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[转贴] GC08 - Empire: Total War Q&A Feature 问答分享 8/24 [复制链接]

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发表于 2008-8-25 13:20:58 |只看该作者 |倒序浏览
GC08 - Empire: Total War Q&A Feature 问答分享 8/24GC08 - Empire: Total War Q&A Feature

Gwynne Dixon
23/08/2008


With a new timeline spanning a new type of warfare and the addition of naval combat, The Creative Assembly's Empire: Total War looks set to enhance the standards set by the popular strategy series.
TVG recently had the chance to chat with The Creative Assembly's Communications Manager Kieran Brigden and Associate Producer Mark Sutherns shortly after the game's Leipzig Games Convention demonstration, so read on to find out about the map size, the issue of slavery, and what's been removed and reworked for the sake of accessibility.

TVG: In previous Total Wars, barbarians have always been quite a factor in the turn-based strategy and you need them in the main RTS; being this is the era of Pirates...

(Spontaneous laughter and cries of 'Pirates' erupt from The Creative Assembly's ensemble...)
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Kieran Bridges: Yes there are pirates. Pirates occur in places that you'd expect them like the Caribbean and places like that. They will rage your commerce routes and take percentages of your trade and they might attack your trade ships and fleets as well, so you might need to protect against the possibility of pirates and various pirate activities. On top of that, I can tell you that you will be able to play as the pirates in multiplayer. If you want to play a naval battle, you can play as pirates.

TVG: I assume given the styling of Medieval: Total War we won't be talking about skulls and crossbones and a pirate on your shoulder?
KB: Perhaps not the parrot, although the pirates of the time, we research everything as accurately as we can, the pirates did hoist flags like a skull and crossbones. Not perhaps for the RTS part of the game, but as far as the campaign map is concerned when you're identifying a pirate fleet it's probably one of the easiest symbols worldwide that is recognised as a pirate. But in terms of the RTS game we're still trying to work out what the actual flag design will be for pirate ships.

TVG: Will you actually meet them in the naval combat?

KB: You'll be able to fight against pirate ships both in the campaign and in the multiplayer mode. When you're fighting pirate ships you can also board those and seize them to add them to your own navy.
TVG: We took a look at the campaign map, can you talk a little about this, how far it will extend?
KB: If you imagine it to be like the 18th century world predominantly from the view of central European powers. In that respect, obviously it would have been North America, Central America, the Caribbean, the Indies, North Africa, Europe, and the Middle East.
So it's a pretty advanced map, it doesn't go as far east as places like China, but that's mostly because how the world is progressing in the 18th century. It wasn't quite yet the age when everything was discovered and the whole world was charted, certainly America was concerned with the New World at that stage and so we've reflected that in the game.
It's certainly the biggest one we've ever done in terms of the sheer volume of regions and places you can go, but it's not quite yet the entire world.

TVG: Speaking of multiplayer, are you talking about that at the moment?
KB: A little bit, it depends on what you're asking.  

TVG: How many players?
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KB: Well that's a good question, it's eight isn't it.
Mark Sutherns: Yeah the traditional battle mode is still there, you've got battles of up to eight players. Obviously, we've got naval combat, so you can fight naval battles in multiplayer. We're looking at new modes of play, but we're not yet announcing them. It's fair to say there are modes that we're considering, some which will please older players of the Total War fanbase that we've had all the way through from Shogun, and some which we hope will appeal to new players, maybe RTS players.


KB: There's a lot more than there used to be. We're trying to cater for our fans who've been requesting certain modes for a long time and also giving modes that might help a traditional RTS player.
TVG: Another factor of Total War surrounds the historical accuracy in terms of battles, do you have any examples at this stage?
KB: That's a good question. We're actually, in terms of strict terminology, we're removing the historical battles this time around. You can still fight custom battles, you can create certain scenarios that you want to fight, so you can create a rendition of Waterloo or Trafalgar, then you can go ahead and do that.

