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[求助] 求翻译!求英语帝!

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发表于 2011-9-17 18:22 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
这段话是什么意思?求看懂的随便翻译一两段,英语无能啊













Optional AI Changes
(2011-06-06)
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)

  • (LOW) When a lord is looking for a new faction to join, he is more likely to rejoin his original faction unless that is the faction he is leaving.
  • (LOW) When the AI picks a fief to defend from attacks, give greater priority to defending fiefs with lords than fiefs without lords.
  • (LOW) Increased the range of circumstances in which the AI will surrender to a massively superior sieging force.  Factors include among other things the personality of the leader of the defenders, how much the kingdom values the fortress, and the campaign AI difficulty setting.
  • (MEDIUM) Tweak the relationship loss calculation with other lords when one lord is granted a fief, to make it slightly less unreasonable (e.g. when returning a recaptured fief to its original owner).
  • (MEDIUM) For kings and certain other personalities, when supporting lords to receive villages, changed the minimum relation a fiefless lord has to have before they will support him.  (In Native, they wouldn't support a lord with relation below 0, but through dialogs kings would offer villages to players with relations as low as -5.)  Fixing this removes an inconsistency, and decreases the perpetually-fiefless-lord issue.
  • (MEDIUM) For martially-minded lords, when choosing who to support to receive a fief, they will support the conquerer more often.
  • (MEDIUM) Kings use an alternate algorithm for deciding which lord would be best suited for a fief.  They are more likely to award a reconquered fief to the lord who held it last; they are more likely to grant fiefs to lords that are somewhat-closeby; they take into consideration ancestral claims; and they are less likely to award every single fief to themselves because they can't think of any other candidates.  (Other aesthetic factors also apply.)
  • (LOW/MEDIUM) If a lord can't think of anyone to support for a fief, use the alternate algorithm to pick someone.  On LOW this just applies to kings; on MEDIUM this also applies to other lords.
  • (HIGH) When a lord or the player is courting a lady, the standard for the renown bonus is adjusted based on the renown of her daddy/guardian.
  • (LOW/MEDIUM/HIGH) Tweak the way that potential targets for attack are evaluated, to make retaking recently-lost fiefs more attractive.  The magnitude of the change varies based on how high the AI Changes setting is.
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发表于 2011-9-17 18:29 | 只看该作者
我想问这个是在介绍什么。。。
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硬硬的板凳
 楼主| 发表于 2011-9-17 18:49 | 只看该作者
回复 2# wymwd1

Diplomacy 3.3.2 + allow fief trading + PBOD ported to Warband 1.143 Final
外交策略+允许封地交易+战前命令及部署 MOD


外交策略 战前命令及部署 都有翻译,但是其中还有一些英语,看着不爽,我准备翻译一下

   Optional AI Change是其中一个功能


我自己翻译的一段



可选AI变化


低  1.当一个领主正在寻找一个阵营加入时,他更可能重新加入他的起始阵营,除非他刚从该阵营离开
     2.当AI选择一个封地以抵御攻击时,有领主的封地比没有领主的封地优先
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冰凉的地板
发表于 2011-9-17 19:04 | 只看该作者
等吃过饭看看吧
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5#
 楼主| 发表于 2011-9-17 19:13 | 只看该作者
回复 4# dokidoki

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6#
发表于 2011-9-17 19:51 | 只看该作者
原来是外交策略1.143最终版  
貌似加了不少新功能
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7#
 楼主| 发表于 2011-9-17 20:08 | 只看该作者
回复 6# wymwd1


   确实是加入了不少功能

http://forums.taleworlds.com/index.php/topic,162267.msg3919529.html#msg3919529



http://forums.taleworlds.com/index.php/topic,192223.0.html


虽然英语不太多,但是看起来很不爽,而且有些地方看不懂(英盲的悲哀)


这个是文件下载,把Native里的SceneObj文件复制到里面就行了,我差不多已经把game_menus翻译好了,全靠谷歌啊


http://3721up.com/2t0b
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月宫亚由

8#
发表于 2011-9-17 20:33 | 只看该作者
看来谷歌翻译蛮不错的
我刚刚用有道大致帮你机翻了下上面的大段英文  结果你懂得。。。  吐糟无力。。。
话说你的这个网盘链接很不错啊  有木有文件时间限制和容量限制?
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9#
 楼主| 发表于 2011-9-17 20:38 | 只看该作者
回复 8# wymwd1


   这个网盘木有时间和空间限制,当然这是她自己说的,我遇到过一次文件因为从没被人下过而过期,大文件上传也很不安全,一不小心挂掉就要重传,不过总的来说还是很不错滴

PS:光头你英文怎么样?帮我看看这几句话怎么翻


Change your vassals' title of nobility.{***}

是说改变旗帜的意思?

Gather {reg0} of the {reg20} items on the ground and leave.{***}
Gather the remaining {reg20} {reg0?items:item} on the ground and leave.{***}
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10#
发表于 2011-9-17 20:45 | 只看该作者
本帖最后由 dokidoki 于 2011-9-17 20:55 编辑

遇到坛子的和谐程序了,我说怎么发不全全文- -
  
其实我想写小姑娘的 无奈换成佳丽了

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发表于 2011-9-17 20:52 | 只看该作者
本帖最后由 dokidoki 于 2011-9-17 21:02 编辑

自由变更AI (2011-06-06)
(在宿营时可以设置为关闭,初级,中级或高级测试,预设为初级)

  • (初级) 欲寻明主的领主更倾向于重投老东家的怀抱,除非他正打算从该阵营出走
  • (初级) 当AI抵挡领内一块封地的攻击时,会优先考虑守卫有领主驻扎的封地。
  • (初级) 面对压倒性围城军势时,AI较容易弃战投降。相关因素包括守军将领的性格,要塞在王国中的重要度以及AI难度设定。
  • (中级) 对计算公式作出调整,使得当某位领主获赐封地时造成的关系破坏结果更合理(比如把夺回的封地物归原主时)
  • (中级) 降低了国王或其他npc领主支持无封地领主获得村庄所需的最低好感度。(原版他们不会支持关系为负数的领主获得封地,但是通过对话玩家可以在关系为-5时获得国王的受封)。这解决了某些领主永远无封地的囧境。
  • (中级) 对于好战性格的领主,在决定谁该受封时,将更经常支持征服者。
  • (中级) 重写了算法,国王在考虑封地的归属时,他们很可能把重占领的封地交还上任主人;他们更可能把封地赏给亲近的人;他们会记得先前的承诺;而且他们不太会因为眼下没合适的人选就把封地留给自己。(此外还会考虑到另一些人性化的因素)
  • (初级/中级) 如果国王或领主没有心怡的支持对象,将会采用新算法选择一个作为封地的接收人。当设为初级时,这只对国王有效;设为中级时,对其他领主也同样有效。。
  • (高级) 当领主或玩家追求某位佳丽时,声望奖励的标准会根据她的父亲或监护人的名声而变化。
  • (初级/中级/高级) 在决定潜在的进攻目标时,将会更倾向于收复新近的失地。程度取决于当前的AI设定等级。

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12#
 楼主| 发表于 2011-9-17 21:02 | 只看该作者
回复 11# dokidoki


   太感谢了,你英语很好啊   还有很多没翻译,看来只能靠谷歌了,不过顺便锻炼一下英语水平也是好滴
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13#
发表于 2011-9-17 21:04 | 只看该作者
献丑了
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发表于 2011-9-17 21:08 | 只看该作者
本帖最后由 dokidoki 于 2011-9-17 21:12 编辑

Change your vassals' title of nobility

这个我理解哦 就是改变男爵伯爵之类的贵族称号

Gather {reg0} of the {reg20} items on the ground and leave.{***}
Gather the remaining {reg20} {reg0?items:item} on the ground and leave.{***}

