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本帖最后由 重拾信念者 于 2012-7-7 12:50 编辑
此贴纯Google 翻译...如果有不对的地方和没翻译的地方,请见谅...不过,还是可以无障碍...看出很多信息来的~
翻译:全面战争“在哪里可以得到更好的
继光荣9/10,被授予全面战争:幕府将军2将是艰苦的工作。尽管赞誉,但是,也有那些认为该系列有一些根本性的缺陷,甚至可能已经在最近的分期错误。
她说:“没有,”迈克·辛普森不同意。 “我们正在建立的客户群,所有的时间,所以越来越多的人在玩。
“它不是出了错,这并不意味着有没有在那里的东西,我们总是可以做的更好,我们看,在每场比赛结束 - 其实,所有的方式,通过游戏现在,我们。 “重新不断地寻找我们可以做的更好,并调整队伍,要做到这一点。
“你几乎可以保证,如果有是1的比赛在一个游戏区,是被批评比其他地区,我们将投入到该为下一个更大的努力,所以我们不调整从这个角度看团队。 ,我们将继续这样做,直到特定的事情不再是一个问题,而且还会有别的东西在列表的顶部,这将是我们将在那里把努力。“
社会需要什么
全面战争有更为苛刻的球迷,没有比那些根深蒂固的社会和辛普森的它很为他们感到骄傲。
“有一个恒集团推向我们更多更多的历史准确性,”他说,毫无疑问,暗指将军2的舞台效果,这不是每个人的口味。
“我们有一个我们的内部geekiness和的愿望,把好莱坞的奇观之间的斗争,所以两端的频谱互相斗争的和我们结束了,希望有一个折中的,介于两者之间。”
“他们要求更好的AI所有的时间,”他补充说,“再次,这是我们已经非常努力地工作,因为帝国和进步作出了大量的区域。
“我们打算进一步去,以及很多,直到我们开始远远超出了人们期待,不只是满足期望。”
辛普森希望罗马会觉得“很多像你打另一个人或另一个派别,而不是播放机,其中的一些行为变得可预见的,在那里你可以找到它的小怪癖,并最终对怪癖,而玩比对情报“。
罗马2派别将有“通用不同的人物”。并在自己的风格会有自己的个性人物。
主题
全面战争已享受了多年的一个充满活力的插件社区。但直到今年早些时候,官方地图编辑工具创新大会发布。贪婪的社会需要更多的。
“他们有一个全组谁想要更多的改装工具和游戏是从这个角度看更加开放,”辛普森说,“当然,我们的工作,尝试并获得尽可能接近我们想要的他们想要的东西。
“他们真正想要的是一个比其实我们有自己更好的工具和能力,他们没有意识到一个可怕的和手动的过程中,把这些系统中的一些是相当什么!
“由于我们开发我们自己的工具,它变得更容易,我们支持游戏模组,所以我们打算这样做。”
是否将在罗马2盒的地图编辑工具 - “我们并没有明确表示,但”辛普森说。 “但我感到惊讶,如果情况并非如此。”
“我们还没有真正充实了我们能不能做改装点的观点,”辛普森了。 “我们将花一些时间,实际上是说的mod组,并尝试拿出一项计划,他们实际上提供他们需要什么,而不是我们认为他们的需要,这不一定是同样的事情。”
为此,举办了创新大会在全面战争,总部在英国霍舍姆,改装峰会。这是下个月。将邀请来自社会的关键游戏模组,双方将相互增益一起工作。
“我们要让他们一点我们如何把东西放在一起,使他们明白,一个好一点,因为很多的时候,他们认为有神话中,我们使用的工具,我们可以只释放,一切都会好起来和其他人将自己的运动,这将是为他们感到高兴的土地,仅仅是不相当的方式是 - 它不是那么容易,我怕,“辛普森强调。
罗马2的发展,发动机和冷冻系统的要求
辛普森说,创意大会团队已“啄走”2日在罗马“了一年多的”。大多数球队从幕府武士的扩张秋季四到六个月前,显然。球队现在100人的强大。
华丽的新发动机的基础一切是不是新的,每说,“但它是一个相当激进的升级”。
“这是一个,而不是革命性的进化步骤。程序员可能不同意,”辛普森打了一个寒颤,“这可能是两者之间的某处。
“这是相当严重修改,使整个照明模式已经改变,并且,使得1巨大差异的一切不是完全,100%新 - 。它是不是像我们把它远离和重新启动,但它是1相当激进。升级“。