But we're at a stage now with Total War with Empire, whereby we feel that the game is historic enough, we don't need to prepare these sorts of maps, these kinds of layouts for you to feel like you're actually experiencing a historic battle. The biggest thing about Total War games is traditionally you got everything accurate at the starting point, so in this instance in 1700, and after that you make history. Certainly now with the new battle map system coming out of the campaign map, each battle is of sufficient quality that it feels historic on itself. Of course, if you want to create custom battles and fight them you still can.

TVG: The turn-based strategy in the last game was deeper than it's ever been; the Catholic church came into play with the Pope, subterfuge was a big element, what sort of things are you doing in this historical era to fill the gap?

KB: I see what you mean. Mark's a bit of an Empire campaign mode expert on this one, but I'll start off by saying that we've slimmed it down, but deepened the number of options. So the number of things you can do is massively expanded but the micro-management and other kinds of fiddly bits that you're required to do those things has been made a lot less in terms of accessibility.

I'll let Mark take that one on.

MS: It's like Kieran says a lot of the stuff that maybe was and were present in previous games perhaps weren't as accessible as they could have been. You're looking at stuff like recruitment, upgrading buildings, now all of that has come out and we've either centralised it and made it available in one central menu for your whole faction or we've pulled it out and added it to the campaign map itself.

So buildings are now upgraded via the campaign map not via the cities, where before in Rome, Medieval, you clicked on the city, if you wanted to upgrade your barracks you had to find it and upgrade it. You don't do that now, the barracks is on the map. That adds a couple of things. Probably the biggest thing you can see at a glance is where your most profitable regions are, so you can see your own and you can see your enemies. If you want to cripple your enemy's trade or their military, you know what region they're getting the most from so you can see where their commercial ports are, so I know that's where I want to attack. Whereas before you had to send a spy in to get an idea of their infrastructure and so on, a lot of that stuff was hidden, whereas now it's out there in front of the player and that makes it more accessible.
With recruitment, you had to click on the city, click on the barracks and recruit troops, now you just click on the general and he recruits from nearby military establishments, so you order the troops you want and they arrive at the general after a set number of turns. That will reduce the number of splintered armies you get around the map. Before you may want to build some cavalry to the north and some artillery to the south, and you may end up forgetting about certain small armies and they get involved in splinter battles. It can become a little tedious so we ruled that out, so everything is about averaging so you get bigger armies moving around, fewer armies but more significant.
In terms of features, religion still plays a part, but it's part of diplomacy now, it's part of your relationship with other factions. So if you share a religion with another faction you're going to get on better with them, you're going to relate with them better. If you have religions that maybe aren't compatible then it's going to be a factor in diplomacy, they'll have their suspicions of you. Diplomacy itself we've done a lot of work in terms of giving the player more information on their relationships with other factions. You can see now at a glance how other factions view you and other factions, so for example if I wanted to choose my allies and I wanted to go to war with the Dutch, I could see at a glance who are not favoured by the Dutch and maybe ally with them and wage a war against them. It's a very useful tool in building up this political system in the world, which we've never really had before.

Apart from that, I would say that religion was a major factor in medieval times but trade is a major factor in these times. So establishing lucrative trade routes and seizing trade theatres such as the Caribbean, Africa and the Indies, if you can get a foothold in those territories you can get trade ships active and protect them with your navies that's where the money comes in and that's then where you can fund your war effort. So trade is by far much bigger than it's been in any of our games. We've got a full supply and demand system, where you're importing goods and exporting goods. Commerce raiding and pirates all play factors in that and they all act as a springboard to fire up the naval battle, so we want to make sure when you fight a battle everyone counts. So there's an awful lot of new features in the campaign map but a lot of it now is far more accessible than it was in our previous games.

TVG: In that sense how do you tackle the issue of slavery, is that not in the game?
!
MS: Yeah it is a difficult issue and it's not something we wanted to trivialise so basically what happens is, Africa is a trade theatre and it's something you can make money from. So it works like the other trade theatres, you put ships into that area and you generate money from that. So slavery's not something we've addressed head on if you like, because it's not something that should be trivialised for entertainment. We didn't really want to breach that area, but at the same time it was a factor in terms of what goes on in the game. If you abolish slavery in the game, you earn more 'prestige' and that's just one way of actually earning prestige in the game. Prestige is a new way to win the game, so slavery is a factor in terms that you can be awarded for abolishing it, but we don't recognise it as a resource.
TVG: How many factions are there and can we get some examples?