拾取 地上xx件物品后离开
拾取 地上的xx战利品xx件后离开

=-=大致吧
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15#
 楼主| 发表于 2011-9-17 21:10 | 只看该作者
回复 13# dokidoki


   就这点东西我翻的话需要至少1个小时,多谢你那
   刚发现你注册比我晚发帖量已经16000了,牛
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16#
 楼主| 发表于 2011-9-17 21:13 | 只看该作者
本帖最后由 772945894 于 2011-9-21 18:56 编辑

1.143版的外交策略,加入了不少新功能

我在外交策略和战前命令及部署的基础上将新加入的对话和菜单又翻译了一些,英语不好,有些翻译可能不太准确,见谅

原帖 http://forums.taleworlds.com/index.php?topic=162267.0
       http://forums.taleworlds.com/index.php?topic=192223.0

感谢dokidoki帮忙翻译

下载

http://3721up.com/2x69

说明
1.将此文件夹放到Mount&Blade Warband\Modules内
2.将Native文件夹内的SceneObj复制到Diplomacy中
MOD兼容Native存档

关于外交策略
介绍(大段英文,慎入 )
显示/收起 - 以下文字 -
Major update, 2011-06-06, last bugfixes released 2011-06-15
Contains fixes for various bugs from the previous "Diplomacy plus fiefs etc." release. (The vassal titles bug. The ladies speaking as lords bug. The terrain advantage/loot/renown bug. Various string problems. Thanks to Caba`drin and others. The INFAMOUS Diplomacy battle continuation bug is finally fixed, also thanks to Caba`drin.)


I made some modifications to Diplomacy 3.3.2 to implement some features from the suggestions thread.  The primary one was adding support for trading fiefs with other lords of the same faction.

I realized that if I waited until I was done tinkering, I'd never release my changes, and since it was my intention from the start to do so (for people to use themselves, or for Wahti to take if he wants -- I'd be totally pleased if he took any of this) I'm uploading what I have.

The major features are somewhat tested.  From what I understand about save compatibility, it should be compatible with Native.  It *probably* can be copied over vanilla Diplomacy and used with the same savegames; I performed most of my testing that way, but there could be subtle problems.

Download (source and .txt files), last update 2011-06-15
M&B Repository Download - Diplomacy_332_modified_2011_06_15.7z

Download merged with PBOD 0.88, last update 2011-06-15
M&B Repository Download - Diplomacy_332_modified_2011_06_15_+PBOD_088.7z

Source code notes
My additions are started with #diplomacy start+ and end with #diplomacy end+.  When I was editing an existing Diplomacy script, I usually used #nested diplomacy start+ for some reason that probably made sense at the time but now seems stupid to me.

