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[注意] DOW2 新情报。十分有趣的AI喔 [复制链接]

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发表于 2008-9-14 20:58:37 |只看该作者 |倒序浏览
It's hard to keep a good Space Marine down. After an incredibly successful run with the original Dawn of War and its three expansion packs ?Winter Assault, Dark Crusade, and Soulstorm ?it's about time that THQ and Relic got to work on bringing us a proper sequel. We recently got an extended sneak peek (sadly, no direct hands-on) at the game and saw both the Space Marines and the Tyranids in action.

After taking the story in a number of different directions, Warhammer 40,000: Dawn of War II attempts to refocus the action by giving the player direct control of a squad of Space Marines. These aren't just throwaway characters; this is your squad, and they stay with you throughout the entire game. Unlike most RTS games where each mission stands alone, everything in Dawn of War II carries over from one mission to the next.

Do well, and you are appropriately rewarded. Fail a mission and you might not get the big reward, but you also won't be faced with a game over screen. Rather, the game is designed to take failure into account. After all, you're a single strike force in the middle of a massive war. As you play through the game, various missions will present themselves. You can pick and choose which you want to take on, but beware: The conflict doesn't stop just because you're off killing bad guys. Each mission is on a timer, and even if you win every single mission you attempt, there will be some that fail simply because you didn't have the time to take them on.

        

Now now, stop looking all offended. Not being able to win every single mission might sound pretty harsh, but in the context of Dawn of War II, failure isn't permanent. It's merely a temporary setback in the middle of a larger conflict, and even failure isn't total failure. Because everything carries over, you don't lose any items you may have found during a mission just because you had to abort. No matter what, you're always progressing your characters.

Balancing time is an issue because you need to ponder every action on a risk/reward basis. Your missions will see you returning to the same planetary locations as the combat moves back and forth. Sure, it may be tempting to simply power through a mission in order to complete it quickly and take on another task, but sometimes it's better to hang back and explore another part of the map because you might find an enemy base that offers a strategic advantage. Attacking it early won't fulfill a mission parameter, but capturing it will certainly give you a long-term advantage. The next time you return to that map, the base will be under your control, which makes further missions in the area less of a risk. Territory bonuses can include mana bonuses, better intel, special briefings and morale bonuses for the sector.

Developing your units isn't just about earning experience. It's about gearing up your strike force in order to make them the most badass Space Marines in the entire galaxy. You start with your Force Commander and three support squads, although you can add more squads to your command as you progress. Early on, the available squad leaders are Avitus (Devastator Marine Squad), Cyrus (Scout Marine Squad), Tarkus (Tactical Marine Squad) and Thaddeus (Assault Marine Squad). Because you can only bring three squads in addition to your Force Commander, it's important to properly equip before a mission.

        

Customizing your combat troops is done in a way that's very similar to Diablo's inventory screen. You bring up one squad leader at a time and equip weapons, armor and accessories before each mission. The Force Commander also has access to special commander items, which are powerful but exceedingly rare. War gear can be obtained by completing missions, and they're also randomly dropped from vanquished enemies. Since you keep everything you earned on a mission, even if you fail to complete the goals, there is a certain incentive to play aggressively.

Each squad leader also has a skill tree. There are four attributes per leader: energy, health, melee and range. You can choose which attributes to increase as you progress through the game, but make sure you choose wisely because all skill choices are permanent. There is no skill buyback in Dawn of War II, as the development team wanted to encourage replayability. If a squad is killed in battle you can revive the squad leader, but the squad itself can only be reinforced at Orbital relays. In this way there is a penalty for death, but it isn't devastating.

After getting an overview of the game mechanics, it was time to jump into the mission, so our Space Marines traveled down to the planet in order to fend off a Tyranid attack. A familiar enemy to 40k fans, the Tyranid should also seem familiar to Starcraft players. After all, the Zerg were no doubt heavily inspired by the Tyranid.

An alien hive-mind, the Tyranid are dangerous in large groups because they can coordinate attacks to an incredible degree. As long as there is a synapse creature in range, all Tyranids will move and attack as a single entity. Taking out the synapse creature will revert the Tyranids back to individually minded animals with a much lower reasoning capacity.

        

This was demonstrated by way of a grenade. Toss a grenade over a wall into a group of Tyranids with a synapse creature, and they will immediately recognize it as a weapon, move to avoid it, and search out the attacker who launched it. Use a sneak attack to eliminate the synapse creature before tossing in a grenade, and the reaction is quite different. The individual Tyranids won't know that the grenade is a threat. Some may ignore it. Others may sniff it. But they won't run, and when it blows up, it takes out most of the group.

Another new feature in Dawn of War II was borrowed from Company of Heroes, the cover system. If an enemy can't see your squad, it won't know to attack until you move into view. Creative use of the cover system can help even the odds when a small squad is facing an overwhelming force.

Our mission finally ended with a boss battle. As we approached the pickup point, a massive Tyranid creature attacked, putting the squad on the defensive. After a bit of combat, Captain Thule arrived inside a Dreadnaught and helped to eliminate the creature. Thule's appearance helped advance the story, and it also added a new squad to our team. After the mission, Thule's Dreadnaught squad was selectable.

