罗马2全面战争 最新地图与信息介绍 6月6日
If you ever see an elephant in the wild, I really think you want to be standing behind it rather than in front of it. Standing behind it when it charges is dazzling, in fact - at least if Total War: Rome 2 is anything to go by.Rome 2 features a new close-up unit camera, and it allows you to swoop across a vast battlefield and plonk yourself right behind any of your individual squads. Tag yourself to an elephant team in full pelt, and you get a real sense of the seismic horrors at your command. Everything's so big, so detailed! You can see the folds in the elephants' grey skin, while the chinks and dings in the armour of the enemy soldiers you're rushing towards really drives home the fact that these guys are, y'know, paid to stand in front of elephants for a living.War is terrible! the unit camera declares. And war is brilliant!It's all part of a wider approach. The latest Total War sees you taking charge of the Roman Republic and leading it, hopefully, to some manner of glory, and it wants to make that process personal - wincingly, skull-crunchingly personal - without sacrificing any of its massive scope. Hence micro-management tweaks like getting right down on the ground with your troops (close enough to watch new animations as they freak out in combat, scatter when the line is broken, and sail through the air post-elephant-rush), and its equal and opposite addition, the ability to pull out from the battle to a brand new tactical view, where you can look over a whole arena of shifting icons, SupComm-style, and get the lay of the land before zooming back in wherever you're needed the most.Your powers within tactical view are currently limited to just moving units about, because the design team doesn't want you to spend the whole time up in the sky. Its lofty abstraction offers a palpable widescreen thrill, though: you see the entire sweep of the game's battle scenarios: naval and land units working together for the first time, multi-front fighting with huge armies, bloodshed that's dependant on both the brilliance of the commanders and the natural features of the landscape.A clash between Ptolemy and Caesar is a case in point. Rome's attacking Egypt here, and Caesar's literally got an uphill battle on his hands. He's parked, with a decent range of units, at the bottom of a considerable slope, with the objective of capturing the enemy base at the top. He's got ships off to the right who can deploy additional troops if they can make it to the beaches, but the Egyptians have their own ships protecting two promising landing zones. Oh, and Ptolemy's at the top of the hill with elephants, fire archers, and a bunch of huge rocks he can't wait to send rolling down on his foes.So Rome's going to have to do some flanking, while Egypt goes bowling. I've played this scenario from both angles - a nice, satisfying victory for Ptolemy, a miserable crushing defeat for the salad dressing dude - and it's rich enough and complex enough to ensure it's been replaying itself in my mind ever since. Could I have gotten Rome to the top of that hill?
You'd be forgiven for initially thinking that the naval battle and the land battle have little to do with each other - or rather, that they're both crucial but entirely separate skirmishes. That's not the case, though: Caesar's slightly out-matched on the seas, perhaps, but the thing that's really stopping him from landing his ships safely is a range of ballistae on a ridge up at the top of the hill, firing lumps of burning death into their sails every few seconds.Reworking the map in my mind, I wouldn't mind sending a few of my own elephants at those guys. I'd be weaker in my central attack, of course, but then I might be able to land troops practically behind the enemy base. That's the kind of pincer move I'd be happy to lose a few units to. That means I could then focus on taking out those scythe chariots, and...Sorry, I got carried away. My point, I think, is that this new split focus - real strategic clarity at one end of the spectrum, hideous up-close tactical pay-off at the other - only deepens the murderous thrills that Total War already provides. Throw in an approach to generating battle maps that includes an emphasis on verticality - and on slotting hand-designed chunks of playing field together in clever ways to give even procedural maps an authored feel - and you're looking at a very special RTS in the making.And the same philosophy - tweaks to both macro- and micro-management - has been applied to the wider game, too. Switching from the battlefield to the campaign map - it covers the full scope of Europe, a chunk of North Africa, and stretches all the way over to Bactria (or northern Afghanistan) in the east - reveals a Total War game filled with elegant refinements. The number of regions has been dramatically boosted for Rome 2, which allows you a real sense of power as you accrue territory, but they're grouped into provinces to stop them from becoming unwieldy.