Major features
Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
Enabled exchanging fiefs with other lords of the same faction (altered 2011-03-27).
Allowed male PCs to marry female lords (such as promoted companions in Native).
You can try to convince a lord to support another candidate (not just yourself) to receive a fief or to become marshall (released 2011-04-03).
It is now possible to marry pretenders and become the co-ruler of a kingdom (added 2011-06-06).
Female players have the option to play with or without sexist game elements (added 2011-06-06).
Optionally allow lords to eventually return from exile, either pardoned by an NPC king or seeking a pardon from the player.  This option is ON by default, and can be changed in the Camp menu (experimental 2011-04-03; full 2011-06-06).
Diplomacy features altered
New Mercantilism policy slider (added 2011-06-06)
Fixed mistake in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't).  Made enemy kingdoms slightly less easy to take advantage of.
When the AI is the one asking for peace, and the player imposes terms, make the AI more intelligent regarding whether or not it agrees to them.  (Before, there was a random chance that the AI would agree to any demand no matter how large, so you could repeatedly make absurd demands until they accepted.)  (added 2011-06-06)
For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself).  Removed the bonus reputation this gives with the enemy.  Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
Various minor improvements to Chancellor's lord descriptions.  Made the Chancellor's descriptions use the correct pronouns for the lord's gender.  Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage.  Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage.
Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy.  Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) prefer freedom to serfdom (added 2011-03-27)
Lords remember the things the player said to recruit him (e.g. "I will uphold your rights as a noble").  If the player doesn't follow through, the lord might be disgruntled depending on whether he liked the idea in the first place (added 2011-06-06)
When the player recruits a lord with various promises (e.g. "I will uphold your rights as a noble"), if he rules in a way that violates those promises the lord will be disgruntled (added 2011-06-06)
The "Quality" setting is now reflected slightly in troop composition.  Before, the benefit of more Quality was taken into account in AutoCalc battles but not in the actual troops, while the benefits of Quantity were applied in ways that always mattered. (added 2011-06-06)
AutoLoot no longer uses a "pool" troop.  The requirements have changed from "Inventory Management 3+ and a Chamberlain" to at least one of the following: the player has Inventory Management 2+, the party has Looting 2+, or a companion has Inventory Management 3+  (added 2011-06-06).
Added a version of rubik's AutoSell, modified so that it sells from the player's inventory.  The way it works is described in the in-game "Game Concepts" help documents: it doesn't sell anything the player has equipped or in the first three slots of his inventory, and uses certain rules to avoid selling your alternate gear. (added 2011-06-06)
For bribing another country to declare war, made some changes.  Instead of the cost being a flat 5000 denars, the cost varies based on a variety of factors.  Also limited the cases where a kingdom will agree to declare war while receiving nothing in return; in general it doesn't make sense for them to do that.  (added 2011-06-06)
Rebalanced relation gain from looting castles and sharing it with your vassals to be closer to the 1000 denars per +1 relation standard.  On the plus side,
Changes to dividing spoils with your followers: the efficiency of the relation gain will not exceed 1 per 1000 denars, to maintain parity with Native means of gaining relation.  (As an example, if a vassal's share of the loot is 1700 denars, he will have a 30% chance of +1 relation and a 70% chance of +2 relation.)  The lords will now have the gold added to their wealth.  Companions who object to raiding villages will react unfavorably if you loot a town, but do not object to raiding fortresses. (added 2011-06-06)
Lady features
Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
Ladies now charge less for improving relations with their relatives.  Distant relatives receive less of a discount than close relatives.
Ladies can be asked about ongoing feasts.
Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
Players may continue to dedicate tournaments to their wife after marriage (added 2011-06-06)
Companion features
Players can now assign the skill points of former companions who became lords (including pretenders).
Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue (altered 2011-06-06: now it isn't just Bunduk, it's any Benevolent or Custodian lord whose native faction is fac_kingdom_5)
Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory.  (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)
Changed the way that companions wander to alter a restriction that doesn't always make sense, although it isn't particularly noticable (added 2011-06-06)
If you send a Companion to spread support for you as king, and later govern in a way that contradicts what you told them to gain their support, they will become disgruntled.  On the other hand, if you rule in the way you promised them, they will be additionally satisifed. (added 2011-06-06)
Made some changes so promoted companions can court each other, and their romantic preferences will take into account their likes/dislikes (added 2011-06-06)
When a companion is on the verge of leaving your party, the player has the option of sweetening his attempt to persuade them to stay by offering them a bonus.
When trying to convince companions not to leave your party, the "persuasion attempt" may use Leadership instead of Persuasion.  That's the way it should have worked in the first place, as Leadership is the skill the player uses to maintain party morale and keep non-named NPCs from deserting (added 2011-06-06).
Other kingdom management features
In a rebellion, added the option to defer the assignment of newly-captured fiefs.
Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies.  (Bunduk remains a Tribune, however.)
When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name (added 2011-03-27), and also the lord's relation with the player (added 2011-04-03)
Added a new display option for the Known Lords by Relation report.  It only shows lords who belong to the player's faction, and also lists how many fiefs they each have (added 2011-04-03)
When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings.  The previous state of affairs did not make sense (added 2011-04-03)
Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events.  Because of this, they should be mentioned in the game log (added 2011-04-03)
When meeting an enemy king in the field, if the player is ruler of a kingdom he can negotiate a peace with terms, like he can when asking for peace through his minister.(added 2011-06-06)
From the Floris mod compilation, added the ability to rebel against your liege without waiting for a pretext such as a denied fief.  Altered this from the Floris version: honor loss and/or relation loss with the king's supporters may apply based on a variety of factors (added 2011-06-06).
Increase the player may now give troops to more lords than before.  (In Native, only your vassals would accept troops from you.)  Now, you can give troops to your spouse and certain close allies.  When you are faction marshall, as commander of the kingdom's armies you may also give troops to other lords.  To balance this, the number of troops a lord will accept from you is no longer unlimited: on Hard he will only take more soldiers if he has less than 150% his maximum party size; on Medium he can have up to  200%; and on Easy he can have up to 400% (added 2011-06-06).
The player may give troops to garrisons owned by certain lords, depending on the player's status and his relationship with them (in Native, you can only give troops to unassigned fiefs and fiefs owned by your spouse) (added 2011-06-06)
If you dismiss an employee (chamberlain, constable, chancellor), in addition to rehiring them through your spouse you may also try to contact them through the tavern travellers (added 2011-06-06)
Imported Floris dialog options letting you rebel directly from your liege by leaving his kingdom and refusing to hand over your fiefs.  Relation and/or honor loss may occur, according to rules similar for rebelling with a spouse. (added 2011-06-06)
Diplomacy features altered: affiliate to a family (added 2011-04-03, see disscussion thread)
The same way lords of a faction always know where their allies are, a player who affiliates to a family gains this ability regarding his house.  This information is visible under the Reports menu.
The extra relationship penalty when an affiliated lord is defeated or imprisoned does not apply when the player is currently wounded or captured.
Affiliated lords are more willing to receive tactical suggestions from the player, and the full range of suggestions are open even when the player is not marshall.
Affiliated lords are more willing to engage in intrigue with the player.  This reflects the idea of the House as a political alliance.
When affiliated lords are defeated or imprisoned, you are informed of the name of the place they are being held since you are expected to rescue them(added 2011-06-06)
Implementing the oft-requested feature for affiliated lords to notify you of their plans (added 2011-06-06)
Affiliated lords have an increased willingness to fight alongside the player even if they personally dislike him (added 2011-06-06)
Affiliated lords act more like a political alliance: when deciding who to support to receive a fief, they all consider each other "close allies" for the purposes of the standard decision checklist. (added 2011-06-06)
Affiliated lords will accept troops from the player, as mentioned in the "kingdom management" section (added 2011-06-06)
Minor dialog change to make it less confusing when someone who likes the player refuses affiliation  (added 2011-06-06)
For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by.  Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance(added 2011-06-06).
Support for kingdom ladies and commoners as lords
This section is not adding new features, but making the features the game already has work properly with ennobled commoners and kingdom ladies who have obtained fiefs.  (The latter cannot happen in Native or Diplomacy 3.3.2, but some modified games allow it.)
In npc_decision_checklist_marry_female_pc, added behavior for non-noble personality types.
In get_relevant_comment_for_log_entry, altered moralistic ladies to use the lines for upstanding lords and altered ambitious ladies to use lines for cunning lords (added 2011-04-03)
In the "willingness to intrigue" check in dialog state lord_recruit_1_relation, added support for certain lady personalities (in terms of how willing they are, and what lines they speak).  Instead of using the defaults, moralistic ladies use the settings for upstanding lords, and ambitious ladies use the settings for cunning lords (added 2011-04-03)
For fief selection, benefactors, moralists, romantics, and conventional maidens use the same thought processes as upstanding and good-natured lords(added 2011-04-03)
Commoners who are opposed to attacking innocents or raiding merged caravans will no longer do such things when they become lords (added 2011-06-06)
Continued adding support for commoner and lady personality types and companion morality types to places where personality is taken into account; mentioning each individual place this happens is impractical (added 2011-06-06)
In a great many places where the game assumes gender, check gender and use the correct words/pronouns (added 2011-06-06)
Other marriage-related changes
The way your wife/husband addresses you will change based on their relation with you.  (This may seem like a silly feature, but someone mentioned that they wanted it on the forums, and it seemed harmless.) (added 2011-03-27)
Some Martial and Upstanding lords will potentially marry female characters, in contrast to Native where all they all automatically refuse (added 2011-06-06)
NPC-to-NPC Marriages can occur in a greater range of venues (added 2011-06-06)
Tweaked the way the minister/"father of the bride" troops for the wedding cutscene are determined, so there is less of a chance of using the default stand-ins. (added 2011-06-06)
Other features/changes
Travelers in taverns can now be asked about book merchants and ransom brokers (as in rubik's Custom Commander), but only gives locations of brokers/merchants that the player has encountered before (bug-fixed 2011-04-03)
Copied rubik's code from Custom Commander that lets you view (but not alter) the equipment of ordinary troops in your party.
Added Arch3r's terrain advantage code as an option that can be toggled in the Camp menu (defaults to "on").  This mostly affects AutoCalc battles, but also will have a slight effect on the AI when it is enabled (if it's enabled, the AI lords will also use it in certain circumstances to estimate which of two groups is stronger) (added 2011-03-27; made substantial changes 2011-06-06 to make this work as intended)
Added support to script_troop_get_family_relation_to_troop for non-coded family relations of certain faction leaders and pretenders.  (The Vaegir claimant is the king's cousin; the Khergit claimant is the king's brother.)  Mods that do not use standard faction leaders/pretenders should remove this (added 2011-04-03).  Expanded further to allow more types of relations, such as grandparents and half-siblings (added 2011-06-06).
When trying to convince a lord to support a candidate for an honor, the lord will not refuse because "I would not wish to strain my relationship with {s4}" if {s4} actually supports your choice! (added 2011-06-06)
If you are in a life-and-death struggle in a tavern and are a lord of the realm, you aren't going to be prevented from using ranged weapons by a tavern keeper shouting "No shooting!" (added 2011-06-06)
In a wide variety places, when commoners or the player's subordinates address him as "sir/madam", replace this if appropriate with "my lord/my lady" or "your highness."  Different people won't always use the same titles: peasants tend to be obsequious (like calling every random man "sir"), and your own followers and people in your kingdom will certainly acknowledge your rank, but especially if you are not a member of an established kingdom subjects of other kingdoms may be less quick to pay lip service to your alleged station. (added 2011-06-06)
The way that NPC lords choose which fief to use as their "home" is now less arbitrary.  Instead of picking the one with the lowest ID #, pick in order of preferences: towns before castles; their ancestral fief before other fiefs; and fiefs in their homeland before foreign fiefs (added 2011-06-06).
When you kidnap a lady, you suffer relation loss with her guardian and potentially other family members (added 2011-06-06)
When you refuse to ransom someone, you likewise suffer relation loss with their allies (added 2011-06-06)
Removed upper level limits from quests, to increase the variety later in the game.  Decreased the rewards when the player is over the normal level limit.  (added 2011-06-06)
Partially re-enabled various quests that are normally disabled when the player joins or rules a kingdom, to increase variety later in the game.  Your vassals and most of your fellow lords won't ask you to go fetch a bottle of milk from the market, but lords who are especially close with the player will still ask certain things, as will lords who consider themselves the player's superior. (added 2011-06-06)
In a few places, NPCs will substitute culturally appropriate terms for certain words.  Many times there is no difference, but it allows easy customization for other settings (added 2011-06-06).
Like in rubik's Custom Commander, you can sell your prisoners all at once to a ransom broker.  Also, they tell you the price they'll give when they ask if you're sure (added 2011-06-06).
When determining the strength of a faction to evaluate whether to attack it, NPC kingdoms take alliances into account (added 2011-06-06)
Diplomacy bugs fixed
Added Caba`drin's fix for the infamous battle continuation bug, that prevents you from retreating if someone is standing near your body (added 2011-06-06)
Found and fixed the part of Diplomacy that (I think) was causing the fake war declarations.
Disabled "send your spouse to buy bread" in some circumstances that could result in them existing in duplicate parties  A fuller solution is planned but not yet ready (added 2011-03-27)
Fixed bug when the player moves her/his household and is married to an NPC lord, that would cause the spouse to exist in two places and possibly cause the AI to behave weirdly (added 2011-03-27)
Fixed a random number bug in the "send your companion to recruit a lord" calculation that caused rejection far more often than intended (added 2011-03-27)
Fixed dialogue reference from "companion_truce_pay" to "dplmc_companion_truce_pay", which could make the game uncontinuable in a certain situation(added 2011-03-27)
Lords now receive gold player gives them for surrendering during a siege, paying for truce, and bribing to go to war (added 2011-04-03).
Disbanding patrols should now work properly, thanks to Caba`drin (added 2011-06-06)
Native bugs fixed
Fixed bug where daughters were assigned to their own "mother" slots.  This happens at the start of the game, but troop_get_family_relation_to_troop has been modified to work correctly on saved games with this bug.
Lords receive gold player gives them for tax collection quest, debt payments, bribery in "convince lords to make peace" quests, ransoms, and pardons(added 2011-04-03).
Fixed a longstanding bug that prevents players from receiving Right to Rule when they marry (added 2011-04-03)
Fixed the glitch with fief quarrel dialogs that was causing lords to say things like "It is well known that King Harlaus received the fief of Peasant Woman, which I believe should have gone to me." (added 2011-04-03)
Fixed a bug in fief assigning dialogs, that prevented the game from properly displaying which lords have been promised fiefs.  The code was there, but was checking the wrong troop (added 2011-04-03)
There appeared to be something wrong with the calculation of how much gold is gained when a village is looted, in the part that took into account the prosperity of the village (added 2011-06-06)
Fixed bug that caused rulers and claimants to start courting ladies and caused some people to court "trp_knight_1_1_wife" (added 2011-06-06).
When the player is the ruler of a kingdom and pledges loyalty to another liege, make the player's vassals switch faction too (added 2011-06-06).
Fixed bug preventing NPC from eloping with each other (added 2011-06-06).
Fixed faction relation bug, where when you leave a faction you keep the relation bonuses with the allies of your ex-faction, even though you lose the penalties with their enemies (added 2011-06-06).
Fixed a marriage bug where the groom didn't get relation bonuses with the family of the bride (added 2011-06-06).
When lords pay ransoms, they lose the money.  When a dependent is ransomed her relative pays (added 2011-06-06).
Trivial changes
2011-06-06: There are now too many places where spelling or English usage has been improved that it makes sense to summarize them individually.

