发布用户:bity_1700368256发布类型:转载
原创作者:Infixo所在平台:互联网
发布日期:2023-05-11 05:05:45更新日期:2024-10-27 00:58:30
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模组标签:功能修改运行环境:文明6
浏览次数:14
MOD介绍:
Real Natural Disasters 自然灾害
forums#civfanatics#com/resources/real-natural-disasters.26743/
新版本2.2发布22.03 - 兼容YnAMP,简体中文本地化
支持的语言:英语,汉语/汉语(简体中文)。
添加新的游戏机制 - 自然灾害 - 以随机发生的事件的形式损坏某些区域。实施灾难:地震,洪水,流星,龙卷风,海啸,火山,野火。2.0版中的新功能:
可视化
防灾机制
灾难资源
许多调整和改进
适用于香草游戏和Rise&Fall扩展。与YnAMP和CQUI 兼容。
重要提示
这个mod增加了4个新的镜头,需要才能正常运行以下MODS的一个:
- 多个镜头
- CQUI
- HBWII
积分
- astog -为更多的镜头
- @Sknaht -简化中国本地化
版本1.0
它是如何工作的?
该机制的工作原理如下:
当游戏开始或从保存文件加载时,将针对每个灾难评估地图以找到可能发生的地点。
每次转动mod都会检查是否发生了任何灾难。它是随机的,取决于几个参数。
如果答案是肯定的 - 所选类型的灾难以特定幅度发生,也使用Gutenberg-Richter类型算法随机化。
灾难会影响其范围内的所有瓷砖,从而导致各种类型的损坏,具体取决于瓷砖的大小和内容。
在轮到他时,玩家会看到详细的破坏报告。
实施了4个新镜头:3个显示发生灾难的可能地点(风险区域),1个显示最近发生的灾难。镜头仅显示玩家透露的区域。
阶段1 - 地图评估
只是快速概述事件可能发生的位置:
地震 - 相邻至少有一座山/山的丘陵和山脉; 一些自然奇观被认为是一座山(珠穆朗玛峰,乞力马扎罗山等)
洪水 - 所有河流和湖泊
流星 - 陆地和沿海海域(不包括海洋因此不会有“空”命中)
龙卷风 - 至少有2个其他平地相邻的平地(所以龙卷风实际上可能会移动)
海啸 - 海域距离陆地3瓦; 海啸总是走向陆地
火山 - 所有的山脉
野火 - 至少有其他易燃瓷砖相邻的易燃瓷砖; 易燃=森林,草地,一些资源(如烟草,丝绸,小麦等)至于现在雨林不易燃。
第2阶段 - 它发生了吗?
每个灾难都具有在磁贴级别上分配的概率。因此,例如地图上的山脉越多 - 火山喷发的可能性越大,群岛地图上的海啸就越多,等等。概率的校准方式是在标准尺寸的大陆地图(参考地图)上(8名玩家)对于标准游戏速度(500转),整个游戏应该有~105个事件:
25次地震,
15次洪水,
5颗流星,
15龙卷风,
10次海啸,
10次火山喷发,
25场野火。
由于地图大小,上述情况可能会发生变化 - 较小的地图将减少事件(即Tiny - 75),更大的地图(即巨大的 - 125)。事件的概率也根据游戏速度进行调整,因此全长游戏将具有所选择的事件数量。
阶段3 - 幅度