KB: We've got 12 playable factions and obviously as you've seen from the demonstration, Prussia and Great Britain are amongst those. I don't think it will be too much of a surprise to say they're the major European powers, along with France and so forth. Russia is also going to feature. We're not announcing the full list yet because there are a couple of more that we are balancing right now to make sure they are a playable faction. We also include a couple of factions that are outside the traditional European powers, so again giving players a variety of different play styles.
There are approximately 50 factions in the game world in total, and you mention barbarians, there's no such thing as a rebel faction anymore, i.e. you know every time a rebellion happens they have the same kind of rebel flag and they were rebels. When a country or region goes into rebellion, it spawns a historically accurate rebel force in that location. In that, sense there's a huge number of nations in there.

TVG: Naval battles are a natural step forwards for the series, but considering battlefield warfare of the time, surely it's just rows of people...

KB: Shooting each other yeah.

TVG: The demonstration was a huge reassurance.

KB: Yes and we know that a lot of our fans had exactly the same reaction. They're like, "you're going to ranged combat we won't have any melee encounters', but you got to remember that, as well as being the age of the musket, it's also the age of the bayonet and bayonet technology is something you can learn and advance all the way through the game.

To that end you've got different types of bayonets, like plug bayonets, ring bayonets and socket bayonets, and all of those help your troops retain accuracy and the use of their rifles whilst at the same time using their guns essentially as spears. In addition, melee combat is important but it's a critical choice when you choose to commit. ! V- M" g/ O' n2 l! ~

AIt also means you get a greater sense of variety on the battlefield, it's not just lines of cloned units, there's lot of different types with different abilities. For example, cavalry units like Dragoons are actually mounted Calvary units with sabres, they're able to ride in and fight battles and then dismount load their rifles and start shooting, before mounting up again and moving. So they fight both melee and ranged combat. Ranged combat adds a huge range of new features to the way that you play the game, so it's not just a kind of stand in a line and shoot, as you've seen today we've got a full cover system, a garrison system, all of these things add to the way the game is played.

But yes from a fans perspective, myself obviously being a fan of the series as well as you, melee is still very important and as you've seen, seeing thousands of guys crash into each other with bayonets and stab the hell out of each other, it's still there so don't panic.

TVG: AI has always been an important factor in Total War titles, but seeing them move around both sides of the city hall and flank was very impressive, and the battles have plenty of individual action, that looks deeper then ever so what sort of improvements are we looking at? " }; I) d9 t' S/ H
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KB: Taking the AI first, the battle AI is an entirely new system, completely rewritten. We've separated that from the campaign AI so we've now been able to specialise the kind of actions and knowledge of a campaign game AI and specialise the battle knowledge AI.

The battle knowledge AI has an understanding of basic formations and techniques used in the period, along with some special formations and techniques specific to certain factions and generals. In addition, it has an understanding of compensation of forces and the movement of forces on the battlefield. It's got a much better understanding of its zone of control and ranged weapons as well, meaning that it can effectively move its troops to the best range of fire and stay out of yours and so on and so forth. e

It's certainly a massive jump up and, technically speaking, the way that we've achieved that is moving from a state-based system to a goal-orientated system. It has a goal, it constantly juggles its objectives based around that goal, and that includes fighting, rear guard action, moving back to places it can garrison itself, flanking manoeuvres and so on and so forth. Finally, we train it by letting it play against itself for hours upon end, working out manoeuvres and techniques so it can become truly reactive.


On the animation front, we improved all the mesh combat animations by adding an entirely new animation system and by motion-capturing professional stuntmen who worked on films like Troy to add loads of new animations to the game.