Optional Economic Changes
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
(LOW) When trade occurs between towns, the benefits are split between the buyer and the seller, instead of just the buyer.  (The rationale for this is that in Native, there is no incentive to export goods.)
(LOW) Merchant caravans take into account distance when deciding the most profitable trade route, as well as any mercantilistic policies imposed.
(LOW) Reduce price convergence caused by NPC travelling merchants (from 30% in Native to a random percentage with an average of 15%).
(LOW) Increase food prices in towns under siege.
(LOW) When the player surrenders, depending on who accepted his surrender and other factors, they may not loot his personal equipment.  (This is to deal with the problem that when permanent stat loss is not possible, there is no way reason to ever surrender, since you lose the same soldiers and items either way and if you fight at least you can reduce your opponent's army.)
(LOW) The available gold at merchants changes with town prosperity.
(LOW) You receive slightly better prices selling items to the correct merchants.
(LOW) The rate of food stock replenishment for a castle depends on the prosperity of its village, and is stopped while the village is raided.
(MEDIUM) When promoting a companion to a lord, modify their starting gold (which is supposed to represent their accumulated share of the loot) by their Trade and Looting skills.
(MEDIUM) When calculating player enterprise profit (both for real and estimated) don't just use the price of the raw materials, but also whether they are actually available.  If there is no locally-available supply, the good will have to be imported, and the effective price depends on the prices of the town's trading partners and the frequency of caravan traffic with them.
(MEDIUM) Food consumption at both castles and towns increases with garrison size.  The average starting garrison size is the baseline.  Troops beyond that eat more, although the change is less important in percentage terms for towns.  Food consumption at towns increases with prosperity.
(MEDIUM) If a faction is run by the player (and so no one receives the weekly bonus gold that the faction leader would normally receive), and the player is married to a lord, the player's spouse receives half of the "king bonus."
(MEDIUM) Like NPC lords, the player loses gold when his fiefs are raided.  (Only gold in your treasury managed by your chamberlain can be lost this way: the gold you carry with you is exempt.)
(MEDIUM) When the player party is defeated, take into account the Looting score of the victor when calculating the gold lost by the player.
(MEDIUM) If an NPC-owned castle or garrison has more troops than a certain minimum and it lacks the wealth to pay wages, it can suffer attrition.
(HIGH) When a lord loses gold due to a village being raided, the loss is first subtracted from uncollected taxes at the village before being applied to his personal wealth.
(HIGH) As kingdoms are eliminated, the "king/marshall bonus" for all the remaining kingdoms increases, so the total amount of gold given out remains constant.
(HIGH) If a lord has an excess of gold, he might distribute some of the extra to any of his fortresses that have low wealth (and don't have oversized garrisons).
(HIGH) When prisoners are "sold" from NPC-owned towns and castles, a small amount is added to the fief's wealth (unless it has an oversized garrison).
(HIGH) Mercenary party sizes increase with the player's level, the same way that lord party sizes increase, to make them stay relevant as the game progresses.
(HIGH) The higher the player's honor, the greater the honor loss from misdeeds.
Optional AI Changes (2011-06-06)
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)

(LOW) When a lord is looking for a new faction to join, he is more likely to rejoin his original faction unless that is the faction he is leaving.
(LOW) When the AI picks a fief to defend from attacks, give greater priority to defending fiefs with lords than fiefs without lords.
(LOW) Increased the range of circumstances in which the AI will surrender to a massively superior sieging force.  Factors include among other things the personality of the leader of the defenders, how much the kingdom values the fortress, and the campaign AI difficulty setting.
(MEDIUM) Tweak the relationship loss calculation with other lords when one lord is granted a fief, to make it slightly less unreasonable (e.g. when returning a recaptured fief to its original owner).
(MEDIUM) For kings and certain other personalities, when supporting lords to receive villages, changed the minimum relation a fiefless lord has to have before they will support him.  (In Native, they wouldn't support a lord with relation below 0, but through dialogs kings would offer villages to players with relations as low as -5.)  Fixing this removes an inconsistency, and decreases the perpetually-fiefless-lord issue.
(MEDIUM) For martially-minded lords, when choosing who to support to receive a fief, they will support the conquerer more often.
(MEDIUM) Kings use an alternate algorithm for deciding which lord would be best suited for a fief.  They are more likely to award a reconquered fief to the lord who held it last; they are more likely to grant fiefs to lords that are somewhat-closeby; they take into consideration ancestral claims; and they are less likely to award every single fief to themselves because they can't think of any other candidates.  (Other aesthetic factors also apply.)
(LOW/MEDIUM) If a lord can't think of anyone to support for a fief, use the alternate algorithm to pick someone.  On LOW this just applies to kings; on MEDIUM this also applies to other lords.
(HIGH) When a lord or the player is courting a lady, the standard for the renown bonus is adjusted based on the renown of her daddy/guardian.
(LOW/MEDIUM/HIGH) Tweak the way that potential targets for attack are evaluated, to make retaking recently-lost fiefs more attractive.  The magnitude of the change varies based on how high the AI Changes setting is