Capture the entirety of a province, then, and you're allowed to lay on a few perks and local bonuses in the form of the game's edict system, but you also get to benefit from a centralised capital region, which handles all the bureaucratic stuff while the surrounding territories focus on production. This should streamline management without diminishing scope, and it could hopefully quash the Total Siege end-game of some previous Total Wars, too.Elsewhere, the new interfaces are still going in, but it should be easy to check the progress of your faction - Rome is divided into three rival families - and it's relatively simple to keep an eye on deeper systems such as how much political capital you have at any one time and how you can spend it. Amongst other things, political capital's handy for tackling the many problems that randomly pop up over the course of one turn to the next. Here comes Cicero, doing all manner of classical-era mic drops about you in the senate. How do you want to deal with him? Support him? Extort him? Discredit him? Or why not just have him assassinated?Speaking of bloodshed, your armies are as much fun off the battlefield as they are on it. Alongside a series of stances you can select for them, ranging from a forced march to the ability to set ambushes, there's a new tradition system that focuses on building a legacy for your legions. In the new game, these are more than the sum of their parts - even if all your men are lost in battle, the legion itself will prevail.It's that business of making war personal again: each legion has its own experience meter through which you can earn points to spend on traditions - one might give a bonus to heavy infantry units, say, or engineering expertise. There are ten possible traditions in total, and you can try and capture a broad range, or you could pick a limited handful and then spend points levelling those up to create specialists (Generals can also be levelled up and can both learn new skills and pick up new traits.)
Elsewhere, there have been changes to the way that armies are recruited. You no longer have to recruit in cities and then march new troops over the map to where they're needed. You recruit them directly to the legion instead - and in enemy territory you can recruit mercenaries. The enemy factions, meanwhile, will now have specific personalities to mark them out and provide the grand strategy with a little extra dynamism. To counter the kind of confusion this can sometimes cause - to hedge against those moments when a range of variables within the AI generates seemingly crazy decisions - you can hover the mouse over a foe's relations meter and get a clear breakdown of what's going on under the hood. You can see what they think of your previous acts, say, and whether they're harbouring grudges. (They probably are.)
And on top of all the tweaks and additions, Rome 2's a beautiful game, too. Its battlefields are filled with hundreds of soldiers scuttling through the elements and scattering wildly when panicked; its campaign map is artfully cluttered with chunky landmarks and wandering animals that often hint at the kind of units that are going to be available for hire in specific spots. Even before you get to the incentives that Creative Assembly's working so hard to construct, in other words, this is already a world worth conquering.
对英文看着不舒服的玩家,可以点选网页最顶端的 谷歌翻译 即可。 看个大概意思就可以了~ {:5_106:}
图片较大,可以点开看哈~ {:5_129:} 看看 就是他发出的时候已经在工作了吧,罗马2新引擎看着就舒心 来看看:-) 全是鸟语啊,看着吃力啊,好心人翻译一下吧
领取俸禄 路过看看 先回后看。
看一看 再看 场面宏大 色彩细腻 这玩通关可得耗不少时间了{:5_113:} 期待呀{:5_117:} 坐等翻译... 可以下次发中文吗 帮你翻译下:
如果你曾经在野外看到大象,我真的觉得你想站在后面,而不是在它的前面。收费站在它背后是让人眼花缭乱,其实 - 至少是全面战争:罗马2是什么去了。
罗马2采用了全新的特写单位的摄像头,它可以让你在广阔的战场上一举缨自己的权利,任何个人小队背后。TAG自己全毛皮的大象队,并在你的命令,你会得到一个真正意义上的地震惨状。一切都这么大,这么详细!你可以看到大象的灰色的皮肤褶皱,而在你冲向敌人士兵的盔甲的缝隙和钟声真的开车回家的事实,这些家伙,你知道的,站在大象面前支付为生。战争是可怕的!单元相机声明和战争是辉煌的!
这是一个更广泛的方法。最新的全面战争看到你负责的罗马共和国和领导,希望,某种方式的荣耀,它想使这个过程中个人 - wincingly,头骨crunchingly的个人 - 在不牺牲任何其庞大的范围。因此,微观管理的调整,如与你的部队(足够近看新的动画,他们吓坏了,在战斗中,散射线被打破时,起航后通过空气象浪涌)倒在地上,大小相等,方向相反此外,从战斗能力拉出一个全新的战术来看,在那里你可以移动图标,的SupComm风格,并得到裁员的土地之前,在整个舞台,无论你放大'再在最需要的。
目前只限于你的权力范围内的战术观点只是移动单位有关,因为设计团队不希望你花时间在天空中。其崇高的抽象提供了一个可触及的宽屏快感,虽然你看到整个游戏的战斗场景扫:海军和土地的单位工作一起在第一时间,与庞大的军队多前战斗,流血,依赖的同时光彩指挥官和景观的自然特征。
托勒密和凯撒之间的冲突是一个很好的例子。罗马进攻埃及,凯撒的字面上有一场艰苦的战斗在他的手上。一个像样的单位范围,他停底部相当斜坡,在顶部捕捉敌人的基地的目标。他得到了船舶的权利人可以部署更多的部队,如果他们可以把它的海滩,但埃及人有自己的船只,保护两个前途的着陆区。哦,托勒密的大象,火弓箭手,和一帮巨大的岩石山的顶部,他不能等待送他的敌人滚下。
因此,罗马将不得不做一些侧翼,而埃及去保龄球。我打过这种情况下,从两个角度 - 一个不错的,托勒密,沙拉酱花花公子一个悲惨的惨败令人满意的胜利 - 它是足够丰富和复杂的,足以确保它已经在我的脑海里重放本身自从。我已经得到了罗马的山顶上?
