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8月2日微软发布亚洲王朝日本的最新视频以及Q&A
视频下载http://download.microsoft.com/download/6/2/f/62f19ae9-ba21-47b8-80b6-27dc7cdca88d/AOE3_Japan_720p29_ST_6500k.wmv
Q&A原文:
GameSpot: Give us an update on the expansion's development. What aspects of the game is the team working on at the moment?
Brian Reynolds: We've just reached content freeze, meaning that all of the art, units, maps, scenarios, and other types of content are complete. We're now mostly working on final balancing of the new units and civs for multiplayer and polishing the game for release.
GS: Give us an overview of the Japanese faction. What are the faction's major strengths and weaknesses? What unique features or abilities does it bring to the table?
BR: Japan's major strengths include its extremely powerful military units (such as samurai), but these units are also expensive, so you'll need a good economy. One interesting Japanese power is that most home-city cards can be sent twice. An even more dramatic difference from other nations is that in reflection of restrictions on hunting and eating meat other than fish--restrictions which remained in place for hundreds of years in Japan--the Japanese are not allowed to acquire food from hunting or herding.
GS: Could you explain how the team used real-world history to inform the design of the Japanese faction? How in-depth will history figure into their design? What major historical events will be reflected in the faction's design?
BR: Japanese history figured strongly in our design of the civilization, from military units to technologies to home-city cards, and especially of course, the single-player campaign. A particularly good example is the Japanese ban on hunting and eating meat other than fish, which was a result of the influence of Buddhism and had been in place for centuries as of the period of this game. At the same time, there are shrines in Japan where tame deer roam free, so we allowed shrines in the game to attract nearby animals to provide a gather bonus.
GS: Give us a rundown of the Japanese army. What are the most unique units at the Japanese faction's disposal? How do they help determine the faction's best strategies in battle?
BR: Japanese units, individually, tend to be expensive but powerful. The backbone of the Japanese army is the samurai warrior, whose powerful melee attack deals area damage to nearby units. The special hatamoto samurai, available from the consulate, is even more powerful than ronin mercenaries.
The most strategically powerful unit in the Japanese force is the daimyo, a special commander unit available from home-city shipments and one of the wonders. The best thing about a daimyo is that he's a mobile unit who can receive home-city shipments. So if you're careful not to get him killed, he can bring reinforcements right into the middle of the battle! The daimyo can also train units and provides a bonus to units fighting nearby. And the most powerful daimyo of all is the shogun whom you get late in the game.
GS: Tell us about the faction's economic strategy. What's the best way for Japan to be victorious by building up an economic infrastructure--if that's even a good strategy to begin with?
BR: It's all about the shrines for the Japanese. Shrines serve both as housing and as resource generators. Use your monks to build them around the map, being sure to put them nearby animals that can be hunted. Shrines also attract wild animals (for example, deer) and herd animals: Each animal that gathers at a shrine adds to the resources generated by the shrine. For your first wonder, consider the Toshogu Shrine, which enhances other shrines and itself acts as a large shrine. There are also a few cards that help out, such as heavenly kami, which increases shrine line of sight and hit points, reduces their cost, and increases the amount of resources that they generate. At the consulate, be sure to ally with the Dutch, who provide you with a coin trickle and will ship you a bank.
GS: What can you tell us about the Japanese capital city and its card abilities? What are some of the unique new ways players can customize their home city with this faction?
BR: One of the first things you'll notice about the Japanese home city is that most of the cards can be shipped twice--a special Japanese advantage. It's also important to ship a daimyo card, especially when you're on the offensive. Like other Asian civs, Japan does not have the "3 settlers" card that's usually so popular as a first shipment, so you'll have to decide whether to ship the "2 villagers" card (with the option to ship it twice) or try a different opening strategy. Japan also has access to one of the most fearsome mixes of mercenary units in the game.
GS: What can you tell us about the single-player experience for the Japanese faction? What part of history will it cover and what kinds of history will players themselves be making?
BR: The Japanese campaign takes place in the late 16th century and deals with the establishment of the Tokugawa Shogunate. You'll control Shogun Tokugawa and his most loyal retainers as they seek to bring an end to the Warring States period and unify Japan.
GS: How does the faction fare in multiplayer? Is this a quick-starting nation or one that benefits from slower buildup? Does it work particularly well in larger multiplayer games when teamed up with certain other factions?
BR: Japan is an excellent civ for multiplayer games. Japan has a fairly robust start that can be used to rush the enemy with the help of your daimyo or to economic boom to the later ages with your shrines. A daimyo is practically essential for a rush since the ability to train troops and send shipments to a mobile unit is priceless. Besides that, the daimyo is a pretty good fighter and provides an attack bonus to nearby troops. Economically, the Japanese have one of the best economies in the game. Their shrines not only boost their resource production but also allow them to assign more of their population slots to military, instead of economic units. This leaves plenty of room for massive armies of samurai, which is sure to be a favorite unit choice of players.
In team games, Japan's allies will be very pleased by the informers power, which is found on the Great Buddha wonder. It reveals all enemy lines of sight for a short time, allowing you to see where your opponents are strong and where they are weak. Shrine placement can be a bit tricky in team games though, since any animals that gather around a shrine can't be hunted until the shrine is destroyed. The Japanese also have some team shipments that [can] be appreciated by their allies, such as fishing boats, cheaper unit upgrades, and ninjas.
GS: Finally, is there anything else you'd like to add about the Japanese faction or about Age of Empires III: The Asian Dynasties in general?
BR: I think your questions have covered it well!
GS: Thank you, Brian.
