注册 | 登录

游侠NETSHOW论坛





查看: 7061|回复: 27
打印 上一主题 下一主题

[分享] 幕府将军2:全面战争设计师专访(08/06) [复制链接]

信徒
奥菲莉娅回忆中的修女

帖子
10146
精华
0
积分
6029
金钱
11283
荣誉
95
人气
56
评议
0

跳转到指定楼层
楼主
发表于 2010-8-6 10:38:38 |只看该作者 |倒序浏览
Community Interview: Shogun 2 Total War
By Bennett Ring - Mon Aug 2, 2010 2:03pm
Those crazy warlords are at it again, and this time Total War is revisiting the era of sneaky Ninjas and brave Samurai in Feudal Japan. Sega kindly offered us an interview with Shogun 2's Lead Designer, James Russel. We turned the questions over to you - read on for his detailed replies.


James Russel, Lead Designer
gyoken: Will there be an option to ease newcomers in?

James Russel: Well, we are crafting several tutorials to ease players into the game. Obviously that’s important for newcomers to Total War, but there are new mechanics for vets to learn too. We are also working hard to make the core game easier to navigate, and we’re displaying many things in a more open, clear way that hopefully will make the whole experience better both for new users, and for power-players. Also, the fact that clans start in control of small kingdoms and have to build up more or less from scratch helps ease players in compared with Empire: Total War, where the historical setting meant you had to take control of an established major power from the start.

Mr_Cyberpunk: Are hero duels interactive in anyway or are they just cut-scenes like Shogun 1 and Empire?

James Russel: Heroes are actual units on the battlefield, with great prowess with a specific weapon (e.g., the bow or the sword). They come with a band of elite followers to protect them. So, you can use them as you choose in each battle: whatever fits the needs of your battleplan. Of course, there will be ways to counter certain heroes, so you still need to use them wisely: they are not invulnerable! You may find your Hero targeted by an enemy hero, so you can indeed see single combat between heroes, but within the context of a full-scale battle, with your forces fully under your control.

Mr_Cyberpunk: How will coastal landings work?

James Russel: They are a type of coastal land battle: an army can disembark from a navy to immediately attack an enemy army, straight off their boats. If you win, you get to advance that army (and even lay siege to coastal castles) straight away, without having to spend a turn disembarking.

Mr_Cyberpunk: It's been said that the new AI works on the same concepts as Sun Tzu's Art of War, if this is true are we going to see the AI actually form lines properly this time?

James Russel: Yes, the AI does incorporate some of the core precepts of Sun Tzu. We are determined to make sure that the AI provides a challenge to the player and is one of the stronger parts of Shogun 2.

Bronze_D: Which of the old units from Shogun are making a return? We saw several units in the video shown with presumably yari samurai or yari ashigaru along with possibly no dachi samurai shown, are there any other old favorites that are confirmed?

James Russel: As befits a representation of this period of history in feudal Japan, many of the units from Shogun will also appear in Shogun 2. Of course, there will also be some interesting new units. The key for us is to create units that have historical precedent, have a defined, specific role on the battlefield, and that provide interesting and varied gameplay approaches.

Bronze_D: The coastal screenshot with the naval ship was particularly interesting, does this mean we can expect some sort of grand battle involving land and water combat simultaneously in the same map?

James Russel: We’re adding Coastal Assault battles where you can attack a land-based army as your own army disembarks. We’re also adding land and coastal features to naval battles, which adds an enormous amount of gameplay to the naval battles in terms of how you use and take advantage of the terrain when you manoeuvre your ships. But for the moment, armies fight armies and navies fight navies, despite the coastal features that add to both battle types.

Denzil: Will there be more warning that someone is going to attack you? Going to war isn't a small task and it's generally hard to disguise, perhaps advisors could issue threat warnings and possible solutions to diplomatic issues?

James Russel: We are adding more pieces to the diplomatic system to make this clearer, and to add some more character to your interactions with different clans. However, we do want to maintain an element of unpredictability (but without it feeling random). We think Empire and Napoleon are much improved in this regard versus earlier Total War titles, but we can still make things better.


Yurtles: I've heard that Shogun 2 is using a heavily modified Empire Total War engine and I know for a fact that individual hand to hand fighting between combatants is back (like Empire had). Does this mean melee battles will remain significantly protracted affairs similar to what Empire's melee fights were, or will we be seeing a return to faster rates of dying like we saw using the Rome/Medieval 2 engine?

