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[分享] 即将到来的3.0补丁的详细说明,官方文本,中文翻译。

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发表于 2013-9-19 17:03 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 7cmblue 于 2013-9-19 19:17 编辑

以下内容为clanlong版主燃烧的圣骑士翻译(如不可ZT请告知)

Patch3.0已经开工了!目前可知的改进项又包括了:海战,陆战,围城战的AI问题;占领点的修改;战斗速度的修改;对特殊技能的修改。呼呼,这是要重做的节奏啊~~~~

下面是战斗单位部分的主要变动:

As you have already heard, the TW team is currently working flat out to fix issues with the game. The highest priority has been given to technical and performance issues, but we are also working on changes that affect AI performance (on battle and campaign).
如你们所知,目前全面战争团队正竭尽全力修改游戏中的问题。目前最优先解决的是技术和画面表现问题,但与此同时我们也正在改进AI(战略和战斗).

It’s worth noting that the issues some players are reporting regarding AI behaviour are primarily a result of bugs influencing the input the AI receives before deciding how to react. The brain itself is working but the info it gets isn’t always appropriate.
值得大家注意的是,一部分玩家反映的AI行为奇怪的问题,是因为遇到BUG,AI没能正确的接受信息所以不能做出相应的反映。就好比大脑还在正常工作但是他接受信息有问题。

Like a soccer forward whose team don’t always manage to get the passes to him, he can do all the incredible shots on goal he likes, but he’s going to look silly without a ball.
就像球队的前锋总是没能接到球,一旦接到了球,他就能做出一系列的惊人他所需要的射门,但是如果没有球传到他脚下,他在球场上看起来就像一个傻子一样。

Of course, that makes no difference to the player, because the end effect is the same, the AI doesn’t perform as it should in some situations. However, it does mean that as various other fixes go in the AI starts getting the right info and you’ll start seeing those issues go away.
当然说了这么多,对于玩家来说结果还是一样的(bad AI 行为)。随着修复,AI的大脑又开始接收信息,又开始射门啦~你们拭目以待吧~

Because AI changes have to be effective across all situations in the game, and not create any knock-on problems, they are much more complicated to test, so it’s not always possible to release updates that affect the AI as quickly as we would like – but we are doing everything we can. Over the coming weeks you will begin to notice changes to the AI in campaign and battles as we patch the game. We will also let you know more about those changes as we roll them out.
说的主要是游戏复杂啦,AI的行为也要求多变啦,我们没能发现所有的问题啦~我们正全力解决啦~接下来的几周,你们会看到AI在战役还有战斗中的提升,我们也会随时跟你们透气的~

Beyond technical & AI considerations, various gameplay issues have also been raised, and we wanted to comment on just a few of these, and make a start by explaining some of our thinking behind what’s in the game, and what we intend to do in the near future.We’ll comment on campaign issues soon, but first – battles.
除了以上提到的,多样化的问题也被提到议程,我们下面讨论其中的几个,主要解释一下,我们为什么这么吊(他的意思是我们设置一些特性的意图),还有我们接下来要怎么做。那么开始吧,先从战役开始

Capture Points
占领旗帜


There has been a lot of hostility to capture points – at least outside of standard siege battles. The battle design plan was for 2 main instances of this kind of battle:
人们对占领点有很大的意见——至少是对城市战以外的战斗有占领点出现。夺旗子的战斗设计主要是针对以下两种模式:

First, when you have a combined battle (land forces and navy fighting on an open field). The capture point was added to force a fight for control of the land, avoiding the situation where a defender, with a reinforcing navy, would be untouchable and thus undefeatable for an attacker without a navy.
第一,当你面对一场陆海协同战时(陆海同时在开阔地战斗)。旗帜主要是强迫进行陆地战,为了避免作为防守方,他的海军援军可以在海上不参加战斗,这样进攻方(没有海军的情况下)就无法获得胜利。

The second situation was for an attack on an over-extended enemy army caught in “Forced March” stance. Here the capture point was introduced to reduce defender advantage, and introduce a change in tactics, requiring the defender - who was meant to be on the back foot & unprepared - to defend positions they may not want to defend.
第二种,出现占领旗帜的战斗,是当你突袭一支处于急行军状态下的敌军时。占领点此时的目的是为了减少防守方的优势,如此一来防守方就不能进行有效的战术调整,也使得防守方不得不防守一些地形不好的区域。