关于自由变更AI
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由dokidoki 翻译
自由变更AI (2011-06-06)
(在宿营时可以设置为关闭,初级,中级或高级测试,预设为初级)
(初级) 欲寻明主的领主更倾向于重投老东家的怀抱,除非他正打算从该阵营出走
(初级) 当AI抵挡领内一块封地的攻击时,会优先考虑守卫有领主驻扎的封地。
(初级) 面对压倒性围城军势时,AI较容易弃战投降。相关因素包括守军将领的性格,要塞在王国中的重要度以及AI难度设定。
(中级) 对计算公式作出调整,使得当某位领主获赐封地时造成的关系破坏结果更合理(比如把夺回的封地物归原主时)
(中级) 降低了国王或其他npc领主支持无封地领主获得村庄所需的最低好感度。(原版他们不会支持关系为负数的领主获得封地,但是通过对话玩家可以在关系为-5时获得国王的受封)。这解决了某些领主永远无封地的囧境。
(中级) 对于好战性格的领主,在决定谁该受封时,将更经常支持征服者。
(中级) 重写了算法,国王在考虑封地的归属时,他们很可能把重占领的封地交还上任主人;他们更可能把封地赏给亲近的人;他们会记得先前的承诺;而且他们不太会因为眼下没合适的人选就把封地留给自己。(此外还会考虑到另一些人性化的因素)
(初级/中级) 如果国王或领主没有心怡的支持对象,将会采用新算法选择一个作为封地的接收人。当设为初级时,这只对国王有效;设为中级时,对其他领主也同样有效。。
(高级) 当领主或玩家追求某位佳丽时,声望奖励的标准会根据她的父亲或监护人的名声而变化。
(初级/中级/高级) 在决定潜在的进攻目标时,将会更倾向于收复新近的失地。程度取决于当前的AI设定等级。


战前命令及部署 介绍
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翻译 by  dsr1013

这是一个侧重加强战前战略部署的迷你MOD。我将在本文的结尾放出资源包的下载链接。

制作本MOD的目的是为那些希望在战前准备阶段加入进阶策略选项的骑友们提供一系列选择支,而这些骑友则能够通过这些新增选项来摆脱此前的困境,比如在开战之初必须通过反复敲击键盘来给不同部队下达同一个指令;又或者有骑友想要通过新选项来精确地选择想要由那些士兵来参加战斗,而不是让程序来提供一个模糊的选择(注:Native只能通过调整“队伍”界面中兵种的排列顺序来大致决定出场的优先度)。

战前命令和部署MOD将为玩家亲自参加的所有战斗的战前菜单提供新的战略选项。最基本的情况是,玩家的队伍中至少有一人拥有1点战术技能,那么战前的选择支中,除Native原有的“向敌人发起冲锋”之外,会出现两个新增选项。其中,“抢占阵地(Take the Field)”选项可以命令自己的部队开场后原地展开防守;而“带领部队进军(Lead the Troops)”则会命令部队跟随玩家角色。

如果玩家部队中的成员能够再提供1点战术技能,那么战前选项中又会多出一个新的分支:“根据敌人动向确定行动方针(Plan your battle with the enemy)”。当玩家选择这一选项后,界面中会出现一个类似原版指挥界面的弹出式作战命令菜单,其中列出了四类可供选择的命令:一类开场行动指令(包括冲锋、坚守和跟随),两类动作指令(包括前进/后退十步,以及相互靠拢、相互散开、上/下马等),以及一类武器选择指令(包括自由射击、停止射击、使用任意武器和使用钝器等Native中原有的命令)。其中动作指令最多可以重复四次。屏幕下方则是命令控制选项,包括:返回(Reassess)——返回到战前选项中;撤销指令(Scrap all)——清除已选择的所有指令;准备指令(Prepare Orders)——预览右侧界面中所选择指令的执行效果;下达命令(Dispatch Orders)——储存已选择的命令,并返回战前选项界面。

当玩家部队成员所能提供的战术技能达到2点或以上时,玩家可以在战前选项菜单中选择“拟定参与战斗的人员(Plan who will join you in battle)”。为了使这个选项实现其应有的功能,我在营地菜单下的“做一点什么”中加入了“记录战场人数(Record Battle Size)”选项。玩家必须事先在此输入游戏设定中设置的战场人数(因为无法通过内部命令直接调用游戏设定中的数值)。这里的选项只是起到了记录战场人数的作用,并不会对游戏设定做出改动,同时,只要玩家未对战场人数做出改动,就不需要重复进行设置,而游戏存档中也会自动保存此处的记录值。

在布置参战人员的界面下,玩家的部队将以“队伍”界面中的兵种排列顺序显示出来。同时,每类兵种后都有一个数字框,玩家可以输入0到该类兵种未受伤人数之间的任意数值,从而设定战斗开始时战场上将刷新出的该类兵种的士兵数量。同样,屏幕下方也会出现三个命令控制选项,分别是:撤销指令(Scrap all)——清除已选择的所有士兵;返回(Reassess)——返回到战前选项中;整备部队(Ready Troops)——保存作出的部署,并返回战前选项界面。选择“整备部队”选项后,只有玩家所选择的士兵才会在战斗开始时随同玩家一道出现在战场上,而剩余的士兵则依旧会作为援军参与到随后的战斗中。

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发表于 2011-9-17 21:15 | 只看该作者
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 楼主| 发表于 2011-9-17 21:23 | 只看该作者
本帖最后由 772945894 于 2011-9-21 18:48 编辑

[spoiler]Major update, 2011-06-06, last bugfixes released 2011-06-15
Contains fixes for various bugs from the previous "Diplomacy plus fiefs etc." release. (The vassal titles bug. The ladies speaking as lords bug. The terrain advantage/loot/renown bug. Various string problems. Thanks to Caba`drin and others. The INFAMOUS Diplomacy battle continuation bug is finally fixed, also thanks to Caba`drin.)


I made some modifications to Diplomacy 3.3.2 to implement some features from the suggestions thread.  The primary one was adding support for trading fiefs with other lords of the same faction.

I realized that if I waited until I was done tinkering, I'd never release my changes, and since it was my intention from the start to do so (for people to use themselves, or for Wahti to take if he wants -- I'd be totally pleased if he took any of this) I'm uploading what I have.

The major features are somewhat tested.  From what I understand about save compatibility, it should be compatible with Native.  It *probably* can be copied over vanilla Diplomacy and used with the same savegames; I performed most of my testing that way, but there could be subtle problems.

Download (source and .txt files), last update 2011-06-15
M&B Repository Download - Diplomacy_332_modified_2011_06_15.7z

Download merged with PBOD 0.88, last update 2011-06-15
M&B Repository Download - Diplomacy_332_modified_2011_06_15_+PBOD_088.7z

Source code notes
My additions are started with #diplomacy start+ and end with #diplomacy end+.  When I was editing an existing Diplomacy script, I usually used #nested diplomacy start+ for some reason that probably made sense at the time but now seems stupid to me.

