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本帖最后由 againster123 于 2013-6-19 12:03 编辑
转自全站官网:
Hi all,
It was a rather exciting week last week with a huge amount of information being split all over the internet from E3 as the press finally got to see the Total War: ROME II campaign map in action and go hands-on for the first time with a sample battle featuring Egypt and Rome duking it out on the banks of the Nile.
As a result, there’s a bit of misinformation doing the rounds on the forums generated by putting different sources together and not getting it quite right, so here’s a few answers to questions that have cropped up from the show.
Hope it helps your discussions by getting some facts in there, and also hope you’ll be able to join us at Rezzed this weekend and other events over the summer to go hands-on with ROME II yourself.
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Q: Why are animations so over-the-top when men are hit by chariots or artillery?
These animations aren’t final – we’re currently in the process of toning them down to have the right balance between visual impact and realism. There are important gameplay reasons why it might be necessary to indicate that something’s gone very wrong for one of your units, especially when you are zoomed out, but we also need to balance that with the need to maintain a degree of immersion.
They will fly less high in the finished game.
Q: Are Chariots and Artillery over-powered?
The above effect will over emphasise the impact, but it’s important to note that not every solider knocked over by those units’ attacks are killed; a proportion will get back to their feet. These units, and others in the game, are important disruption weapons alongside the direct damage they do. Such attacks are important to use strategically, slowing, demoralising and disrupting the formation of enemy units, causing follow-up attacks to have greater effect.
Q: Does every battle have a capture point?
No.
Most battles in ROME II are either normal field battles or open sea battles. These do not have capture points or baggage trains. Ambush battles don’t have capture points either.
Capture points for cities have been present in all Total War games since “Rome: Total War”. Larger city battles in ROME II now have multiple capture points as this increases the skill and tactical requirements for attacking and defending cities while allowing the use of elements of stealth and surprise, rather than previously where sides could just camp in the centre of the city. Smaller cities will have one, and are likely to be first type of siege battle encountered by most players at the start of the game.
Additionally, the new feature of Baggage Trains (the capture point type you saw in the E3 footage) occurs in battles where an army is attacked while it is in Forced March stance on the Campaign Map. This represents the army being caught while on the move and so being more unprepared for battle. This disadvantage balances out the advantage of being able to move further in a turn and means that players need to judge their strategy more intelligently when selecting this stance. Conversely, as an attacking player, you would do well to time the interception of Forced Marching enemy armies to take advantage of their additional vulnerability.
Also, where there are land and naval forces combined in a battle, the defender’s baggage train will be present to prevent any remaining defending navies winning a battle unrealistically by hiding out at sea, waiting for the battle to end or the attacker to give up, while remaining attacking land forces are unable to reach them from the land.
In this particular instance, the attacker has the disadvantage of time in which to capture the defender’s baggage train, but the tactical advantage of picking the battleground in the first place.
Placement of the baggage train will vary from battle to battle, while still being in the defender’s deployment zone. Both sides will be able to see exactly where during the deployment phase.
In whatever form they appear, Capture Points are not instant wins. They have a timer on them that allows for any reasonably astute player to react to the situation.
The defence of the baggage train was a genuine issue for armies of the ancient world. Losing your supplies, spare equipment and possessions was a disaster that led to some of history’s most catastrophic defeats.
Q: Are you going to change the unit cards?
No, we have no plans to change the unit cards. When you’re hands-on in battle, we find the new card design to be particularly useful for identifying which unit is which in the heat of battle. You should reserve judgement on their effectiveness until you’d had an opportunity to use them. Needless to say, in the thousands of hours of testing so far they have proven their worth.
We like them a lot as their style is in period for our game and the Romans were rather fond of mimicking the art of other cultures, including Greece.
Q: What is the multiplayer element of ROME II going to be?