幅度或事件的强度也是随机选择的,但它遵循为地震发现的古腾堡 - 里希特公式。它说事件越强大,它就越不可能。相关性是对数的。mod使用类似的方法,所以基本上你可以期望:
猫1 - 45%的事件(最小伤害)
猫2 - 25%的事件(中度伤害)
猫3 - 15%(广泛伤害)
猫4 - 8%(极端伤害)
猫5 - 5%(灾难性伤害)
Cat X - ~1%(总伤害)
基本上,幅度是0..100范围内的数字。每种灾难类型都有不同的可能范围。它允许模拟不同类型灾难的各种效果。
阶段4 - 受影响的区域
每个灾难都以不同的方式运作。
地震 - 起点(震中)周围区域,半径3瓦
洪水 - 选择第二个起始点,与第一个起点相邻,水从2个瓷砖流入任何平地砖(因此,丘陵和山脉不会被淹没)
流星 - 震中附近的2个瓦片(生命点)
龙卷风 - 它以直线移动,从起点开始最多5个瓦片; 山丘或山丘可能会改变方向; 不能进入水中
海啸 - 从震中向陆地产生的双向波; 波浪适用于5个瓦片,因此通常它会在地面上达到2-3个瓦片。山脉和冰盖阻挡了海浪。
火山 - 火山 - 2瓦。
野火 - 所有易燃瓷砖进入特定方向(实际上是风向),距离起点最多4个瓷砖。
每个瓷砖远离震中,震级降低。通常为-10,在某些情况下为-5(例如洪水和野火)。
第5阶段 - 破坏
根据震级,灾难越强,其造成的伤害就越大。基本上,幅度用于评估最终效果。假设M是给定图块的大小:
单位 - 可以用概率M / 2杀死,否则受伤M hp。该单位可能因伤口而死亡。
改进 - 以M / 2概率销毁,否则被掠夺。是的 - 如果被销毁,农场,矿场等实际上已从地图上移除。
城市 - 损失一定比例的人口,在M / 4到M / 2之间。对于平均(50)灾害,10个人口的城市失去了3个流行音乐。
区 - 仅营地和市中心 - 根据是否有墙而失去M * 2或M * 3生命值。
建筑物 - 以M / 2概率摧毁,以M概率掠夺,它们有可能在未受影响的情况下生存
为platyer提供详细的报告 - 见附图。
阶段6 - 镜头和报告
对于每种灾难类型,显示潜在起点的地图(风险区域)。它们有不同的颜色。
最近的灾难使用特定的灾难类型颜色显示,周围有白线,起点用ZOC标志标记。当您选择最近的灾难镜头时,也会打开包含该报告的弹出信息,以便您随时可以访问它。
版本1.1
- 启动选项,允许选择灾难数量,强度和范围。
- 灾难频率也会根据游戏速度自动调整。
- 由于灰烬(不仅是岩浆),火山范围是2。
- 改进有时可以存活(与城市中的建筑物相同)。
- 播放器的文明名称在报告中以绿色突出显示,因此很容易找到。
版本1.2 - 改进
- 您现在可以使用音频选项中的特殊效果的音量滑块调低声音警告音量。
- 在报告中,如果未满足文明,则不会显示其名称。
- 无论起始时代是什么,第一回合都会发生'免费'转弯(没有灾难,只有信息屏幕)。
- 对于包含RND但有人想在没有RND的情况下玩的modpack,添加了“没有灾难”选项
- 修复了使用CQUI时的一些警告,现在日志应该清晰。
版本2.0
事件的可视化
地震 - 地面有小火和烟雾,区域被浅灰云覆盖。
流星 - 地面受到撞击,爆炸和流星碎片周围散落着一些灰尘。
火山 - 从山上喷出火山,然后它被烟雾覆盖,你可以看到火花和火焰,灰云覆盖周围区域。
野火 - 周围都有火灾!