Outside of settlement sieges, the plan was to create a variety of battle experiences in specific circumstances, with a variety oftactical scenarios. The frequency of capture point battles was not intended to be high.
我们也是想提高围城战以外的乐趣了,并不是刻意让玩家去抢旗子玩,我们不是故意的啦~

So for patches 3 and onwards, we’re currently testing a number of changes:
面对你们的口诛笔伐,我们未来要尝试以下变化:

First off, attacks on armies in forced march will be ambush battles instead. Ambushes are very intense and have a clear penalty to the defender who is attacked as they are more likely to be overwhelmed by well-prepared attacking forces. It is important there’s a risk to committing to a Forced March stance, and this should help make that more apparent.
第一,突袭急行军状态下的敌军战斗将会被埋伏战所替代,这样一来攻击者,就占了很大的优势,所以以后你们用急行军姿态的可要小心啦~

Secondly, for combined battles, we’ll make sure a capture point only appears when there actually is a reinforcing defender navy taking part in the battle. In all other combined battle instances the capture point will not be present.
第二,对于陆海混合战斗,我们保证占领旗帜只在防守方有海军援军参战的情况下出现。其他形式里的陆海混合战斗,占领点将不会出现。(做的好!)

Thirdly,we’re increasing the time required to capture the point, to improve the gameplay in the few remaining situations that instigate capture point battles. Small forces making a dash for a strategic position while the rest of the enemy is engaged and distracted should still be a viable and creative tactic if it can be pulled off, but this change will increase the chance of both sides reacting to that in a more realistic way.
第三,我们减少占领旗帜所需要的时间,大部队在交战,会有小的部队进行战术性的占点行动,这是把双刃剑,考验了双方的反应速度。


Fourth, follow up attacks - attacking a defeated, retreating army - will be treated as a normal battle with any penalties that are accrued as a result of campaign game situation, and the inability to retreat any further without being destroyed.
第四,追击一支被打败的,后撤的军队,将会被判定为守方一场无法撤退除非被完全击败的战斗。

As a result of all these changes, the frequency of capture point battles should be significantly reduced. We are looking at alternative mechanics to resolve combined land & naval battles. We will talk more about this when we feel we have tested and tried out the possibilities and settled on the best solution.
这样一来,夺旗就大大减少了,不拉不拉不拉~

Guard Mode and Unit Blobbiness
防守模式

A number of people have expressed disappointment that we have removed the Guard Mode button. In fact (as many have
realised), guard mode behaviour has not been removed – it is now an inherent property of units: they have guard mode behaviour by default. If you want units to chase down routers & retreaters, you have to order them to do so. However, some unintended pursuit actions are occurring and will be fixed in upcoming patches. This should improve some of the line cohesion issues people have been raising. Also, we have fixed an animation control code bug where formed units have not been fighting in a formed manner, causing some “blobbing” issues.
防守姿态被没有被移除,而是改为默认啦!你如果需要他们追击残敌,你要对他们下命令啦(说军队不追击这件事,我们也有责任,译者就曾在游戏发售前多次要求取消自动追击,因为一些军队,明明还需要战斗却追击敌人很远无法参加还在进行的战斗,没想到游戏一出,反而还是有人诟病不能自动追击)但是,一些非计划中的追击行为将会在下次的更新里出现,还会修复一些士兵动作指令,更多的战斗表现,防止挤在一起什么都不干的情况。(这一段译着好累)

The design intention was to have some unit types (e.g. some less disciplined barbarians) fight in an unformed manner, so on contact that unit would ‘collapse’ into the enemy to find individual targets. Formed units (e.g. your disciplined Roman legionary) are intended to fight in a more rigid manner and try to hold their formation cohesion as much as possible (meaning some unengaged men would stand in position and not seek an enemy target). A specific formed combat bug has been fixed in the forthcoming patch 3, which should significantly improve formed melee behaviour.
像野蛮人,可能会不注重保持阵型,他们历史上就是直接冲进敌阵,然后找单独的单位单挑,而罗马军团则恰恰相反,他们会尽力的保持阵型,这就意味着有些兵会站在某个位置不参加战斗,他是为了保持阵型。在接下来的修复3.0中,我们会极大的提高肉搏单位的表现力。

We also intended for some traditionally unruly units to not behave as though in guard mode, but instead be undisciplined in their behaviour, and disregard attempts at holding the line if their opponents retreat or route. We are looking at the behaviour of this currently.
我们会尝试给一些单位,赋予不收规矩的特性(历史如此),这样他们面对撤退和溃败的敌人时,会脱离默认的防守姿态,打破阵型去追击敌人。我们正在working on it。