ROME II will contain traditional TW multiplayer modes such as versus battles (1 to 4 players per side, 2 sides) and 1v1 campaigns (co-op or versus), there will be some additional features added in here including a neat MP battlefield selector which we will be talking about soon. However, the Avatar Conquest mode from SHOGUN 2 will not be returning in ROME II; we believe we can create a much more compelling persistent multi-player offering for Total War that will appeal to multi-player fans with Total War: ARENA, and we’ll be bringing you more on that at a later date (get involved with the beta for ARENA here).
Q: Will there be blood DLC in ROME II?
Possibly, but it won’t be in the core release due to the age rating we want to adhere to for Total War games, which we intend to be in line with all previous releases. There is the option of potentially doing a DLC down the line, as we did with Shogun 2, but at the moment we don’t intend to talk any further about this before ROME II is released.
Q: Will there be a BETA or demo for ROME II before release?
There will not be, no.
Q: Why does Julius Caesar change into a horse when moving on the campaign map demo?
This is an animation to indicate quick movement across the campaign map, which we find preferable to a ‘Benny Hill’-style fast walk. This is subject to change for the final release.
Q: Will there be a hotseat multiplayer campaign?
No, the hotseat feature hasn’t been present for a number of Total War games. There will, however, be a 1v1 multiplayer campaign – both co-operative and head-to-head.
Q: Why is the battle in the E3 demo so fast?
The Battle of the Nile features a lot of fast-moving units, such as chariots and cavalry. This has an impact on the perceived overall speed of the battle. We’re still tweaking the final foot-speed of units, but we’re happy we’re close to final. It is also worth saying that the battle was chosen to fit within the time we had available with journalists at E3, which is often all too brief. Overall you can expect to experience longer battles on average.
Additionally, we are constantly testing and updating the distances between deployment zones depending on the size of the engagement, while constantly adjusting movement speeds for armies. All of which can have a significant effect on how quickly or slowly battle is joined.
Q: Why aren’t there any minimum or recommended specs available yet?
There are, our current expected specs are listed with retailers at the momenthttp://store.steampowered.com/app/214950/; these are subject to change as the game is optimised. Our intent is to get the minimum spec as close to Shogun 2’s requirements as possible. When the specs are finalised we will post them on the TW Wiki.
Q: If I pre-ordered the game before the Pre-order bonus was announced, will I still get the Greek States Culture Pack?
Yes, as long as your retailer is participating in the offer. Check with your retailer if you have any doubt.
Q: How cool are the Iceni?
The Iceni are extremely cool. In test, the first ever properly completed game of Total War: ROME II was accomplished by the Iceni by way of cultural victory.
翻译:
大家好:
上周确实是令人兴奋的一周,在E3展会上发布了大量关于罗马二的信息,比如战略地图的制作方面还有第一场示例战斗,尼罗河岸之战的情况等等。
由于双方信息部队称,因此,在论坛上出现了一些没误解的信息和讨论,我们需要进行一些问答来消除这种误解。
希望这能帮助你从中获取一些信息并且希望你们能够参加这周末在Rezzed的活动
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问:为什么被战车和投射器攻击到的人动作那么夸张?
答:这些动作还未完成,我们目前正寻求能在视觉冲击和真实性上做到一个平衡。为了保证可玩性,有时一个单位里的某些人可能会做出很不合理的举动,特别是当你放大的时候,当然我们也需要保证一定程度的真实性。在完成版里面,他们不会飞的那么高。。
问:战车和投射器是不是太逆天了?