In terms of playable races in Warhammer 40,000: Dawn of War II, only the Space Marines are playable in the single-player mode, but all of the races will be available in multiplayer. Unfortunately, that's all that Relic would let slip, so there's no real word on how the Tyranids perform when under the control of a human player as opposed to computer AI. For now, we're just going to have to wait, but based on what we've seen, it's safe to say that our anticipation runs high.
Serve the Matherland today, tomorrow you may be dead.
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战锤40K-C            16723938
战锤4OK欢乐对战   62928006
战锤2WAAAGH      20260778
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沙发
发表于 2008-9-14 20:58:56 |只看该作者
它的努力保持一个良好的空间,海洋下来。后一个令人难以置信的成功运行与原来的曙光战争和其三个扩充套件?冬季殴打,黑暗十字军东征,和soulstorm ?它的左右时间, thq和遗迹,到了工作,为我们带来一个适当的续集。我们最近得到一个延长先睹为快(可悲的是,没有直接操作)在游戏和看双方的空间海军陆战队和tyranids在行动上。

上台后的故事在许多不同的方向,战锤40000 :曙光二战后试图重新行动,让玩家直接控制一队的空间海军陆战队员。这些都是不只是throwaway字;这是你的队,他们留你在整个游戏。不同于大多数的RTS游戏,每个团的立场,单,一切都在黎明二战后进行了从一个访问团到明年。

做得不好,和你有适当的奖励。失败的使命和您可能没有得到大的回报,但你也将不会面临着一个游戏画面。相反,游戏设计采取失败的考虑。毕竟,你是一个单一的打击力量在中东的一个大规模的战争。正如你发挥透过游戏,各项任务,将目前的自己。您可以选择您想要采取的,但请注意:冲突不停止,因为刚才您小康杀害坏人。每一个任务是在一个计时器,即使你赢了每一个单一的任务,你的尝试,会有一些不只是因为你没有有时间来考虑他们对。

         

现在,现在,停止寻找所有冒犯。未能赢得每单的使命,听起来相当苛刻,但在背景的曙光,二战后,失败是不是永久的。它的只是一个暂时的挫折,在中东一个更大的冲突,甚至失败是不是彻底失败。因为一切都进行过,你不要失去任何项目您可能已经发现,在一个使命只是因为你不得不中止。无论怎样,您总是进展您的字符。

平衡时间是一个问题,因为你需要思考的每一个行动对一的风险/回报的基础。您的任务将看到你返回同一行星的位置,作为战斗力的动作,反反复复。肯定的是,它可能是诱人只需插上电源,通过一个使命,以完成它很快就采取的另一项任务,但有时它的更好地坑回和探索的另一部分,地图,因为您可能会发现敌人的基地提供了战略优势。攻击它的早期将不会履行使命的参数,但捕捉它必将给你一个长远的优势。下一次当您返回到地图,这个基地将根据您的控制,这使得进一步特派团在该地区少的风险。领土奖金可以包括玛娜奖金,更好的英特尔,特别简报会和士气,奖金为界。

发展你的单位不只是赚钱的经验。它的有关筹备,您的打击力量,以使它们最badass空间海军陆战队员在整个银河。你开始与您的部队指挥官和三队的支持,虽然您可以添加更多的队,您的命令,作为你的进展。在初期,可用的班长是avitus ( devastator海洋队) ,赛勒斯(童军海洋队) , tarkus (战术海洋队)和项(攻击海洋队) 。因为你只能带来三队,除了到您的部队指挥官,最重要的,妥善装备前的使命。

         

定制你的作战部队是做了这样一种方式的非常相似,暗黑的库存画面。你带来了一班长,在时间和装备的武器,盔甲及配件之前,每个代表团。部队指挥官也已进入特别指挥官的项目,这是强大的,但极其罕见。战争齿轮可以得到完成任务,他们也随机下降,从战败国的敌人。既然你保持一切你所赚得的使命,即使你不能完成的目标,是有一定诱因,打得积极主动。

每个班长,也有技能树。有4个属性,每领导人:能源,健康,混战和范围。您可以选择哪个属性,以增加你的进展,通过游戏,但要确保您选择的明智,因为所有的技能选择是永久。有没有技巧,在回购的曙光,二战后,作为开发团队希望鼓励replayability 。如果一队是在战斗中死亡,您可以振兴班长,但队本身只能加强,在轨道继电器。在这种方式是有刑罚为死刑,但不是毁灭性的。

之后,概述了该游戏的力学,这是时间来跳转到使命,因此我们的空间海军陆战队员搭乘下降到这个星球,为了击退一tyranid攻击。一个熟悉的敌人40 K的球迷, tyranid似乎也应该熟悉的星际争霸选手。毕竟, zerg被毫无疑问,大量的灵感,由tyranid 。