Unfortunately at this stage, The Creative Assembly's duo were dragged off, but rest assured Empire: Total War left us desperate for more./
TVG would like to thank Kieran Brigden and Mark Sutherns from The Creative Assembly, along with SEGA's Stefan McGarry for arranging this opportunity. Empire: Total War is slated for release on February 6th 2009.5 ~8 |# i; W. |1 G9 `


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沙发
发表于 2008-8-25 13:39:48 |只看该作者
全新的战争方式到加入海战。Creative Assembly的帝国全战要将这个战略游戏的经典系列推到一个新的高度
最近在莱比锡游戏展示会后不久TVG有机会和Creative Assembly的公关经理吉尔兰布雷登和助理制作人~马克苏森斯进行了一次访谈,访谈的内容包括地图的大小,奴隶制度的问题,还有一些因为可行性问题而被去除或者改动的内容。

TVG:在过去的全战游戏中,叛军是回合战略中一个重要的势力,并且经常会要与其开战。那么帝国里会有海盗吗?
吉尔兰:没错,有海盗。海盗会出现在一些你能预料到的地点,比如说加勒比或者其他一些地方。他们会袭击你商业路线并且从你贸易中分享其成,他们也会攻击你的商船或者舰队,因此你就需要跟海盗进行对抗以保护的你利益不会受到各种海盗活动的侵害。我还要告诉你,你还能在多人游戏中扮演海盗,如果你要进行一场海战,你就可以扮演海盗。

TVG:说到海盗,帝国里的海盗形象不会是骷髅旗或者在肩膀上有只鹦鹉吧!
KB:大概不会有鹦鹉,我们研究海盗时代的每一个细节,海盗会升起骷髅旗。不过不会出现在即时战略部分,而在战略地图上骷髅旗将是最明显的标志,能让人判断出前面的舰队是海盗。但是在即时战略部分我们还没有决定海盗的旗帜应是什么样子的。

TVG:可以和海盗进行海战吗?
KB:你可以在战役模式和多人模式中和海盗交战。当你和海盗战斗时你也可以接舷战斗以夺取他们的船只扩充你自己的海军。

TVG;你能和我们说说战略地图嘛?地图的面积有多大?
KB:你可以将其想象做在18世纪下以欧洲势力为中心的整个世界。这样一来,很明显的,就包括了北美洲,中美洲,加勒比,印度,北非,欧洲,中东。
这是一个进步很大的地图,由于18世纪的世界形态,地图不会到达远东的中国范围。在18世纪世界上还有些地方没被发现并标注到地图上。当然美洲作为新大陆在那个时代扮演了重要角色因此我们就把这点反映到了游戏里。这是我们做过的地图中最广阔的一个,有很多地区地域你可以去,不过它并没有包括整个世界。

TVG:说道多人游戏,你可以跟我们说一点有关内容吗?
KB:一点点,这要看你要问什么了?
TVG:最多可以有多少玩家参加?
KB:很好的问题。8个,不是嘛?
马克苏森斯:是的,传统的战斗模式依然存在,你可最多让8个玩家参加战斗。当然,游戏里增加了海战,因此你可以在多人游戏中进行海战。我们正在设计新的游戏模式,但是我们还不打算公布。可以说我们考虑了多种模式,一些能让会让从幕府开始的全战老玩家感到满意,另一些则会去迎合新玩家,比如即时战略玩家。
KB:会有比以前更多的内容,我们可能会采用一些全战粉丝们长期要求的模式,也会有一些新的模式去满足传统的即时战略玩家。

TVG:全战里的另一个重要因素是那个时期的一些历史战役,在这个方面你可以举些例子吗?
KB:好问题。实际上,严格上说,我们去除了历史战役这个概念。当然你仍然可以进行自定义战斗,你也可以创造一些你需要的特定战役剧本,因此你可以重现滑铁卢或者特拉法加,然后你参与到其中并且获取胜利。但是我们现在将全战进入了帝国时代,我们已经觉得游戏本身就极具历史性了。所以我们不会去制作一些特别的地图,那些经过精心设计的让你感觉你是在真实体验历史战役的地图。全战游戏最重要的事情就是那个时期的背景在游戏开始阶段将得到忠实还原,帝国从1700年开始,接下来就是你自己去创造历史。当然与战略地图相联系的新的战役地图系统使得每一场战役本身都会具有足够的历史感。当然,你也可以自己创建一个自定义战役。