“我们的辩论内部的事情之一,”他补充说,“我们应该尝试和推销自己从质量上看。因此,举例来说,我们期待在最先进的游戏机游戏切开场面等并说,我们应该进行匹配的水平?或者我们应该尽量保持接近你在战场上的图形的水平,我们所有的时间讨论那些种。
“不过,一般来说,我们总是推向高品质,但我们已经有了反弹,反对的事实,我们必须有很多很多球员在屏幕上,控制台游戏不做的,因为他们不能,一般。“
但是,不要惊慌,如果你有一个比较老的 - 或旧 - PC。迈克·辛普森透露,听起来就像整个全面战争系列的最低规格已永久冻结,这听起来像巫术我们。
“我们实际上已经钉的最小规格,所以它可能永远不会再改变,”他透露。 “这大概就是我们的目标。因此,随着时间的推移,你就能够运行几乎任何PC是有全面战争。
“为了实现这个目标,我们实际上结束了分裂双方的资产和在实际的代码路径,所以有这实际上是不同的方式把[的光谱]的2两端的场景一起。高端真会利用一切,你的卡做底端,如果你有一台笔记本电脑上运行集成显卡,我们要上运行。现在是可行的。高科技是不够好。“
英雄单位,狗,猪和胡编
幕府将军2了一些来自日本的传说传说中的人物戏剧性的许可证,并制作成英雄单位。当我问这些超级动力的数字是否会成为罗马的一个特点,辛普森说,“没有简短的答案。”
“但是我不知道这是千真万确的幕府将军2。英雄单位是强大的,但我不会说他们是超级动力,肯定是有大量的例子,在日本历史上的非凡的英雄,谁做了不平凡的事。现在,我们将经历,淘罗马历史,寻找这样有趣的事情,“他补充说,混淆。
“我们不会做的事情之一,我们不会做任何事情。”
在罗马:全面战争,第一场比赛,而不是一切都被严格地备份一个尘封的历史书。
“有可能是偶然的事情,在罗马1那里有没有足够的信息来填补它充分,所以我们不得不像西班牙有一个单元叫做斗牛勇士的事情。我们样的,”辛普森承认。
“已经非常类似的单位,但他们可能不叫斗牛勇士 - 他们可能有自己的帽子上的角。
他说:“我们不会做左右,这个时候,我们已经有了更多的时间,我们已经得到了所有的研究,我们做了最后一次左右,加上充足的时间做更多的,我们不会需要做的。 ,我们不打算来弥补这段时间的任何内容。“
这意味着,烧猪,可能不会返回,可悲的。这是这听起来奇怪,反大象单位。
“有几个中意的单位从原来的游戏,我挣扎,还为他们找到合适的历史理由,”辛普森说。 “燃烧的猪之一。我们仍然在他们的战斗。我们正在努力证明自己的存在找到一个更好的来源[酱?-ED]。”
“我们发现了一个不同的使用燃烧的猪,这是历史上是合理的,但不能作为反大象的武器。”
令人担忧的是,辛普森的“不知道”狗是否的步兵挑食,将返回任。
“有我们在,以及有趣的错误 - ”狗吃了我的军队的错误“,因为处理程序已经有一个点,是一个错误,如果狗失去了他们的处理程序,你不能杀死狗。你不得不杀死的处理程序,以杀死狗,狗吃你的军队,这是少有的,“他回忆说,”但有趣。“
总体而言,会有较多的单位,在罗马2比将军2,由于在更广泛的地域范围。但他没有比较罗马2罗马1单位体积。
多人
罗马1多人,但它是有限的,实时的陆战。多人的成倍提高自那时以来,在全面战争系列,多人战役地图(认为文明)现在是一个相对较新,但默认的命题。
,“辛普森说:”我们不打算放弃竞选多人。 “这是相当流行。事实上,越来越多的人玩,比我想象的。我认为这将是一个相当利基的事情,但事实并非如此。”
当我们预览全面战争:罗马2,创意大会告诉我们,这是“规划事大”的游戏的多人。
“我们不说,还没有什么大的变化将是,”辛普森评论说,“但它是比这更大[战役地图多人的演变]。”
“说真的,”他补充说,当按下“我们还没有谈论它。二话不说,我们必须把它关闭,直到我们真正看到它的工作,它是真正确保,我们赢了“T开始谈论它。
“但是,这是雄心勃勃的,我会说。”
1罗马和罗马2并排
罗马:全面战争被释放在2004年的秋天,近八年前。从那时起,全面战争系列改变了令人难以置信的。因此,如何有类似罗马2是它的前身?
他说:“从游戏方式实际上起着将有很大的不同 - 你会做不同的事情,都在运动,并在战场上。
这将是更加难以取胜?