James Russel: We do look closely at this, and it needs to be balanced carefully. Too fast, and there’s insufficient time to respond to unfolding situations and really enjoy certain core tactical dilemmas (e.g., when do I commit an extra unit to this or that melee?); too slow and the drama and tension is reduced, and the impact of certain shock tactics and units isn’t fully reflected. I think the best answer is that it depends: high attack and high charge units will produce faster results in melee, but high defence units (e.g., yari samurai) will be able to last quite some time.

Mythor: Will there be ninjas?

James Russel: Who knows? You never seem quite able to catch them….

Mythor: Will we be able to play as a band of Ronin? Or at least hire them in some fashion?

James Russel: Yes, you will be able to hire bands of ronin, but only in certain special situations.


NobleSix: With the rock, paper, scissors unit theme, will there be the possibility of the weaker unit beating the stronger unit with better tactics?

James Russel: Yes, the idea is that units are not always globally strong or weak in all situations. They have strengths and weaknesses: ways of using them that are very effective, but vulnerability in certain situations or to certain countering units. The clearest example is that spear units are very strong against cavalry, but are vulnerable to attack by sword units (which themselves are vulnerable to cavalry). Other units might have a very powerful attack stat, but are very lightly armoured and thus very vulnerable to archery fire. The goal is to ensure every unit has a clear and specific purpose or role on the battlefield, so you have to use them in the appropriate way to maximise their effectiveness within your overall battleplan.


NobleSix: Will large scale battles be more common in Shogun 2 campaign, considering the size of the map has now shrunk and a turn is a season?

James Russel: There should be plenty of large scale battles: Japan is a very mountainous country, and there are lots of choke points created by the restricted geography into strategically important corridors. It’s also very important for your army to be led by a strong General, which encourages you to concentrate forces, though of course there could be some special circumstances where you have a different, cunning plan.

I should point out that although we’re representing a smaller area of the world (the islands of Japan rather than half the planet), the map is still built on an epic scale: we’re simply zooming in and focusing on Japan in much greater detail than we could in Empire or Napoleon where we had to represent whole continents in the same game area.

VooDoo.maGiK: Will the co op campaign make a return?

James Russel: No comment yet, but we’ve got big plans for multiplayer. To try and answer indirectly, you can reasonably expect to see a lot of the features you liked in Napoleon in Shogun 2.

[ 本帖最后由 秋之回忆n 于 2010-8-6 04:38 编辑 ]
已有 1 人评分金钱 收起 理由
苍星石 + 20 感谢分享!

总评分: 金钱 + 20   查看全部评分

使用道具 举报

『欧美战略游戏区』
★★★

帖子
4755
精华
0
积分
2419
金钱
38734
荣誉
4
人气
15
评议
2

沙发
发表于 2010-8-6 10:40:20 |只看该作者
翻译.......敲碗...............

虽然你终将变做尘埃默默逝去....
但是你的事迹将化为歌谣世代相传............

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

板凳
发表于 2010-8-6 10:43:14 |只看该作者
现场翻译。。。。。。。。。。。。

Community Interview: Shogun 2 Total War
By Bennett Ring - Mon Aug 2, 2010 2:03pm【这句我想大家都看得懂】

Those crazy warlords are at it again, and this time Total War is revisiting the era of sneaky Ninjas and brave Samurai in Feudal Japan. Sega kindly offered us an interview with Shogun 2's Lead Designer, James Russel. We turned the questions over to you - read on for his detailed replies.

这一次我们将全战的时代设定在日本封建社会那些疯狂的军阀混战的时代我们将重新设计偷偷摸摸的忍者,和勇敢的日本武士。世嘉公司为我们找来了幕府将军2的首席设计师詹姆斯拉塞尔,我们给出了很多问题。他将为我们一一解答




gyoken: Will there be an option to ease newcomers in?
现在有一个选项可以减缓新人玩家【to ease newcomers in】负担吗?


James Russel Well, we are crafting several tutorials to ease players into the game. Obviously that’s important for newcomers to Total War, but there are new mechanics for vets to learn too. We are also working hard to make the core game easier to navigate, and we’re displaying many things in a more open, clear way that hopefully will make the whole experience better both for new users, and for power-players. Also, the fact that clans start in control of small kingdoms and have to build up more or less from scratch helps ease players in compared with Empire: Total War, where the historical setting meant you had to take control of an established major power from the start.

