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[资料] 罗马2新特性初步揭晓

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发表于 2012-7-3 00:15:49 | 显示全部楼层 |阅读模式


根据此帖子。。。
http://www.videogamer.com/pc/rom ... _know_detailed.html

这里透露些细节:

    世嘉和CA放出了一段15分钟的视频,展现了一些罗马2的新特性和细节,最震撼的新特性是重制的引擎以及更广阔、更电影化的镜头视角
    在演示期间,CA谈到罗马2将会于2013年发布,首席设计师James Russell谈到了他的意图
    相对罗马2而言,幕府2只设置了狭小的地图和有限的单位,  罗马2将会专注游戏系统同时提高单位寻路能力
    罗马2在地理范围上会比罗马1大
    游戏设计的一个关键理念是宏观地图到微观角度的转换
    除此之外,相比1代,元老院系统将会变得更加重要
    当你的等级上升,你的成功会引起某些朋友的嫉妒甚至背叛,内政方面将会更富人性化
    更大的战略地图将会包括上百个地区供你的军队调动,但游戏将按省管理以使操作简易,并让玩家更关注与大兵团方面而不是零星单位的调动
    游戏将会允许你选择共和政体或帝国
    游戏的镜头将会被重制,你能够将视角锁定于单个的单位,类似于纪录片视角,可以随着部队的行进而晃动
    演示视屏展示的是第三次布匿战争,迦太基城被围攻的场景
    罗马2将会使用新的图像引擎,新的光照和粒子系统
    在一些场景中,可以进行海陆联合作战,比如演示视屏中的围攻迦太基城
    一个海军单位将会有超过一艘的船只
    投射类武器如弩炮和抛石机将会有更好的应用方式
    根据演示视屏,视角甚至可以进入攻城塔内部
    更广阔的战斗场面,为了指挥更多的单位,现在将会增加鸟瞰视角
    更多样的攻城方式,城墙在承受足够的攻击后将会化作瓦砾攻城将不只是攻占广场,类似于猫捉老鼠?
    士兵间的碰撞将会更具冲击力,例如盾牌的碰撞?盾击?
    新的游戏引擎将会展示更多的细节,比如城墙上的涂鸦
    士兵可以躲到建筑里去了
    新的镜头视角将会带来类似拯救大兵瑞恩的观感
    每个士兵将会有不同的动作,对阵时,小队长将会咆哮指挥
    士兵间将会更具互动性,避免变成克隆人

翻译慢慢来

附上德国论坛的介绍,求大神翻译:http://www.gamersglobal.de/angetestet/rome-2

顺便贴张图:

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 楼主| 发表于 2012-7-3 00:16:30 | 显示全部楼层
再来贴段
So first up is, imo, the most important feature is a NEW ENGINE! WarScape was great for graphics but it felt "choked" when trying to make Campaigns as deep as the original TW titles.

New 3rd person view - CA talk about being able to place the camera directly over the shoulder of a single unit and gain his perception of battle.

New "tactical view" - CA talk about a tactical view that allows players to zoom the camera out to a top-down, kilometer-square overview where units are represented by simplified icons. Commanding individual cohorts effectively from this perspective won’t be possible, but it should make getting your bearings easier and reduce the amount of time you spend squinting at the mini-map

Return of Coastal Artillery - A feature added in FotS, the video CA have released to mags and stuff shows Briremes pounding Carthage walls.

Beach Landings - "Beach landings are a confirmed feature, according to lead battle designer Jamie Ferguson, and there’s room for other non-traditional openings as well."

Reworked Siege dynamics - "Carthage is nonetheless still a stronghold, and a huge one at that, filled with multiple roads, hills, towering structures and multiple capture points. The canny general can plot the most efficient/least defended/most defensible path through Rome II’s cities, not simply rush for the central square – no more ‘headshotting’ cities, as CA put it."

Elephants Return - The units we all love to hate (unless your commanding them) have made an appearance already. Wonder if flaming pigs will return also?

Extended "east" Campaign Map - "The campaign map will be bigger still than Rome 1′s, with all I can glean of the new territories to be explored/conquered being that the game will be “going further East” in addition to containing all the countries and sates of the first the game."

Branching Storyline triggers - "The map will also be scattered with invisible, branching storyline triggers which demand consequence-laden choices and dilemmas beyond the merely military regardless of which nation/state/tribe/faction you play as."

Hero/Veteran units on the Campaign Map - One of the better features brought to TW by S2TW, the Veteran system seems to be coming from MP side of things to the SP - "It also means those legions, being more enduring, generate their own history – gaining new traits and perks as they win or lose great battles, their behaviour and abilities reflecting their experiences to date. " Legions are basically your stacks. Now, instead of "this stack needs some archers" and putting some units together, CA wants you to connect with all your units and think " This legion is depleted, move another legion up to assist".

No more Spiderman wall climbers? - Siege Towers are confirmed, nothing on battering rams or underground thingies (name escapes me now) from RTW, but the fact siege engines are included would suggest soldiers being able to climb the walls by hand will no longer happen? I think ladders have been mentioned as well!