你会原谅最初以为海战和陆战很少有跟对方 - 或者说,他们俩都是至关重要的,但完全独立的小规模冲突。这是没有的情况下,虽然:凯撒的稍微出匹配的海洋,也许,但安全的事情,是真的停止他从登陆他的船是一个范围弩的山脊上小山顶部,发射燃烧肿块死入他们的帆,每隔几秒钟。
返工地图在我的脑海里,我不会介意那些家伙发送一些我自己的大象。我会在我的中路进攻弱,当然,而我也能登陆部队实际上背后敌人的基地。这是一种夹击的举动,我会很高兴失去了几个单位。这意味着,然后,我可以专注于那些镰刀战车,...
对不起,我被拉走了。我的观点,我认为,是这个新的分割焦点-真正的战略清晰,在光谱的一端,狰狞的近距离战术支付其他-全面战争已经提供的杀气刺激只会加深。再加上一种方法来生成战斗地图,其中包括一个强调垂直- 开槽手一起打场聪明的方式来撰写的感觉甚至程序贴图块设计-你正在寻找一个非常特殊的RTS在决策。
相同的理念 - 调整宏观和微观管理 - 已经应用到更广泛的游戏,太。从战场切换到战役地图 - 它涵盖了全欧洲,北非一大块,范围和巴克特里亚(阿富汗北部)在东部一直延伸 - 揭示了一个全面战争游戏充满优雅改进的。罗马2,它允许你一个真正意义上的功率累计领土地区的数目已大幅提升,但他们分为省,以阻止他们变得笨拙。
捕获的一个省的全部,然后,你可以打好几个津贴和本地游戏的法令系统的形式的奖金,但你也受益于资金集中地区,处理所有的官僚的东西而周边地区专注于生产。这应该理顺管理范围没有减少,有望推翻总攻城结束以前的一些全面战争的游戏,太。
在其他地方,新的接口仍然在,但它应该是很容易检查你的阵营进度 - 罗马被分为三个对手家庭 - 和它是相对简单的更深系统如你有多少政治资本,以保持眼睛在任何一个时间,你怎么可以用了。除其他事项外,政治资本的方便随机弹出到下一个回合的过程中,解决很多问题。西塞罗这里来,做各种形式的古典时代的麦克风下降约你在参议院。你想怎么对付他?支持他吗?敲诈他?诋毁他吗?或者为什么不干脆让他暗杀?
说到流血,你的军队尽可能多的乐趣,因为他们脱离战场上。除了一系列的立场,对于他们来说,你可以选择,从急行军的能力来设置伏击,有一个新的传统系统,专注于为您的军团建设遗留。在新的游戏中,这些都超过其各部分的总和 - 即使所有的男人都在战争中失去军团本身为准。
这是该业务的再次战争的个人:每个军团都有自己的经验表,通过它可以赚取积分,在传统花 - 一个可能犒重型步兵单位,说或工程专业知识。传统总数可能有十个,你可以尝试捕捉广泛,或者你可以选择有限的少量,然后花点练级那些创建专家(将军也被夷为平地,既可以学习新的技能,并挑选新性状。)
在其他地方,已经有改变的方式,招募军队。您不再有招,在城市,然后到需要它们的地方在地图上的3月新的部队。直接招聘军团,而不是 - 在敌人的领土,你可以招募雇佣兵。与此同时,敌人的派别,现在将有具体的人物,以纪念他们的宏伟战略,并提供一点点额外的活力。要对付的那种混乱这有时会导致 - 以对冲对那些时刻认可机构内的变量的范围内时,产生看似疯狂的决定 - 你可以悬停鼠标超过敌人的关系米和得到明确什么的去上下击穿遮光罩。你可以看到他们想什么你以前的行为,也就是说,无论他们是窝藏积怨。(他们可能是)。
顶部所有的调整和补充,罗马2是一个美丽的游戏,太。其战场都充满了数百名士兵凿开的元素和散射似地恐慌时,其战役地图巧妙地堆满了大块的地标和流浪动物,往往暗示什么样的单位,将要在特定的地点租用。即使在你得到的激励机制,创新大会的工作这么辛苦建设,换句话说,这已经是一个值得征服世界。
淡淡的淡淡的淡淡的淡淡的淡淡的淡淡的淡淡的淡淡的淡淡的{:5_126:}{:5_126:}{:5_126:}{:5_126:}{:5_126:} 能开放MOD权限 才是王道啊 全是鸟文看不懂啊....蛋疼.. I really think you want to be standing behind it rather than 我日全英文!!!!!!!!!!!!
页:
[1]
2