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[转贴] 2月19日 QA外的蓝贴集锦(不断更新中) [复制链接]

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楼主
发表于 2009-2-19 11:07:18 |只看该作者 |倒序浏览
Extremely brief summary: current 'waypoint' system allows you to queue orders (not just move orders), and I'd like to know if it's possible (currently or a possible feature to add) to stack orders as well.

[::星际争霸核心社区 BBS.SC2.CC::]

If that's a clear enough summary, you probably don't need to read the rest of this post.

I have a question in the waypoints thread that hasn't been answered yet (probably blue not being as interested in threads they already have a response in) so I'm gonna quote myself over to here in hopes for a response. I'm pasting all my posts from that thread just in case my initial post was unclear, but hopefully the first one is enough to explain the idea.

Here's the original thread these posts are from:

[ http://forums.battle.net/thread.html?topicId=15198911571&sid=3000 ]


So, what is your question?





for zerg is it the same that the hatchery sets the rally, or can you rally for each individual egg?


You can do both. You can set a rally for your hatchery, but can then override it with manual orders per egg as well. Also don't forget, you can set a worker rally point for your hatchery, as well as a unit rally point.



虫族还是基地设定集合点还是每一个卵单独设定集合点?


两种皆可。你可以设定基地的集结点,也可以为单独的卵设定集结点覆盖它。不要忘了,每个基地除了单位集结点外,还可以单独设立一个农民集结点。



The psi round deals bonus damage vs casters (high templar, infestor...), but all the units with energy receive this extra damage (specially huge units like battlecruisers & motherships)?

Thanks.


You can't target mechanical units with Ghost's Psi Round, like Battlecruiser, Mothership and Nullifier.



幽能子弹对施法单位(圣堂、感染者等等)有额外伤害加成。是不是对所有有能量条的单位都有加成?

不能对机械单位使用这一技能,比如战巡、母舰、否决者。

According to the new Q&A both terrans and protoss got energy-dependent economy boosts, the zerg doesnt. instead the zerg gained a boost in unit construction time (i.e. queen spawns 4 mutant larvae). one implication i can see is that it further underlines that zerg needs to expand quickly, and they can maintain numeric advantage as long as they manage their expansions well.

I'd like to see what more experienced players can forsee besides this, gameplay-wise.


Spawning larva also costs energy (currently 25) and time.



皇后的产卵同样消耗能量(目前是25)和时间

Just a question. Battle Report was told to be out with P&R 49, and it is not atm. Is it ready???


I don't believe the Battle Report was ever scheduled to be out at the same time as Q&A 49, but it is still in the works. We really do want to find the perfect battle to show off the new features.



我觉得战报没有预告说要和QA同时推出,还在制作中。我们想找到一场能完美表现新特点的比赛

In StarCraft II, will you be able to setup a "queue" for a worker unit to build buildings.

In example for what I mean, I select a SCV and have him build a supply depot. Then, while he's building that supply depot, I have him build another supply depot. So, as soon as that SCV is done building the first supply depot, he will immediately go and begin building the next one.

This, of course, would only work for Protoss and Terran, since Zerg's worker units become the building.

This is just a question if this will be in StarCraft II. If not, then a suggestion that it could be added to the game and what are your thoughts of this?


Yup - this is possible in StarCraft II.



星际1里,我可以为农民设立一个建筑物建造序列,比如选择一个SCV修建补给站,然后在SCV修建时,增加另一个修建补给站的命令。这样当SCV完成第一个补给站时,会立刻开始修建下一个。

在SC2里这是可能的

Blues: is the find Raynor contest still on?

He is still lurking around - always keep an eye out :) There will still be plenty of screenshots released for a while.



Raynor仍然在~时刻保持你的注意力:) 我们还会有关于寻找Raynor的大量截图放出


Cydra, can you tell us how the Calldown supply ability actually works?


1)How much does it cost?

2)How much supply does it grant?

3)Can depots that have additional supply called down still drop into the ground?

4) Is the extra supply permanent or temporary?


Thx, You guys have made my day!


1. Calldown Extra Supplies costs 50 energy.
2. Extra Supplies increases the supply output by 2.
3. You can still lower/raise your Supply Depot after calldown Extra Supplies on it.
4. It is permanent and looks different from the Supply Depot, which means you'd better take out this Depot first when you attacking the enemy Terran base. ;)




关于人族基地新的升级选项轨道中心,其中一个技能calldown supply提供额外人口的说明:

1. 这个技能消耗多少能量?
2. 提供多少额外人口?
3. 被释放此技能的补给站还能降入地下吗?
4. 人口提升效果是永久的还是暂时的?

1. Calldown Extra Supplies 消耗50能量
2. 提供2的额外人口
3. 人口提升的补给站仍然可以地面/升出地面
4. 永久效果,而且在外观上和普通的补给站有区别。这意味着进攻一个人族基地的时候最好先干掉这些升级过的补给站。


I recently heard that terran's upgrade tech has completely changed.

This is what i've heard:

SC1
atk/def upgrades : engineering bay, armory
researches : other buildings like addons, academy, science facility

SC2
atk/def upgrades : tech lab (depends on what it's attached to. e.g. barracks tech lab does infantry ups)
researches : shadow ops (infantry) , armory (vehicles), anti-matter core (air)

is this true?
if it's not, what does anti-matter core do anyways?
the only reason it would exist is to unlock battlcruisers...



Building names are changed but what you said are correct.



听说SC2的人族的科技升级完全变了
SC1
攻/防升级:工程湾、军械库 engineering bay, armory
其他研究建筑:其他建筑包括附属建筑、研究学院academy, 科技工厂science facility

SC2
攻/防升级:科技实验室tech lab (升级内容和附属的主建筑物有关,比如兵营的科技实验室升级步兵的攻防)
其他研究建筑:影子作战中心shadow ops (步兵)、军械库armory (载具), 反物质核心 anti-matter core (空军)

是这样吗?

如果不是,反物质核心有什么用?它的唯一价值就是解锁战巡。。。。


建筑物名字变了,但你说的都对。。

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沙发
发表于 2009-2-19 11:26:56 |只看该作者
不错,做个专帖的形式很好,之前的讯息很多,也比较分散

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板凳
发表于 2009-2-19 12:37:47 |只看该作者
都看过了,我的眼睛都快蓝了,何时能玩到啊!
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地板
发表于 2009-2-20 00:32:04 |只看该作者
才和某z说了搞个合辑比较好的,某d就发了,不错啊 = =

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