Ancient Warfare2 (AW2] Ancient Warfare2 (AW2] Minecraft Game

Now I have less information, and I have groped for a while before I got started.

This module is characterized by a storage system that is stronger to violate balance, an automated system (including logistics) that depends on NPC and food, a training/command system that is not easy to use, and an additional wild building.

There may be hundreds of swords/bow npcs in town with a fence. Please be sure to avoid it first, and then consider how to deal with it in the middle and late stages.

The official website is only a bad Chinese Chinese, but MCBBS has an excellent Simplified Chinese Chinese and Chinese official website tutorials. It is recommended to search by itself.

Intersection

The most basic development of this module should be used for iron and gold.

There are three things to be done. Research stations, research books and engineering stations will use 10 iron ingots and 2 gold ingots, as well as several skin and paper.(The book studied is not synthesized by adding a certain item like many mods, but a separate formula)

Put the book of research on the upper left corner of the research station GUI, and then you can see that there are two buttons on the right. One is to view all the technologies required for all the items that can be unlocked by technology.To.After selecting the research order, the next GUI will show what materials that are currently required to be studied. If you put the corresponding items on the left, you will start research. If you want to start development, you need to study leadership and a technology that can unlock production facilities (such as agricultureTo.

Most of this MOD item is made through engineering stations. After studying the leadership, you need to first make a city hall. This is the place where NPC eats. It is similar to a technology -like power station. You need to put food in it.

Then recruit NPCs and build functional equipment. The equipment is not expensive, but the recruitment of NPC needs to use the six items of apples, bread, water bottle, cooked beef, cooked pork, and cooked chicken to make a food bag, and then one food bag and two gold ingots.In addition, a tool (if you want to work with a wooden pick) to synthesize a NPC, you also need to provide food and tools (tools are not consumables).Fishing, planting, breeding, having ax, digging ax, mining, construction and mechanical equipment (only in the middle) hammer of this module.

Regarding automated production, the equipment is the body. The automation of this module is also completed through various devices. The NPC itself cannot do anything only to provide energy for the equipment.(Except NPCs such as transporter and soldiers).It should be noted that the device has the operation range (such as the planting tree logging area of ​​the logging farm, the excavation area of ​​the quarry, the fish area of ​​the fish farming field, etc.) and the interactive surface, which can be adjusted at the two bottom buttons of the GUI.

The so -called interaction refers to the interaction of the dealer of the funnel, the pipeline, and the most important module.There are six buttons of the front, back, left, left and right, each button can generally be adjusted to the top, front end, bottom end and empty options (different depending on the device)

The front and back of the left and right are the six places of the device block, and the side of the pattern is the front.The top, front end, and bottom end refer to the binding storage slot.Take the original melting furnace as an example, the raw material groove is bound to the furnace, the fuel tank is bound to, back, left, and right, and the finished slot is bound to it.For equipment such as farms, pastures, etc., they have three grooves, namely GUI's output grooves, raw material grooves (pastoral, seeds, etc.) in the middle, and unknown grooves.It is called the top, front end, and bottom, respectively, be sure to confirm that the setting is correct to avoid being unable to interact with logistics normally.

From the study of trade technology, even if it is in the middle of the module. At this time, the main transporters and warehouses need to be explained. I am not very familiar with the rest.

The warehouse is the most against the sky in this module. It can expand to all the items that you collected in the game, including all the stones collected by the quarry field, you don't need to lose it, and how much items in the GUI interface areIt is only displayed as a group, including hundreds of saddle or thousands of stones you may collect as a group, and with sorting and search and filtering function that can be manually adjusted.This is enough to be regarded as a storage system that can affect balance.

A warehouse requires a warehouse control block and several warehouse blocks to form a multi -block structure. The warehouse control block only provides the storage GUI used by players without providing storage functions, but it defines the scope of the warehouse.Tested.The warehouse block is available alone, with three specifications of large, medium and small, and different capacity and cost.

In addition, there are three subsidiary equipment: warehouse interface, warehouse production station, and warehouse inventory viewer.

The warehouse interface is used for interactive logistics. It needs to provide energy to the warehouse control block (such as an engineer who works here (worker with a hammer)) to automatically extract and store items.(Note that logistics cannot interact with the warehouse control block)

The warehouse production station can take effect on the core of the warehouse, which can extract the items in the warehouse to synthesize, and also bring a notes to put notes on notes to synthesize module unique items.(It is recommended to use items such as NEI, otherwise you still have to put items to synthesize items)

The warehouse inventory viewer looks like a wooden sign, and you can choose to display the inventory of some items.

Next is the dealer. In the module, it should be translated as a messenger. The synthesis requires one food package, two gold ingots, and one box, but to make him work, a backpack is needed (the module has 9, 18, and 36 grids.Three types of backpacks) and one job plan.The work plan needs to be set up in large quantities, including which block of which block is interacting, whether it is taken or invested or invested in items, etc., which is quite cumbersome.If you can do nothing after the setting is correct, he can get all the logistics work.At present, there are so many stagnation situation I encounter. One is that the interactive surface setting error (must be compared with the setting of the equipment and the work plan), and the other isAt the core of the warehouse instead of the warehouse interface block (be sure to ensure that the interaction is the warehouse interface, and at the same time, the warehouse must have an engineer to provide energy to the core of the warehouse).Remember to restart the work of the cargoer).

In the later period, there are mechanical automation similar to other technology modules. The source of power is a waterwheel and windmill, a transmission shaft for energy transmission, a flywheel for storage, and an automatic synthetic table and unscientific iron+coal = steel synthesis.I am not very clear in specific aspects, maybe I will add it in the future.

In addition, this module also has automatic construction, siege equipment, ships, etc. I will not say much about these parts.