TVG:上个作品中的回合制战略比任一个系列前作都要内涵丰富,教皇领导下的天主教势力登上了舞台,阴谋诡计也成了一个重要因素。在帝国这个历史时期你会添加哪些要素呢?
KB:我明白你的意思。马克是这方面的专家,不过我首先要说我们将一些东西简化了,但却多了更多的选择。游戏的内容得到了很大的扩展但你为了实现这些所要做的具体操作,和一些繁琐的细节却得了大幅度的简化。我将让马克来说明这个。

MS:就像KB说的先前的游戏中出现过的或者可能出现的一些东西将不会在帝国中存在。一些像征募建筑物升级一类的东西已经被简化了,我们会将它们集中到一个主要菜单中,或者直接把它们抽取出来放到战略地图之中。所以现在建筑物是直接在战略地图上升级而不是在城里,而在罗马中世纪里,如果你想升级建筑物你需要先点中城市,并且找到兵营然后选择升级。现在你不需要那样做了,兵营就在战略地图上。这就增加了很多内容。你现在可以一眼就看出哪个是你最有价值的地域,还有你敌人的。如果你想消弱敌人的商业或者军事实力,现在你可以一下看出哪个地方是敌人的战略要地,你可以一下看出哪个地方是敌人的商业重地,于是你就知道你该进攻哪个地方了。以前你如果你不派出你的间谍去调查对方的情况,很多东西都是隐藏起来的,不过现在你可以一目了然。

招募方面,过去你必须点击城市,然后点击兵营然后招募部队,现在你只要从总界面上点击一下,部队就会从附近的军事设施中招募出来,你可以指定你的部队的集结点,当几个回合以后招募出来的部队就自动到指定地点集合了。这就减少了地图上分散的部队数量。以前你可能会在北边招募些骑兵在南边招募些步兵,然后你就可能把它们彻底忘了,它们也可能会卷入一些零散战斗。这可能会使游戏变得有些乏味因此我们对其做出改动,所以所有东西都得到整合,你可以创建出一支更大规模的更强力军队,而不是一些零散的小部队。

在帝国中,宗教依然占据一定地位,不过已经属于外教的部分了,这关系到你和其他势力的关系。因此如果你和某个势力有共同的信仰,你们的关系会更密切,你也可以更容易的与他们联合。如果你和某个势力的宗教不相容,那么在外交上,该势力就会对你保持戒心。

外交方面,我们也下了很多功夫,玩家可以得到更多有关外交关系的信息,你可以一眼看出别的势力对你对其他势力的看法。举个例子如果为了和荷兰开战我想寻找一个盟友,我可以从外交关系中很容易的发现哪个势力和荷兰外交不好并且可能和我结成同盟军与荷兰对抗。这是一个很有用的工具,能让我们建立起一个世界政治系统,这一点我们以前从没有做到。

除此以外,我想说在中世纪时期宗教是个主要因素而帝国时代则是贸易。因此你要建立起具有价值的贸易路线,占据像加勒比非洲印度这样的贸易要地。一旦你占据了这些地域你就可以让你的商船在你的海军的保护下开始运作,这会给你带来源源不断的收入来充实你的军费。因此贸易将比以前任何一款游戏更为重要。我们设计了一套供销系统,与你的进口和出口货物相关。商路袭击和海盗将扮演重要角色,它们将是引发海战的潜在因素,所以一旦你开战我们希望各个方面都牵扯在其中。因此战略地图上将有许多精彩的新东西,这些东西都是我们先前的游戏里没有出现过的。

TVG:这么说来,你要怎么对待奴隶贸易问题,游戏里没有这种贸易吗?
MS:好吧,这的确是个敏感问题,不过我们并不打算把这个问题特殊化,非洲是个重要贸易区域,你把船布置在那个区域然后你从那里获取金钱。所以我们不打算强调奴隶贸易,因为将其特殊化并不能带来什么娱乐性。我们不想涉及到那个领域,不过某种程度上它确实是游戏里潜在的某个要素。如果你废除了奴隶制你就能赢得声望,这只是游戏中赢得声望的一种方式。声望是一种赢得胜利的新方式,所以奴隶制是一种如果你废除它就能获得报偿的一个因素,但是我们并不把它看做是一种资源。