中文翻译(因为本人英语水平有限,加上时间仓促,翻译难免有错请大家原谅)
GameSpot: 请告诉我们最新资料片的开发情况。游戏的哪些方面是开发小组正在进行的??
Brian Reynolds:我们刚刚完成了已经完全达成共识的部分,包括一些美工,单位,地图,剧情,等等。现
在我们正在最后修改多人游戏中的各个新单位和文明之间的平衡和游戏发售前的首尾工作。
GS:请您透露以下日本王朝的的一些具体情况。比如,日本王朝的优势和劣势在哪里?有哪些独有的特色
和能力已经确定下来了?
BR:日本的最大优势在与它极其强大的军事单位(包括日本武士),但是这些单位也是相当昂贵的,所以
你需要有良好的经济作为保证。日本最有趣的优势在于,大多数的卡片都能运送2次。还有一些和其他国
家相比更为生动的区别反映在打猎和吃肉的限制上,也就是说日本帝国不允许通过打猎或者放牧来得到食
物。但是在日本存在了几千年的捕鱼任然会被保留。
GS: 请您解释以下开发小组如何用真实的历史来生动游戏中日本王朝的设计?历史对于设计的影响有多是
深?哪些主要的历史事件会在设计中体现出来?
BR:我们对这个文明的塑造带有着非常强的历史的烙印,从军队单位到科技再到主城的卡片,特别是对于
单人任务。一个很好的例子就是日本除了捕鱼不允许打猎和吃肉,这就是受到在日本盛行千年的佛的影响
。同时,日本拥有胜地,温顺的鹿能在此地闲庭进步,我们在游戏中允许圣地来吸引附近的动物从而得到一
些额外的奖励。
GS:请告诉我们一些日本军队的情况。日本拥有哪些独特的单位?他们对于在战斗中确定战术起到哪些帮
助?
BR: 日本的独有的单位是非常昂贵的,但是十分强大。其中核心是拥有强大近身肉搏攻击的日本武士。能
从领事馆生产的hatamoto武士甚至要比ronin雇佣兵更厉害。有最强大战略意义的军事单位是大名,一种
特殊的指挥单位,能从主城船运和一个奇迹中获得。其最大的好处是,他是一个能接受主城船运的可移
动的单位。所以如果你能够保护好他不被消灭,他能带着援军直达战争的中心。他还能训练单位以及提供
附近的单位一些额外的奖励。在所有大名中最强大的是shogun,你也能在游戏中得到。
GS:告诉我们一些日本的经济战略。什么是日本能通过建造基础经济建筑获胜的最好的方法,甚至是在游
戏一开始?
BR:那就要看圣地的了。圣地影响房屋的建造和资源的采集。利用你的僧侣在能够打猎的动物旁边建造他
。它能吸引类似与鹿的野生动物和群兽。每一种聚集在圣地的动物都能使圣地产生额外的资源。对与你的
第一个奇迹来说,你可以考虑能提高其他胜地Toshogu,当然它本身也是强大的圣地。一些卡片也能派上
用场,比如能增加圣地的攻击和视野同时减少其造价的神圣kami。kami还能加快资源的采集。在领事馆,
保证和荷兰的同盟,他们能提供你源源不断的金币还能给你船运来一家银行。
GS:你能告诉我一些关于日本首府和卡片的作用的信息吗?玩家能通过哪些新方式来自定义自己的主城
?
BR:首先你回注意到大多数的主城中的卡片都能被运送两次,这是日本独有的优势。运送大名卡也是非常
重要的,特别是你在进攻的时候。象其他亚洲文明一样,日本也没有通常做为第一个运送的“3位移民者
”卡片,所以你不得不决定是否运送“2个农民”(能选择被运送2次)或者选用其他的开局战术。在游戏
中日本还可以运送最可怕的混合雇佣兵。
GS:你能告诉我们一些关于日本帝国的单人游戏经验吗?游戏中他会覆盖哪些历史,玩家能够自己创造哪
些?
BR: 日本的剧情主要发生在16世纪围绕着德川将军。你将控制Shogun将军和他的家臣来结束战国时代并统
一日本。
GS: 对于多人游戏你们有何改动?日本是一个快速开局的国家还是一个更适合慢慢发展的国家。日本是
一个在多人游戏中能和其他国家很好配合的集团吗?
BR:日本是个在多人游戏中是个非常好的文明。他有非常活力开局,在大名的帮助下能使其在前期骚扰对手,
也可以和之后时代的圣地配合,大力的发展经济。大名的是从你有能力训练军和运送移动的单位开始是根本的基
础。此外大名还是一个很好的攻击武器,他还能提供给附近军队额外的战斗力。从经济方面还说,日本是
所有国家中经济最强大的国家之一。胜地不仅能提到资源的采集,还能将尽量多的人口单位用于军队上而
不是经济单位上。这就能够留下许多空间来让玩家生产最喜爱的武士了。在团队游戏中,日本的盟友们会为
情报员的力量而感到高兴,情报员将能在大佛奇迹中建造。他在一定时间能够让你看见所有敌军的情况,从
而了解你对手的优势和弱点。在团队战都中,圣地的摆放是有一些学问的,因为聚集在胜地附近的动物知
道圣地被毁掉之前是不能猎捕的。日本还有一些船运因为盟友的存在而变的更强大,比如鱼船,减少升级
费用和一些刺客。
GS: 最后一个问题,对于日本文明和帝国时代3:亚洲王朝,在总体上你还有什么其他的需要补充的吗?
BR:我想你的问题基本已经包含全部了。
GS:谢谢你Brian。
[ 本帖最后由 elvadcp 于 2007-8-11 00:43 编辑 ] |
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