創作內容

1 GP

轉載羅馬2的官方消息和解釋(5/6)

作者:米蟲│2013-05-06 00:16:47│巴幣:2│人氣:312
閒來無聊,在TWC論壇上看到的官方新消息,隨便看看。

Combat changes 戰鬥改變

There have been big changes to the combat system for Rome II. I will talk about these changes in the context of some new stats: weapon damage and health.

Weapon damage is split into two parts, base damage and armour piercing damage (referred to as AP damage from here on out). AP damage is always applied but base damage can be blocked by armour. Melee weapons and projectiles have this damage split. Health is the amount of hit points a soldier in a unit has, and damage dealt reduces a soldiers hit points.

武器的傷害分成基礎傷害和破甲傷害(簡稱AP傷害),AP傷害打中後一定會造成,基礎傷害可以被盔甲擋住。
近戰和投射武器會分成以上兩種...不就是全部了嗎???大概是指投石機之類的不用管吧。
一個單位裡的士兵的生命值是打擊點數,傷害會減少點數。

This system gives us a lot more flexibility in how we balance units. Whereas before an axe may have been set as armour piercing which would reduce target armour by half, the new system allows us to give axes lots of AP damage but little base damage so that most of their damage cannot be blocked by armour. Other weapons may have the other extreme, lots of base damage but low AP damage which would make them fantastic against units with low armour but weak against more heavily armoured opponents.

以斧頭來說,破甲效果過去是把對方防禦減半,現在是基礎傷害很低、AP傷害很高。
反正就是各種武器不同,像是AP傷害低、基礎傷害高的適合對付無甲,對重甲效果很低。

All weapons do some AP damage so you can always guarantee that no matter who is fighting who some damage will always be done, though this may be very little.

所有武器都有AP傷害,所以不可能打半天不死人。

Health has been introduced as the system that damage affects, most units will have a similar amount of health (more for cavalry when mounted to show the hit points of horses) and armour will be a bigger factor in a unit’s survivability as that can block damage whereas health can only absorb so much.

Melee defence is still a factor and is matched against melee attack to determine if a unit will hit and then see if it does damage.

大部分士兵的生命值相當,騎兵上馬時生命值較高,盔甲的防禦力會很重要因為生命值不會相差很多。
近戰防禦力仍有影響力,是和對手的近戰攻擊相抵,判斷看能否打中目標和造成傷害。

Shields in Rome II do not just provide a bonus to melee defence, they now can provide a bonus to both melee defence and armour when a soldier is attacked from the front or left. How much of a bonus is given to melee defence or armour is dependent on the shield a unit has in the database. So a hoplite shield will give a big bonus to armour but less to melee defence due to how it was held close to the body and could not be moved around lots, but a celtic shield will give a big bonus to melee defence showing how it was used much more actively.

盾牌不只是近戰防禦加成,還可以在前方、左方受到攻擊時加成近戰防禦和盔甲。盾牌的效果如何,各單位不同。
希臘重裝步兵的大盾對盔甲加成很多,近戰防禦加很少(因為拿很近、很難揮動);凱爾特盾牌相反。

Charge bonus now affects both melee attack and damage to reflect the changes made to the combat system.

All these changes allow for a lot more flexibility and more depth to be portrayed in the unit balancing and combat calculations. This system has more depth to it than any previous Total War games whilst keeping the rules simple so players can grasp what each stat means. All the complexity of the previous system has been retained with more added to it

衝鋒加成對近戰攻擊和傷害的效果會融入新系統。

省略。(自誇新系統很好,無意義)

A brief note here on ranged combat. With the way we display arcs to show the range of missile units, dynamic height based range bonuses are basically impossible to do as it is entirely dependent on who the unit is targeting. Instead we have implemented a damage bonus for ranged units firing down on enemies, and a damage reduction for ranged units firing up on enemies. This allows us to have an advantage for ranged units on high ground without massively complicated code for dynamic firing arcs with very few benefits.

用弧度和路線判斷投射傷害太困難,做不出來。
但是現在,往上射傷害減少;往下射傷害升高。也就是說,在高處射擊有利。

The new combat rules also have one v many combat coded into them. The animations may look 1v1, but under the hood every available additional attacker is factored in and will result in a person surrounded by enemies dying a lot faster.

