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[注意] FM v314和v315修正报告(DEMO版本为 v313,已翻译)(我将不断更新)

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发表于 2004-9-27 10:52:43 | 显示全部楼层 |阅读模式
Match v314 changes from beta demo ( v313 )

- Implemented passive offsides - ie where the flag only goes up if the player(s) goes on to touch the ball within 10 seconds

- 实现了被动越位 - 越位球员在10秒内触球,旗才会举起

- Quicker whistle for blatant offsides

- 对于明显的越位吹哨更快

- If goal scored with last kick force kick off before final whistle as per IRL

- 如果在终场哨声响之前进球并开球 (PS:IRL=In Real Life:在现实中)

- Cut down on injury time a little

- 稍稍减少了补时的时间

- Cut down effect of morale

- 士气作用降低

- Improved and increased chances of defensive blocks and deflections

- 改善和增加了防守阻截和跑位偏离的可能性

- Tweaked player passing AI in terms of when to take a risk

- 减弱了球员在危险时传球的AI

- Tweaked player passing AI in terms of where to place the ball ahead of team mate

- 减弱了球员传身后球的AI

- Improved player AI as in when to clear ball and when to bring it under control

- 改善了球员破坏球和控球时机的AI

- Improved timing of shots when clean through as too many were from far out

- 改善了当身后球被解围后再射门的次数,原来的远射太多了

- Tweaked AI re direction of clearances

- 破坏球时踢球方向的AI降低

- Improved choice of shot type

- 改善了射门形式的选择

- Less stupidly inaccurate shots from players too good for that

- 当面对很好的机会时,球员的愚蠢不准确的射门减少了

- Big tuning to player closing down AI - when to do it, according to attributes etc

- 和球员协调时关闭了AI,取决于球员的attribute等属性

- Improved player dribbling direction and decision making AI

- 改进了球员盘球方向和作决定的AI

- Improved player covering for team mates AI

- 改进了球员掩护同伴的AI

- Improved player letting ball run out AI

- 改进了球员出球的AI

- Improved defensive interception judgement AI

- 改进了防守时拦截判断的AI

- Improved defensive ariel challenges at set pieces a bit

- 提高了罚任意球时防守方空中的机会

- Tweaked goalie positioning for non one-on-one situations in open play

- 比赛时不是一对一的时候减弱了门将的位置感

- Tweaked AI of "should defender go to the ball player or not" code

- 减弱了防守球员要不要冲着控球的人去方面的AI


- Made certain players go "gung ho" in certain situations for human teams even if its not set

- 使得某些球员在特定情况下会全力进攻,即使这项战术没有设定

- Fixed bug where 2 players could be in same position at kick off

- 修正了原来开球时两个球员可能站在同一个装置的bug

- Fixed bug where too many pls could be in the centre circle at kick off

- 修正了原来开球时太多球员站在中圈内的bug

- Improved general AI at indirect free kicks in the opposition area

- 改进了罚间接任意球时敌方区域内的AI

- Tweaked player "spacial awareness" AI

- 减弱了球员对于空中球判断的AI

- Improved goal kick positioning

- 改进了球门球的落点

- Stopped defence moving too far up pitch for attacking throw ins

- 解决了进攻方掷界外球时防守方离球太远的问题

- Fixed bug where certain formations would lack players making themselves available at throw ins

- 修正了球员要求掷界外球时没有阵型的bug

- Improved team shape in terms of depth and width

- 改进了队型的宽度和长度

- Fixed occasionally dodgy keeper positioning on free kicks

- 修正了罚任意球时门将站位的冒险性

- Reduced repetitive instances of long throws then floating header over bar

- 减少了掷得很远的界外球然后直接头球高出横梁的次数

- Fixed very rare incidence of never taken free kick

- 修正了原来极少出现的不罚任意球的问题

- Reduced incidence of overly short goal kicks

- 降低了过多短球门球的机率


- Improved marking at set pieces

- 改善了罚任意球时的盯人

- Fixed bug where certain human team players wouldnt follow marking instructions

- 解决了某些球员可能不按战术盯人的bug

- Improved default human team tactic instructions for throw ins

- 改进了掷界外球时默认的战术

- Made players staying back at corners more likely to come to meet cleared ball

- 让球员站在角球处,以防止对方解围时球落在那儿

- Fixed bug where AI managers' teams used tight marking too often

- 修正了电脑教练频繁使用紧盯战术的bug

- Tweaked AI decisions of when to man mark and when not to in and around the danger area