答:演示里的效果可能过度强调了他们的效果,但值得注意的是,不是每个被他们袭击到的士兵都被杀死(参照前作中许多被击倒以后爬起来的例子),战车和投射器以及一些其他的单位对于在游戏中杀伤敌军和干扰敌人是十分重要的,在战术上,这些袭击非常重要,能够破坏打乱敌军阵型,放慢他们的速度并且打击他们的时期,让之后的攻击更有效果。
问:是不是每场战斗中都有可以占领的地点
答:否。罗马二的大部分战斗不是普通的野战就是开阔海面上的海战,在这类战斗中没有可占领的点和辎重队,伏击战也没有可占领的地点。从罗马全战开始,攻城战中都有可以占领的地点。罗马二的大型城市现在会有多个占领点,这将会增加对于攻击者的战术和技能要求,并且能够让防御者有更多可以利用的要素来进行秘密行动和突袭,而不是像之前那样占领广场就行了,小城市只有一个占领点,对小城市的的攻击可能是大多数玩家最先遇到的攻城战。补充,新的要素:辎重队(就像你在E3演示视频里看到的那样)将会在你袭击强行军的军队时发生?这代表着我们能够掠夺敌人的辎重并且让敌人对战斗的准备失效,辎重队能让你在一回合中移动的更远,玩家必须好好判断自己的路线,与此同时作为攻击方,打乱他们的部署可以让敌人变得脆弱。另外在海陆联合攻击中,防御方的辎重队将会转移到海上以防敌人打劫,等待战斗结束或者敌人放弃攻击,在这种战斗中,攻击者在时间上占有劣势,但是会在战场上享有战术优势?每场战斗的辎重队位置都会是不一样的,当然一定会停留在防守方的部署范围内,在部署过程中战斗双方都能看见这个过程?在仍何形式的战斗中,占领某些地点都不意味着将立刻取得胜利,将会有一定的时间来让防守方翻盘。保护自己的辎重队在古代战斗中历来都是个重要的话题,有时这意味着一场辉煌的胜利
问:你们准备改变兵牌吗?
答:不,我们没有改变兵牌的计划,当你手动作战的时候,我们发现了一种新的兵牌设计方式来让你们更容易的辨认军队,在你需要使用他们之前你要保留你的判断,在数千小时的测试中,新设计已经证明了他们的价值。我们很喜欢新的兵牌风格,因为当时的罗马人喜欢模仿其他人的艺术风格,比如希腊人
问:多人战斗会有些什么特色呢?
答:罗马二将会保留前作的传统多人对战方式。会有一些新的特色比如更整洁的选择界面,然后幕府2的Avatar Conquest模式将不会回归罗马二,在竞技场全面战争中,我相信我们会创造出一些全新的模式来让联机对战迷满意的,之后我们会透露更多的信息。
问:罗马二会有鲜血DLC吗?
答:也许可能应该是,然而未必不见得,这不是核心发售计划的一部分,和幕府2一样,我们会在DLC发布之前提供一些选项,不过我们现在不想说。
问:发售前会有试玩版吗?
答:不会有的
问:在战略地图中,为什么凯撒移动时换成了上马骑行?
答:这是为了在战略地图中表示快速移动,我们发现一种Benny Hill风格的快速移动,这也许会是最终版的选项之一。
问:会有联机多人战役吗?
答:否,联机多人会战从来没在全战中出现过,不过会有一对一的合作模式战役(CA又食言了。。。)
问:为什么E3演示的战斗那么快?
答:因为尼罗河之战有许多快速移动的单位,比如战车和骑兵,这会对整体战斗的节奏有一些影响,我们仍然在调整单位的移动速度,不过我们很高兴我们快做完了,值得一提的是,在战斗中选择适合自己的时间现在变得更重要了。最终战斗的平均时间会变得更长。另外,我们不断的测试和调整双方部署距离,还有单位的移动速度什么的。这对整体战斗节奏影响很大。
问:为什么现在还没有推荐配置和最低配置?
答:明明有的,在http://store.steampowered.com/app/214950/这里就会有,如果游戏优化的好,推荐配置会改变,我们会尽量让最低配置接近幕府2水平,最终做好了我们会在TW维基上发布。
问:如果我在希腊文化DLC宣布之前就预定了,我还会得到希腊文化DLC吗?
答:还会得到的,仔细关注网页信息吧?
问:艾西尼会有多酷?
答:艾西尼会相当酷,在测试中艾西尼是第一个完成游戏的,通过文化胜利的方式(干爹。。。)
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