恒河沙数
恒河沙数
关注数: 13
粉丝数: 307
发帖数: 5,068
关注贴吧数: 25
Age of Wonders: Planetfall发售日期已出 8月7日 有中文 只看标题就行
《中国式家长》的同期销量可能比《太吾绘卷》高 《中国式家长》的销量没有官方数字,我是根据steam的在线人数来推测的,以下为今天中国式家长的在线人数。24日太吾在线人数3万2,和今天的中国式家长相当 https://tieba.baidu.com/p/5892208950 24日太吾已经发售4天,销量为14万3,而中国式家长发售3天在线人数已经追平发售4天的太吾,而且中国式家长还在另外一个平台wegame上发售。我大胆的推测中国式家长同期的销量比太吾更高,具体的数字还得等官方通稿。 中国式家长的内容大众化适合直播,这几天有大量主播直播推动了销量,发售当天斗鱼主机区几乎全在播,可能是官方请的,但后来播的肯定是觉得有趣才播的。这几天已经被太吾的销量给吓到了,说不定还有更大的黑马在后头?还要看它的后劲有没有那么足了。
让失落帝国认识奴隶制的优越 这群傲慢的家伙居然看我奴隶制不顺眼,趁我和临国决战的时候宣我,果断停战去失落帝国老家换家。
AI有生物舰?这是什么黑科技? 我猜测是和这家AI是极端唯心主义有关
依附在黑洞上的神秘生物 搜索一个黑洞看到阴影下的存在着生物让我们悄悄的接近它一接近直接就开火了,700多的火力,吓哭靠近看原来是个光体
Stellaris Dev Diary #2 - Art Vision Hello Everyone! Today we will talk for a bit about the thought behind the artistic choices we’ve made in creating Stellaris. I will briefly touch on several subjects; spaceships, alien designs and environments. The vision for Stellaris puts a large emphasis on exploration and the fantastic things you can find out there in the vastness of space. With the art we wanted it to complement this wherever possible. Establishing the art style we of course rummaged through all the Sci-fi imagery we could think of, from classical Sci-fi like Ralph McQuarrie and Star Trek, to the latest productions like Mass Effect or Halo.A theme that soon emerged in the references we liked, that we felt reinforced our vision the best, was images with high contrast, and strong colors. Like an amusement park at night, or a city at sunset, very visible in last week's dev diary image. Or the image above. The dark areas generally have an air of mystery, and the strong light and saturated colors give a sense of wonder about the whole thing, which is exactly what we are aiming for. We felt that this would hopefully evoke a sense of awe in the player, and an urge to explore and seek out the mysteries of our galaxy. Among the many images we collected, an artist we in particular liked was Kentaro Kanamoto, the style in many of his images very much had the feeling we wanted to convey. So we contacted him and had him create 10 different images which covered the various themes in the game, such as colonization, alien cities and planets, space combat, resource extraction etc. These would work well as a guiding star for art reference, as well as inspiration for the team in general. Any new artist on the team, or a member of management could look at these images and feel the type of game we wanted to make. Though we embraced the darkness of space and a galaxy full of fallen empires, we did not want sadness. And though we very much wanted realism, we wanted to avoid gritty and dirty Sci-fi. So much of game art recently has achieved realism and detail by adding dirt and damage to everything, and in general it does a good job, but this worn down style was not what we were aiming for. We wanted detailed and realistic, to have a large sense of scale, but without resorting these tricks. Clean art can be really hard to make since it easily ends up looking like plastic toys. This was one of the things I very much wanted to avoid, I did not want it to end up looking like toy armies in space. One of the things that really helped out here was us adding PBR to our engine. (Physically Based Rendering, all the cool kids are using it!) This was implemented in Runemaster, and with this we were able to get more detailed and realistic looking ships by having a large range of material properties to the surface, it adds a lot of detail, and it helps keep ships from having too much of a plastic feeling. Another artistic decision that deeply affected the visuals of the ship designs was the choice of having visible turrets on the ship. Since we want them to be visible to the player if they are zoomed out a bit, they also have to be a fairly large, and mainly placed on the top of the ship. The turrets aim towards their target and gives a satisfying broadside at times. But the decision was not primarily an artistic one, the combat is not just some pretty light show while the game crunches numbers in the background. The lasers and missiles you see are the same ones the game uses to determine the outcome of the battle. So if a laser misses its target, you can see that it goes past it, and the last missile to hit, really was the one that landed the final blow.Even though we wanted realism, the world and the environmental objects are more of a stylized realism most space games go for. Scale and distance between objects is quite a ways off, adapted to a reasonable size as the scale and distances of real world space objects are so absurd. We also don't have planets moving around the sun. But we do keep it realistic wherever possible, with different star types being fairly accurate. Different planet types that makes sense. Frozen planet at the edge of the system etc. Here is an example of the Sol system, and though it’s got a little bit more planets than most systems, systems being randomly generated and all, it does give you an idea of what solar systems may look like.For the alien creature designs we aim fairly high in terms of scope. We wanted as much variety as possible, and for the player to find many new aliens each new session they played. We have tried to make them as varied as possible, but there are of course some constraints. For instance, they all are sentient creatures who in the end were able to one way or another develop tools, technology and finally spaceships. So they probably have some sort of extremities with which to grab items, be it tentacles or fingers, but it is rather hard to get around this of you want to escape your planet. You can of course be a mind controlling parasite which has farmed a slave race to do your bidding, which we do have, but those are not in the majority. Another constraint was that we do need the races to participate in diplomacy, and have leaders and populations, so they did need to fit a certain format. That said we have done our utmost to avoid the Star Trek of just having different foreheads. If art dev diaries are something you want more of, let us know, and we might get more in depth about this in future diaries. Fredrik Toll - Art Director
请问2.36版本佛教和耆那教如何指定继承人? 已经是幼子继承制,在法律页面没有指定继承人,是还有别的条件吗?
