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aadg3m69o 發(fā)表于 2016-07-03

騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻

https://www.taleworlds.com/en/Games/Bannerlord/Blog/16

As is traditional, this blog covers our previous major event, goes talks a bit about our experience and what we showed. This time it's E3, possibly the biggest gaming event of the year and the first time we've ever attended with our own booth. Our reveal was Mount & Blade II: Bannerlord's siege gameplay, which came in the form of this trailer and the extended gameplay video below.
一如以往,這個(gè)日志將為你介紹我們最近的大事件,談?wù)勔恍┪覀兊恼故竞徒?jīng)歷。這一次是E3,可能是最為盛大的年度游戲盛會(huì),這也是我們的第一次登臺(tái)E3。我們將為你展示騎馬與砍殺2:領(lǐng)主的攻城場面,也就是以下的視頻內(nèi)容。(即前段時(shí)間發(fā)布的7分鐘攻城視頻)

Our video begins with the deployment phase, where the player is able to place an array of siege equipment among various fixed positions outside the castle, to prepare the assault. During this phase, it is also possible to arrange troops in formations, and make full use of the order screen, which allows for splitting and merging of formations, in addition to some more detailed options including spread and ranged behaviour etc. This enables you to cater your approach, when deciding how to assault a castle, based on, for instance, the shape of its walls or troop composition of the defending forces.
我們的視頻片段從部署階段開始,玩家可以在城堡外的各個(gè)固定位置安放一系列的攻城道具以展開進(jìn)攻。在這個(gè)階段里,玩家也能安排部隊(duì)的陣型,并充分利用命令菜單來分散或合并部隊(duì),其中包括更多細(xì)節(jié)選項(xiàng),如分散和遠(yuǎn)程攻擊等。這將能滿足玩家在攻城時(shí)的需求,例如針對城堡的地形和守軍的兵種來調(diào)整策略。

The equipment you place is built, beforehand, on the overland map. Ladders are built by default, as part of a preparation period required when beginning any siege, and are always available, but lack protection; Battering Rams take extra time and can offer you a fight on even ground, but must be pushed into position and still require you to break through the inner gate with regular weapons; taking the longest to construct and reach the walls, the Siege Tower makes up for its costs by offering a direct route onto the walls, across a level platform. As a player, it is up to you to decide how much time to spend on these, under the pressure of wage costs and food management, as well as the chance a reinforcing enemy army will arrive.
你所放置的器具需要在事前的大地圖中建造。攻城梯是默認(rèn)建造的,作為任何攻城戰(zhàn)的必備器具,總是可用的,但缺乏保護(hù);攻城撞錘需要額外的時(shí)間建造,并能為你提供更大的勝利機(jī)會(huì),但必須推至城門處使用,而且城堡的內(nèi)門還是需要常規(guī)的武器來攻破;攻城塔的建造需時(shí)最長,它能讓你更容易接近城墻,并獲得一舉登上城墻的條件。作為玩家,你可以決定在攻城器械的準(zhǔn)備上花費(fèi)多少時(shí)間,但必須考慮到薪酬的壓力和糧餉的管理,還有敵軍前來增援的可能性。

We haven't defined any rules about what works and what doesn't in a siege battle, so really it will be up to players to innovate and explore different strategies to find those most effective. For instance, if your plan hinges on getting a siege tower into position, in order to give your heavy infantry an even footing in the melee, you might want to focus on dealing with the archers that have the best view of your men trying to push it, or that fire ballista, which threatens to leave your ambitions of conquest in a burning ruin.
我們還沒有在一場攻城戰(zhàn)中定義任何必然取勝的規(guī)則,所以這真的需要眾多玩家激發(fā)并探索在戰(zhàn)場上更多實(shí)用的策略。比如,如果你的計(jì)劃是讓重步兵通過攻城塔登墻進(jìn)行肉搏戰(zhàn),那么你就需要想辦法對付那些攻擊推塔士兵的敵軍弓箭手,或者一門可能讓你的征服野心化為灰燼的火焰弩炮。

As the player, you have as much or as little control over the siege as you wish. It is perfectly possible to leave your troops to act on instinct, and they will always try to behave in a reasonable and sensible way, manning the equipment you have placed and attacking or defending the walls accordingly. However, you are completely free to tell them to stop and start pushing a battering ram or siege tower, or leave a mangonel alone, for example, and they will follow your command, letting you take as much or as little direct control as you wish.
作為玩家,你可以隨意或多或少地參與攻城。你完全可以放任你的士兵憑直覺行動(dòng),他們將總是以最為合理的方法實(shí)施行動(dòng),包括操作你所部署的器械和攻城或守城。另一方面,你也完全可以下令士兵停止推動(dòng)攻城錘或攻城塔,或離開投石機(jī),他們會(huì)聽令行動(dòng),這允許你自由地決定介入戰(zhàn)斗的程度。