好的。我们正在起草几个教程,以减轻新人玩家上手游戏的时间,显然这对新人和全战的质量尤为重要。不过我们正在构建一个新的力学系统也正在努力做一个更好的游戏核心,而且会有一个更加开放和清晰的方式,有望使其二者都能成为新用户在整体体验游戏和做更多的事情有更好的印象。此外呢我们还设定了部族控制的小国家并且我们在零的基础上做了许多东西,与帝国全战比起来哪里的历史背景复杂的多意味着你将不得不从一个既定国家开始征途

Mr_Cyberpunk: How will coastal landings work?
登陆战你们怎莫做?


James Russel: They are a type of coastal land battle: an army can disembark from a navy to immediately attack an enemy army, straight off their boats. If you win, you get to advance that army (and even lay siege to coastal castles) straight away, without having to spend a turn disembarking.
对于沿海登陆作战模式。军队可以下船从海上部队立刻转入地面部队并且快速攻击敌军或者攻击他们的船。。。。。。。。如果你胜利了。你可以前进攻击敌人在沿海的要塞而不必再船上大眼瞪小眼



Mr_Cyberpunk: It's been said that the new AI works on the same concepts as Sun Tzu's Art of War, if this is true are we going to see the AI actually form lines properly this time?

有人说新的AI会 有孙子兵法这样的艺术作战概念,如果是真的。我们将会第一看看到真正的智慧AI?

James Russel: Yes, the AI does incorporate some of the core precepts of Sun Tzu. We are determined to make sure that the AI provides a challenge to the player and is one of the stronger parts of Shogun 2.
是的,这次AI的行动纳入了孙子兵法的行动,我们将确定这是给玩家带来了一个新的挑战,也是将军2的一大亮点之一


Bronze_D: Which of the old units from Shogun are making a return? We saw several units in the video shown with presumably yari samurai or yari ashigaru along with possibly no dachi samurai shown, are there any other old favorites that are confirmed?
那你估计这次将军将为你们带来多少盈利呢?我们看到演示视频里又几个单位这和足轻们但还没出先达基武士?是否说明了他有可能会被取代或者是旧爱?


James Russel: As befits a representation of this period of history in feudal Japan, many of the units from Shogun will also appear in Shogun 2. Of course, there will also be some interesting new units. The key for us is to create units that have historical precedent, have a defined, specific role on the battlefield, and that provide interesting and varied gameplay approaches.
作为在一特殊时期的条件下诞生的具有代表性的封建产物在将军2中将军的部队将有一定特点,当然会有更多有趣性的新单位,对我们来说关键是能从历史中创造一个好的历史单位且对战场的作用有一定定义,且能提供一些有趣的不同的游戏方式

Bronze_D: The coastal screenshot with the naval ship was particularly interesting, does this mean we can expect some sort of grand battle involving land and water combat simultaneously in the same map?
这沿海军舰有些有趣的画面,这是否意味着我们可以期待某种盛大的形式,以及设计在地图上的陆地与海上的同时战斗呢?

James Russel: We’re adding Coastal Assault battles where you can attack a land-based army as your own army disembarks. We’re also adding land and coastal features to naval battles, which adds an enormous amount of gameplay to the naval battles in terms of how you use and take advantage of the terrain when you manoeuvre your ships. But for the moment, armies fight armies and navies fight navies, despite the coastal features that add to both battle types.

我们加入了沿海突击战斗在这里你可以选择你的军队是主攻陆上还是海上。增加了海上战斗与陆战同时进行的可能。并且会教你怎样学会在这一庞大游戏中使用。并且加入了地形优势和机动船的优势。但是呢目前军队的海上与陆上同时战斗的功能我们还在制作


Denzil: Will there be more warning that someone is going to attack you? Going to war isn't a small task and it's generally hard to disguise, perhaps advisors could issue threat warnings and possible solutions to diplomatic issues?

是否会有更多的警告说有人要攻击你?要战争可能会有大麻烦。或许顾问会发出警告和威胁。尽量用外交的手段解决可能的一些事情?


James Russel: We are adding more pieces to the diplomatic system to make this clearer, and to add some more character to your interactions with different clans. However, we do want to maintain an element of unpredictability (but without it feeling random). We think Empire and Napoleon are much improved in this regard versus earlier Total War titles, but we can still make things better.