如果可以看到灾区,摄像机将移动到那里,以便您可以看到这些动画。但是,如果它们很远,你可能会错过开始。
此外,游戏中存在一些故障,并非所有资产都显示出来。你可以在地震中观察到这一点,一些瓷砖有所有动画,有些只有少数或没有。不知道为什么会这样。
预防机制
所有与HP相关的伤害都会降低(因此,单位和地区防御)
损害和破坏的可能性降低
预防基本上意味着具有一些主动保护的瓷砖上的灾难的大小减少了一些数量(通常为10-20)。这反过来意味着:
有2栋建筑实际上可以防止灾难在他们周围的某个半径范围内发生。
灾害研究中心 - 为6瓦范围内的每个人提供预警; 所有灾害的数量都会减少10; 校园,+ 3科学
河坝 - 防止洪水在3瓦范围内(洪水不能从那里开始,但可以扩散到那些瓦片); 工业区,必须毗邻一条河,需要工厂; 为城市内的所有River-tiles提供+1 prod和+1食物
消防局 - 防止野火在2瓦范围内(火不能从那里开始,但它可以在那里蔓延)并保护整个城市免受所有灾害(Magnitude -10); 营地,+ 2生产
防波堤 - 防止海啸; 2瓦范围内的幅度-20; 建在海港,也给那个海港附近的瓷砖提供+1食物和+1刺激
紧急避难所 - 这是唯一保护城市人口的建筑物; 公民损失概率的大小-20; 必须有DRC来建造ES(需要警告才能使用避难所)
项目“抗灾结构” - 保护所有建筑物和地区; 一旦完成,所有灾害的数量都会减少10; 价格是建筑物的成本增加(建造建筑物时,城市应用-5 prod修改器); 项目本身也非常昂贵(模拟将所有现有建筑升级到新标准的成本)
高级选项中的参数“灾难范围”也适用于预防建筑物的范围,即如果您选择+1,不仅灾难将具有更大的范围,而且所有建筑物的范围也将增加1。
预防是附加的,但仅来自不同的建筑物,即您可以从DRC获得-10,从消防站获得-10,总计为-20,但是范围内的额外DRC将不会提供更多。
灾难将暂时或永久地改变其区域内的一些瓷砖产量
除永久站点之外的所有灾难资源都可以由Builder收集。那些收成很丰富。
可以是临时的或永久的(随机过程); 临时意味着资源将在几次转弯后消失; 你可以在弹出窗口中看到它产生了多少转
水淹的土地 - +1食物,总是暂时的
流星碎片 - +1刺和+1金
火山灰 - +1食物和+1刺激
烧焦的地方 - +1科学,-1食物(是的,减去)
焚烧地面与新鲜水 - +1科学,+ 1食物(加)
它们可以是小型或大型; 小最后4-8转,大转8-12转
他们赋予科学,文化和大的信仰
它们在真正的巨大灾难(> 70)之后随机产卵; 他们赋予科学,文化和信仰
灾难区域和大小用于随机决定产生的资源数量。它们应该是相当罕见的,例如地震70级和区域37(相当强大)有大约60%的机会产生资源,野火/洪水40级和区域15区块(典型)有25%产生资源。
地震 - “可开采”资源(矿山+采石场)
流星和火山 - 金属
洪水 - 农场型
野火 - 露营,牧场和种植园类型
海啸 - 水上的海洋资源和陆地上的洪水一样
标准游戏资源有时会产生
有10种针对灾害的新资源。
永久性灾害现场 - 流星陨石坑,火山口,地震震中
临时灾难现场 - 龙卷风,海啸和3以上,以防万一没有永久性遗址产卵
灾难特定资源
调整和改进
Eras的活动会稍微强一些,因此预防投资将是谨慎的; 现在每25转1点大小(游戏速度可调)
地震 - 地震区域“平滑” - 去除单个/双层瓦片,填充一些间隙,它们现在“更连续”; 检查地球地图!
海啸 - 稍微好一点的算法,产生更少的瓷砖,但更好的放置,忽略小(1-2瓦)岛屿,并专注于真正的陆地质量
龙卷风 - 限制在两个半球的纬度20..60,也不是从沿海地砖开始。
火山 - 现在只出现在地震算法检测到的地震区域内
野火 - 响应森林/丛林清除和重新造林
听起来不是很响(我实际上设法在WWise中改变了这一点,根本没有触及.wav文件)
此外,仅当灾区可见时(至少1个图块)才会播放声音。如果不是 - 窗口将打开,但没有声音。
Mod将数据保存到保存文件中。因此,当您重新加载最近(或当前)灾难时,也可以使用以前发生过所有灾难的地方。
New version 2.2 posted 22.03 - YnAMP compatible, Simplified Chinese localization
Supported languages: English, 汉语/漢語 (Simplified Chinese).