“不,不,”辛普森回答。 “我不知道 - 它甚至可能更容易取胜,其实这要看你如何定义的胜利,实际上,以及。”
显然,随着人杀和征服一切。
“这是一种方式,将是比较容易做到这一点?”他反复考虑。 “你有更多的选择,把难度级别,使其比原来的游戏更容易。
“我希望的是,它的感觉,我希望我们的事情,原来罗马的东西,你还记得深情,那种事 - 捕捉和内容,以及在新的罗马确实给我们一些相当丰富。在这方面的采摘。
“这一次我们要真正探索在更深的和有趣的方式,特别是对一个人的水平,使人物和事件有那种事情发生在比赛中,发生在罗马帝国等。
“这就是我们正在试图做是majorly不同的。”
原文:
Where Total War can be better
Following the glorious 9/10 that Total War: Shogun 2 was awarded will be hard work. Despite the praise, however, there are those that argue the series has some fundamental flaws, even that it may have gone wrong in recent instalments.
"It hasn't," Mike Simpson disagreed. "We're building a customer base all the time, so more and more people are playing.
"It hasn't gone wrong; that doesn't mean there aren't things in there we can always do better. And we do look, at the end of each game - in fact, all the way through the games now, we're constantly looking at what we can do better, and adjusting the team to make that happen.
"You can pretty much guarantee that if there's an area of the game in one game that's been criticised more than other areas, we'll put more effort into that for the next one, so we do adjust the team from that point of view. And we'll keep doing that until that particular thing ceases to be a problem. And then there'll be something else on the top on the list which will be where we'll put the effort."
What the community wants
Total War has no more demanding fan than those entrenched in the community, and Simpson's very proud of them for it.
"There's a constant group that push us towards more and more historical accuracy," he said, no doubt alluding to the theatrics of Shogun 2, which weren't to everybody's taste.
"We have a fight between our internal geekiness and the desire to put together a Hollywood spectacle, so those two ends of the spectrum fight against each other and we end up, hopefully, with a happy medium somewhere in between."
"They ask for better AI all the time," he added, "and again, that's an area where we've worked very hard since Empire and have made a huge amount of progress.
"And we're going to go a lot further with that as well, until we start going well beyond what people are expecting and not just meeting expectations."
Simpson hopes Rome 2 will feel "a lot more like you're playing another human, or another faction, rather than playing a machine where some of its behaviour becomes predictable, where you can find its little quirks and end up playing against the quirks rather than against the intelligence".
Rome 2 factions will have "different generic personalities". And within their style there will be characters with their own personalities.
Modding
Total War has enjoyed a vibrant modding community for years. But it wasn't until earlier this year that official map editing tools were released by Creative Assembly. The voracious community wants more.
"There's a whole group of them who want more modding tools and for the game to be more open from that point of view," said Simpson, "and we're certainly working on that, to try and get as close as we want to what they want.
"What they actually want is a toolset and capabilities which are better than what we actually have ourselves. They don't realise quite what a horrendous and manual process putting together some of these systems is!
"As we develop our own tools it becomes easier for us to support modders, so we're intending to do that."
Whether those map editing tools will be included in the Rome 2 box - "we haven't specifically said that yet", Simpson said. "But I'd be surprised if that wasn't the case."
"We haven't really fleshed out what we can and can't do from a modding point of view," Simpson went on. "We're going to spend some more time actually talking to the modder groups and try to come up with a plan that actually delivers them what they need rather than what we think they need, which isn't necessarily the same thing."
To that end, Creative Assembly has organised a modding summit at Total War HQ in Horsham, England. That's next month. Key modders from the community will be invited and both parties will work together for mutual gain.
"And we'll show them a bit more about how we put things together so they understand that a bit better, because a lot of the time they think there are these mythical tools we use, which we can just release and everything will be fine and everybody else will make their own campaigns and it will be happy land for them. And that just isn't quite the way it is - it's not as easy as that, I'm afraid," Simpson stressed.
Rome 2 development, the engine and frozen system requirements
The Creative Assembly team has been "pecking away" at Rome 2 for "more than a year", Simpson said. The majority of the team moved over from Shogun 2 expansion Fall of the Samurai four to six months ago, apparently. The team is now 100 people strong.
That gorgeous new engine underpinning everything isn't new, per say, "but it's a pretty radical upgrade".
"It's an evolutionary step rather than revolutionary. The programmers may disagree with that," Simpson shuddered, "it's probably somewhere between the two.
"It's fairly heavily modified, so the whole of the lighting model has changed, and that makes a huge difference to everything. It's not completely, 100 per cent new - it's not like we threw it away and started again. But it's a pretty radical upgrade."
"One of the things we debate internally," he added, "is where should we try and pitch ourselves from a quality point of view. So, for example, we look at state of the art cut-scenes and so on for console games and say, should we be matching that level? Or should we try and keep it closer to the level of graphics you get on the battlefield? We have those kinds of discussions all the time.
"Generally, though, we're always pushing towards higher and higher quality, but we've got to bounce that against the fact that we have to have lots and lots of guys on screen, which the console games don't do, because they can't, generally."
