因为XCOM中文版装上long war MOD时已中文化部分并没有跟着修改,造成第二波
选项与说明不符,并且个人认为LW很难上手Orz,所以转了这篇心得并修改为中文
版游戏内名词。
来源 3大妈 [原创] XCOM LONGWAR MOD 铁人+最高难度+第二波选项全开视频
及攻略指南(人肉翻译)
In Long War, all Second Wave options are available from the start.
LW第二波选项作用
Damage Roulette: Same damage algorithm as in Long War EU. Displayed
damage on item cards will correctly reflect this setting.
伤害轮盘:效果和原版一样,启动后可以在物品的详细功能表里看到伤害范围的正确数值
。
New Economy: Same as in Long War EU.
新型经济:同原版。
Strict Screening: Replacement for Not Created Equally. By default soldiers
will have randomized but balanced starting stats. Selecting this option will
revert to fixed starting stats for all soldiers.
龙生九子:替代原版的not created equally,LW MOD默认士兵初始属性随机化、平衡化,
勾选此项后士兵初始数值固定。
Hidden Potential: Soldier stats at level-up are randomized.
隐藏潜力:士兵升级提升数值随机。
Training Roulette: Soldier perks are randomized. This may include some MEC
perks. In general the list of randomized perks is different than in vanilla.
(For example, Field Medic cannot be randomized).
训练轮盘:士兵技能随机化。包括一部分MEC机甲的技能。和原版的随机技能数据库有些
不同。
Save Scum: Unchanged from Vanilla EW
储存成瘾:同原版。
Red Fog: Significantly changed from vanilla. Aliens and robotic units are
affected. Aim and Mobility penalty scales linearly with damage taken. High
Will stat can reduce the effect. Robotic units have "infinite" will for this
purpose, and so will not have aim/mobility penalties until they drop below
50% health
红色迷雾:和原版显著不同。外星人和机械受到影响。命中、移动惩罚与受到的伤害呈线
性相关。机械在生命值低于50%时受到移动和命中惩罚。
Absolutely Critical: Unchanged from Vanilla EW 、
危急万分:同原版。
Liberation: Replaces Psionic Interrogation (requirements for psionics are
completely changed). New SW option requires that all countries be re-taken
prior to launching the final mission.
解放:替代超能力审问(更高善道)。勾选此项后只有在夺回所有国家的情况下才能发动最
终战。
Not-so-Long War: Replaces Marathon. Generates fewer missions per month and
reduces requirements for various things to compensate.
不那么长的战争:替代马拉松赛。相比不勾选此项,减少一部分任务,同时降低一部分东
西的需求( 资源、工程师数量等)作为补偿。
Results Driven: Income varies with panic level, and the formula has been
adjusted to be based on the new 100 point panic scale.
因果关系:国家资助金额与恐慌等级成反比,具体方程根据目前的100格恐慌度进行了调
整。
Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all
cases.
电影模式:(替换高额赌注)所有士兵、SHIV及飞机命中+15
Diminishing Returns: Unchanged from Vanilla EW
报酬递减:同原版。
More Than Human: Chance to successful training a psionic power is reduced.
Failing to train still does not prevent further attempts.
千古奇才:成功训练超能战士的几率降低。训练失败还可以再次尝试。
Itchy Trigger Tentacle: Unchanged from Vanilla EW
惹是生非:同原版。
War Weariness: Funding reduced over time. Rate of funding reduction slowed to
match Long War timescale
厌战情绪:国家资助随时间推移而减少。
E-299: Renamed to be more consistent with chemical notation. Rate of Elerium
decay reduced to match Long War timescale.
同原版。名字改得更符合化学元素周期表。-_-!
Total Loss: By default soldiers that are MIA (either mission failed or
soldier was left behind on abort) have a 50% chance to have their gear
recovered, and dead soldiers on successful missions always have their gear
recovered.
Total loss results in equipment loss for all dead soldiers and all MIA
soldiers.
一损俱损:MIA(任务失败或士兵被抛弃没上飞机)的情况下会有50%几率丢失装备,任务
成功、士兵死亡的情况下不会丢失装备。
Alternate Sources: Increased power requirement. Values adjusted for Long War.
替代能源:提升建筑物电力需求。
Aiming Angles: Unchanged from Vanilla EW
瞄准角度:同原版。
Mind Hates Matter: By default only the Neural Damping genemod is prohibited
to psionic soldiers. With this option all genemods are prohibited to psionic
soldiers
水火不容:默认是neural damping和超能力冲突,勾选此项任何一项基因改造都和超能力
冲突。
==========================分隔线==============================================
Strategy (Long War)
战略指南
Economy
经济
Long War's economy is very different to vanilla.
LW的经济和原版大不一样。
While launching satellites will increase your income, satellite spam is not
the answer to all your problems like it is in vanilla.
虽然发射卫星可以提高你的收入,但是扩大卫星覆蓋范围并不像原版那样可以解决一切问
题。
Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more
expensive, so the cost of increasing your satellite coverage is much higher.