合战快报 看了太多负能量了,打合战去,木津口三路雨
在小伙伴们抽祭的时候,我默默的把福吉给抽了 20张吉+福,抽奖券一张没有,看来说福吉出抽奖券是假的
拖尸队接连车翻织田国家队和女子天团,你敢信? http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fnobunyaga.86game.com%2Fmovie_cn%2FbattleMovie.swf%3Fmovie_id%3Dg22Xqu9rsMFRDvEqKPqGdTj-fQqNEXPjYOfAJcb87RM%253D%26report_id%3D1%26isMyself%3D1%26host_context%3D&urlrefer=14d0b3266b2a078a7d18e5eb1d0d8e5ahttp://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fnobunyaga.86game.com%2Fmovie_cn%2FbattleMovie.swf%3Fmovie_id%3Dg22Xqu9rsMEz_5bAuYZMYJeITXGfxOxOFJR4ypONhho%253D%26report_id%3D1%26isMyself%3D1%26host_context%3D&urlrefer=8718e7036003bb66b271382ea0ba98da我的经验拖尸最好的是3拖2,基本能7连,运气好9连,第一天620出击撞PC得不偿失,后来换3拖2粮越打越多。
完了,新手保护破了还有得救么。。 本来在愉快的刷NPC,误打误撞把伊达国家队给切了。。。然后又打出个金星,下次出门就遇到玩家了。。送了2次废珍回到NPC,结果打掉人又遇玩家。。。难道就不能愉快的玩耍了么
五只兄贵姐贵欲对一只正太猫施虐。。。 30章第四幕,第一次打被奶加回来等于白打,抱着持久战的打算结果第二次就过了,1C的河野通直顶住了5回合,最后战功胜。 ID:恒河沙喵 求好友 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fnobunyaga.86game.com%2Fmovie_cn%2FbattleMovie.swf%3Fmovie_id%3Dg22Xqu9rsMEj03I9Cm4K83yS945FZh1_NJKSPTlqLGE%253D%26report_id%3D1%26isMyself%3D1%26host_context%3D&urlrefer=0bfc8836f0cb801b91baa781c3daa821
【娱乐战报】印度咖喱究极巨无霸的世界帝国之梦 困难,电脑加成,历史幸运,玩的是印度的马尔瓦,虽然是逊尼派不过省份都是印度教的,科技组是印度150%能力-1。 开局有2小弟,伪造附近小国宣称权,和南边的大国德干联姻并同盟。征服2个省份后收入还是入不敷出,连顾问都养不起,穷得揭不开锅继续兼并周围的小国和德干的同盟因为侵略性扩张减成太多维持不下去了,转而和东北的江布尔同盟,向信德和德里方向扩张信德有1个印度河的贸易点,而德里有2个贸易点,肥的流油的猎物,不吃不行啊在吞并德里以后,德干也已经称霸印度南部,与德干的冲突开始加剧,和老套的剧情一样,昔日的兄弟国家终于反目,决定印度霸权的战争一触即发,德干有2万8千陆军,而我国只有2万,还因为连年的征战使得后备兵源不足。本来是准备先修养生息一阵等兵源回复,可是德干卷了和小国联合的战争,我国机不可失的加入了反德干联盟参战了。在绝对兵力压制下,德干被我肢解了,割了几块有宣称的地后解放了2个小国方便吞并,一直伪造宣称权可以省下很多点数和造核心时间。德干打不过开始叫人了,联合了东北的江布尔,西北方的俾路支组成了反马尔瓦联盟。
法妖居然沦落到被列日欺负 虽然是被我肢解了,虎落平阳,不过被列日布鲁日欺负真是太惨了
那个免CD里的执行文件TKS.EXE有毒啊。。
正式版的三国群侠有多大? 在网上看到有570M、504M、440M三种版本。。
困惑了很久的问题 大概是三四年前玩的这个游戏吧,当时别的任务都做完了,九鼎也拿了八鼎,人物都是20级,就是卡在汜水关,华雄两刀就是一个,打了半天就是过不去,一气之下就把游戏删了,就是想问到底如何打华雄,求解。。
日文版的结局时有存档么? SC的初始等级好像是根据FC的最终等级来算的,不过我玩中文版的通关之后没发现有通关存档,有没有玩过日文版的朋友来说说
国家队前锋都进不了球啊~ 李毅都上场了,怎么就不给李金羽机会?
1
下一页