + 5)。为了适应新的半径,庄园提供公共服务到住房的距离也增加了。你应该能够容易地适应住宅的外部半径,如果使用铺设的街道(或庄园广场) Hacienda Warehouse now up to 100 tons of storage and two transporter 庄园仓库现有100吨储存量和两个运输车 The vanilla Hacienda Warehouse hasn’t a real value over the normal Depots inside the harbour area, as they even use up precious land space. So I gave them a new task with adding two transporter ramps to them and increasing the storage space to 100 tons. This comes at a cost though. The can only be build inside the Hacienda radius and they’ll cost you 50 Obrero Workforce each! They should only act as a support to regular warehouses. 香草庄园仓库与港口地区的普通仓库相比没有实际价值,因为它们甚至占用了宝贵的土地空间。所以我给了他们一个新的任务,增加两个运输坡道到他们和增加存储空间到100吨。然而,这是有代价的。只能在庄园半径内建造,每个需要消耗50个劳动力!它们只能作为常规仓库的支撑 Hacienda residences have been overhauled completely 庄园住宅已经彻底翻修 Jornalero residences now take up to 30 Population each. Their needs have been left unchanged, but an extra incentive has been given to the two new goods Schnaps and Hot Sauce by increasing the amount of gained inhabitants. 约纳莱罗住宅现在每处可容纳30人。他们的需求没有改变,但是通过增加居民数量,对施纳普斯和辣酱这两种新产品给予了额外的激励。 The next big change is that Obrero residences can’t be build separately any longer. You’ll need to upgrade your Jornalero residences for 5 Timber and 10 Bricks. For the Obrero Residences, they now get 3 points of attractiveness by default to help you reach the required amounts of it to unlock the Hacienda policies. Their inhabitant count has been lifted to 55. An extra incentive was given to the new products Hot Sauce and Atole as well as the newly introduced needs to get from 45 to 55 Obreros: Chewing Gum and Violins unlocked at 1500 and 2000 Obreros respectively to further strengthen the role incentive to build those production lines in later game. 下一个重大变化是,奥布雷罗公寓不能再单独建造了。你需要升级你的乔纳雷洛住宅为5木材和10块砖。对于奥布雷罗公寓,他们现在有3点的吸引力默认,以帮助您达到所需的数额,以解锁庄园的政策。他们的居民人数已提高到55人。新产品 Hot Sauce 和 Atole 获得了额外的奖励,同时新推出的产品需要分别在1500和2000解锁45到55个 Obreros: 嚼口香糖和小提琴,以进一步加强在后期游戏中建造这些生产线的角色激励。 To accommodate the changed needs, population boosting items like Saint D’Artois and Papal Paper now give extra residents from Hot Sauce as well as Chewing gums and Violins to promote not only NW usage of these goods but also the supply of Violins and Chewing gum to Engineer and Investor Skyscrapers, as those productions are not really space efficient for the amount of inhabitants they give. 为了适应变化的需求,增加人口的物品,如圣德阿托斯和教皇纸,现在提供额外的居民从辣酱以及口香糖和小提琴,不仅促进西北使用这些物品,而且还供应小提琴和口香糖给工程师和投资者摩天大楼,因为这些产品并不真正有效的空间为居民的数量他们提供。 Fertiliser Factory got buffed and hasn’t to be build inside the Hacienda Radius 化肥厂受到了打击,不得不在庄园半径内修建 The vanilla fertiliser production chain didn’t really convince me. I mean 5 min for 1 t of fertiliser so that you can supply one farm with it? Seriously? Not any more: 香草类肥料的生产链并没有真正说服我。我的意思是5分钟换1吨化肥,这样你就可以给一个农场提供化肥?真的吗?现在不是了: Production time of the Fertiliser Factory has been lifted to 90 seconds. At the same time, the buff for the animal farms has been reduced to 1/10 instead of 1/3. Now you have to build 3 Animal farms at 110% to supply one unboosted Fertiliser Factory instead of a one to three ratio as before. The Fertiliser Factory also doesn’t need to be build inside the Hacienda radius any more, because I think most of us don’t wanna wake to the smell of poop every day, would we? 化肥厂的生产时间提高到90秒。与此同时,动物农场的增益减少到1/10而不是1/3。现在,你必须以110% 的利率建造3个动物农场来供应一个没有增压的化肥厂,而不是像以前那样以1:3的比例供应。化肥厂也不再需要建在庄园半径内了,因为我想我们大多数人不想每天都闻到粪便的味道,不是吗? A bugfix for the Fertiliser Silo in Enbesa not using the Wanza Wood and Mud Bricks can be found on my Mod page. 在我的 Mod 页面上可以找到一个修复 Enbesa 肥料筒仓的错误,不使用旺扎木头和泥砖。 