TVG:有多少个势力,可以给我们些例子吗?
KB:12个可选势力,当然,就像你在演示中看到的一样,普鲁士和大不列颠位列在其中。他们和法国还有其他一些国家一样属于欧洲主要势力。俄罗斯也是其中之一。我们还不打算公布全部名单,因为通过对平衡性的调整我们还打算让更多的势力成为可选势力。玩家还可以选择一些传统欧洲强国以外的势力以体验一些不同的风味。
在世界范围中将总共有50个势力,你刚才提到的叛军,游戏将不会再有叛军势力了。不过一旦有叛乱发生就会出现打着叛军旗帜的叛乱军。一旦一个国家或者地区发生叛乱,就会出现在那个区域里具有历史代表性的叛军。

TVG:加入海战是这个系列的一个进步。不过考虑到那个时代战场和武器的特点,那只是一排人。。。
KB:互相射击,没错。
TVG:那个图像演示能消除人的疑虑。
KB:是的,我们知道大多数我们的粉丝都有相同的反映。他们会说:“你们要整远距离战斗我们再也体会不到肉搏对抗了。”但是你必须明白这点,那个火枪的时代也是刺刀的时代,刺刀技术是你在游戏中研究并且进步的东西。游戏里将会有各种类型的刺刀,像是塞入式刺刀,环式刺刀,插口刺刀,这些都能将你的步枪变成长矛。此外,肉搏战很重要,但需要你谨慎做出决定。
在战场你也能感觉到多样性的变化,这不只是排成一行的克隆士兵,而是各种拥有多样技能的兵种。比如说,骑兵单位龙骑兵是一些装备有马刀的骑士,他们可以骑马突袭然后下马装填他们的步枪并射击,接着再骑上马转移。所以他们既是近战单位又是射击单位。远距离战斗大大扩展了里游戏的方式的范围,它并不是两排人站在原地对射,就像你在今天的演示里看到的一样,我们展示了掩体系统,守备系统,这些都增加了游戏进行的方式。
当然我自己也是这个系列的粉丝,从一个粉丝的角度我保证,肉搏战仍然很重要,你会看到几千人冲撞在一起将刺刀刺入对方的身体,所以肉搏战仍然存在,所以没必要恐慌。

TVG:AI一直是全战的一个重要主题。在演示中看到他们撤回城镇中心和从侧面攻击确实印象深刻,战斗中很有各种个体行动,那看上去比以前要棒得多。那么我们还会有什么样的改进吗?
KB:我们把AI放在守卫,战斗AI将完全是个新系统,彻底的重新撰写。我们将战斗AI和战略AI分离开,因此我们可以采取一些针对行的措施来强化战略AI的认识水平和战斗AI的能力水平。
战斗AI了解那个时期基本战斗阵型和技术,对各个国家势力特别的战术和阵型也有一定的认知。此外,他们还知道如何在战场上实现部队机动和增援。AI对与控制区域和发挥武器的有效射程有了更好的了解,这就使得AI能更有效率的调动部队以在最佳的射程内开火并且避开你的攻击。
这是个很显著的进步,从技术上讲,我们要实现的是从固定模式的系统转为由目标为引导的系统。为了达到某个目标,AI会不断采用各种战术变化,包括肉搏,防备后方,转移到可以保护自己的地点,或者是侧翼机动以及其他的一些战术。最后,我们让AI长时间的互相战斗,锻炼AI的战术和机动技能最终AI将变得充满灵活性。

在战斗动作方面,我们通过加入全新的动作系统改进了所有的动作模型。我们还请在特洛伊这样的电影里演出过的特技演员进行专业动作捕捉,给游戏中加入更多新的动作素材。

不幸的是,Creative Assembly的人被拖走了,不过以后我们还会提供更多有关帝国全战的信息

[ 本帖最后由 秋之回忆n 于 2008-8-25 09:44 编辑 ]

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板凳
发表于 2008-8-25 13:40:53 |只看该作者
感谢黄龙kevinly1984翻译
原帖地址:http://www.clanlong.com/forum/thread-57925-1-1.html

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希腊仇恨暗影舰(鬼魅)副舰长
Left ④ Dead☆剖析☆SPAS-12

战略游戏工作组专长成就勋章

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地板
发表于 2008-8-25 13:47:02 |只看该作者
LZ能否排一下版呢.
这样让看的更加美观

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希腊仇恨暗影舰(鬼魅)副舰长
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5#
发表于 2008-8-25 14:47:44 |只看该作者
排一下版舒服多了.............