Major features
  • Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
  • Enabled exchanging fiefs with other lords of the same faction (altered 2011-03-27).
  • Allowed male PCs to marry female lords (such as promoted companions in Native).
  • You can try to convince a lord to support another candidate (not just yourself) to receive a fief or to become marshall (released 2011-04-03).
  • It is now possible to marry pretenders and become the co-ruler of a kingdom (added 2011-06-06).
  • Female players have the option to play with or without sexist game elements (added 2011-06-06).
  • Optionally allow lords to eventually return from exile, either pardoned by an NPC king or seeking a pardon from the player.  This option is ON by default, and can be changed in the Camp menu (experimental 2011-04-03; full 2011-06-06).
Diplomacy features altered
  • New Mercantilism policy slider (added 2011-06-06)
  • Fixed mistake in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't).  Made enemy kingdoms slightly less easy to take advantage of.
  • When the AI is the one asking for peace, and the player imposes terms, make the AI more intelligent regarding whether or not it agrees to them.  (Before, there was a random chance that the AI would agree to any demand no matter how large, so you could repeatedly make absurd demands until they accepted.)  (added 2011-06-06)
  • For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself).  Removed the bonus reputation this gives with the enemy.  Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
  • Various minor improvements to Chancellor's lord descriptions.  Made the Chancellor's descriptions use the correct pronouns for the lord's gender.  Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage.  Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage.
  • Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy.  Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) prefer freedom to serfdom (added 2011-03-27)
  • Lords remember the things the player said to recruit him (e.g. "I will uphold your rights as a noble").  If the player doesn't follow through, the lord might be disgruntled depending on whether he liked the idea in the first place (added 2011-06-06)
  • When the player recruits a lord with various promises (e.g. "I will uphold your rights as a noble"), if he rules in a way that violates those promises the lord will be disgruntled (added 2011-06-06)
  • The "Quality" setting is now reflected slightly in troop composition.  Before, the benefit of more Quality was taken into account in AutoCalc battles but not in the actual troops, while the benefits of Quantity were applied in ways that always mattered. (added 2011-06-06)
  • AutoLoot no longer uses a "pool" troop.  The requirements have changed from "Inventory Management 3+ and a Chamberlain" to at least one of the following: the player has Inventory Management 2+, the party has Looting 2+, or a companion has Inventory Management 3+  (added 2011-06-06).
  • Added a version of rubik's AutoSell, modified so that it sells from the player's inventory.  The way it works is described in the in-game "Game Concepts" help documents: it doesn't sell anything the player has equipped or in the first three slots of his inventory, and uses certain rules to avoid selling your alternate gear. (added 2011-06-06)
  • For bribing another country to declare war, made some changes.  Instead of the cost being a flat 5000 denars, the cost varies based on a variety of factors.  Also limited the cases where a kingdom will agree to declare war while receiving nothing in return; in general it doesn't make sense for them to do that.  (added 2011-06-06)
  • Rebalanced relation gain from looting castles and sharing it with your vassals to be closer to the 1000 denars per +1 relation standard.  On the plus side,
  • Changes to dividing spoils with your followers: the efficiency of the relation gain will not exceed 1 per 1000 denars, to maintain parity with Native means of gaining relation.  (As an example, if a vassal's share of the loot is 1700 denars, he will have a 30% chance of +1 relation and a 70% chance of +2 relation.)  The lords will now have the gold added to their wealth.  Companions who object to raiding villages will react unfavorably if you loot a town, but do not object to raiding fortresses. (added 2011-06-06)
Lady features
  • Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
  • Ladies now charge less for improving relations with their relatives.  Distant relatives receive less of a discount than close relatives.
  • Ladies can be asked about ongoing feasts.
  • Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
  • Players may continue to dedicate tournaments to their wife after marriage (added 2011-06-06)
Companion features
  • Players can now assign the skill points of former companions who became lords (including pretenders).
  • Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue (altered 2011-06-06: now it isn't just Bunduk, it's any Benevolent or Custodian lord whose native faction is fac_kingdom_5)
  • Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory.  (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)
  • Changed the way that companions wander to alter a restriction that doesn't always make sense, although it isn't particularly noticable (added 2011-06-06)
  • If you send a Companion to spread support for you as king, and later govern in a way that contradicts what you told them to gain their support, they will become disgruntled.  On the other hand, if you rule in the way you promised them, they will be additionally satisifed. (added 2011-06-06)
  • Made some changes so promoted companions can court each other, and their romantic preferences will take into account their likes/dislikes (added 2011-06-06)
  • When a companion is on the verge of leaving your party, the player has the option of sweetening his attempt to persuade them to stay by offering them a bonus.
  • When trying to convince companions not to leave your party, the "persuasion attempt" may use Leadership instead of Persuasion.  That's the way it should have worked in the first place, as Leadership is the skill the player uses to maintain party morale and keep non-named NPCs from deserting (added 2011-06-06).
Other kingdom management features
  • In a rebellion, added the option to defer the assignment of newly-captured fiefs.
  • Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies.  (Bunduk remains a Tribune, however.)
  • When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name (added 2011-03-27), and also the lord's relation with the player (added 2011-04-03)
  • Added a new display option for the Known Lords by Relation report.  It only shows lords who belong to the player's faction, and also lists how many fiefs they each have (added 2011-04-03)
  • When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings.  The previous state of affairs did not make sense (added 2011-04-03)
  • Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events.  Because of this, they should be mentioned in the game log (added 2011-04-03)
  • When meeting an enemy king in the field, if the player is ruler of a kingdom he can negotiate a peace with terms, like he can when asking for peace through his minister.(added 2011-06-06)
  • From the Floris mod compilation, added the ability to rebel against your liege without waiting for a pretext such as a denied fief.  Altered this from the Floris version: honor loss and/or relation loss with the king's supporters may apply based on a variety of factors (added 2011-06-06).
  • Increase the player may now give troops to more lords than before.  (In Native, only your vassals would accept troops from you.)  Now, you can give troops to your spouse and certain close allies.  When you are faction marshall, as commander of the kingdom's armies you may also give troops to other lords.  To balance this, the number of troops a lord will accept from you is no longer unlimited: on Hard he will only take more soldiers if he has less than 150% his maximum party size; on Medium he can have up to  200%; and on Easy he can have up to 400% (added 2011-06-06).
  • The player may give troops to garrisons owned by certain lords, depending on the player's status and his relationship with them (in Native, you can only give troops to unassigned fiefs and fiefs owned by your spouse) (added 2011-06-06)
  • If you dismiss an employee (chamberlain, constable, chancellor), in addition to rehiring them through your spouse you may also try to contact them through the tavern travellers (added 2011-06-06)
  • Imported Floris dialog options letting you rebel directly from your liege by leaving his kingdom and refusing to hand over your fiefs.  Relation and/or honor loss may occur, according to rules similar for rebelling with a spouse. (added 2011-06-06)
Diplomacy features altered: affiliate to a family (added 2011-04-03, see disscussion thread)
  • The same way lords of a faction always know where their allies are, a player who affiliates to a family gains this ability regarding his house.  This information is visible under the Reports menu.
  • The extra relationship penalty when an affiliated lord is defeated or imprisoned does not apply when the player is currently wounded or captured.
  • Affiliated lords are more willing to receive tactical suggestions from the player, and the full range of suggestions are open even when the player is not marshall.
  • Affiliated lords are more willing to engage in intrigue with the player.  This reflects the idea of the House as a political alliance.
  • When affiliated lords are defeated or imprisoned, you are informed of the name of the place they are being held since you are expected to rescue them (added 2011-06-06)
  • Implementing the oft-requested feature for affiliated lords to notify you of their plans (added 2011-06-06)
  • Affiliated lords have an increased willingness to fight alongside the player even if they personally dislike him (added 2011-06-06)
  • Affiliated lords act more like a political alliance: when deciding who to support to receive a fief, they all consider each other "close allies" for the purposes of the standard decision checklist. (added 2011-06-06)
  • Affiliated lords will accept troops from the player, as mentioned in the "kingdom management" section (added 2011-06-06)
  • Minor dialog change to make it less confusing when someone who likes the player refuses affiliation  (added 2011-06-06)
  • For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by.  Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance (added 2011-06-06).
Support for kingdom ladies and commoners as lords
This section is not adding new features, but making the features the game already has work properly with ennobled commoners and kingdom ladies who have obtained fiefs.  (The latter cannot happen in Native or Diplomacy 3.3.2, but some modified games allow it.)
  • In npc_decision_checklist_marry_female_pc, added behavior for non-noble personality types.
  • In get_relevant_comment_for_log_entry, altered moralistic ladies to use the lines for upstanding lords and altered ambitious ladies to use lines for cunning lords (added 2011-04-03)
  • In the "willingness to intrigue" check in dialog state lord_recruit_1_relation, added support for certain lady personalities (in terms of how willing they are, and what lines they speak).  Instead of using the defaults, moralistic ladies use the settings for upstanding lords, and ambitious ladies use the settings for cunning lords (added 2011-04-03)
  • For fief selection, benefactors, moralists, romantics, and conventional maidens use the same thought processes as upstanding and good-natured lords (added 2011-04-03)
  • Commoners who are opposed to attacking innocents or raiding merged caravans will no longer do such things when they become lords (added 2011-06-06)
  • Continued adding support for commoner and lady personality types and companion morality types to places where personality is taken into account; mentioning each individual place this happens is impractical (added 2011-06-06)
  • In a great many places where the game assumes gender, check gender and use the correct words/pronouns (added 2011-06-06)
Other marriage-related changes
  • The way your wife/husband addresses you will change based on their relation with you.  (This may seem like a silly feature, but someone mentioned that they wanted it on the forums, and it seemed harmless.) (added 2011-03-27)
  • Some Martial and Upstanding lords will potentially marry female characters, in contrast to Native where all they all automatically refuse (added 2011-06-06)
  • NPC-to-NPC Marriages can occur in a greater range of venues (added 2011-06-06)
  • Tweaked the way the minister/"father of the bride" troops for the wedding cutscene are determined, so there is less of a chance of using the default stand-ins. (added 2011-06-06)
Other features/changes
  • Travelers in taverns can now be asked about book merchants and ransom brokers (as in rubik's Custom Commander), but only gives locations of brokers/merchants that the player has encountered before (bug-fixed 2011-04-03)
  • Copied rubik's code from Custom Commander that lets you view (but not alter) the equipment of ordinary troops in your party.
  • Added Arch3r's terrain advantage code as an option that can be toggled in the Camp menu (defaults to "on").  This mostly affects AutoCalc battles, but also will have a slight effect on the AI when it is enabled (if it's enabled, the AI lords will also use it in certain circumstances to estimate which of two groups is stronger) (added 2011-03-27; made substantial changes 2011-06-06 to make this work as intended)
  • Added support to script_troop_get_family_relation_to_troop for non-coded family relations of certain faction leaders and pretenders.  (The Vaegir claimant is the king's cousin; the Khergit claimant is the king's brother.)  Mods that do not use standard faction leaders/pretenders should remove this (added 2011-04-03).  Expanded further to allow more types of relations, such as grandparents and half-siblings (added 2011-06-06).
  • When trying to convince a lord to support a candidate for an honor, the lord will not refuse because "I would not wish to strain my relationship with {s4}" if {s4} actually supports your choice! (added 2011-06-06)
  • If you are in a life-and-death struggle in a tavern and are a lord of the realm, you aren't going to be prevented from using ranged weapons by a tavern keeper shouting "No shooting!" (added 2011-06-06)
  • In a wide variety places, when commoners or the player's subordinates address him as "sir/madam", replace this if appropriate with "my lord/my lady" or "your highness."  Different people won't always use the same titles: peasants tend to be obsequious (like calling every random man "sir"), and your own followers and people in your kingdom will certainly acknowledge your rank, but especially if you are not a member of an established kingdom subjects of other kingdoms may be less quick to pay lip service to your alleged station. (added 2011-06-06)
  • The way that NPC lords choose which fief to use as their "home" is now less arbitrary.  Instead of picking the one with the lowest ID #, pick in order of preferences: towns before castles; their ancestral fief before other fiefs; and fiefs in their homeland before foreign fiefs (added 2011-06-06).
  • When you kidnap a lady, you suffer relation loss with her guardian and potentially other family members (added 2011-06-06)
  • When you refuse to ransom someone, you likewise suffer relation loss with their allies (added 2011-06-06)
  • Removed upper level limits from quests, to increase the variety later in the game.  Decreased the rewards when the player is over the normal level limit.  (added 2011-06-06)
  • Partially re-enabled various quests that are normally disabled when the player joins or rules a kingdom, to increase variety later in the game.  Your vassals and most of your fellow lords won't ask you to go fetch a bottle of milk from the market, but lords who are especially close with the player will still ask certain things, as will lords who consider themselves the player's superior. (added 2011-06-06)
  • In a few places, NPCs will substitute culturally appropriate terms for certain words.  Many times there is no difference, but it allows easy customization for other settings (added 2011-06-06).
  • Like in rubik's Custom Commander, you can sell your prisoners all at once to a ransom broker.  Also, they tell you the price they'll give when they ask if you're sure (added 2011-06-06).
  • When determining the strength of a faction to evaluate whether to attack it, NPC kingdoms take alliances into account (added 2011-06-06)
Diplomacy bugs fixed
  • Added Caba`drin's fix for the infamous battle continuation bug, that prevents you from retreating if someone is standing near your body (added 2011-06-06)
  • Found and fixed the part of Diplomacy that (I think) was causing the fake war declarations.
  • Disabled "send your spouse to buy bread" in some circumstances that could result in them existing in duplicate parties  A fuller solution is planned but not yet ready (added 2011-03-27)
  • Fixed bug when the player moves her/his household and is married to an NPC lord, that would cause the spouse to exist in two places and possibly cause the AI to behave weirdly (added 2011-03-27)
  • Fixed a random number bug in the "send your companion to recruit a lord" calculation that caused rejection far more often than intended (added 2011-03-27)
  • Fixed dialogue reference from "companion_truce_pay" to "dplmc_companion_truce_pay", which could make the game uncontinuable in a certain situation (added 2011-03-27)
  • Lords now receive gold player gives them for surrendering during a siege, paying for truce, and bribing to go to war (added 2011-04-03).
  • Disbanding patrols should now work properly, thanks to Caba`drin (added 2011-06-06)
Native bugs fixed
  • Fixed bug where daughters were assigned to their own "mother" slots.  This happens at the start of the game, but troop_get_family_relation_to_troop has been modified to work correctly on saved games with this bug.
  • Lords receive gold player gives them for tax collection quest, debt payments, bribery in "convince lords to make peace" quests, ransoms, and pardons (added 2011-04-03).
  • Fixed a longstanding bug that prevents players from receiving Right to Rule when they marry (added 2011-04-03)
  • Fixed the glitch with fief quarrel dialogs that was causing lords to say things like "It is well known that King Harlaus received the fief of Peasant Woman, which I believe should have gone to me." (added 2011-04-03)
  • Fixed a bug in fief assigning dialogs, that prevented the game from properly displaying which lords have been promised fiefs.  The code was there, but was checking the wrong troop (added 2011-04-03)
  • There appeared to be something wrong with the calculation of how much gold is gained when a village is looted, in the part that took into account the prosperity of the village (added 2011-06-06)
  • Fixed bug that caused rulers and claimants to start courting ladies and caused some people to court "trp_knight_1_1_wife" (added 2011-06-06).
  • When the player is the ruler of a kingdom and pledges loyalty to another liege, make the player's vassals switch faction too (added 2011-06-06).
  • Fixed bug preventing NPC from eloping with each other (added 2011-06-06).
  • Fixed faction relation bug, where when you leave a faction you keep the relation bonuses with the allies of your ex-faction, even though you lose the penalties with their enemies (added 2011-06-06).
  • Fixed a marriage bug where the groom didn't get relation bonuses with the family of the bride (added 2011-06-06).
  • When lords pay ransoms, they lose the money.  When a dependent is ransomed her relative pays (added 2011-06-06).
Trivial changes
2011-06-06: There are now too many places where spelling or English usage has been improved that it makes sense to summarize them individually.