Hacienda Farms: 4 new crop types and fertilities mater again 庄园农场: 再次推出4种新作物类型和肥料 Why exactly is it that the Devs left out the three crops Bananas, Cotton and Tobacco? Well, I theorize that the recipe book has no more space than to fit 8 recipes at the current scale of each item on the list. So they told their art team to design all crop farms for the New World fertilities and then dumped the ones nobody likes - because of balancing and item game - overboard. But the graphics did survive the drip into the final game files! I spent an hour creating the Tobacco plantation until I noticed at export that there already is on! I mean wtf. I paid full price but due to a really simple UI design problem, so much content was stolen from me. Especially since the Tobacco Plantation was one of the most unused Farm in the entire game, a Hacienda version in vanilla could have made a really good opportunity to actually plant it instead of getting it as a by-product from bananas. 究竟为什么开发者们遗漏了香蕉、棉花和烟草这三种农作物?我的理论是,这本食谱书的空间不会超过按照目前列表上每一项的规模来填充8个食谱的空间。因此,他们告诉他们的艺术团队为新大陆的肥料供应设计所有的作物农场,然后抛弃那些没有人喜欢的——因为平衡和项目游戏——落水。但图形确实生存滴入最后的游戏文件!我花了一个小时创建烟草种植园,直到我注意到在出口已经有了!我是说卧槽。我支付了全价,但由于一个真正简单的 UI 设计问题,这么多内容从我被盗。特别是因为烟草种植园是整个游戏中最闲置的农场之一,一个香草庄园版本本可以成为一个很好的机会来种植它,而不是作为一个副产品从香蕉 So, I fixed that issue myself with a split of hacienda crop farms into two buildings, New World Hacienda Crop Farms including the long lost Banana, Cotton and Tobacco Plantations and OW Hacienda Crop Farms plus spices and *drum role please* a Vineyard! More on that later. 所以,我自己解决了这个问题,把庄园作物农场分成两个建筑,新世界庄园作物农场,包括失落已久的香蕉、棉花和烟草种植园和 OW 庄园作物农场加上香料和 * 鼓的作用请 * 一个葡萄园!稍后将详细讨论这个问题 The recipe books are now split as well, so watch out for that. All farms have been checked for their production time to fit vanilla and got their internal storage increased to 5 to ease out logistic problems from to many farms being crammed together inside the Hacienda radius. Since the importance of the Hot Sauce is increased drastically, Spice Farm production cycle was set to 120 seconds, so that supply becomes a bit more of a challenge. Another big change is that all New World Crop Farms and the Vineyard now require the corresponding fertility on the island. I don’t get it why such an old feature of the Anno series should now be dropped entirely. 食谱书现在也被分开了,所以要小心。所有的农场已经检查了他们的生产时间,以适应香草和得到他们的内部储存增加到5,以缓解物流问题,从许多农场是挤在一起内庄园半径。由于辣酱的重要性急剧增加,辣酱农场的生产周期设置为120秒,所以供应成为一个有点更大的挑战。另一个重大变化是,所有新世界农场和葡萄园现在要求岛上相应的肥力。我不明白为什么 Anno 系列的这样一个老特色现在应该完全放弃 Farms and recipes are now locked to begin with. Now more Cocoa or Coffee Plantations if your residents don’t require the appropriate finished Product. This should ease the new player starting with a new savegame to have a little bit of visible progress. 农场和食谱现在已经锁定开始。现在,如果你的居民不需要适当的成品可可或咖啡种植园。这应该可以缓解新玩家开始一个新的保存游戏有一点可见的进展 Hacienda Breweries: checked and adjusted 庄园啤酒厂: 检查和调整 I adjusted the negative impact on Attractiveness by Hacienda Breweries to -5 to help with the unlock of all Hacienda policies as well as adjusting all their internal storage to 5 as well. The building costs were raised to 10 Timber and 15 Bricks. The production time of the Hot Sauce Brewery was lowered to 60 seconds for above stated reasons of balancing the newly popular need vs the amount of pop you get from it. Breweries and their recipes are now locked to begin with. Now more Atole or Coffee if your residents don’t require the appropriate Product. This should ease the new player starting with a new savegame to have a little bit of visible progress. 我将 Hacienda Breweries 的负面影响调整为 -5,以帮助解除 Hacienda 的所有政策,并将其所有内部存储调整为5。建筑成本提高到10块木材和15块砖。辣酱酿酒厂的生产时间被降低到60秒,以上述的原因,平衡新的流行的需求和你从它得到的流行数量。酿酒厂和他们的配方现在已经锁定开始。