- 减弱了当球员出现在危险区域时,什么时候应该盯人什么时候不用的AI


- Tweaked AI manager team depth settings

- 减弱了电脑教练队伍深度的设定

- Made AI managers more likely to sit back or replace key players when they have a big game around the corner

- 当遇到重要比赛角球时,使电脑教练更有可能什么也不做或替换关键球员的可能性

- Improved AI managers' decisions as to their team sitting back or pushing for goals in matches

- 在比赛时的替补或需要进球时,提高了电脑教练作决定的AI

- Increased effect of red cards on AI manager attacking mentality

- 提高了红牌对电脑教练进攻心态的影响

- Improved team shape for AI managers where they have < 11 players on the field

- 当场上球员少于11人时,电脑教练会排出一个更恰当的阵型

- Improved AI managers' decisions as to how hard their team should tackle

- 改善了电脑教练关于比赛时铲球应该有多凶狠的AI

- Improved AI managers' decisions as to how often to counter attack

- 改善了电脑教练关于打防反频率的AI

- Fixed bug where a couple of preset formations were never used in match by AI managers even if chosen on the day

- 修正了一些预设的阵型从不被电脑教练使用 即使设置了也不用的bug

- Try and make stronger teams go more for "all out attack" if being frustrated by smaller teams

- 试着让强队对弱队面临失败时更多的全体压上进攻的可能性

- Improved effect of team blend ( ie how long pls have been at the club and how many games they have pld etc )

- 改进了与队伍磨合的作用(例如一个球员在队中呆了多久 参加了多少场比赛等)

- Simulated blend factor for "grey" players...this was low in v313 affecting their performance

- 模拟了磨合对“灰色”球员的影响...这点在3.13版本中对球员的表现影响不大

- Slowed down player acceleration from a standing start

- 减弱了球员从静止到加速的加速度

- Improved realism of players turning while moving

- 使球员跑动中改变方向更接近真实

- Bumped up player speed a notch all round

- 提高了周围球员的速度

[ Last edited by punkren_Joy on 2004-9-27 at 08:22 PM ]
发表于 2004-9-27 11:04:52 | 显示全部楼层
顶!!
发表于 2004-9-27 11:29:37 | 显示全部楼层
看来AI还有很多问题被修改了。。。。
发表于 2004-9-27 11:30:40 | 显示全部楼层
对了,这个补丁什么时候出?
发表于 2004-9-27 11:52:34 | 显示全部楼层
什么地方可以下载吗??~~

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发表于 2004-9-27 12:58:27 | 显示全部楼层
什么时候能出?
发表于 2004-9-27 13:41:30 | 显示全部楼层
- Tweaked player passing AI in terms of where to place the ball ahead of team mate

- 减弱了球员传身后球的AI


靠!!!看来这个bug不能利用了,嘿嘿
发表于 2004-9-27 18:52:21 | 显示全部楼层
顶个
发表于 2004-9-27 18:53:30 | 显示全部楼层
强烈期待啊!
 楼主| 发表于 2004-9-27 20:06:13 | 显示全部楼层

FM v315修正报告

Match v315 changes

- Reduced gap between top and bottom teams ever so slightly due to excessive high scores

- 由于过度高比分的出现,轻微减少了顶部球队和低部球队的差距

- Tuned and balanced player match ratings further

- 调整和平衡了球员比赛表现

- Improved defensive positioning at lower levels

- 改善了在低水平联赛中 防守的站位

- Improved player perception of space when on ball in order to avoid so many defenders getting caught in possesion near their back line

- 改善了球员对球在空间的感觉 以避免太多防守队员在他们身后区域扎堆

- Tuned no of fouls

- 调整了没有犯规

- Improved closing down AI and toned it down a bit generally as it was mental esp for centre backs

- 改进了围抢AI,并且总体上将该指数降低了一点,因为该指数,尤其对中后卫来说,是精神属性

- Improved positioning at goal kicks, corners, and throws

- 改善了球门球,角球和掷界外球时的站位

- Tweaked marking at throws and open play

- 减弱了掷界外球和比赛中的盯人

- Improved goalkeeper decision making on crosses

- 改善了守门员在传中时决策

- Improved AI regarding players allowing the ball to run out of play in their favour