Speed of Battles
战斗速度


In terms of battle speed, we are looking to tweak combat with on-going stat balance improvements. We are looking at reducing some run speeds, combat speed, and some morale balancing, but of course it depends on the campaign situation too – strong, disciplined troops are intended to rout light undisciplined men with ease. We also wanted to allow scope for the campaign-derived morale buffs to be significant, but not overpowered. This means un-buffed morale for some weaker/ lighter units needs attention… stat balance updates are coming. We’re also looking at improving missile balance overall.
我们将减少一些单位跑步的速度,肉搏的时间(目测要延长),和一些士气平衡。精英依然是精英,菜鸟部队则需要更多关注,我们还会对投射部队进行平衡。

The first part of this rebalance is in patch 2 with reduction to infantry run speed and tweaks to the morale system with more significant changes in patch 3. We’ll be keeping an eye on community feedback after these patches come out and make further changes based on that.
升级2.0已经做出了微调,3.0我们会进行显著调整,我们同时在关注你们的反馈情况

Special Abilities
特殊技能


A variety of opinions have been expressed about special abilities. To be clear, our design intent is that they are not necessarily meant to turn the tide of battle on their own, nor are most meant to be used all the time and frequently throughout a battle. The design is for them to be used in certain circumstances to provide a reasonable bonus, and for there to be real choice in when players use them. They are not meant to be “magical” and are based on real world behaviour expressed in a game setting. For example: Rallying calls to units, urging your tired troops to fight harder, getting men to run faster by pushing themselves to the limit, calling on their loyalty, threatening them and so on.
这一段主要是说,我们不是故意要放那么多技能啦,不是想打造魔法军队啦,我们设计都是有依据的辣:鼓舞啊,再鼓舞啊,拿鞭子抽你的军队啊,强调军队忠诚,这个可都是历史里面有的呀。

We are looking at making a number of changes, particularly in relation to the cool down times and the effects of some abilities. This is a current focus of ours and once we have more definitive plans of what we will be doing with them balance wise we will let you know. Do expect to see changes in patch 3 and upcoming patches. We are also looking at changes to when and how some abilities are triggered and improving their behaviours. These changes can’t always be instant as there are interconnections between Campaign and Battle.
你们不爽,我们肯定要改啦,我们会改动技能的冷却时间和效果,可以在升级3.0中找到一些我们的改动,我们会明智的提高并和你们通气。

Naval Battles
海军战斗

Many have raised concerns about the balance between transported units and naval ships in naval battles. We are looking at relative strengths of these as well as potential changes on the campaign map as well to improve this situation.
关于运输船和海军在海战中的平衡问题,也引起了人们的关注。

The design intent was that transported armies are weak and vulnerable. Thus moving an army without an escorting fleet should be a bigger risk if they encounter a sufficiently well-armed attacking force. We are looking to address this issue. You will see the first parts of a series of changes in both patches 2 and 3 with further changes occurring in later patches. Some of these changes need to be made across both campaign and battle so aren’t trivial to achieve.
设计的初衷是,为了表达,运输船队是羸弱的易受伤害的。运输船没有护卫的情况下是很脆弱的(这个可以理解,周瑜水军当然比曹操的旱鸭子牛),patch2.0已经有了改变,3.0会进一步强化。

PS: On a point of History
PS:站在历史的角度


We always look to history for inspiration and if there is any mention of something that seems fun we use that as a basis for a game mechanic. As an example some people have asked where we got the idea for flaming javelins from. Our source in this case was primary. Please refer to Caesar’s Commentaries on the Gallic and Civil Wars.
我们游戏的很多细节都是以历史为依据的,我们没有口胡啊,比如有人问,燃烧的标枪,你们是从哪想出来的,我们确实不是想出来的,是根据凯撒的高卢战纪还有内战记录中得出的。

We hope this not only shows you all that we are looking at raised issues and are making changes to address them but also the design intention behind some of the features in the game as well. These changes will not all come in one update, but we have a number of updates planned already and are working on those full time. Thank you for taking time to read this and for your continued support.
说了那么的,只是想表达,我们的并不是想弄糟糕这个游戏,意图都是好的,以上的改变不会在一次更新中实现,我们已经设计了很多的升级计划,并且全力扑在上面,感谢阅读和支持。



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