Adds a new gameplay mechanics - Natural Disasters - in the form of randomly happening events that damage some area. Implemented disasters: Earthquake, Flood, Meteor, Tornado, Tsunami, Volcano, Wildfire. New features in Version 2.0:
Visualizations
Disaster prevention mechanisms
Disaster resources
Many tweaks and improvements
Works with vanilla game and Rise & Fall expansion. Compatible with YnAMP and CQUI.
Important note
This mod adds 4 new Lenses and needs one of the following mods enabled to work properly:
- More Lenses
- CQUI
- HBWII
Credits
- astog - for More Lenses
- @Sknaht - Simplified Chinese localization
Version 1.0
How does it work?
The mechanism works like this:
When the game starts or is loaded from a save file, the map is evaluated for each disaster to find possible places for it to happen.
Each turn the mod checks if any disaster has happened. It is randomized and depends on couple parameters.
If the answer is yes - the disaster of a chosen type happens with a specific magnitude, also randomized using a Gutenberg-Richter-type algorithm.
The disaster affects all tiles in its range causing various types of damage, depending on magnitude and what is on the tile.
A detailed devastation report is shown to the player on his/her turn.
There are 4 new Lenses implemented: 3 shows possible places where a disaster my happen (risk areas) and 1 shows the recent disaster. The Lenses only show areas that the player has revealed.
Phase 1 - Map evaluation
Just a quick overview of where the event may happen:
Earthquake - hills and mountains that have at least one hill/mountain adjacent; some natural wonders are considered a mountain (everest, kilimanjaro, etc.)
Flood - all rivers and lakes
Meteor - land and coastal sea (excluded ocean so there won't be 'empty' hits)
Tornado - flatlands that have at least 2 other flatlands adjacent (so the tornado may actually move)
Tsunami - ocean areas 3-tiles away from land; tsunami always goes towards land
Volcano - all mountains
Wildfire - flammable tiles that have at least other flammable tile adjacent; flammable = forest, grass, some resources (e.g. tobacco, silk, wheat, etc.) As for now rainforest is not flammable.
Phase 2 - Did it happen?
Each disaster has a probability assigned on the tile level. So, e.g. the more mountains on the map - the more probable will be a volcano eruption, on Islands map expect more tsunamis, etc. The probabilities are calibrated in such a way that on the Continents map (a reference map) of the Standard size (8 players) for a Standard game pace (500 turns) there should be ~105 events for the entire game:
25 earthquakes,
15 floods,
5 meteors,
15 tornadoes,
10 tsunamis,
10 volcano eruptions,
25 wildfires.
The above may change due to the map size - smaller maps will have less events (i.e. Tiny - 75), bigger more (i.e. Huge - 125). The probability of an event is also adjusted for Game Speed, so full length game will have the chosen number of events.
Phase 3 - Magnitude
Magnitude or the stregth of the event is also randomly chosen, but it follows the Gutenberg-Richter formula which was discovered for earthquakes. It says that the more powerful the event, the less probable it is. The correlation is logarithmic. The mod uses similar approach, so basically you can expect:
Cat 1 - 45% of events (minimal damage)
Cat 2 - 25% of events (moderate damage)
Cat 3 - 15% (extensive damage)
Cat 4 - 8% (extreme damage)
Cat 5 - 5% (catastrophic damage)
Cat X - ~1% (total damage)
Basically, the magnitude is a number in range 0..100. Each disaster type has a different range of magnitudes possible. It allows to simulate various effects for different types of disasters.