Optional Economic Changes
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
  • (LOW) When trade occurs between towns, the benefits are split between the buyer and the seller, instead of just the buyer.  (The rationale for this is that in Native, there is no incentive to export goods.)
  • (LOW) Merchant caravans take into account distance when deciding the most profitable trade route, as well as any mercantilistic policies imposed.
  • (LOW) Reduce price convergence caused by NPC travelling merchants (from 30% in Native to a random percentage with an average of 15%).
  • (LOW) Increase food prices in towns under siege.
  • (LOW) When the player surrenders, depending on who accepted his surrender and other factors, they may not loot his personal equipment.  (This is to deal with the problem that when permanent stat loss is not possible, there is no way reason to ever surrender, since you lose the same soldiers and items either way and if you fight at least you can reduce your opponent's army.)
  • (LOW) The available gold at merchants changes with town prosperity.
  • (LOW) You receive slightly better prices selling items to the correct merchants.
  • (LOW) The rate of food stock replenishment for a castle depends on the prosperity of its village, and is stopped while the village is raided.
  • (MEDIUM) When promoting a companion to a lord, modify their starting gold (which is supposed to represent their accumulated share of the loot) by their Trade and Looting skills.
  • (MEDIUM) When calculating player enterprise profit (both for real and estimated) don't just use the price of the raw materials, but also whether they are actually available.  If there is no locally-available supply, the good will have to be imported, and the effective price depends on the prices of the town's trading partners and the frequency of caravan traffic with them.
  • (MEDIUM) Food consumption at both castles and towns increases with garrison size.  The average starting garrison size is the baseline.  Troops beyond that eat more, although the change is less important in percentage terms for towns.  Food consumption at towns increases with prosperity.
  • (MEDIUM) If a faction is run by the player (and so no one receives the weekly bonus gold that the faction leader would normally receive), and the player is married to a lord, the player's spouse receives half of the "king bonus."
  • (MEDIUM) Like NPC lords, the player loses gold when his fiefs are raided.  (Only gold in your treasury managed by your chamberlain can be lost this way: the gold you carry with you is exempt.)
  • (MEDIUM) When the player party is defeated, take into account the Looting score of the victor when calculating the gold lost by the player.
  • (MEDIUM) If an NPC-owned castle or garrison has more troops than a certain minimum and it lacks the wealth to pay wages, it can suffer attrition.
  • (HIGH) When a lord loses gold due to a village being raided, the loss is first subtracted from uncollected taxes at the village before being applied to his personal wealth.
  • (HIGH) As kingdoms are eliminated, the "king/marshall bonus" for all the remaining kingdoms increases, so the total amount of gold given out remains constant.
  • (HIGH) If a lord has an excess of gold, he might distribute some of the extra to any of his fortresses that have low wealth (and don't have oversized garrisons).
  • (HIGH) When prisoners are "sold" from NPC-owned towns and castles, a small amount is added to the fief's wealth (unless it has an oversized garrison).
  • (HIGH) Mercenary party sizes increase with the player's level, the same way that lord party sizes increase, to make them stay relevant as the game progresses.
  • (HIGH) The higher the player's honor, the greater the honor loss from misdeeds.
Optional AI Changes (2011-06-06)
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)