我们会增加更多的东西,或者更完善的外交系统,并且加入字符以让不同的部族进行互动,不过我们希望依然保持一个不可预测性【随机化】我们认为帝国和拿破仑在这方面有点改善但是与全战的将军这部作品来说,我们依然能做的更好






Yurtles: I've heard that Shogun 2 is using a heavily modified Empire Total War engine and I know for a fact that individual hand to hand fighting between combatants is back (like Empire had). Does this mean melee battles will remain significantly protracted affairs similar to what Empire's melee fights were, or will we be seeing a return to faster rates of dying like we saw using the Rome/Medieval 2 engine?
我听说将军2的引擎是继续使用的帝国全战的引擎这是不是真的?会不会出现人物单挑的情况呢?【比如帝国】这又是否意味着肉搏战仍将类似于帝国那种长期混战?还是我们能看到更爽快的战斗?我们是否还能看到 罗马、中世纪2的引擎呢?


James Russel: We do look closely at this, and it needs to be balanced carefully. Too fast, and there’s insufficient time to respond to unfolding situations and really enjoy certain core tactical dilemmas (e.g., when do I commit an extra unit to this or that melee?); too slow and the drama and tension is reduced, and the impact of certain shock tactics and units isn’t fully reflected. I think the best answer is that it depends: high attack and high charge units will produce faster results in melee, but high defence units (e.g., yari samurai) will be able to last quite some time.


我们也密切关注这一点,这需要仔细平衡,是否太快、有足够时间来应对发展局势,并且能否同时享受一个游戏的核心内容【列如我选择了一个单位,要他能干这样和那样的战斗】很多的战术难题,过于缓慢,戏剧的发生,张力的不足,影响某些单位不能得到充分的使用,但高防御单位【例如雅丽武士】能够把持一段时间




Mythor: Will there be ninjas?
请问是否有忍者?

James Russel: Who knows? You never seem quite able to catch them….
谁知道呢?你永远也无法赶上并且抓住他们


Mythor:at le Will we be able to play as a band of Ronin? Or ast hire them in some fashion?


在LE我们是否能招募一个浪人团体的并且能发挥作用?那AST又会怎样设计他们呢?
James Russel: Yes, you will be able to hire bands of ronin, but only in certain special situations.
是的,你能招募一个浪人团体,但那只存在于某些特殊的情况下。



NobleSix: With the rock, paper, scissors unit theme, will there be the possibility of the weaker unit beating the stronger unit with better tactics?

随着石头剪刀布的主题的发展模式弱的单位与较强的单位是否能搭配出一个很好的组合战术?
James Russel: Yes, the idea is that units are not always globally strong or weak in all situations. They have strengths and weaknesses: ways of using them that are very effective, but vulnerability in certain situations or to certain countering units. The clearest example is that spear units are very strong against cavalry, but are vulnerable to attack by sword units (which themselves are vulnerable to cavalry). Other units might have a very powerful attack stat, but are very lightly armoured and thus very vulnerable to archery fire. The goal is to ensure every unit has a clear and specific purpose or role on the battlefield, so you have to use them in the appropriate way to maximise their effectiveness within your overall battleplan.

是的。这个想法是,单位不一定总是弱的,他们也有各自的长处与短处,合理使用他们会有意想不到的结果,但又能在某些情况下能轻易的打击某些单位,最好的例子就是枪骑兵单位有很强的能力但是又能在某些情况下极易受到剑的攻击【这本身就很容易伤到他们】,其他的单位都有各自的攻击统计。某些轻装甲的部队非常容易受到弓箭的打击,我们的目标很明确是要确定每一个单位都能发挥出自己在战场上的作用,并且适当的使用某些战术,配合使用最大限度的发挥出他们的作用





NobleSix: Will large scale battles be more common in Shogun 2 campaign, considering the size of the map has now shrunk and a turn is a season?

那大规模的战斗是否能经常出现在将军2中呢?考虑到地图的规模缩小?是否是一回合一个季节呢?


James Russel: There should be plenty of large scale battles: Japan is a very mountainous country, and there are lots of choke points created by the restricted geography into strategically important corridors. It’s also very important for your army to be led by a strong General, which encourages you to concentrate forces, though of course there could be some special circumstances where you have a different, cunning plan.

应该是有大量的大型战役,日本的是个多山的国家【天啊TM的讲起地理来了】有很多山口,哪里将是重要的战略走廊将会限制敌我的活动。哪里也需要有强大的军队,这能鼓励你集中自己的优势军力尽量掌控哪里但是也有可能会出现特殊的情况。除非你有更狡猾的计划。

I should point out that although we’re representing a smaller area of the world (the islands of Japan rather than half the planet), the map is still built on an epic scale: we’re simply zooming in and focusing on Japan in much greater detail than we could in Empire or Napoleon where we had to represent whole continents in the same game area.
我应该指出,我们这次的设计的世界较小【日本列岛,还没有地球一般的大小】地图的设计仍然是个史诗的规模我们只要放大地图的面积就可以了这样日本的地图将会变得很细致甚至超过了帝国和拿战,在哪里我们将会在这片游戏区内统一哪里




VooDoo.maGiK: Will the co op campaign make a return?