Phase 4 - Affected area
Each disaster works in a different way.
Earthquake - area around starting point (epicenter), 3-tiles radius
Flood - a second starting point is chosen adjacent to the initial one and from them the water flows 2-tiles into any flatlands tile (so, hills and mountains are not flooded)
Meteor - 2-tiles around epicenter (hit point)
Tornado - it moves in a straight line, up to 5 tiles from starting point; a hill or a mountain may change its direction; cannot go into water
Tsunami - a 2-directional wave is generated from epicenter that goes towards land; the wave goes for 5 tiles, so usually it reaches 2-3 tiles into the land. The wave is stopped by mountains and ice caps.
Volcano - 2-tile aroun d the volcano-mountain.
Wildfire - all flammable tiles into a specific direction (wind direction, actually) up to 4-tiles away from the starting point.
Magnitude is lowered with each tile away from epicenter. Usually by -10, in some cases -5 (e.g flood and wildfire).
Phase 5 - Devastation
Depending on the magnitude, the stronger the disaster, the more damage it does. Basically, magnitude is used to assess the final effect. Assuming that M is the magnitude for a given tile:
Units - can be killed with probability M/2, otherwise wounded for M hp. The unit may die due to wounds.
Improvements - destroyed with M/2 probability, otherwise pillaged. Yes - the farms, mines, etc. are actually removed from the map if destroyed.
City - losses some percentage of population, between M/4 to M/2. For average (50) disasters a city of 10 population loses 3 pop.
Districts - only Encampment and City Center - lose M*2 or M*3 hitpoints, depending on whether there are walls or not.
Buildings - destroyed with M/2 probability, pillaged with M probability, there's a chance that they will survive untouched
A detailed report is presented for the platyer - see attached pictures.
Phase 6 - Lenses and Report
For each disaster type a map of potential starting points is shown (risk areas). They have different colors.
The recent disaster is shown using specific disaster type colour with white line around it and starting point is marked with ZOC sign. When you select Recent Disaster Lens, a popup info with the report will be opened as well, so you can access it any time you want.
Version 1.1
- Startup Options that allow to select number of disasters, their strength and range.
- Disasters frequency is automaticaly adjusted also for Game Speed.
- Volcano Range is 2 due to ashes (not only magma).
- Improvements may sometimes survive (same as Buildings in Cities).
- Player's civ name is highlighted in Green in the report, so it's easy to find.
Version 1.2 - Improvements
- You can now turn down the volume of sound warnings using the volume slider for Special Effects in Audio Options.
- In the report, if the civ has not been met, its name will not be shown.
- 'Free' turn (no disaster, only info screen) will happen at 1st turn, no matter what the starting Era is.
- "No disasters" option added for modpacks that would include RND but someone wanted to play without RND
- Fixed some warnings when using CQUI, now the logs should be clear.
Version 2.0
Visualizations for events
Earthquake - there are small fires and smoke coming from the ground, area is covered in light ash-clouds.
Meteor - there's a hit on the ground, and explosion and meteor shards are scattered around with some dust.
Volcano - there's an eruption out of the mountain, then it's covered in smoke, you can see sparks and fire, and ash cloud covers surrounding area.
Wildfire - there are fires all around!
If disaster area is visible, the camera will move there, so you can see those animations. However, if they are far, you might miss the begining.
Also, there's some glitch in the game and not all assets are displayed. You can observe this in Earthquake, some tiles have all animations, and some just few or none. No idea why this happens.
Prevention mechanisms
All HP-related damage is decreased (so, units and district defenses)
Probability of damage and destruction is decreased
Prevention basically means that Magnitude of a disaster on a tile that has some active protection is decreased by some number (10-20 usually). This in turn means:
There are 2 buildings that actually prevent a disaster from happening within some radius around them.