One of the major reveals in the siege gameplay is destruction. To lay it completely bare, the following are destructible: Any and all siege weapons and siege engines, all of the merlons (those battlements along the tops of the walls) and the two gatehouses. Additionally, it is possible to create a full breach in the walls, allowing for your soldiers to pass over on foot, and restricting the mobility of the defenders, who can no longer traverse that section; this is only possible on the overland map, our reasoning being that it should only be possible with a time investment, and to place emphasis on the battle itself being an assault on the walls, rather a time to sit back and bombard. There is a fleshed out bombardment phase on the overland map, during which, the siege weapons you construct will exchange fire back and forth with the defenders', resulting in casualties, as well as damage to the siege equipment and walls.
攻城戰(zhàn)中所揭示的最為重要的一點(diǎn)是場景破壞。在毫無遮擋的情況下,下列物品可被破壞:任何種類的攻城武器和攻城器械,所有的投石機(jī)(包括城墻上的守城器械)以及兩扇城門。此外,你還可以直接在城墻上打開一個(gè)缺口,讓你的士兵長驅(qū)直入,并以此限制守軍的機(jī)動(dòng)性,因?yàn)樗麄儫o法再在此段城墻上通行;這一點(diǎn)只能在大地圖上實(shí)現(xiàn),我們的理由是這個(gè)行動(dòng)只能通過時(shí)間的推進(jìn)實(shí)現(xiàn),而更加強(qiáng)調(diào)攻擊城堡的戰(zhàn)斗本身,而不應(yīng)躲在后面轟炸敵軍。在大地圖中存在一個(gè)更為血腥的轟炸階段,此時(shí)你所建造的攻城武器將與敵人交火,并造成傷亡,以及對攻城器械和城墻的破壞。

Destruction is enhanced by the inclusion of fire damage. With some extra investment, it is possible to construct mangonel and ballista that shoot flaming arrows or burning jars of oil. Fire is a type of damage, just like Cut and Piece in the previous games, which is effective against wooden siege equipment, troops and horses. Jars of oil also have an area of effect when they collide, making them particularly lethal in clustered choke-points, such as the murder holes.
破壞的效果將由火焰?zhèn)Φ靡约訌?qiáng)。如果進(jìn)行了額外的投資,你可以用投石機(jī)或弩炮發(fā)射帶火的箭矢或燃燒的油罐?;鹧嬉彩莻︻愋偷囊环N,正如砍傷和刺傷在之前的游戲中一樣,它將對木質(zhì)攻城器械、部隊(duì)和馬匹造成傷害。油罐在碰撞時(shí)將產(chǎn)生額外的效果,使得它們在兵力集中處,如城門口,尤其致命。

Something that is really important to us, when designing the game, is historical authenticity. While Calradia is a fictional land, the raw materials, upon which its built, have a firm rooting in historical fact. Of course, not everything is 100% accurate and there always has to be a trade-off, when balancing playability and realism, but we've made a lot of effort to avoid cutting corners. When you look at the design of the castle we used in the demo, it is structured in a way that purposefully gives a significant advantage to the defending side: Low points in the walls are overlooked by high, flanking towers; the gatehouse holds two gates, forcing attackers into a narrow choke-point, overlooked by murder holes; loopholes and crenelations provide additional cover for the defending archers; defending siege weapons are placed on platforms, allowing them to turn and face multiple threats. All of these have a real effect in the game, and in a way which is completely organic, making it robust and setting a platform for the kind of emergent gameplay we believe players of the series enjoy.
當(dāng)我們在制作游戲時(shí),至關(guān)重要的一點(diǎn)是忠于史實(shí)。盡管卡路迪亞是一個(gè)架空的大陸,但它的原材料有著堅(jiān)實(shí)的歷史基礎(chǔ)。當(dāng)然,并不存在百分百準(zhǔn)確的可能性,任何時(shí)候都有得有失,特別是在平衡可玩性和真實(shí)性這兩方面,但我們已經(jīng)盡了極大的努力來磨平它們的棱角。當(dāng)你觀察我們在展示中的城堡,將發(fā)現(xiàn)它的設(shè)計(jì)明顯趨向于守城方:城墻上的低點(diǎn)由兩側(cè)的高塔守護(hù);門樓建有兩重城門,迫使進(jìn)攻方進(jìn)入一出瓶頸口,暴露在守城方之下;城垛上的箭孔為守城的弓箭手提供更多防護(hù);守城器械建在平臺(tái)上,讓它們對攻城敵人造成更多威脅。以上種種都在游戲中發(fā)揮著實(shí)際效果,使得游戲更加生動(dòng)和刺激,我們相信這些元素將為玩家?guī)砀蟮臉啡ぁ?br />
There were a few ways we could have gone about presenting siege, for the first time. Eventually we settled on showing a full, uncut wall assault, from the player's perspective. Ultimately, we decided this is the best way to communicate the feeling of a siege battle in Bannerlord, in the game's current state. This did mean a few errors found their way into the footage, though, which we recognise and will be addressing between now and the game's release.
距離我們首次展示攻城場景已經(jīng)過去一些時(shí)日了。最終我們決定展示的是從玩家的角度進(jìn)行的,一段城墻未經(jīng)破壞的攻城戰(zhàn)?;旧希覀冋J(rèn)為這是在當(dāng)前的游戲制作進(jìn)度中,最適合展示的攻城方式。誠然,視頻里的確存在士兵AI路線的錯(cuò)誤,而我們已經(jīng)意識(shí)到了問題的存在,并將在游戲發(fā)布前修復(fù)完成。