那这次的合作战役是否有回报?

James Russel: No comment yet, but we’ve got big plans for multiplayer. To try and answer indirectly, you can reasonably expect to see a lot of the features you liked in Napoleon in Shogun 2.

不还不做评论。但是我们这次已经得到更好的多人游戏系统,你可以期望这些功能,因为这些功能将会是在拿破仑多人游戏系统的基础上延伸制作的你会喜欢将军2的


[ 本帖最后由 上帝无罪 于 2010-8-6 16:05 编辑 ]
已有 2 人评分金钱 荣誉 收起 理由
秋之回忆n + 50 + 1 + 1 感谢分享!
苍星石 + 50 结帐

总评分: 金钱 + 100  荣誉 + 1  + 1   查看全部评分



我死后哪怕洪水滔天

使用道具 举报

信徒
奥菲莉娅回忆中的修女

帖子
10146
精华
0
积分
6029
金钱
11283
荣誉
95
人气
56
评议
0

地板
发表于 2010-8-6 10:53:25 |只看该作者
当然是鸟语,翻译全文,质量不错的话奖励100LTB!

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

5#
发表于 2010-8-6 10:56:26 |只看该作者

回复 #5 秋之回忆n 的帖子

当真。。。。。。。。。。。


我死后哪怕洪水滔天

使用道具 举报

信徒
奥菲莉娅回忆中的修女

帖子
10146
精华
0
积分
6029
金钱
11283
荣誉
95
人气
56
评议
0

6#
发表于 2010-8-6 10:57:15 |只看该作者

回复 #6 上帝无罪 的帖子

我说话算话~

使用道具 举报

信徒
奥菲莉娅回忆中的修女

帖子
10146
精华
0
积分
6029
金钱
11283
荣誉
95
人气
56
评议
0

7#
发表于 2010-8-6 11:39:23 |只看该作者

回复 #3 上帝无罪 的帖子

登陆不是登录!

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

8#
发表于 2010-8-6 11:39:50 |只看该作者

回复 #7 秋之回忆n 的帖子

翻译中。。。。。。。。。。。。。。。。。。。

纯属 打字器的飘逸打字法了。。。。。。。。。。。。。

[ 本帖最后由 上帝无罪 于 2010-8-6 11:41 编辑 ]


我死后哪怕洪水滔天

使用道具 举报

信徒
奥菲莉娅回忆中的修女

帖子
10146
精华
0
积分
6029
金钱
11283
荣誉
95
人气
56
评议
0

9#
发表于 2010-8-6 11:41:51 |只看该作者
粗略看了下,还可以!先预支50 ,翻译辛苦~

使用道具 举报

帖子
1174
精华
0
积分
587
金钱
2098
荣誉
0
人气
0
评议
0
10#
发表于 2010-8-6 12:05:45 |只看该作者
預計跟之前一樣 有說等於沒說

希望多放新圖 解解渴~~~~~~~~~~

使用道具 举报

『欧美战略游戏区』
★★★

帖子
4755
精华
0
积分
2419
金钱
38734
荣誉
4
人气
15
评议
2

11#
发表于 2010-8-6 12:43:58 |只看该作者
翻译君
加油

虽然你终将变做尘埃默默逝去....
但是你的事迹将化为歌谣世代相传............

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

12#
发表于 2010-8-6 12:45:40 |只看该作者

回复 #12 苍星石 的帖子

有事去了。。。。。。。回来再翻。。。。。。。。。。。。。。。。


我死后哪怕洪水滔天

使用道具 举报

帖子
421
精华
0
积分
221
金钱
2689
荣誉
1
人气
1
评议
0
13#
发表于 2010-8-6 13:46:53 |只看该作者
Bronze_D: Which of the old units from Shogun are making a return? We saw several units in the video shown with presumably yari samurai or yari ashigaru along with possibly no dachi samurai shown, are there any other old favorites that are confirmed?
那你估计这次将军将为你们带来多少盈利呢?我们看到演示视频里又几个单位这和足轻们但还没出先达基武士?是否说明了他有可能会被取代或者是旧爱?