Disaster Research Center - gives early warning for everybody within 6-tiles radius; decreases Magnitude by 10 for all disasters; Campus, +3 science
River Dam - prevents Flood within 3-tile radius (flood cannot start there but can spread to those tiles); Industrial Zone, must be adjacent to a River and needs Factory; gives +1 prod and +1 food to all River-tiles within a City
Fire Station - prevents Wildfire within 2-tile radius (fire cannot start there but it can spread there) and protects entire City from all disasters (Magnitude -10); Encampment, +2 prod
Breakwaters - protection against Tsunamis; Magnitude -20 within 2-tile radius; built in Harbor, also give +1 food and +1 prod to tiles adjacent to that Harbor
Emergency Shelter - this is the only building that protects city's population; Magnitude -20 for probability of citizen loss; must have DRC to built ES (need a warning to use shelter)
Project 'Disaster Resistant Structures' - protects all buildings and districts; once completed, it decreases Magnitude by 10 for all disasters; the price is increased cost of buildings (when constructing a building, -5 prod modifier is applied to the city); also the project itself is quite expensive (simulates cost of upgrading all existing buildings to new standards)
The parameter 'Disaster Range' in Advanced Options is also applied to the range of prevention buildings, i.e. if you choose +1 not only disaster will have bigger range, but also all buildings will have range increased by 1, too.
Prevention is additive but only from different buildings i.e. you can have -10 from DRC and -10 from Fire Station totaling -20, but additional DRC in range will not give anything more.
Disasters will change some tile yields within their area, temporarily or permanently
All disaster resources except permanent sites can be harvested by a Builder. Those harvests are quite juicy.
Can be temporary or permanent (random process); temporary means that the resource will disappear after several turns; you can see in the popup window for how many turns it has spawned
Flooded land - +1 food, always temporary
Meteor shards - +1 prod and +1 gold
Volcanic Ash - +1 food and +1 prod
Burned Ground - +1 science, -1 food (yes, minus)
Burned Ground with acess to Fresh Water - +1 science, +1 food (plus)
They can be Small or Large; small last 4-8 turns, large last 8-12 turns
They give science, culture and large ones also faith
They spawn randomly after a really huge disaster (>70); they give science, culture and faith
Disaster area and magnitude are used to randomly decide how many resources are spawned. They should be rather rare, e.g. Earthquake of Magnitude 70 and area 37 (quite powerful) has ~60% chance to spawn a resource, Wildfire/Flood of Magnitude 40 and area 15 tiles (typical) has 25% to spawn a resource.
Earthquake - "mineable" resources (mine+quarry)
Meteor and Volcano - metals
Flood - farm-type
Wildfire - camp-, pasture- and plantation-type
Tsunami - sea resources on water and same as flood on land
Standard game resources spawn sometimes
There are 10 new resources specific for disasters.
Permanent disaster sites - meteor crater, volcano crater, earthquake epicenter
Temporary disaster sites - for tornado, tsunami and 3 above in case when no permanent site will spawn
Disaster specific resources
Tweaks and improvements
Events will get slightly stronger with Eras, so the investments in prevention will be prudent; as for now 1 point of Magnitude per 25 turns (game speed adjustable)
Earthquakes - seismic areas are "smoothed" - singular / double tiles are removed, some gaps are filled, they are "more continuous" now; check Earth map for this!
Tsunami - slightly better algorithm that produces less tiles but better placed, ignores small (1-2 tiles) islands and focuses on real land masses
Tornado - limited to latitudes 20..60 on both hemispheres, also they don't start on coastal land tiles.
Volcanos - appear now only in within seismic areas detected by Earthquake algorithm
Wildfire - responds to forest/jungle removal and re-forestation
Sounds are not so loud (I actually managed to change this within WWise, not touching the .wav files at all)
Also, the sound will only play if disaster area is visible (at least 1 tile). If not - the window will open, but with no sound.
Mod saves data into save files. So, when you reload the recent (or current) disaster will be available, also places where all previous disasters had happened.
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