- 改善了球员在他们喜欢的时候允许球出界的AI

- Toned down winger side swapping

- 减弱了两翼的交叉换位

- Increased likelyhood of goalkeepers committing fouls

- 增加了守门员犯错误犯规的可能性

- Tweaked chances of players lobbing the keeper

- 减弱了球员吊门的机会

- Further improved deflections and blocks

- 进一步改善了跑位偏离和阻截

- Improved player decision making re going got loose balls

- 改善了球员丢球后的反抢

- Slowed down off the ball movement of players over short distances and when not involved in play around the ball

- 减慢了开球后(无球)球员短距离的移动速度

- Improved defensive player direction facing when holding position in formation

- 改善了防守队员站住位后的面向

- Improved defensive AI regarding which player goes to the ball player - taking team blend into account so mistakes are more likely when one or both players are new

- 改善了防守球员接近控球队员时的AI - 对球队的磨和进行统计 当一个或两个队员是新队员时,失误将更有可能发生

- Slight tweak to goal quality assessment for GOM/S award use

- 轻微减弱了在GOM/S奖项评选时进球质量的评估

- Finally implemented Goalie distribution instructions in match AI

- 最终实现了守门员在比赛中分配球的指令

- Improved goalkeeper AI in terms of positioning and reactions

- 改善了守门员站位和反应的AI

- Slight tweak on passing choice AI

- 轻微减弱了传球时机的AI

- Improved indirect free kick pass AI further

- 进一步改善了间接任意球传球的AI

- Made poor corners more likely to fall short than over run area

- 使发角球能力低者发角球时更有可能罚短(低而近)而不是过顶(发到无人区域)

- Tweaked length of goal kicks

- 减弱了球门球的距离

- More improvement to running with ball AI

- 更多改进了带球跑动的AI

- More tweaks on overall formation position on pitch in relation to attacking bias

- 更多减弱了在球场上整体阵型位置和进攻的关系

- Blocked shots now included in shots count but not classified as on target

- 射门被挡现在包括在了射门统计中,但不包括在射正的分类里

- Attempt to bias team style of play towards that of the relevent league in real life

- 将球队的风格向现实中的联赛靠拢

- Reduced effect of acceleration, agility and balance attributes in match - this was contributing to some high scores especially in pre season against minnows.

- 减小了加速、敏捷和平衡属性在比赛中的效果 - 这个会在一些高比分特别是在赛季前对阵小球队时起作用


- Fixed bug where a player might still be in his own goal net while play kicks off again

- 修正了重新开球时,球员可能还呆在自己球网里的BVG

- Fixed bug where player receiving ball would occasionally forget to control the ball and let it go past him

- 修正了当球员接到球时,偶然忘记控球 让球滚开的BUG

- Fixed bug where 2nd half clock would start running while subs came on before kick off was taken

- 修正了在下半时开球前替补上场时,比赛时间走的BUG

- Fixed bug where ball would appear to run "through" side netting and into goal

- 修正了球穿过球网的BUG

- Fixed bug where player would carry ball into own goal by mistake and corner would be given instead of a goal

- 修正了球员带球进网(乌龙)会被判角球而不是进球的BUG

- Fixed bug where only taker would be left back on some run of the mill freekicks

-

- Fixed bug where a player would occasionally pass having rounded the keeper when it was easier to score

- 修正了球员偶尔在很容易进球时围着守门员传球的BUG

- Fixed bug where human team playmaker and target man wasnt recognised. Oh dear.

- 修正了玩家球队的组织者和目标人不能识别的BUG。天哪。

- Fixed bug where AI team strikers would occasionally come back and defend on attacking throws

- 修正了电脑球队的前锋会偶尔回去放手进攻界外球的BUG

- Fixed a host of offside issues - including passive offsides being called ages after the initial pass...now its only called if the passive offside player touches the ball within 3-5 seconds rather than 10

- 修正了许多越位问题 - 包括最初传球时的被动越位...现在只有被动越位者在3-5秒内触球才算越位而不是以前所所的10秒


- Added various new commentary lines

- 加入了许多新的评论
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