翻译有点问题,上面这段正确的翻译应该是,大家探讨下。

有那些过去的(指幕府1)游戏兵种会再次出现?根据先前的视频推测,我们可以看到几个熟悉的旧的游戏兵种如长枪武士(yari samurai),长枪足轻(yari ashigaru)和野太刀武士(no dachi samurai),还有没有其他类似的(幕府1的)经典兵种会在游戏中出现?
已有 1 人评分金钱 收起 理由
秋之回忆n + 10 感谢分享!

总评分: 金钱 + 10   查看全部评分

CPU: Intel Core i7 920 2.66Ghz Processor
主板: Intel X58SO 1600FSB i7
内存: Corsair 6G(3X2G) 1600Mhz Triple Channel
硬盘: Western Digital Caviar GP 1TB
显卡: MSI NVIDIA GTX275 OC 1G
电源: Thermaltake 700W PSU
机箱: Coolmaster CM690
系统: Windows7 X64

使用道具 举报

帖子
421
精华
0
积分
221
金钱
2689
荣誉
1
人气
1
评议
0
14#
发表于 2010-8-6 14:19:56 |只看该作者
ames Russel: As befits a representation of this period of history in feudal Japan, many of the units from Shogun will also appear in Shogun 2. Of course, there will also be some interesting new units. The key for us is to create units that have historical precedent, have a defined, specific role on the battlefield, and that provide interesting and varied gameplay approaches.

为了展现整个日本封建战国时期, 许许多多的在幕府1代中出现过的兵种单位会再次出现在幕府2中,当然我们也会添加一些令人耳目一新的新的单位。 在设计这些兵种单位过程中,我们将着重于精确的再现历史细节和其在战场上的作用,这些都将使玩家体会到视觉和游戏上的多重满足。

没有时间全部翻译,只能翻一点是一点了,不好意思。
已有 1 人评分金钱 荣誉 收起 理由
秋之回忆n + 20 + 1 + 1 感谢分享!

总评分: 金钱 + 20  荣誉 + 1  + 1   查看全部评分

CPU: Intel Core i7 920 2.66Ghz Processor
主板: Intel X58SO 1600FSB i7
内存: Corsair 6G(3X2G) 1600Mhz Triple Channel
硬盘: Western Digital Caviar GP 1TB
显卡: MSI NVIDIA GTX275 OC 1G
电源: Thermaltake 700W PSU
机箱: Coolmaster CM690
系统: Windows7 X64

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

15#
发表于 2010-8-6 15:14:56 |只看该作者
欢迎指正。,。。。。。。。。。。。。。。。。。。


我死后哪怕洪水滔天

使用道具 举报

奥斯曼 村民

帖子
2906
精华
0
积分
1523
金钱
4054
荣誉
7
人气
4
评议
0

16#
发表于 2010-8-6 15:33:59 |只看该作者
大概看了下,讲的都是可能可能,没啥新意

بِسْمِ اللهِ الرَّحْمنِ الرَّحِيمِِ

使用道具 举报

法蘭西諾曼第總督

帖子
3778
精华
0
积分
2011
金钱
4270
荣誉
11
人气
1
评议
0

17#
发表于 2010-8-6 16:06:04 |只看该作者
翻译的不好还请多多指正


我死后哪怕洪水滔天

使用道具 举报

帖子
904
精华
0
积分
473
金钱
1271
荣誉
2
人气
0
评议
0
18#
发表于 2010-8-6 16:50:08 |只看该作者
有新消息总是好的 洋人说可能是给自己留余地 他们会尽量做好的 天朝人说可能 那就是压根没戏。

使用道具 举报

帖子
533
精华
0
积分
267
金钱
247
荣誉
0
人气
0
评议
0
19#
发表于 2010-8-6 17:37:35 |只看该作者
记者怎么不问一下:“请问村长战争会不会导致战役规模不够大?还是这是低配置玩家的福音,避免同战场人数过多导致卡机?”

使用道具 举报

帖子
353
精华
0
积分
189
金钱
2919
荣誉
1
人气
0
评议
0
20#
发表于 2010-8-6 17:41:37 |只看该作者
对幕府是强烈的期待啊,信长系列就一直玩着的,出个全站的幕府岂不是爽死了(当然一代现在无视)。

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

手机版|Archiver|游侠NETSHOW论坛 ( 苏ICP备2023007791号 )

GMT+8, 2025-8-3 15:34 , Processed in 0.367629 second(s), 13 queries , Gzip On, Memcache On.

Powered by Discuz! X2

© 2001-2011 Comsenz Inc.

分享到