What Factions? - "Gauls and Germanic tribes to the North, the ever threatening Carthaginians and Egyptians to the South and assorted Parthians, Dacians, Cappadocians and more to the East. And other Romans." In one feature the editor briefly mentions Nations/States/Tribes/Factions - could these be the different groups they fall in? Greek state? Germanic Tribes? Roman State? One tech tree and roster (with one or 2 unique units) for each type maybe?

Improved AI - Heard it before? Well hear it again! More staff employed who work on AI, and a link between Campaign Map AI and diplomacy AI. These are the quotes from James Russel - "By combining these systems we’ll hopefully be able to give the player some warning about these things, so you might be able to spy on the AI, and see it thinking about double crossing, building up forces about to attack you. Because these systems are integrated we can explain to the player not just the stuff to do with diplomatic relations, but also give you a reason. It’s not just it won’t do a trade agreement because you’re -83 diplomacy, but because strategically, it wants that region of yours and therefore it’s just not going to make a trade agreement with you. And it makes it more human, so that there’s real thinking going on behind it.”
The AI nations will also have there own "personalities" - "We acknowledge that AI is a key part of making the world believable and fun to play. We also want to make them more human and personality-driven; for example, those guys are vengeful, so you don’t want to piss them off because they’ll kick you back, whereas another AI might be more realpolitik and look at the bigger picture.”

Realm Divide returns? - "...more given that Russell hints at something similar to Fall of the Samurai’s Realm Divide mechanic for the Roman factions - Empire or Republic seems like a likely choice."

How many historic characters? - Well, confirmed so far ingame is Scipio Aemilianus, however CA staff have admitted to mocapping for Caeser and Cleopatra and the republican hero Tiberius Gracchus.

New Region/Province system on Campaign Map - “We want to take steps to reduce some of the management burden. So, for instant, we have a province system where you’ve got several regions making up one province. That means you have all the benefits of extending that map and making it huge, increasing the area for you to conquer with your armies, but at the same time you don’t have hundreds of regions to manage with your tax and development.”
The way they’re going to work is to have one ‘capital’ region at the centre of more agricultural and production-focused areas. Now, when invading a region, you can choose what you want to deny your opponent, rather than charging blindly at your opponent. The ultimate goal is to prevent the endless run of sieges of previous Total War games, and hopefully encourage more fighting in the open countryside."

Will we get bigger stacks/legions, like in FotS and TWS2? - Simply put, yes! The battles have a new sense of scale thanks to an increase in the size of units and the number of units you control.

So, will i need a new CPU? - Apparantly not. Even though it is a new engine, with CA using all new tricks to get a more cinematic feel rather than realistic, they have stated they are aiming for same specs as TWS2!

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 楼主| 发表于 2012-7-3 00:17:09 | 显示全部楼层
德国网站文章的英文摘要
For all those of you who don't speak German, here is my summary of what the guy said:

1. The Total War AI does not work well with gunpowder units (duh).
2. He was playing on a scripted battle map.
3. The map he was playing was a scenario about the conquest of Carthage.
4. It started with a generic cutscene and battlespeech off the coast of Carthage. Right thereafter, the scene cut into real play with boats landing on the shores and legionnaires getting off. Naval warfare and land warfare seems to be combinable in this sense.
5. As the landing party marches toward Carthage, the ships provide covering fire with their ballistas and catapults (me: epic!)
6. The walls are collapsing at different parts (you can also conquer the walls traditionally).
7. The sheer number of ships and legionnaires is far beyond the numbers of previous games.
8. The battle map is also bigger than Shogun 2
9. As the troops are entering the city, the ships are entering the inner harbor of Carthage to support the troops directly in their attempt to capture the city
10. As we marched with one of our units toward the walls in order to capture a tower, one centurion turns around and screams, "Prepare yourselves! Onwards!"
11. As they are taking the tower, one officer screams toward his men, "For the honor of Rome!"
12. You will also see soldiers that will react to the death of one of their comrades
13. Troop speed and movements seem to fast (me: even faster than Shogun 2?)
14. New feature: by hitting tab, you get a 2D overview of the battlefield, displaying troops with colored symbols (much more detailed than the current radar map); you can't give orders in this mode, however
15. The development team is currently pondering an ambush system specifically for siege battles. Certain troop types, for example, could blockade a street or hide on a side street and then fall into the back of the attackers.
16. You can no longer simply retreat to the central plaza as a defender, but there will be several capture points within a city.

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发表于 2012-7-3 00:37:33 | 显示全部楼层
前排{:5_117:}

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发表于 2012-7-3 00:43:48 | 显示全部楼层
傻眼的照片

看来硬体不够力也是吃不下来啊{:5_110:}
攻城战会变得更辛苦吧

前代的罩门:海军与略篇繁杂的内政有所改善
那外交呢..........{:5_122:}

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发表于 2012-7-3 02:28:09 | 显示全部楼层
{:5_116:}{:5_116:}很期待啊,希望全战的全体同仁也跟上

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发表于 2012-7-3 03:29:09 | 显示全部楼层
AKF 发表于 2012-7-3 00:43
傻眼的照片

看来硬体不够力也是吃不下来啊

外交估计和幕2差不了多少吧,个人猜的

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发表于 2013-11-24 12:53:18 | 显示全部楼层
如来神顶!!!!

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发表于 2013-11-28 12:45:42 | 显示全部楼层
顶一个!!!!!!!!!

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