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6#
发表于 2008-8-25 14:50:08 |只看该作者

回复 #6 刺客_猫 的帖子

我转这篇译文的时候,去除那些代码就累死我了
译文我稍微改了一些错误

[ 本帖最后由 秋之回忆n 于 2008-8-25 07:55 编辑 ]

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7#
发表于 2008-8-25 17:10:55 |只看该作者
看到就顶~~
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

哦呵呵呵呵呵

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8#
发表于 2008-8-25 17:24:44 |只看该作者
来顶了,楼主今天带来了两编好帖子呀          

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9#
发表于 2008-8-25 17:52:32 |只看该作者
頂頂頂頂頂!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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10#
发表于 2008-8-25 18:23:53 |只看该作者
没有历史战役了啊。。。。。。。。。。。。

唉。。。。。。。。
“真正的伊甸园来自人们的心中,而不是某样机器——这是像你这样的土人永远不会了解的”

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11#
发表于 2008-8-25 20:18:10 |只看该作者
我想看那些记者们看的演示哇........
We love diablo3
And the heavens shall tremble...

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12#
发表于 2008-8-26 01:30:01 |只看该作者
会有比以前更多的内容,我们可能会采用一些全战粉丝们长期要求的模式,也会有一些新的模式去满足传统的即时战略玩家。


这个应该就是多人下的战略模式联机了,期待好多年了,帝国将是次革新~另外各种刺刀升级很让我期待..

a jedi shall not know  anger
nor hatred
nor love
........

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13#
发表于 2008-8-26 05:58:41 |只看该作者
頂頂頂頂頂!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!期待啊!!!!!!!!!!!!!!!!!!!!!!!!!!

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希腊仇恨暗影舰(鬼魅)副舰长
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14#
发表于 2008-8-26 07:07:47 |只看该作者

回复 #15 isuse 的帖子

如果真的有我会喷鼻血的...........
中2的最大败笔我个人认为就是不能联机打电脑........

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15#
发表于 2008-8-26 10:12:28 |只看该作者
好期待好期待好期待好期待好期待好期待好期待

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16#
发表于 2008-8-26 11:07:13 |只看该作者
鸡冻鸟
您的帖子长度不符合要求。

当前长度: 3 字节
系统限制: 20 发送到 1000000 字节

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17#
发表于 2008-8-27 10:09:45 |只看该作者
内政简单来说就是:
原来 等级君主制,封建割据,需要你每个领地都照顾一下。
现在 君主专制,中央集权,随便找个总理大臣就搞定了。
(舒服啊。。。。。
[哈哈] [哈哈] [哈哈] [哈哈] [哈哈] [哈哈] [哈哈] [哈哈]
安真民

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18#
发表于 2008-8-28 15:02:21 |只看该作者
看完介绍,等游戏出来后我估计有一些全战老玩家可能要感觉部分地方改得不好了

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19#
发表于 2008-8-31 22:39:09 |只看该作者
不用谢我了

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20#
发表于 2008-9-25 23:27:43 |只看该作者
原帖由 nickcarter27 于 2008-8-28 15:02 发表
看完介绍,等游戏出来后我估计有一些全战老玩家可能要感觉部分地方改得不好了


我已经感觉不太好了,毕竟近代政治活动太过繁琐,战争也过于复杂(近代战争兵种多而无重点,其实处于“机动力量”从骑兵向空军转变的过程中,战斗颇为复杂)。再说了,一战之前的军装比起古代军装来,丑陋很多。看到《天国王朝》里面,人物造型多漂亮啊;反观近代军装,十分复杂混乱,难看得很。直到20世纪,军装才又变得好看了(20世纪初各国军装都很漂亮,以纳粹和国民党为最)。

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