卫星基地台调整为只加1颗卫星(每个加号再加1颗),卫星也变得更贵,所以扩大卫星覆
盖范围的成本变得更高。
The extra income you gain from each satellite is lower, since a country will already fund you 50% in normal
(classic=40%, brutal=33%, impossible=25%) without a satellite.
发射卫星得到的额外收益变低了,考虑到没有卫星的国家也会提供50%的资助(普通难度
,经典40%,无情难度33%,不可能难度25%)
our satellite network must be protected by interceptors, and interceptor
maintenance is expensive - in fact it's likely your single biggest
expenditure each month. 你的卫星网络必须由拦截机来保护,然而拦截机的维护费用是
很高的,(实际上这是你每月花费中最高的一项)。
Even with good interceptor coverage, eventually the aliens will get annoyed
enough to send battleships after your satellites, so you will need to
occasionally replace them. (即使部署了很好的拦截机群,外星人也会发飙派出战列
舰级UFO来打你的卫星,所以你偶尔要补射卫星)。
With all of these factors combined, launching more satellites will only
marginally increase your income.
(考虑到以上这些因素,发射更多的卫星只会稍微增加你的收入)
You can improve this aspect of your income by thinking about efficiency -
cover high income countries and cover whole continents to improve the
efficiency of your interceptor placement.
(你可以考虑提高效率来改善形势:在高收入的国家发射卫星,覆蓋一个大洲所有的国
家以提升拦截机群的效率)
Prioritising aerospace research will also help, since it will allow you to
reliably shoot down UFOs with fewer interceptors and less damage taken,
meaning less interceptors needed and less maintenance.
(优先发展空战科研也是可行的,考虑到这可以确保你可以低损伤的情况下依靠少量拦截
机打下UFO,同时也意味着更低的拦截机维护费)
A large amount of your income will come from the sale of alien artifacts.
(你收入的一大部分来自于出售外星战利品)
Long War presents you with a lot of missions, which means a lot of alloys,
elerium and corpses to sell - chances are you'll have considerably more of
these things than you can sensibly use in the early game.
(LW提供给你更多的任务,这意味着更多的合金、超铀及尸体可以卖,比你在早期游戏中
需要用到的多出很多)
satellites don't give you so much direct income, the extra UFOs you can
assault with more satellite coverage will mean more artifacts to sell, and
hence more income indirectly.
(卫星虽然无法给你提供大量的直接收入,但是更大的卫星覆蓋范围提供给你更多的UFO来
打,意味着跟多的战利品及更多的间接收入)
Do not sell things on the Gray Market until you need the money, because you
never know when EXALT is going to hack your funding and steal a portion of
your funds.
(等你要用钱的时候再去黑市卖东西,因为EXALT会时不时来偷你的钱)(其实EXALT即使
你的现金为0还是会偷,偷完变成负数)
In fact, with the Foundry projects that increase the amount of Alloys and
Elerium you recover from raided UFOs: if you can confidently do so with
regularity, particularly with landed Barges, selling the two can be an extra
means of income.
(实际上,制造工厂有项目可以研发,用来提升在UFO战中合金、超铀的掉率,如果你有
自信可以经常打赢UFO战特别是降落的驳船级UFO,这也可以提高你的收入)
And with an array of Workshops giving you refunds on them on projects, it is
not too difficult to reach a sustainable balance between selling and using,
even with the occasional Council request giving additional personnel and
credits in exchange.
(如果有大量的工作间,在原料的利用上保持使用和出售的平衡也不是太难,即使算上偶
尔的议会要求)
The amount of Meld that you get from canisters scales with how well the
aliens are doing. (As such, you may find that Meld becomes hard to come by
if you're doing "too well", so selling it or giving it by Request should not
be done.
(你在战斗中得到的Meld数量取决于外星人表现的好不好,你如果打的太好的话,会发现
Meld数量变得很少,所以最好不要卖Meld或者给议会)
On the other hand, if the aliens have you on the back foot, you may find
yourself with enough Meld to build plentiful MECs and gene mods to help you
get back in the game.
(另一方面,如果外星人科技领先你很多,你会发现你得到的Meld可以用来改造足够的MEC
机甲和基因改造,从而追上外星人科技)
Panic
恐慌
The two main sources of panic in the Long War are Terror Missions, where an
excellent mission rating only minimizes the Panic raise that will occur, and
public UFO sightings in Council Nation airspace.
恐慌度的两大来源:1、恐怖任务,即使完美达成,也只能增加最低的恐慌值而不会减少;
2、在成员国的领空发生UFO目击事件)
For satellite coverage, since Uplink and Nexus capacity has been halved,
you'll need more to fully cover all Council nations.
(对于卫星覆蓋率而言,考虑到卫星基地台和卫星连结的效果被腰斩,实行全覆蓋需要更多
的设施)
he ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks
and 3 Nexi; this will allow you to cover all 16 countries.
(理想的卫星设施布局是2X3的方格,3个基地台3个控制中心,总计提供16颗卫星)
While at first you will lose at least 1 country, and have only 15 countries
to cover at start