  • (LOW) When a lord is looking for a new faction to join, he is more likely to rejoin his original faction unless that is the faction he is leaving.
  • (LOW) When the AI picks a fief to defend from attacks, give greater priority to defending fiefs with lords than fiefs without lords.
  • (LOW) Increased the range of circumstances in which the AI will surrender to a massively superior sieging force.  Factors include among other things the personality of the leader of the defenders, how much the kingdom values the fortress, and the campaign AI difficulty setting.
  • (MEDIUM) Tweak the relationship loss calculation with other lords when one lord is granted a fief, to make it slightly less unreasonable (e.g. when returning a recaptured fief to its original owner).
  • (MEDIUM) For kings and certain other personalities, when supporting lords to receive villages, changed the minimum relation a fiefless lord has to have before they will support him.  (In Native, they wouldn't support a lord with relation below 0, but through dialogs kings would offer villages to players with relations as low as -5.)  Fixing this removes an inconsistency, and decreases the perpetually-fiefless-lord issue.
  • (MEDIUM) For martially-minded lords, when choosing who to support to receive a fief, they will support the conquerer more often.
  • (MEDIUM) Kings use an alternate algorithm for deciding which lord would be best suited for a fief.  They are more likely to award a reconquered fief to the lord who held it last; they are more likely to grant fiefs to lords that are somewhat-closeby; they take into consideration ancestral claims; and they are less likely to award every single fief to themselves because they can't think of any other candidates.  (Other aesthetic factors also apply.)
  • (LOW/MEDIUM) If a lord can't think of anyone to support for a fief, use the alternate algorithm to pick someone.  On LOW this just applies to kings; on MEDIUM this also applies to other lords.
  • (HIGH) When a lord or the player is courting a lady, the standard for the renown bonus is adjusted based on the renown of her daddy/guardian.
  • (LOW/MEDIUM/HIGH) Tweak the way that potential targets for attack are evaluated, to make retaking recently-lost fiefs more attractive.  The magnitude of the change varies based on how high the AI Changes setting is.


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滑稽[永久版]夏洛克疯狂页游玩家1级疯狂页游玩家2级足球小罗~

19#
发表于 2011-9-17 21:23 | 只看该作者
回复 16# 772945894


    可惜翻译只能偶一为之 伤脑袋的
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20#
 楼主| 发表于 2011-9-17 21:24 | 只看该作者
回复 17# dokidoki


     我估计大概要三四天我才能搞定,对我这种英盲绝对是巨大的挑战,可能要请教你不少次呢
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21#
 楼主| 发表于 2011-9-17 21:25 | 只看该作者
本帖最后由 772945894 于 2011-9-21 19:06 编辑

回复 19# dokidoki


   放心,最多请教你一两个句子的,哈哈

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22#
发表于 2011-9-17 21:33 | 只看该作者
因为我没玩这个mod可能不太贴切哦=-=
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23#
 楼主| 发表于 2011-9-17 21:38 | 只看该作者
回复 22# dokidoki


   都是很简单的英语,只是对我而言不简单
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24#
发表于 2011-9-17 22:13 | 只看该作者
亚由果然厉害
刚刚出去下回来一看你全翻译好了。。。
话说我四级都没过。。。。惭愧啊。。。。
也帮不上你多少忙了
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25#
发表于 2011-9-17 22:25 | 只看该作者
我的技艺还远远不成熟呀
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26#
发表于 2011-9-17 22:26 | 只看该作者
但被夸奖还是很开心滴
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27#
 楼主| 发表于 2011-9-17 22:37 | 只看该作者
回复 24# wymwd1


   我四级过了
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28#
发表于 2011-9-17 23:18 | 只看该作者
回复 27# 772945894


    额。。。
    我太悲催了
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29#
发表于 2011-9-17 23:20 | 只看该作者
大光头已经很强大拉
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30#
 楼主| 发表于 2011-9-17 23:21 | 只看该作者
回复 29# dokidoki


   正好问你个问题   Would you be interested in exchanging fiefs       怎么翻译才好?
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