周边环境
周边环境(surroundings)或阵营(alignment)是生态群落的一种属性,它会影响到出现在其中的植物、野生动物和生物的类型。建造的要塞可能覆盖多个阵营种类(比如说,恐怖森林和平静的灌木地)。因为这种情况为你的世界小角落提供了多样性,所以有些玩家渴望这样。但在更加凶猛的野生动物方面,它也有许多危险。
It is possible to start a fortress that overlaps multiple alignment types (for example; a terrifying forest and a calm shrubland). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
有些动植物是特定环境所独有的,他们只会在这些环境出现在地图上时才会被发现。多数生物也需要适合的气候才能生成。在建造要塞之前检查特定的生态群落十分重要。一旦一个生物在地图上生成,它未必呆在自己的生态群落 ,可以随心所欲漫游。Because of this, the specifics of what means what can be difficult to pin down sometimes.
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific climate to spawn in. Again, it's important to check the specific biomes making up your site. Once a creature spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
尽管某些地下生物的定义包括阵营,洞窟却不受阵营的影响。像獠牙怪一样的善良生物,巨魔一样的邪恶生物和巨型洞穴蜘蛛一样的野蛮生物可以在任何洞窟被发现,不管要塞周边环境是否是善良,邪恶或野蛮的。
Caverns are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.
选择周边环境最接近于选择游戏难度,但不是唯一的决定因素。周边环境可能会在'Myth & Magic'更新中被移除。[1] Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth & Magic' update. [2]
周边环境的组合与特性
Combinations & characteristics of surroundings
不同区域的名称会反映它们的道德立场。比如说,善良的生态群落可能被命名为“甜蜜之山”,而邪恶的可能被命名为“痛苦的大草原”。中立的生态群落一般会有更普通的名字,如“米色丛林”。
The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles".
温顺 | 中立 | 野蛮 | |
---|---|---|---|
善良 | 安详 | 欢乐 | 狂欢荒野 |
中立 | 平静 | 荒原 | 不羁荒野 |
邪恶 | 险恶 | 诡异 | 恐怖 |
Benign | Neutral | Savage | |
---|---|---|---|
Good | Serene | Mirthful | Joyous Wilds |
Neutral | Calm | Wilderness | Untamed Wilds |
Evil | Sinister | Haunted | Terrifying |
中立
Neutral
- Including Calm, Wilderness and Untamed Wilds
中立 的区域最容易理解。它们一般模仿现实世界,并带有有辨识度的野生动物。取决于区域情况,它们可能相当危险,带有各种生物:从温顺弱小的黄鼠狼,到一般没有侵略性但强大的大象,再到很有侵略性、非常危险的giant eagle。 正如期望的一样,温顺中立的区域却是很安全,而野蛮中立的区域可能会带来巨大困难。这取决于主导的气候、地形或者野生动物。你可以在这些阵营中找到大部分标准地上植物,比如刺霉,绳索苇,草莓之类的。
Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful elephants, to the very aggressive and very dangerous giant eagles. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate, landforms, or wildlife. You'll find most of the standard aboveground plants in these alignments, such as prickle berries, rope reed, strawberries and the like.
善良
Good
- Including Serene, Mirthful and Joyous Wilds
善良 生态群落倾向于含有不那么具有侵略性(一般[BENIGN]
),而且更弱的生物,除了独角兽之外。它们也倾向于比中立生态群落含有更加fanciful的生物。善良的区域也含有野太阳浆果,它们可以制成游戏中最好的酒精。温顺善良与野蛮善良只见一般有一些轻微差异。尽管这些生态群落是游戏中最安全的,它们也可能带来挑战。所以,您应该不能过于自满。
Good biomes tend to have less aggressive (often [BENIGN]
) and weaker creatures, except for the unicorn. They also tend to have more fanciful creatures than neutral biomes. Good regions also support the wild sun berry, which makes the best alcohol in the game. There are generally slight changes between Benign Good and Savage Good. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.
特有动植物
Distinctive flora & fauna
- Animals: merperson, mountain gnome, satyr, unicorn
- Plants: bubble bulb, downy grass, sun berry
- Trees: feather tree
- Vermin: fairy, fluffy wambler, pixie
邪恶
Evil
- Including Sinister, Haunted and Terrifying
邪恶的区域比中立和善良的区域更加危险和奇异。首先,除了生态群落特有的野生动物之外,许多其它生物也可以被发现。它们令人厌恶、危险,并充满恨意,包括喙狗,鹰身女妖和食人魔。
Evil regions are much more dangerous and strange than their Neutral and Good counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres can be found in evil regions.