外国人配置单元-有鉴于此, tyranid是危险的大集团,因为他们可以协调的攻击,以令人难以置信的程度。只要有一个突触的动物,在范围内,所有tyranids会动议和攻击,作为一个单一的实体。采取了突触的动物,会回复tyranids回到个别志同道合的动物与低得多的推理能力。

         

如果你用手雷扔墙后面的一群虫子,虫子里如果有节点单位,他们就会闪开,然后找出是从哪扔来的,单独的tyranids不会知道这枚手榴弹是一种威胁。如果你先用隐秘攻击技能干掉节点虫,虫子就不会意识到手雷是武器,一些会无视它,一些会去闻闻,但他们不会跑,而当手雷爆炸时就炸死一大票


另一项新功能,在曙光二战后是借来的,由公司的英雄,包括制度。如果敌人无法看到您的跟进,它将不知道攻击,直到您搬进看法。创造性地利用封面系统可以帮助甚至赔率时,一个小队正面临着压倒性的力量。

我们的使命终于结束了与老板战役。正如我们走近拾取点,大规模tyranid动物攻击,把队上处于守势。后一点打击,队长图勒抵达内dreadnaught ,并有助于消除动物。图勒的外观,帮助推进故事,也增添了一个新的队,以我们的团队。后的使命,图勒的dreadnaught队是可选的。

在条款播放的比赛在战锤40000 :曙光二战后,只有海军陆战队的空间播放的,在单人游戏模式,但所有的比赛将可在多人。不幸的是,这的一切遗迹,会放过,所以没有真正的字就如何tyranids执行时的控制之下,一个人的球员,反对计算机爱。现在,我们只是将不得不等待,但基础上,我们已经看到,它的安全,说我们的预期背道而驰高。

[ 本帖最后由 Enclave 于 2008-9-14 22:32 编辑 ]
Serve the Matherland today, tomorrow you may be dead.
战锤4OK 灵魂对战 1441313
战锤40K-C            16723938
战锤4OK欢乐对战   62928006
战锤2WAAAGH      20260778
真人教学包您吐血,各种淫荡战术层出不穷。

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铝燃剂专卖 地狱加农炮
吞世者 浩劫重武器战士

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板凳
发表于 2008-9-14 21:32:36 |只看该作者
机器翻译好啊!

我还是挂着词霸慢慢看英文吧......

DE AMORE DE VITA......

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地板
发表于 2008-9-15 00:48:33 |只看该作者
简单说下
1,DOW2里胜败乃兵家常事,大侠再来1次嘛.....但是每次任务都是有时间限制的(鄙人玩游戏最恨护送任务,其次恨有时间限制的任务,!@#!#@!@$%!@)
2,圈地比不圈好,自己地皮上盖楼比空置土地好,详情见DC
3,DOW2更像DIABLO,完成任务后奖励的装备是随机的;战役里一个FC只能带3个增援小队(共4个小队可选,有破坏者小队 ,侦察兵小队,SM小队和ASM小队,搞笑的是侦察兵小队队长竟然跟英雄无敌5里的银色城邦国王同名,为啥没有终结者啊,NND),每个小队队长都能像FC那样选择自己的武器和其他装备,还能加天赋,但是没地方洗天赋...当然了,FC有自己的独特装备,反正是领导嘛.....
4,小队的领导挂了可以复活,但是要按R键只有去轨道站
5,灭虫战术很有可能围绕“斩首”展开,详情2楼红字
6,COH的掩护系统将出现在DOW2中
7,FC图乐带着无畏出现在战场上,无限复活的不死鸟加百列没戏鸟......

[ 本帖最后由 下载补丁 于 2008-9-15 00:49 编辑 ]

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5#
发表于 2008-9-15 10:26:26 |只看该作者
任务就算了,遭遇战会什么情况
激烈的绞肉战状况还能出现吗?[伤心啊]

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6#
发表于 2008-9-15 15:15:23 |只看该作者
最恨有时间限制的游戏!!!!

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天邈汉化组翻译【中级】
COD4☆MegaelaのMK.23
爱德沃瑟雷级魔使

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7#
发表于 2008-9-15 16:00:33 |只看该作者
SL大法…………  

恩…… 随机奖励有些麻烦~  
不过杀的爽的话就随便了~  

Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!!!
来战吧~

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8#
发表于 2008-9-15 16:33:54 |只看该作者
不错不错,期待~·······················································

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Ulthwe·狂嚎女妖

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9#
发表于 2008-9-15 16:58:27 |只看该作者
打虫先打脑,干死具有领导力的虫子其他就轻松的多

不过那些虫子不是很容易对付的。。。不然当年极限1连不会全军覆没了

For the living!

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10#
发表于 2008-9-16 05:26:32 |只看该作者
最搞笑的就是扔个手雷到虫子里,如果没有虫大大,虫小小就会不理它,或者围上去嗅嗅,然后全部炸死。。。。

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11#
发表于 2008-9-16 12:33:17 |只看该作者
space marine=空间,海洋.......

不要指望翻译了 自己来吧

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12#
发表于 2008-9-16 12:34:56 |只看该作者
虫子的那个AI很好
人在江湖飘,怎会不捱刀!

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