There are some questions around the video, which are worth referring to; primarily referenced were the shout sounds that matched up with some of those from the old Mount & Blades. While some commenters actually liked the presence of the old sounds, it is worth us reassuring the rest of you that they are, in fact, placeholders. One of the reaction videos mentioned it was hard to distinguish friend from foe, which is (regretfully) even a cause of confusion for the player at one point in the fight! The “banners above heads” option is still present, we simply disabled it to avoid clutter in the video. Many of you spotted the health cheats we used, any many of you preempted our reply... of course, that was just to show the entirety of the battle and account for our inadequacies in combat!
對于這段視頻,還有一些值得討論的問題:最主要的一個(gè)是游戲中的叫喊聲基本上與騎馬與砍殺之前的游戲中一致。有些評論者其實(shí)喜歡保留這些舊有的聲效,但我們可以向各位保證,這些聲效是可以置換的(翻譯存疑?)。還有些對視頻的回應(yīng)中提到,很難辨別敵人和友軍,甚至(遺憾地)讓游戲中的玩家一度也陷入了迷惑中!“頭頂標(biāo)志”依然是可用的,我們只是暫時(shí)關(guān)閉了這個(gè)功能,避免視頻過于混亂。有些觀眾留意到我們所用的回血作弊,還對此進(jìn)行了批評......當(dāng)然,這只是為了完整地展示戰(zhàn)斗過程,而不得不彌補(bǔ)我們在戰(zhàn)斗技巧上的劣勢!

Two additional noteworthy points are the retreating troops and the companions in the battle. When we see the defenders backing into the castle and holding their shields up, to deflect the player's arrows, what they are doing is making a tactical retreat. Like Warband, there is a second phase keep fight, which plays out after the assault. During the assault, some of the soldiers seen are equipped with weapons and armour, not in-keeping with those of their faction. While it is possible, via a number of routes, for troops of any culture to end up in the services of another, what you actually saw here were the companions of the player and the defending lord. In Bannerlord, Lords now have their own companions, much like the player, augmenting their own abilities by employing the services of others. And naturally, these may include individuals from distant lands...
還有另外兩點(diǎn)值得注意,包括撤退的部隊(duì)和戰(zhàn)斗中的同伴。當(dāng)我們看到守軍往后撤退到城堡并舉盾防御玩家方的弓箭時(shí),他們實(shí)際上是在進(jìn)行戰(zhàn)術(shù)性撤退。有如戰(zhàn)團(tuán),戰(zhàn)斗中存在著兩個(gè)階段,一個(gè)是進(jìn)攻,另一個(gè)是纏斗。在進(jìn)攻過程中,有些士兵所裝備的武器和盔甲并不屬于他們所在的陣營。有些來自其他陣營的士兵可能通過不同的路徑服役于另一個(gè)陣營的部隊(duì)中,而你們在游戲中看到的其實(shí)是玩家的同伴與守城的領(lǐng)主。在領(lǐng)主中,跟玩家一樣,領(lǐng)主們現(xiàn)在可以擁有屬于自己的同伴,并通過雇傭他們來擴(kuò)展自己的能力。自然而然,這些同伴也可能來自遙遠(yuǎn)的他方......

Finally, we'd like to really thank everyone for all the comments we've received and support given around our first E3. There has been a lot of excitement and good number of interesting, useful suggestions as well.
Thanks for reading.
最后,我們由衷地感謝每一位在我們首次E3展出期間給予支持和意見的玩家,我們對此非常興奮,并收獲了數(shù)量可觀的有趣實(shí)用的建議。
感謝閱讀。

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沙發(fā) #2樓
c15956088118 發(fā)表于 2016-07-06
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主你真是個(gè)好人!~ 太感謝你了!~樓主你真是個(gè)好人!~ 太感謝你了!~樓主你真是個(gè)好人!~ 太感謝你了!~
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yjq1234 發(fā)表于 2016-07-08
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主辛苦!感謝分享!
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l1311017693 發(fā)表于 2016-07-09
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主辛苦!感謝分享!呵呵
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a1069494252 發(fā)表于 2016-07-10
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主辛苦!感謝分享!
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白守黑 發(fā)表于 2016-07-11
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主辛苦!感謝分享!
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z13403531068 發(fā)表于 2016-07-13
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
樓主辛苦!感謝分享!贊,逗游有你更精彩!
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Q125121 發(fā)表于 2016-07-13
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
贊,逗游有你更精彩!話說,無修改不游戲,無MOD不盡歡!樓主我要怎么感謝你?
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TheghostofGod 發(fā)表于 2016-07-15
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
話說,無修改不游戲,無MOD不盡歡!樓主我要怎么感謝你?
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wlm2821069 發(fā)表于 2016-07-15
Re:騎馬與砍殺2:領(lǐng)主開發(fā)日志14——可破壞的城墻
這是多么標(biāo)準(zhǔn)的十個(gè)字