邪恶的区域既可能独自存在(被称作“原始”的邪恶区域),也可能因为恶魔或者死灵法师在区域中统治着一个聚落(这种情况下,被称作“环境”的邪恶区域)。一个邪恶区域含有sphere,这些sphere和居住其中的实体有关,也会一定程度上影响周边环境。比如说,带有枯萎病、死亡、疾病的区域会杀死植物,而噩梦区域会含有妖魔。原始邪恶区域是永恒不变的,但“环境”的邪恶区域可能由于区域内没有活动,而逐渐退去。这使得这种邪恶区域回到正常成为可能。杀死造成这种情况的恶魔或死灵法师大概就是做到这一点的方法。v0.47.01
Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of demons or necromancers ruling over a site in it (known as "circumstantial" evil regions). An evil region possesses spheres associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to bogeymen. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.v0.47.01
大多数邪恶区域都有与之联系的邪恶天气。邪恶的云可能会导致各种syndrome(它们和遗忘猛兽的效果差不多),也可能瞬间把生物变为极强的thralls。邪恶的雨可能会造成随机邪恶syndrome(虽然没有那么严重),也会造成不高兴的thought以及洗澡的愿望。邪恶的雨不会重新填满水池,但一个单独的邪恶生态群落可能有邪恶的雨和正常的雨,甚至可能同时下这两种雨。
Most evil regions have associated evil weather. Evil clouds can inflict various syndromes on par with those of forgotten beasts, or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy thoughts and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.
所有邪恶区域中大概一半是“能复活”的,这意味着所有野生动物和植物都会是undead,而且任何死亡的生物都会在很短时间后被复活为undead。Undead对所有活着的生物都表现出敌对,也感觉不到害怕和痛苦。总的来说,undead的野生动物'极其危险,特别在恐怖的区域中。这是因为undead可能含有僵尸化的飞行者,他们能在几乎毫无警告的情况下,俯冲下来将您的矮人撕碎,而且一般无害的动物(如海狸)还会turn out to be necro-buffed monstrosities that are out for all living blood。
About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be undead, and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is extremely dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like beavers will turn out to be necro-buffed monstrosities that are out for all living blood.
Undead只能在战斗中通过斩首、平分或pulping damage杀死,或者通过屠宰、Cave-in、粒子物理学或老式的岩浆杀死。斩首、平分和屠宰可能会留下可以复活的遗骸;任何未被“损坏”,且至少包含一个手或头部的尸体部分或身体部位,都可以复活。这包括屠宰留下的皮肤甚至头发。
Undead can only be killed in combat by beheading, bisection, or pulping damage, or otherwise by butchering, cave-ins, particle physics, or good old fashioned magma. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes skin and even hair left over from butchering.
能够摧毁建筑物、避开陷阱或偷物品的生物将在undead状态中保留这些能力。undead不需要呼吸,所以不会被河流或护城河阻挡,而水生亡灵可以(而且会)上岸。此外,通常采用的策略,即通过避免对抗来应对野生动物,是不可能的。这是因为无论你决定在什么程度上打扰它们,undead都会始终处于“对所有生物永远murderous”的状态。也许吸血鬼或死灵法师可以提供帮助?
Creatures that can destroy buildings, avoid traps or steal items will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a vampire or necromancer can help?
如果你的开局地点跨越多个生态群落,那么只有邪恶的部分才会有复活效果,只有从那一侧出现的野生动物才会是undead的。复活效果一直延伸到地下。开局时的树木可能都已经死了,虽然可以砍伐它们得到原木,但它们不会再生。Undead灌木对草药师也没有用处。
If your embark site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for gathering, too.
在进入复活的邪恶区域时,建议尽快将所有东西转移到地下,并立即设置大量陷阱和/或配备钝器的军队。要非常小心垃圾仓储区和butcher's shop。将牲畜保持在最低限度,因为它们是一种负担。不用说,狩猎是一个非常糟糕的主意。
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of traps and/or a military armed with blunt weapons. Be very careful with refuse stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea.