现在更多的阿托尔或咖啡,如果你的居民不需要适当的产品。这应该可以缓解新玩家开始一个新的保存游戏有一点可见的进展 Support for most important Public Buildings to use the Hacienda Plaza ground decal 支持最重要的公共建筑使用 Hacienda 广场地面贴花 This one is for the beauty builders in the Community. I took every major public building and gave them a new variation with the Hacienda Plaza ground decal, so that you can build magnificent Hacienda Compounds with fitting Public Buildings. 这是为社区的美容师准备的。我采用了每一个主要的公共建筑,并给他们一个新的变化与哈仙达广场地面贴花,以便您可以建立宏伟的哈仙达大院与配套的公共建筑 Included are: Firestation, Police Station, Hospital, Chapel, Boxing Arena and all Warehouses. 包括: 消防站,警察局,医院,教堂,拳击场和所有仓库 Hacienda Policies completely replaced and rebalanced 庄园政策完全取代和重新平衡 To be honest the vanilla Policies are like playing with the small scoops in Kindergarden while the bigger kids got the nice Tractors and Earthmovers. In comparison to the Palace buffs, they look nearly useless. For the fourth one you have to pay nearly the same amount into Attractiveness enhancement to break even. That’s no good game design. The Buffs from the Scenario Hacienda a way more powerful and would have fitted as well. 老实说,普通的政策就像是在 Kindergarden 玩小铲子,而大一点的孩子得到了好的拖拉机和推土机。与皇宫的爱好者相比,他们看起来几乎毫无用处。对于第四个你必须支付几乎相同的金额到吸引力增强,以收支平衡。这不是一个好的游戏设计。来自剧情庄园的增益器更加强大,也更适合 But as I’m more creative than that, I created 5 totally new and potentially game changing buffs for you to play around with. Now you’ll definitely consider every one of them. 但是因为我更有创造力,所以我创造了5个全新的,可能改变游戏规则的头巾供你玩耍。现在你肯定会考虑到每一个问题 Decree 1: Clean Environment Regulation (required Attractiveness: 450)法令1: 清洁环境条例(要求吸引力: 450) Effects All Heavy Industries, all Mines, all Quarries, all NW Chemical Plants and all Breweries: 影响所有重工业,所有矿山,所有采石场,所有西北化工厂和所有啤酒厂: • Productivity +20% •生产率 + 20% • Chance of Fire -50% •发生火警的机会-50% • Chance of Explosion -100% •爆炸机会 -100% • Negative Infliction on Attractiveness -80% •对吸引力的负面影响 -- 80% • Workforce needed +25% •劳动力需求 + 25% • Maintenance Costs +75% •维护费用 + 75% Decree 2: Local Factory Outlet Regulation (required Attractiveness: 700)法令2: 本地工厂直营店规则(要求吸引力: 700) Effects All New World Residences: 影响所有新世界住宅: Reduced Consumption of: 减少耗用: • Ponchos -25% •蓬松雨衣-25% • Bombins-15% •炸弹 -- 15% • Coffee -10% •咖啡 -10% • Cigars -10% •雪茄-10% Extra happiness from Market/Hacienda +5 来自 Market/Hacienda + 5的额外快乐 Income -10% 收入-10% Effects All Clothing Factories, all Intermediate Good Producers, Coffee Roaster and Cigar Factory: 影响所有服装厂、中级好生产厂、咖啡烘焙厂和雪茄厂: • Extra Goods every third Cycle (1/3) •每三个循环(1/3)一次额外货品 • Attractiveness +5% •吸引力 + 5% • Workforce needed +15% •劳动力需求 + 15% • Maintenance Costs -50% •维修费用-50% Decree 3: Lumberjack Educational Decree (required Attractiveness: 1000)法令3: 伐木工人教育法令(要求吸引力: 1000) Effects All Lumberjacks and all NW Orchards 影响所有伐木工人和所有 NW 果园 • Productivity +15% •生产率 + 15% • Attractiveness +10 •吸引力 + 10 • Workforce needed -50% 需要劳动力-50% • Forest Density -25% * 森林密度-25% • Extra Goods: Wanza Wood 1/7 and Cherry Wood 1/10 •额外商品: Wanza Wood 1/7和 Cherry Wood 1/10 Decree 4: Vineyard Promotion Act (required Attractiveness: 1750)第4号法令: 《葡萄园促进法》(需要吸引力: 1750年) Effects Hacienda Vineyards 庄园效果 • Productivity +100% (60 seconds) •生产力 + 100% (60秒) • Grape fertility provided •提供葡萄繁殖能力 Decree 5: Transporter Modernisation Act (required Attractiveness: 2200)第5号法令: 运输车现代化法案(需要吸引力: 2200) Effects All NW Crop Farms and all NW Orchards 对所有西北作物农场和所有西北果园的影响 • Replaces the standard horse drawn carriage with a modern tractor which allows •用现代拖拉机取代标准的马车 for faster unloading at warehouses (5 seconds) and faster movement speed 在仓库卸货更快(5秒钟) ,运输速度更快 (+40%) (+ 40%) 提取码:
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