雖然畫面看起來還是一對一,多人圍攻一人會比以前更容易殺死那一個人。

Morale Changes  士氣改變

There have been less code changes to the morale system, the big one being a smoothing mechanism to soften some of the big jumps between different morale values that can be caused by balancing. This, when combined with units being in the wavering state for longer will allow players more time to react to units in trouble and to try and boost their morale.

The morale values themselves have had a lot of changes, for example the morale penalty from being under missile fire is much greater in Rome II to emphasise the harassment nature of missile units and allow those ranged units to be less focused on just killing opponents and so offer a wider array of tactical uses. The morale effects for lost casualties and flanking have also ben tweaked to help make the cause and effect of player actions more clear in the battlefield and put more emphasis on good movement and positioning.

士氣系統本身沒啥改變。
經過微幅修正,正在動搖的士兵可以撐比較久,讓玩家有時間反應。
投射火力對士氣的影響增加,以強調騷擾性質的效果,並讓投射部隊不用專注於殺死人,可以努力讓不同敵人士氣下降。
死傷和被夾擊對士氣影響增加,讓玩家更重視陣型且容易瞭解戰場。

Unit Stat Scales  數值改變

As some people noticed in the Teutoberg trailer, the stats for units are a lot bigger now. This is because we are using a wider range of stats for units in Rome II. For example in Shogun 2 morale may have gone from 4 to 15 for most units (excluding heroes). In Rome II it can go from 10 to 75.

This greater range allows us much more granularity in the bonuses we give from experience and in the campaign and also a greater range to differentiate units over.

各種數值的範圍變大。幕府2裡,大部分的士氣是4到15(英雄除外),羅馬2會是10到75。
這樣經驗值的效果就會很明顯,不同單位也很容易區別。

Additionally, I should point out that the Teutoberg video certainly showed barbarian units breaking earlier and Roman units surviving longer than they will do in the final game. We tweaked this for the video so that the guy demoing it could actually get through the battle to the end without dying horribly halfway through. It can be hilarious when that happens for the fifth time in a row, but maybe not so much when we are trying to record a video to show you….


最後,條頓森林戰役的視頻展現出比起完成品,野蠻人更快崩潰、羅馬人生存更久,這是因為我們要讓負責展示的人走完整場戰鬥而不是半途慘敗。
(最後一句:這樣(慘敗)或許對第五次試圖破關的玩家來說很有趣,但是對想要錄下影片的我們來說並非如此)

最後這一張就是AMD最近綁標的遊戲.如果有留意硬體設備的朋友一定知道
AMD最近買高端顯卡送遊戲的政策.所以到時可能會顯卡送ROME2
引用網址:https://home.gamer.com.tw/TrackBack.php?sn=1999324
All rights reserved. 版權所有,保留一切權利

相關創作

同標籤作品搜尋:羅馬2|全軍破敵

留言共 0 篇留言

我要留言提醒:您尚未登入,請先登入再留言

1喜歡★z241196163 可決定是否刪除您的留言,請勿發表違反站規文字。

前一篇:搶先獲得羅馬2與大師版全... 後一篇:【轉載】歐陸風雲 4 看...

追蹤私訊切換新版閱覽

作品資料夾

a4755063全巴友
小說更新歡迎來寒舍參觀參觀看更多我要大聲說3小時前


face基於日前微軟官方表示 Internet Explorer 不再支援新的網路標準,可能無法使用新的應用程式來呈現網站內容,在瀏覽器支援度及網站安全性的雙重考量下,為了讓巴友們有更好的使用體驗,巴哈姆特即將於 2019年9月2日 停止支援 Internet Explorer 瀏覽器的頁面呈現和功能。
屆時建議您使用下述瀏覽器來瀏覽巴哈姆特:
。Google Chrome(推薦)
。Mozilla Firefox
。Microsoft Edge(Windows10以上的作業系統版本才可使用)

face我們了解您不想看到廣告的心情⋯ 若您願意支持巴哈姆特永續經營,請將 gamer.com.tw 加入廣告阻擋工具的白名單中,謝謝 !【教學】