邪恶地区是如此荒凉,以至于初学者可能会觉得邪恶的环境——甚至是“温顺邪恶”——难度太大了。尽管如此,您可能还是为了挑战乐趣希望进入这样的环境。
Evil regions are so inhospitable that beginners might find evil surroundings—even Benign Evil—too difficult. Still, players may wish to embark in such surroundings for a challenge fun.
邪恶区域在地图上可和显示为深浅洋红色,或深红色和灰色。这些区域之间没有显着差异。
Evil regions can appear on the map as either light and dark magenta or dark red and grey. There is no significant difference between these region.
- 所以,在ASCII中,对于大多数区域(显然不包括海洋),有一个特殊的变量决定一个邪恶的区域是灰-红,或者深浅洋红。这个变量默认值是0,对应着洋红。但是当“邪恶化”区域函数被调用时,它会变成0-1之间的随机数。这个函数还有一个变体,用于“环境”的邪恶区域,它也把变量值设置为0-1。如果这两个函数都没有起作用,那么所有颜色大概都会是洋红色。
- — Toady One ([3])
- So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta. It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1. There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1. If either of those things aren't working, then the colors would probably all be magenta.
- — Toady One ([4])
特有动植物
- 动物: 喙狗, 暴风雪人, 黑暗地精, 污邪杂种, 水鬼, 鹰身女妖, 冰原狼, 夜翼, 食人魔, 海怪, 绞杀者
- 植物: 裂钩草, 凝视眼球, 蠕虫卷须
- 树: 紫影树
- 害虫: 血飞虫, 恶魔老鼠, 节蠕虫, 幻影蜘蛛
Distinctive flora & fauna
- Animals: beak dog, blizzard man, dark gnome, foul blendec, grimeling, harpy, ice wolf, nightwing, ogre, sea monster, strangler
- Plants: sliver barb, staring eyeball, wormy tendril
- Trees: glumprong
- Vermin: blood gnat, demon rat, knuckle worm, phantom spider
野蛮
Savage
- Including Untamed Wilds, Joyous Wilds and Terrifying
“野蛮”环境是唯一拥有某些动物的巨人和类人版本的环境。It is also possible that two groups of animals happen outside on a savage biome, instead of one. 它们的野生动物种类也比其他生态群落多得多。
Savage surroundings are the only surroundings which have giant and humanoid versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.
野蛮生态群落中的大多数生物都会让你独自呆着,尤其是是无害的动物人(除了少数例外)。大多数巨型生物不会有敌意,但话又说回来,野蛮生态群落中的巨型啄羊鹦鹉和巨型海狸可能会让你感到惊讶,而在野蛮生态群落中发现的一些生物确实很危险。如果您不知道会发生什么,查一下。“野蛮善良”地区被称为狂欢荒野,“野蛮中立”地区被称为不羁荒野,“野蛮邪恶”地区被称为过度有趣的恐怖。
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with giant keas or giant badgers, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called excessively fun Terrifying.
野蛮的生物群系还包含鞭藤,一种高价值的可磨/可酿造的地上作物,以及极树,一种生长缓慢的树,可以长到3×3厚。
Savage biomes also house whip vines, a high-value millable/brewable aboveground crop, and highwoods, a slow-growing tree that can grow as thick as 3×3.
除了与一般动物和平相处的精灵之外,文明通常不会定居在高野蛮地区。如果游戏找不到足够的低野蛮地区来放置文明,这可能会在世界生成期间造成问题。
Civilizations, except for elves, who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during world generation if the game can't find enough low-savagery regions to place civilizations in.
特有动植物
- 动物: 地上animal people, giant animal, giant desert scorpion(0.42.04之前),野人, 海蛇, 雪怪
- 植物: 鞭藤
- 树: 极树
- 害虫: 橡子蝇, 狐松鼠, 泥跳虫, two-legged rhino lizard
Distinctive flora & fauna
- Animals: above-ground animal people, giant animals, giant desert scorpion (pre-0.42.04), sasquatch, sea serpent, yeti
- Plants: whip vine
- Trees: highwood
- Vermin: acorn fly, fox squirrel, moghopper, two-legged rhino lizard
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综合 | 世界生成 (高级 • 拒绝) • 世界活动 • 日历 | ||||||||
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文明 |
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