But don't panic if you have a relatively old - or old - PC. Mike Simpson revealed that the minimum specifications for what sounds like the entire Total War series have been permanently frozen, which sounds like witchcraft to us.
"We've actually nailed the min-spec down so it's probably never going to change again," he revealed. "That's probably what we're aiming for. So as time goes by, you'll be able to run Total War on pretty much any PC that's out there.
"To make that happen, we actually end up splitting both assets and the actual code paths, so there's actually different ways of putting the scenes together for the two ends [of the spectrum]. Top-end really will exploit everything that your card can do. Bottom-end, if you've got a laptop running integrated graphics, we want to run on that. That's doable now. The tech's come on well enough."
Hero units, dogs, pigs and making things up
Shogun 2 took dramatic license with some legendary figures from Japanese lore and made them into Hero units. When I asked whether these super-powered figures will be a feature of Rome 2, Simpson said, "No is the short answer."
"But I'm not sure that's absolutely true for Shogun 2. The Hero units were strong, but I wouldn't say they were super-powered, and there was certainly plenty of examples in Japanese history of extraordinary heroes who did extraordinary things. Now, we will be going through, scouring Roman history, looking for interesting things like that," he added, confusingly.
"One of the things we won't do, we won't make anything up."
In Rome: Total War, the first game, not everything was strictly backed up by a dusty old history book.
"There probably were occasional things in Rome 1 where there wasn't enough information to fill it out fully, so we had things like the Spanish having a unit called Bull Warriors. We kind of made that up," Simpson admitted.
"There would have been a unit pretty much like that, but they probably weren't called Bull Warriors - they probably had horns on their hat.
"We won't do that this time around. We've got more time, we've got all of the research we did last time around, plus plenty of time to do more. We won't need to do that. No, we're not going to make anything up this time around."
That means Burning Pigs may not return, sadly. These were the anti-elephant unit, as bizarre as that sounds.
"There's a few favourite units from the original game where I'm struggling yet to find suitable historical justification for them," said Simpson. "The Burning Pigs is one. We're still fighting over them. We're trying to find a better source [sauce? -Ed] for justifying their existence."
"We found a different use for Burning Pigs, which is historically justifiable, but not as the anti-elephant weapon."
Worryingly, Simpson's "not sure" whether dogs, the infantry eaters, will return either.
"There were some funny bugs we had in that, as well - the 'dogs ate my army bug'. At one point, there was a bug where if dogs lost their handlers, you couldn't kill the dogs because the handlers had gone, and you had to kill the handlers to kill the dogs, and you ended up with dogs eating your army. It was rare," he recalled, "but fun."
Overall, there will be more units in Rome 2 than in Shogun 2, due to the much wider geographical scope. But he didn't compare the unit volume of Rome 2 to that of Rome 1.
Multiplayer
Rome 1 had multiplayer, but it was limited to the real-time land battles. Multiplayer's improved exponentially since then, in the Total War series, and campaign map (think Civilization) multiplayer is now a relatively new, but default proposition.
"We're not planning to drop campaign multiplayer," said Simpson. "It's reasonably popular. Actually, more people play that than I thought would. I thought it would be a fairly niche thing, but it's not."
When we previewed Total War: Rome 2, Creative Assembly told us it was "planning something big" for the game's multiplayer.
"We haven't said yet what the big change is going to be," Simpson commented, "but it's bigger than that [an evolution of the campaign map multiplayer]."
"Seriously," he added, when pressed, "we're not talking about it yet. Apart from anything else, we actually have to pull it off. Until we've actually seen it working and are really sure about it, we won't start talking about it.
"But it's ambitious, I will say that for it."
Rome 1 and Rome 2 side by side
Rome: Total War was released in the autumn of 2004, nearly eight years ago. The Total War series has changed incredibly since then. So how similar will Rome 2 be to its predecessor?
"From the way the game actually plays, it will be very different - you'll be doing different things both on the campaign and on the battlefield.
Will it be more difficult to win?
"No, no," answered Simpson. "I dunno - it might even be easier to win, actually. It depends on how you define win, actually, as well."
Obviously as killing everyone and conquering everything.
"That's one way! And would it be easier to do that?" he mulled. "You'll have more options to turn the difficulty level down to make it easier than the original game.
"What I do hope is that the feel of it, the things that made original Rome something you remember fondly, that kind of thing - I hope we capture that in the new Rome as well. And the content really does give us some fairly rich pickings in that respect.
"This time we're going to really explore in a deeper and interesting way, particularly on a human level, bringing characters out and bringing events out and having the kind of things happen in the game that happened in the Roman Empire and so on.
"That's what we're trying to do which is majorly different."
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